Homie release his new RtCW-Movie - strafeaholic - with nice ingame jumping scenes.
The Idea: For some years now, I have been toying with the idea to make an RTCW movie with trickjump actions ingame that leads to winning docruns and some nice frags. A month ago I fell in love with the Juno Reactor track "Mona Lisa Overdrive" and I imagined this soundtrack would fit very well with this type of movie. Last week i began putting some parts in on certain audio parts I had in mind and this week the movie was finalized.
Content: Demos consist of 3v3 up to 6v6 competition play on OSP, ranging from 2012-2017. They are included in the download file, for those who want to check it out. Some random scrims, some onedaycups and some from the latest RTCW cups when United States of America WarWitch returned to cast. Some of these plays were already in some older clips i made, but most of it is new.
Nearly all DOCRUNS in the movie (including the intro sneak walljump on beach) result in finishing the round, except for: - Jumping south on ice while there is an airstrike exploding, there was not enough time left to finish the run. - When parcher nades while jumping south and i fall to my death because i didn't hit the slopy ice part right cause of the boost.
Settings: I recently bought a 21:9 monitor and i thought it would be a good idea to test out its max resolution (3440x1440) combined with RTCW. I know almost nobody will have this type of monitor and it will result in black bars, but I mainly made this for myself anyways.
I included the hud (teamoverlay, time on clock, health and weaponinfo) because I think it's important to have some context with these types of play. I know the "player1 killed player2 with mp40" text is really small, but i didn't bother to try and fix it, because it's not so important.
Movie Info: Length: 04:46, Filesize: 1.68 GB, Resolution: 3440x1440 (21:9), Framerate: 60, Encoder: x264, Container: avi
This is the first beta release of the "Wolf: ET" map, "War Missile", created by ETc|gouki, Nico$ and ETc|#.Jay.#
The Axis Forces have begun to manufacture the deadliest V2 missiles ever created. They are producing these mega weapons at a heavily-guarded secret factory and the first of these new V2 missiles is ready to be launched against the Allied attackers in Europe.
Allied HQ has discovered the secret location of the V2 factory and despatched one of their elite Commando Units to destroy the factory, before the first of these missiles can be launched against them.
Allied Objectives =
**Capture the forward flag and defend it.
**Destroy the factory generator.
**Repair the Allied Command Post and defend it.
**Destroy the Axis Command Post.
**Destroy the main generator, thus preventing the V2 missile from being launched.
** Steal the keycard.
- Command map fixed. Added the "cmarker" at the place where the objective has to be, in order to end the map. - Fixed the direction icons to keycard. - Improved the map "fps", detailed again, a lot. Added hint brushes. - Created a new way to the first Allied spawn, i hope it's a little bit easier now. Let's see. - Filled the map with stuff, e.g., plants, boxes... still decent.
Splash Damage's first game - Wolfenstein: Enemy Territory - was released exactly FOURTEEN YEARS ago. Wolfenstein: Enemy Territory was born on 29/05/2003. Wolfenstein: Enemy Territory was originally planned to be released as a commercial expansion pack to the popular FPS Return to Castle Wolfenstein and later as a standalone game.
However, due to problems with the single-player aspect, the multiplayer portion was released on 29 May 2003 as a freeware standalone game. In January 2004, the source code for the game logic (not the game engine) was released to the benefit of its modding community. The game uses a modified Return to Castle Wolfenstein engine, itself being a heavily modified Quake III: Team Arena engine (id Tech 3, which has been open-source since 2005).
As of the first day of the 2010 QuakeCon, 12 August the entire source code was released under the GNU General Public License v3.Multiple source ports have been started.
While the attempts made by OpenWolf and ET:Xreal concentrate on innovating the renderer, the most active community project ET: Legacy focuses on fixing issues by backporting improvements from ioquake3 while staying binary compatible to the original game client, server and its mods.
= Return to Castle Wolfenstein Single Player Missions =
= RtCW Castle Wewelsburg =
Ronboy has released a news update about his latest "Return to Castle Wolfenstein" project, "Castle Wewelsburg". Here's what he had to say:
"Finally, a new update regarding Castle Wewelsburg! I have a handful of information to give to you all, so prepare yourself!
First of all, I want to mention that the final release of Castle Wewelsburg will have disabled cheats. This means that players will NOT be able to cheat at any time while playing the mod. My reason for deciding on this is simple: I strongly dislike cheating, and I want to discourage it as much as possible. A great way to do this, in my opinion, is to remove the possibility of players cheating their way through Castle Wewelsburg.
I realize that some players only cheat sometimes for fun, but in my opinion, cheating ruins immersion. As I've stated in previous updates regarding Castle Wewelsburg, I want this to be my best release by far. In order to accomplish this, I think that disabling cheats is a step in the right direction."
"Second of all, Castle Wewelsburg will have easter eggs, like the recently released The Dark Army: Uprising did. These easter eggs will range from secret rooms that are difficult to access to bigger secrets like bonus levels. The bonus levels will NOT be connected in any way to the story of Castle Wewelsburg. This means that, in total, the mod will probably have almost 10 levels, with most of them being playable. As always, this is subject to change since the mod is still in the works.
Third of all, the recently released RealRTCW 2.1 mod, which runs on the ioRTCW engine, will be used in the mod. I've taken notice of some minor bugs with the ioRTCW engine, but it's much more stable than before (those of you who played the first release of The Dark Army: Uprising will know what I'm talking about). Many bugs from the vanilla game are fixed, one of them being the nasty quickload/player death crash that many players have experienced. RealRTCW 2.1 also added some great new footstep and weapon sounds, as well as a new weapon: the shotgun. You can expect this weapon to appear in Castle Wewelsburg for sure.
"Fourth of all, Castle Wewelsburg will most likely have randomly spawning enemy locations. This feature can be seen on some of the original SP maps like crypt1 and xlabs, where some enemies are spawned at random locations. The purpose of this will be to create less linear gameplay, which might appeal to those that prefer multiplayer over singleplayer. As I've said before, I want as many people to play my mod as possible, and hopefully they will enjoy it too. Any additional ideas about creating less linear gameplay are always welcome. Don't hesitate to let me know, if you have any ideas!
To conclude this update, I want to once again mention that Ronboy Productions is still hiring for members. If you think that you can contribute to the development of Castle Wewelsburg in any way, then please don't hesitate to join! I need help with this project!
That's all for this update. Thanks for your interest, and I hope that you all will look forward to the next update, which may contain some WIP screenshots of the first playable level!" - Ronboy"
This is the final release of PAV's superb "American Civil War" modification. There have been many excellent mods created over the years by our Wolfenstein Community, especially for "Return to Castle Wolfenstein SP". However, this "Wolfenstein EnemyTerritory" mod truly is something very special indeed.
The new weapons, animations, models and environments are exceptional, as is the excellent western music incorporated into the gameplay. This isn't just a new game modification, it's a Wolfenstein work of art. To make things even more incredible, all of this is the work of just one man, not a devteam. Download it and enjoy it, folks, you won't be disappointed.
WolfETPlayer has now released the latest version of his superb rebuild of Return to Castle Wolfenstein singleplayer, RealRtCW 2.1. with 3 RtCW SP-addons on board too. This new version of the mod is now running on the remarkable ioRTCW engine with included widescreen support, sound improvements, bug/crash fixes, and much more.
The 3 Return to Castle Wolfenstein SP missions available for now are:
Wolfenstein4evercelebrates 11th anniversary -Return to Castle Wolfenstein and Enemy Territory are still alive, thanks to a hard-working community, faithful players, some websites and the fact that there are still no new comparable MP game, which is also still free.
I wish you all still a lot of funwithour beloved Wolf gamesas long as possible!! ;-)
Wolfenstein4ever feiert 11 jähriges bestehen - Return to Castle Wolfenstein and Enemy Territory leben immer noch, dank fleißiger Community, treuen Spielern, einigen Webseiten und der Tatsache, das es immer noch kein neues vergleichbares MP-Game gibt, welches auch noch kostenlos ist.
Ich wüsnche euch allen weiterhin viel Spaß mit unseren geliebten Wolfgames, solange es geht! ;-) d3Xter @ Wolfenstein4ever
LoRenz presents his new Enemy Territory Sniper map - LRS Drydock Sniper 2
Hi all, this map is the sequel of Drydock 1. After the repairs in Drydock sniper 1, the two ships take the sea, but them get crashed, and are stuck in the ice. You can not cross in this map, only thing to do is choose your spot, and snipe. You can shoot down the airplane, it can kill some enemy if falls on his head.
If you have some feeling cold in this map, it is normal, so, play it in the summer can help :)
Thanks to all the mappers and players and all people that continue to believe in ET.
Dear Regulars, Members and Followers, unfortunately we have to announce that on 31 March 2017 Dark Alchemy will be closed permanently.
This difficult decision was taken after a long period of observation, which led us to the conclusion that nowadays the Enemy Territory community is increasingly shrinking, and that for a community like ours, this reduction generates an activity equal or less than 20 % compared to a few years ago, when to enter the server you had to wait a few free slot.
Since 2005 we have been pioneers and have set an excellent base that allowed us to have fun and entertain many players for over 10 years.
Today we are able to decide to close with pride, avoiding to let the time and the lack of players to force us to do so.
For all the work done over the years, and all the players, the members, the former members and donors, who have honoured us with their presence, I express best thanks, hoping that all these years alongside Dark Alchemy, have left in you something pleasant and positive.
New Enemy Territory Movie called Apex - 999aciz and 999sungi present a new Trickjump movie with excellent editing and graphics. This is a video showcasing release of a new strafe/gamma jump map Apex. It contains 27 strafejumps, all optimized for fullbeat style!
The creators of Insurgency present the next installment of their successful FPS platform with Day of Infamy. Featuring tactical close-quarters WWII combat across a wide range of multiplayer and coop scenarios, Day of Infamy is a highly intense teamwork-rewarding, objective-based experience.
Axis forces are planning an assasination of the Allied General, who is located in a near-by factory. They have to get inside the heavily-guarded factory to steal the special dagger, needed in order to assasinate the General in his bedroom.
To get to the factory they must first steal a tank, which they will use to gain access to the factory complex. They then have to steal a key to open the gates which bar the way to the dagger and the General's bedroom.
# Destroy the damaged garage side wall to access the tank!
# Escort the tank through the town to secure advanced spawns!
# Destroy the sewer door side entrance and the stairwell door side entrance to progress!
# Capture and hold the old village spawn for 7 seconds in order to permanently secure it!
# Build the north and south assault ramps, the neutral command post and destroy the trench side wall!
# Destroy the main factory door to access the key and dagger and capture the forward tower spawn!
# Steal the gate key to open the gates that guard the way to the dagger and unlock them!
# Steal the dagger, locate the General and assasinate him!
Starting from the next 2.76 release, only the "XP" earned in the current map or campaign will be displayed.
The Skill Rating has been gradually implemented in the past Legacy release, with the final version being currently tested on our official test server. Connect now to etlegacy.com to have a preview of the system! _____________________________________________________________
The idea is simple: Skill Rating is a new, proven metric that can be used to compare skill of players over time. As FPS require skills in multiple areas like reflex, planning, tactical analysis or teamwork, with the relative importance of these skills depending on the map, game mode, player roles or team compositions, a skill rating can be defined as a measure of "all parameters of a player that help his team to win" and calculated using a statistical approach.
The idea of using statistics to estimate the skill of players isn't new. ETPub implements such a metric with its "Player Rating" that gives a normalized skill score. However, "Skill Rating" of Legacy mod is modeled after TrueSkill, a more modern algorithm that has been developed by MicroSoft for its XBox matching service.
• It has many advantages over the ETPub's PR, and is very well documented. • It has been extended to take map bias into account. • Ranks will also be adjusted to reflect the rating of the player, instead of reflecting the skill levels and XPs.
The better you perform the faster you'll rank up. However beware, several 'bad' matches and you might lose a rank again.
What is Skill Rating? It is a value between 0 and 50 assigned to each player. It represents its ability to help his team to win the map. Rating will be updated after each map played at intermission. New players will have a rating of 0, and it will increase over time. The rating value determined by using the strength of the team, time played in each team and the map. The performance of disconnected players is taken into account.
What do I need to do to have a good Skill Rating? Do whatever is necessary to win the map.
What are the percentage numbers displayed on scoreboard (using double Tab)? The first value represent the real time estimate of each team winning the map, while the second is the map bias.
The numbers show that the current game is unbalanced! The rating system takes balance into account when updating rating. It is thus "fair" to lose an unbalanced map. Winning a map against a much weaker team will not increase your rating much, but losing against a weaker team will make your rating drop sharply. Conversely, to increase your rating quickly, join the weaker team and win as an underdog!
Yes indeed, WolfETPlayers superb "RealRtCW" Mod for Return to Castle Wolfenstein is alive and well, it's making good progress too. Here's what he had to say, regarding this latest news update:
"First of all, thank you for your support and feedback. I know it's been a rather long time without any big news, so I will try to compensate this fact with a new status report.
So, what I can tell you about RealRTCW 2.1 at the moment? The "changelog" is rather big already. However, do not expect any big changes. It is still 2.1 not 3.0. The aim of RealRTCW 2.1 is to perfect 2.0 by fixing bugs, balance issues and improving overall quality of the mod.
Since the release of 1.42d with 44 khz support I was working on the sound aspect of "RtCW". In RealRTCW 2.1 I enabled 44 khz music support which was being blocked by an annoying message, informing you that your in-game music setting was not 22 khz. Music to my ears!
What else? Well, most of vanilla 22 khz (and even 11 khz) sounds were replaced with native 44 khz sounds. All weapons sounds were replaced as well. I was not really satisfied with 2.0 sounds, so now it has been perfected. Every gun now has its own unique echo sound. You can check out some gameplay with new sounds on my Youtube channel. It is better than any words can describe. (And for echo sounds take a look at Iron Cross gameplay) .
In respects to custom "RtCW SP" add-ons, I'm just trying to add new weapons, but, rather, to actually rebuild these add-ons. The amount of work required depends on each add-on. Stalingrad, for example, includes a custom soundtrack, new voices for both Axis and Soviets, a new menu, loading screens and new storyline (lmao). It was pain in the ass, but it is ready. Time Gate is easier, but the ".ai" files are still a bit messy. Now I am finishing Time Gate and slowly switching to the Trondheim and Project 51 missions.
When will this new version be released? For now my free time is limited, due to every-day life. However, I intend to release RealRTCW 2.1 sometime in the summer of 2017. I can't make any definite promises, though, in respects to an actual release date." - WolfETPlayer