April 1

Posted by Nail
I was going to do a April Fool's post but Google just outdid anything I could come up with:

Splash Damage Dev Diaries

Posted by Nail
SD Dev Diaries Galore/Ahoy/Roundup
March 15th, 2007

Those of you chewing your own ties and gloves in anticipation of ETQW’s release may wish to pass a few careless moments reading some of our Developer Diaries.

Most recently, SD Tool-Smith Jared ‘jRAD’ Hefty took a brief moment off from making ETQW to write a diary about the making of the making of ETQW.

Prior to that, for those who didn’t know, or didn’t care, or didn’t know that they didn’t care, SD Senior Game Designer Edward ‘Bongoboy’ Stern wrote a developer diary for GameSpot about ETQW’s backstory.

You can find previous SD dev diaries here, here and here, with more on the way soonish.

Enemy Territory: QUAKE Wars Announced for consoles

Posted by Z-Man

Taken from the SplashDamage site:

February 15th, 2007

id Software and Activision have announced forthcoming console versions of Enemy Territory: QUAKE Wars. While we at Splash Damage lavish our attentions solely on the PC version, we’ve got a little help from our friends: the Xbox360 version is being handled by the mighty Nerve Software, creators of RTCW MP, while the Playstation3 version is being hoisted aloft by the lovely Z-Axis. Read the full press release here.

East FrontlineLatest News

Posted by Nail
We're sorry to anounce we've moved to the source engine...

Nah just screwin with ya we love ET.

But we have to delay Beta test to February 25th due to problems.

This should keep you busy for a while:

Map screens of
Stalingrad, Der blutige große Kessel
Axis are trapped in Stalingrad due to a perfectly executed pince move by the Soviets. A rummor has spread among the Red Army that a air drop supplied ammo for a few remaining Flak88 guns. Due to this, Soviet Generals are sending thousands of men into The Bloody Cauldron (Der blutige große Kessel) to disable them.

Axis, with nothing less to lose will either give in to Soviet propaganda or die trapped on the East Frontline.

And here is the Russian Spring/Summer/Fall Skinpack

note: Some content is from other mods and we did not make them. We use the mod as a preference for testing as it offers realism.
Enjoy cheesey
[Submitted by Xskorpion]

Intel Mac release

Posted by Z-Man
2.60c.dmg and 2.60d.dmg (latest patch)
now available in our download section

link to original article:

Eastfront Mod Beta Test slots now Open

Posted by Nail
For anyone that wants to beta test the East Front Mod slots are now open so you may apply at the forum.

The date of the test is January 28th.

Our coders have been inactive so there will be an absence of some features. If you are a coder please consider joing the East Front.

You may apply here: http://eastfront.flame-guards.com/
[Submitted by Xskorpion]

East Front Mod-* Now Recruiting

Posted by Nail
The mod is going to be situated on 1939-1945, with Russians.

A small list of the features will be:
* Player data will be stored on a master server (saves your rank, xp, skins etc for ever)
* Drivable tanks with a new class that is specialized in driving.
* New maps.
* Lots of skins to costumize your character. (around 20 skins per team)
* Name Creation, you make a real name for your soldier (country specific) also saved on master server.
* A more realistic than ET, but not too much so it wont become boring...
* New weapons. (the russian ones and some new weapons for the axis)
* Realistic military objectives... You have a whole army out to steal gold would you? NO!
* Battle torn cities and maps. Ever notice how clean, Perfect and nice enemy territory maps look? That's going to change.
And much more...

We are looking for:

* Mappers - Able to create a complete working map and with some experience.
* Coders - Good knowledge about the ET source code
* Sound artist - Must be able to create his own sounds, not ripping from other games.
* Voice Actors - Ability to speak russian or german.
* Moddelers - Must be able to make weapons and other stuff, whould be nice if can animate models too.
* Skinner - Must be able to make skins from scrap not just re-skining
* Animators - Self explained
* Texture Artist- Needs to be able to make high quality textures.

Our weak area's at the moment are Coding, skinning, modeling and animating. If you are able to do any of these you will be taken with high priority.


If you want to join us, visit the 'Join Us' section at the forum.

A few screens: http://returntocastlewolfenstein.filefront.com/screenshots/News/31355/1
[Submitted by Xskorpion]


Posted by Nail
A big "thanks mate" goes out to our old friend Fusen, for his latest strike for ET freedom. Very good sir, a tip of the hat to ya, and a pint of your fav as soon as I can get it to ya

Cyberathlete Professional League making a FPS MP

Posted by Nail

DALLAS, TX – December 17, 2006 – The Cyberathlete Professional League® (CPL), the world’s most recognized brand in professional videogame tournaments, today announced the creation of project “Severity,” a new multiplayer game developed for both PC and console systems.

Severity is a multiplayer first person shooter (FPS) focusing on team-versus-team and one-versus-one play modes. Additionally, the game offers unprecedented support for gamers worldwide playing in online and live competitions both casually and professionally.

“Severity will be the first videogame conceived from the ground up to ensure the growth and appeal of multiplayer game competitions worldwide,” said Tom Mustaine, Director of Game Development at the CPL’s new studio.

Severity is built on technology created by developer id Softwareâ„¢ and includes enhanced tournament support, spectator modes, as well as detailed player and tournament statistics tracking. By leveraging the enthusiastic community and practical experiences of the CPL, Severity is uniquely positioned to set new standards while raising the bar for competitive multiplayer games.

According to Mr. Mustaine, former studio director of Dallas-based Ritual Entertainment, the league expects to begin testing the new game with members of the video-gaming community before the end of 2007.

New map release: GA El Kef

Posted by Nail
A new version of the El Kef map for Wolfenstein Enemy Territory is now available. It was required by the Australian Game Arena competition.

There have been many fixes in this version making it far more appropriate for compeition game play. Here is the full list of changes :

- removed the dynamitable wall that leads to the command post. This seemed to slow down allies to much and let axis build the CP before any allies can even get close to it. The hallways right after that wall also devides in 2 paths to weaken the
defense around the command post
- changed axis respawn time to 30 seconds instead of 25
- the room overlooking the flag courtyard has been opened up onto a balcony, giving a better offense to allies who no longer
need to jump out of the windows to get in the courtyard
- the ladder near the forward spawn flag has been enlarged and moved against the wall since many players got stuck
trying to jump down
- the constructible door defending the last objective has been removed, making the map much harder to defend
- the hallways and courtyard just after the city main gate have all been enlarged. This will greatly reduce spawn camping
abilities of axis players
- enlarged the axis last spawn door way. It was extremely narrow, only allowing 1 player to run out at a time
- removed detail in the different critical paths to reduce congestion
- FPS have been greatly improved. In some sections of the map, they are 3 times better than SW El Kef
- the allies now spawn directly under the big woodden shelter of the first courtyard. This makes them gain a couple of seconds on axis and makes it harder to spawnkill them
- fixed a couple of graphical bugs & glitches
- ammo & health racks in first courtyard have been moved over to the opposite side
- fiddled with trigger entites to make the picking up & dropping off of the objective easier. This should avoid players needing to jump on the table / truck pick up / secure the objective.

You can get more information and screenshots of the map update on Game Design Online:

And here's a direct download link to the map file:
[Submitted by Marko]


Username or Email:


[ ]
[ ]
[ ]