if you find any bugs please email them to email@example.com.
extract ge_temple_v2a.pk3 into your etmain folder to install.
Ifurita, without whos help i would be banging my head into a wall trying to figure out how to script, and for helping me with a whole slew of other questions. V2a edit: Iffy rules.
Mean Mr. Mustard, without whos help i would be banging my head into a wall (harder) trying to figure out how to script.
Drakir, your site, prefabs, and tutorial on shaders helped out alot.
Seven_dc, thanks for the command post prefab.
Splash Damage, gg.
Leadbritches and www.austinservers.com for finding the spawn bugs in earlier versions, and for being a fun community.
Roadkill, thanks for testing out each build and giving me early feedback.
Detoeni and the rest of the staff at wolfensteinx.com/surface, thanks to all you guys for helping me learn to map, especially dt.
V 1 -->
removed the command post as a spawn point controlling entity
added a forward flag in place of the command post
added a neutral command post near the barracks
V 2a -->
added allied spawn point at the command post
fixed the team doors so they can now be opened by allied coverts
removed the False Wall
added a dynamitable barrier at the tunnel entrence
rotated some textures
widened the breach near the lunchbox
changed axis respawn time to 25
Primary objective Axis: defend the Chimpokomon lunchbox (crate of gold)
secondary objectives Axis:
defend the Tunnel Barrier
build the command post
defend the forward flag
Primary objectives Allies: steal the Chimpokomon lunchbox (crate of gold) and return it to the Sarcophagus
secondary objectives Allies:
destroy the Tunnel Barrier
build a command post
capture the forward flag
Axis Respawn time: 25
Allied Respawn time: 15
there is a brush on top of the secondary axis spawn that could have been clipped a little better. it's barely noticable,
and if i ever get the motivation to fix it it would probably take less than 5 mins.
the wm_announce for the forward spawn doesnt work when a player touches the flag. it works when the wall blows up though.
with low sky texture settings the sky appears to be completly black.