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Wolfenstein: Enemy Territory
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It's a great game that runs on the Quake 3 engine that many of you know and love. If we can get 10 or so of you to download it and try it out we will be hosting regular games of it just like Navy Seals or Western Quake. Anyway, if you are interested you can download the game here, and be sure to get the latest patch from here. Registration is required to download the game, but it's free otherwise. ATTENTION: Please download and extract this rar. It contains a simple mod called ETPub and a few maps that we plan on using. Edit: Mugen wanted me to add this. It contains another map we will be using.Advanced info below. (Scroll to the bottom for images) | QUOTE | Wolfenstein: Enemy Territory (abbreviated as WOLF:ET, WET, and among gamers, ET) is a freeware first-person shooter (FPS) computer game, and a standalone sequel to Return to Castle Wolfenstein, created by Splash Damage.
Enemy Territory was originally planned to be released as a commercial expansion pack to the popular FPS Return to Castle Wolfenstein. However, due to problems with the single-player aspect, the multiplayer portion was released on May 29, 2003 as a freeware standalone game.
It's a team game; you will win or fall along with your comrades. The only way to complete the objectives that lead to victory is by cooperation, with each player covering their teammates and using their class special abilities in concert with the others.
Gameplay
Wolfenstein: Enemy Territory is an online multiplayer game, where the players interact with each other over a network in two teams (axis and allies) to defend or destroy mission objectives. The game is playable over the Internet or a Local Area Network. Like many online games, cheating and exploit communities exist. To counter this, the game has support for PunkBuster, an anti-cheat solution.
The character classes in Enemy Territory are:
* Soldier (carries heavy weapons [panzerfaust,flamethrower, mobile mg and mortar]) * Medic (revives incapacitated teammates and heals the injured) * Field Ops (distributes ammo packs and calls in two types of fire support) * Engineer (performs construction, repairs, demolition and sets up landmines) * Covert Ops (responsible for sabotage and/or sniping)
There are two sides; Allies and Axis. There are six officially released maps (North Africa Campaign: Goldrush, Oasis, and Battery; Europe Campaign: Railgun, Radar and Fuel Dump), as well as hundreds of custom maps made by the internet community. On each map, the offense needs to complete a certain set of objectives within a limited amount of time. The defense needs to keep the offense from completing objectives until time runs out. Some objectives may be optional, and some objectives can be carried out by either team. These minor objectives assist the team completing them. Depending on Game Mode the action will continue on another map (Campaign Mode) or the same map (Objective Mode, Stopwatch Mode, Last Man Standing).
In the official six-map campaign (most common on public servers), Allies are offense for all but one map. In Stopwatch Mode (most common for locked or LAN servers) two teams - most common setups: 6vs6 or 3vs3 - will play the same map twice, once in each side and the winner is determined of who have the fastest offence (it can be a tie when both teams defence manage to keep the offence from completing the objectives until time runs out).
Players may earn experience points in several skill categories. All character classes may earn points in Battle Sense and Light Weapons. Class skills are generally restricted to the current class, the exception being Heavy Weapons (the Soldier class skill).
Players have certain abilities based on their character class. The player has a Power Bar that provides 'power' for their special abilities. The power bar regenerates slowly. Players have up to eight weapon slots, depending on character class.
* Slot 1 - knife * Slot 2 - Sidearm: pistol (Allies - Colt; Axis - Luger, submachine gun for high-level Soldiers or dual-pistols for high-level in Light Weapons) * Slot 3 - Primary weapon: selection depends on class (see Weapons) * Slot 4 - hand grenade; * Slot 5 - Medic - syringe; Field Ops - airstrike beacon; Covert Ops - smoke grenade; Engineer - tool (pliers) * Slot 6 - Medic - health pack; Field Ops - ammo pack; Covert Ops - satchel charge/detonator; Engineer - dynamite * Slot 7 - Medic - adrenaline syringe (high-level); Engineer - landmine * Slot 8 - Field Ops - artillery strike (using binoculars); Covert Ops - landmine detection (using binoculars); binoculars for all other classes at level 1 Battle Sense skill
Soldier (Class Skill - Heavy Weapons)
  Heavy combat specialist. The soldier is unique in that his character skill relates only to killing the enemy rather than helping his team directly, with the exception of damaging a vehicle with the panzerfaust or mortar. Soldiers are the only class that can carry heavy weapons; however, all character classes may earn points in Heavy Weapons while using a constructed MG42 turret or a tank's Browning machinegun. Soldiers spawn with four hand grenades. Soldiers can also wield a submachine gun if they for example run out of Panzerfausts.
They spawn with 4 grenades and 3 clips of ammo for their SMG or 1 "clip" of ammo for their heavy weapon.
Soldiers receive 3 experience points for each kill with a heavy weapon. All players, regardless of class, receive 3 experience points towards their Heavy Weapons skill for a kill with an MG42 turret or tank's Browning machinegun.
* Level 1 - Power Bar requirement for firing a heavy weapon is reduced by 1/3, using 2/3 to fire the panzerfaust, or 1/5 to fire a mortar. * Level 2 - Overheat rate for the Mobile MG42 is reduced by 50%. * Level 3 - Walking speed while brandishing heavy weapons is increased. * Level 4 - Soldier may carry a submachine gun (Thompson or MP40) as a sidearm in place of a pistol.
Soldiers that use the SMGs (Thompson or MP40) as their primary weapon are often deemed 'pointless'. For example, an engineer that uses an SMG can do everything that a soldier with an SMG can, and has the added bonus of being able to fulfil the objectives. In official matches, the Soldier power bar takes 27 seconds to fully reload.
Field Ops (Class Skill - Signals)
  Field Ops support teammates with supplies and support fire. They can drop packs containing ammunition. Support fire is signalled by throwing a colored smoke grenade to call in an airstrike - a series of explosions in a short line along the smoke - or targeting a location with binoculars to call in an artillery strike - a series of explosions surrounding the area determined by the Field Op. The airstrike is generally used for immediately clearing out a large area. The artillery strike is used for making one small area very dangerous for a longer period of time. With both, there is a limit on how many strikes the entire team can have in effect at once.
Field Ops spawn with one hand grenade, and 2 clips for his SMG (although he can supply himself with nearly unlimited ammo if needed).
Field Ops receive 1 experience point for each ammo pack picked up by a fellow team member, 3 experience points for killing an enemy player with an airstrike or an artillery strike, and 7.5 experience points for destroying an objective with either.
* Level 1 - Ammo packs that you drop contain one extra magazine (Mega Ammo Packs); power bar requirement for ammo packs reduced to 15% from 25%. Field Ops may also carry two hand grenades, although they continue to spawn with one. * Level 2 - Power Bar requirement for airstrikes and artillery strikes is reduced by 30%. * Level 3 - Airstrikes provide a second series of explosions immediately after the first. Artillery strikes last twice as long. * Level 4 - The Field Op can recognize disguised enemy Covert Ops. (Turns up as "Disguised Enemy" when cursor is placed over him.)
Medic (Class Skill - First Aid)
  The Medic has more health than any other class, and slowly regenerates health. The Medic can heal teammates with health packs and revive them with syringes. In some servers, syringes can also be used to poison enemy players. Since a Medic regenerates health, and usually gains the most experience by staying with a group, it's a good choice for beginners. However, a skilled player can make a medic an extremely deadly individual soldier, this often occurring mini-class is known as a "rambo medic."
The greatest disadvantage for medics is their lack of ammunition, they only spawn initially with only one SMG magazine and one grenade.
Medics receive 1 experience point for each health pack picked up by a fellow team member and 4 experience points for reviving a fellow team member.
* Level 1 - The Medic spawns with one extra magazine of ammo and one extra hand grenade. * Level 2 - The Medic spawns with and may carry two extra syringes. Power bar requirement for dropping health packs is reduced from 25% to 15%. * Level 3 - Syringes revive a knocked out teammate to full health. * Level 4 - The Medic may inject himself with adrenaline. When using adrenaline, the Medic runs faster and takes half damage. His stamina bar is immediately filled and cannot be depleted while the adrenaline is working. The effect lasts for ten seconds. Adrenaline is a useful and sometimes decisive tactical tool, used to rush into places of critical value for achieving objectives. o In some mods, once Level 4 has been obtained, all classes that the player uses thereafter can use adrenaline. On a few servers, a Level 4 Medic may also "give" Adrenaline to their teammates (alt fire). This also costs a full power bar. o In some mods, the Syringe may also be used to poison enemy players. The poisoned player takes continues damage anywhere up to 5 seconds and then dies. Depending on the mod, the poisoned player's screen may either become progressively distorted, or the screen may shake uncontrollably - in either situation, aiming accurately is almost impossible. Most mods allow the poisoned person to return to a normal state if they pick up a Medic's health pack.
Engineer (Class Skill - Engineering)
  are the only class that can accomplish many objectives. Engineers may build and repair machine gun nests, repair vehicles, build constructions (command posts, bridges and such), and plant dynamite and landmines. Engineers spawn with four or eight grenades, and are the only class that can carry the grenade launcher. Allied engineers may carry the M1 Garand rifle and Axis engineers the Gewehr 43.
They spawn with 4 grenades and 2 clips for their SMG or 3 clips for their rifle and 4 rifle grenades.
Engineers receive experience points for constructing and destroying objectives. For construction, the exact number usually depends on the fraction of the power bar required to construct the objective: 5 experience points for an objective requiring 50% of the power bar (e.g. MG42 emplacements) and 7.5 experience points for an objective requiring 100% (e.g. Command Post). Engineers receive anything up to 10 experience points for the destruction of an objective with dynamite.
On an unmodified server, all of the points for constructing an objective are received by a single engineer upon completion of the objective, regardless of how many participate in its construction. Some server modifications distribute the points continually during the construction, thus giving a fair share to all participants.
Engineers also receive 3 experience points for killing an enemy player with a rifle grenade, 4 experience points for killing an enemy player with a landmine or dynamite, 4 experience points for defusing an enemy land mine and 6 experience points for defusing enemy dynamite.
* Level 1 - Spawns with four extra grenades and four extra rifle grenades. * Level 2 - Arms and defuses dynamite and landmines in half the time. * Level 3 - Power Bar requirements for construction, destruction, arming and defusing reduced by 1/3, requiring 2/3. Dropping a landmine only costs 30% instead of 50% of the Power Bar now. * Level 4 - Engineer now wears a flak jacket. Flak jacket reduces damage from explosives by 50%. o In some mods, once Level 4 has been obtained, all classes that the player uses thereafter will have the flak jacket automatically.
Covert Ops (Class Skill - Covert Operations)
  Stealth and scouting class. Covert Ops (or simply "Covert Ops") can steal a dead enemy's uniform, toss smoke grenades to hamper visibility with a nearly opaque smoke, and drop a satchel charge (remote-detonated explosive). The Covert Op is the only class that can use scoped weapons and silenced weapons. Any enemies in a Covert Op's line of sight will appear on his teammates' command map. When looking at hidden landmines through binoculars, a Covert Op will see an icon, and after a couple of seconds, the landmine will be visible to all teammates.
A Covert Op spawns with two grenades and three clips for his SMG or rifle.
Covert Ops have a more powerful stabbing attack than any other class. A stab to the face deals 20-25 damage, while other classes can only hurt the enemy for 10 damage when hitting the front side of the player.
While wearing an enemy uniform, Covert Ops can open enemy teamdoors to allow other teammates to pass through. Enemies who observe a disguised Covert Op from a distance will see the name of the player whose uniform they stole, while up close no name will display. They can also sometimes be recognized by alert enemies who notice that they are wielding the wrong weapon for their apparent class (or for their team, in the case of pistols) or do not appear on their command map. The enemy recognition upgrade of a level 4 Field Op will display "DISGUISED ENEMY" and you are, of course, visible to the player whose name you took. How apparent Covert Ops are is also dependent on the server. On its standard setting, Covert Ops will automatically lose their uniform if they perform any of the following acts:
* Fire an unsilenced weapon * Man an MG outpost or a tank MG * Use a standard grenade * If they are SEEN firing ANY weapon
A few servers are far more lenient, up to the point where Covert Ops will permanently remain incognito for the duration of their life.
Finally, disguised Covert Ops can arouse suspicions by, for example, running in the wrong direction or approaching a vital objective. In any case they lose their stolen uniform if they fire any weapon other than the smoke grenade or satchel charge in enemy vision. On servers with friendly fire turned off, some players have made it a habit to shoot fellow teammates to make sure that they aren't Covert Ops in disguise.
In addition, a Covert Op can use his satchel charge to destroy secondary objectives, and some objects constructed by engineers. Although anything that can be destroyed with a satchel charge can also be destroyed by an engineer's dynamite, the satchel charge can be detonated at any time without the 30 second timer and with no advance warning to the other team. For example, in the map "Fuel Dump" a Covert Op can use his satchel charge to destroy the "depot defenses" to allow an engineer to get into the fuel dump to complete the primary objective. Without the Covert Op, the engineer would have two plant two dynamites--one for the defenses and one for the depot itself--which would take much longer and alert the opposing team substantially earlier.
Covert Ops receive three experience points for a kill using a scoped rifle (these kills only counts towards the player's Covert skill if the shot is fired while the scope is engaged, otherwise it counts towards Light Weapons skill as normal). Covert Ops receive three experience points for revealing an enemy land mine to their team, five experience points for disguising himself using an enemy uniform, three experience points for killing an enemy player with a satchel charge, and seven experience points for destroying an objective with a satchel charge.
* Level 1 - Covert Op gets a bonus magazine for his scoped weapon FG-42, K43, or M1 Garand. * Level 2 - Power Bar requirements for satchel charges and smoke grenades reduced by 1/3, requiring 2/3. Covert Op may move closer to enemies without losing their name, and may have different icons on the command map (to reflect the class of the uniform they stole). * Level 3 - Weapon sway and recoil when zoomed in with a scoped weapon is decreased by 50%. Can stay underwater for a longer time without losing health. * Level 4 - Instant kill when stabbing an enemy from the back.
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