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obj_oldtowne_b4 by Stealth
| Date added: | 11/21/2012 |
| Date modified: | 02/23/2013 |
| Filesize: | 44.02 MB |
| Downloads: | 2339 |
This is the second official release of OldTowne. This map is for a WET modification True Combat: Elite. Please give as much feedback as you can. Thank you.
Oldtowne by Stealth
Makers Quote: "Never look at someone as they are. Only view them as what they can be"
A map for the Wolfenstein Enemy Territory Modification "True Combat: Elite"
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Title: Oldtowne
File: obj_oldtowne_b1.pk3
BSPs: obj_oldtowne_b1.bsp
Author: Stealth (Scott Cupoli)
Email address: scott@cupoli.net
Website: http://www.stealthzone.net
Description: An old european town with cobblestone roads, a market place, and alleys.
Minimum specs: GeForce2 or equivalent graphics card with 64megs. Pentium 3 500 MHz processor or
equivalent. Anything less will probably result in unplayable frame rates, although reducing geometric and texture detail and switching to 16-bit color will make the map less system-hungry.
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How to play
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Place the .pk3 file into your tcetest directory and enjoy!
For running on your own computer.
Type "/set sv_pure o
Type "/devmap obj_oldtowne_b1" into the console if you cant view it in the map list.
Assets:
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New textures: yes,
Some textures were grabbed from different places, if I forgot to mention you please email me.
New shaders: yes.
New models: yes - Various sources on the net & myself.
New sounds: No - Well not yet at least.
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Support
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Please give me as much feedback as possible for this map. The purpose of this alpha is to get some feedback on layout and design. Of course to let everyone see my expertise. Just kidding. Any suggestions will be taken seriously and not offensive. I greatly appreciate the feedback.
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Known bugs
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I'm just releasing this to let the public see the first Alpha version of Oldtowne. Its going to look different in the beta stages.
Not all models are included yet (Some models are not completed yet or are being made by our team and myself)
Map needs serious fire cover (Too Empty)
Lighting needs some work
Need to work on the compile method (Ydnar)
Hinting needs a little more work (Not my specialty)
Textures aren’t really finished,Textures are too repetitive and some textures need replaced or revised.
Importing the surfaces not completed
There is not a loading screen shot
There is no bot support
Some elements are missing from certain game modes
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Thanks to....
Jesus Christ for giving me strength and bringing me joy every day.
{Cause of Death}, Damien, Merlin1991 & all my other online friends for putting up with me and helping me along the way. What great people!
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Distribution / Copyright / Permissions
Level design, some map models and texture art copyright Scott 'Stealth' Cupoli, 2009 (subject to exceptions
stated above)
The project in which the textures are to be used is 100% non-commercial. No money will be charged
for its creation or distribution.
GameSpy Industries is exempt from these conditions, and may publish these textures on CD or other media
to be sold commercially.
Disclaimer: Some models were aquired from different sources on the net and are the intlectual property of other game distributions. I take no responsibility for using them and their continued distribution through out the net.
Nobody has permission to decompile this map and customize it.
Nobody has permission to change or alter the textures in this map.
If you wish to use any models, textures, ideas in this map, Please ask.
This level may be electronically distributed only at
NO CHARGE to the recipient in its current state, MUST
include this .txt file, and may NOT be modified IN
ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE
DISTRIBUTED ON CD-ROM WITHOUT PRIOR WRITTEN PERMISSION.
====================================================
obj_lumberyard_b1 by Stealth
| Date added: | 09/26/2011 |
| Date modified: | 05/25/2012 |
| Filesize: | 20.07 MB |
| Downloads: | 725 |
Lumberyard was an idea brought to me by some friends in Europe. I've taken several different layouts from different games and combined them into one level. There are specific routes to this map and is surprisingly fun when the routes are followed and objectives met. For a open map the FPS are good. On this map I decided to follow the traditional dark grungy feeling you usually get when playing True Combat.
Obj_Lumberyard_a1
For testing purposes only.
All Rights Reserved 2011.
Author: {CoD}$tea1th
All GameModes Supported OBJ/CTF/TDM
Other Contributors:
Damien (Shader & Texture Manipulation)
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Visit http://www.stealthzone.net for more info.
For Bugs & Support visit http://www.truecombatelite.com/forums/viewtopic.php?t=2348
A big thank you to everyone that took the time to download and test my map. You know who you are.
TC:E appears to be almost dead. But life long contributors and supporters like me will never stop supporting TC:E or its counter parts.
This map is dedicated to anyone with a dream. May it come true for you.
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To all the TC:E mappers out there. Keep the dream, keep up the mapping.
Big Thank you for Team Terminator & Groove Six Studios for all the hard work.
Coroner, CQB just started, now is not the time to quit. Every release you have made from Q3A and on has been better and better. CQB is no exception to the rule. Keep the faith man.
This map will eventually support the following game-types: TC:E (CTF/TDM/OBJ).
obj_cargoship_b4 by Stealth
| Date added: | 07/27/2011 |
| Date modified: | 02/05/2013 |
| Filesize: | 34.22 MB |
| Downloads: | 761 |
Obj_CargoShip_b4
((((UPDATE)))) 02-04-2013
OK there has been major changes to the map making it uniformed to the rest of the popular TCE maps. Not too big, but plenty of action. Hmmmm Nevermind....
Anyway, I think this version will get way more action. Considering the engine's limits, I think we did a pretty good job on this map. We had to take a lot of models out unfortunately. As usual, please give plenty of feedback for this may be the final unless you voice your opinions.
For testing purposes only. This is not the final project.
All Rights Reserved 2013.
Author: {CoD}$tea1th
Major Contributors:
Damien (Vis Optimization, Shader & Texture Manipulation, & Models)
Merlin1991 (Vis Optimization)
HipShot (Sky Alpha Brush Tutorial)
---------------------------------------------------------
Visit http://www.stealthzone.net for more info.
For Bugs & Support visit http://www.truecombatelite.com/forums/viewtopic.php?t=2243
A big thank you to everyone that took the time to download and test my map. You know who you are.
TC:E appears to be almost dead. But life long contributors and supporters like me will never stop supporting TC:E or its counter parts.
This map is dedicated to anyone with a dream. May it come true for you.
---------------------------------------------------------
To all the TC:E mappers out there. Keep the dream, keep up the mapping.
Big Thank you for Team Terminator & Groove Six Studios for all the hard work.
Coroner, CQB just started, now is not the time to quit. Every release you have made from Q3A and on has been better and better. CQB is no exception to the rule. Keep the faith man.
obj_alcatraz_b3 by Stealth
| Date added: | 08/13/2012 |
| Date modified: | 08/13/2012 |
| Filesize: | 37.81 MB |
| Downloads: | 389 |
Developed under the inspiration of the expired tv show Alcatraz. I didn't really spend too much time making this map. It's been done for a while. Just been fooling around with alpha brushes and I am still not happy with the effect yet.
This is a very simple smaller map for quick action. Yes, I am aware of the high-r-speeds facing the terror spawn. Other then Damien, nobody else was willing to help me with hinting to make it better. If anyone has those skills it would be a asset to the community to open up the gates for 3rd party content.
To those who still are running servers and didn't give up on a great game. I salute you. Please give each map from 3rd Party mappers a chance. Of course your going to get some junk now and again. But I thank you just the same.
Please remember not to post bugs publicly, but to send them to me via email.
scott at cupoli dot net
Thank you for your continued interest and support if you have showed it. You know who you are.
For questions about why my pk3's are large in data size, its because I try to have them as self contained as possible. I'm not sure what your doing with your servers, what PAKs your leaving out or adding. So I try to eliminate any missing texture problems if I can.
Stealth