Has ET died?


(Cerebrate) #41

The way I see it, the only reason ET hasn’t died out a long time ago is because of the brilliant ETPro.


(Kendle) #42

I wouldn’t go as far as saying that, but certainly ETPro is a fantastic piece of work, and Bani has far outdone what Rhea did with OSP for RTCW. For all the features and bug-fixs ETPro provides I can’t personally understand why anyone doesn’t use it. OK, it requires a 2Mb client download, but that’s chicken feed compared to ET itself, besides which you need a patch to play ET anyway in addition to the original download.

Also, ETPro seems to have made Battery and Fueldump playable again (in competition) and with SupplyDepot and a couple of other maps gaining favour I’d say the competitive ET scene is actually looking up at the moment.


(Cerebrate) #43

Also, ETPro seems to have made Battery and Fueldump playable again

In 3.0.0 it was possible to spawn at the CP on Fueldump, but wasn’t that removed in 3.0.1?


(Kendle) #44

No, allies can still spawn at the CP on FuelDump (once they’ve built it), but it’s optional in that the server Admin has to enable ETPro map scripts to do it, so I guess there will be some public servers not using the new feature.


(Domipheus) #45

when we played fd the other day, it was like, wtf? weve got the dank blown the side of the dump in like 3 mins. think the tank goes too fast :confused:

the command spawn is cool tho.


(Cerebrate) #46

when we played fd the other day, it was like, wtf? weve got the dank blown the side of the dump in like 3 mins. think the tank goes too fast

What do you mean? I thought the CP was the only change (I very rarely play this map).


(SenF|Doddsy) #47

We have two servers both running the latest ET Pro. In public play we do not have either the back door dynamitable on Battery or the command post on fuel dump switched on. Personally I think the dynamitable back door on battery swings it far to heavily to the Allies. Have not tried the com post though on FD.


(Kendle) #48

The Tank speed (on Fueldump) has been increased (to 1.5 times normal) by the Clanbase / RTCW.no config (as opposed to a map script). Obviously, again, public server Admins are at liberty to use this feature or not, as they see fit. The b_moverscale setting that controls the Tank was introduced in an earlier version of ETPro.

Personally I like this option on FuelDump as it enables Allies to get the Tank to the Bridge in reasonable time. Using normal settings it’s too easy for Axis to take control of the Bridge build-box and proceed to spawn-camp Allies.

I also favour the change to Battery, as it forces Axis to either split their defense, or defend within the Base. Using “normal” settings it’s pretty much impossible for Allies to win (in a Clan match that is) assuming teams of equal ability. Now it favours Allies to a much greater extent. Possibly too great in some peoples opinion, but at least it makes a map that wasn’t playable AT ALL (in competition) viable again.


(pgh) #49

Idd. Fueldump was a great map from ETTest then lost its charm. Battery tbh just sucked :slight_smile: Was 100% Axis half the time but now there both fully playable. We were playing the other night there on them (vs who ive nfi) and it was decent. Battery started with 2 at back holding, support medic and 3 at beach and it came to alot of rushing… cos Axis can spawn back it led to 2 constant 3 on 3 or 4 of us battles at each choke point till we broke through then it led to another 3 one way 3 other def which again came to lots of 1 on 1 and 3 on 3 fights :]

Fueldump now feels like Supplydepot to me and its great. All its charm is back and with the texture pack for it out its even better :x Constant rushing attacks and lots of action base side… just a shame the base is so easily defended cos of the vantage points… if it had (RTCW) ice’s kinda lower supply tunnels choke point madness, eg, Ice/Base it could be one of me top 10 maps! :}


(Domipheus) #50

ahh didnt realise it was clanbase.

Now i understand :wink: tham and thier silly scripts. I seewhat you mean about the rushing attacks, but, it does now render half the map void :slight_smile:


(pgh) #51

Hardly ‘void’. If you struggle for the first 5/10 to get tank accross bridge then the last thing you wanna have to do is see it everytime you spawn.