Vengeance_TE_B2 available


(Ifurita) #1

http://www.pcgamemods.com/8565/ <-- goes into /etmain
http://www.pcgamemods.com/8566/ <-- goes into /etpro

Changes from Vengeance_final

  • South Rocket eliminated as an objective
  • North Rocket moved inside the hanger
  • Tunnel connecting North and South hangers added
  • Returnable objective now a single set of codes which must be capped in the Radar Station instead of the north and south bunkers. Capping obj opens the two hanger doors and enables the rocket to be dyno’d
  • Health and ammo racks moved up to the pipes room
  • Improved data presentation in the command map
  • Random objective spawning eliminated. Codes are in Bunker #2
  • Improved audible prompts for objective taken, stolen, flag captured, and obj destroyed
  • Side door removed
  • Bunker #2 door is not dynoable and not rebuildable
  • Forward flag becomes permanent axis once bunker door is blown
  • Allies can now spawn at the CP at game start. Axis must blow the CP in order to eliminate the allied spawn there
  • Allied spawns at CP moved upstairs to prevent spawning within clear LOS of the cap location
  • Added lots of cover here and there
  • Moved initial axis spawns slightly forward

Screenies

Objective only spawns in Bunker 2. Only one set of objectives to run. Dynoing bunker door makes forward spawn permanently axis

Cap point moved to Radar Station (where ammo racks used to be)

Radar Station got a make over. Previously closed room in the middle of the screenshot is now where allies spawn at the CP. This spawn point starts active.

North rocket is now the only final dyno objective and has been moved inside the hanger. Capping obj opens hanger doors and enables the dyno objective

North and South hangers now connected by a tunnel.

Thanks to ET Game Hosting for providing test servers and helping out WWGN


(Foonr) #2

Pimped @ sig :smiley: