dod_kalt & dod_colmar Mapadds v5
Posted: Tue Feb 22, 2011 3:48 pm
These two mapadds, while not my best, have been sitting on my hdd for a long time, too long.
You need to own and have Day of Defeat Source mounted in order to play
dod_kalt:
dod_colmar:
Old Video in black and white, fastzombies no longer in the mapadds, for now :
[BBvideo 425,350][/BBvideo]
[hr]
Features:
4x custom dods soldier zombie models
4x custom dods soldier npc models
custom props
Scripted weapons:
p38
colt 1911
c96
garand
k98
m1carbine
Thompson
mp40
mp44
Bar
30cal
mg42
[hr]
So what the hell are you supposed to do?
The first mapadd after you reach the merchant you need to find four clues, one after the other, return the clues to the merchant and then make it to the extraction point.
1st clue is a map (red herring)
2nd clue is a newspaper article
3rd clue is a painting
4th clue is a clipboard
There is a delay between the clues spawning, and they can each be in 1/16 places, so keep looking!
The second mapadd you need to protect the priest meet the merchant and find two clues, return the clues to the merchant or priest.
1st clue is a map (red herring)
2nd clue is a holy book
[hr]
Download20mb.rar file
http://www.gamefront.com/files/20031146 ... fug_v5.rar
Please note:Extract to your obsidian folder!!! The .rar file is not in add-ons format, I did this for server operators to make sure .res files work as I do not know how to .res files for the add-ons folder and where the .res file should go.
If you wish to add these into the add-ons folder as a client just extract to your add-ons folder add a blank info.txt and copy paste the scripts/customweapons from the add-ons folder to your obsidian/scripts/customweapons folder. Weapon scripts must be in the mods scripts\customweapons folder not add-ons folder.
[hr]
Credits/Special Thanks:
rtijms - npc models
SonofBrimstone - weapon models
Makrontt le necron - weapon scripts
gamr748 - weapon scripts
Blues - filmgrain overlay
Tysn - overlay advice
[hr]
v5 Changelog:
Removed mat_hsv1 from cfg.txts
Removed/Changed map overview on spawn, the map overview will now get activated once players find the map clue.
Changed ambient_generic from gamestartup3.mp3 to play gamestartup4.mp3 to play correctly dod_s music instead of Obsidian.
Feel free to post any issues, I'll always try to resolve in time.
You need to own and have Day of Defeat Source mounted in order to play
dod_kalt:
dod_colmar:
Old Video in black and white, fastzombies no longer in the mapadds, for now :
[BBvideo 425,350][/BBvideo]
[hr]
Features:
4x custom dods soldier zombie models
4x custom dods soldier npc models
custom props
Scripted weapons:
p38
colt 1911
c96
garand
k98
m1carbine
Thompson
mp40
mp44
Bar
30cal
mg42
[hr]
So what the hell are you supposed to do?
The first mapadd after you reach the merchant you need to find four clues, one after the other, return the clues to the merchant and then make it to the extraction point.
1st clue is a map (red herring)
2nd clue is a newspaper article
3rd clue is a painting
4th clue is a clipboard
There is a delay between the clues spawning, and they can each be in 1/16 places, so keep looking!
The second mapadd you need to protect the priest meet the merchant and find two clues, return the clues to the merchant or priest.
1st clue is a map (red herring)
2nd clue is a holy book
[hr]
Download20mb.rar file
http://www.gamefront.com/files/20031146 ... fug_v5.rar
Please note:Extract to your obsidian folder!!! The .rar file is not in add-ons format, I did this for server operators to make sure .res files work as I do not know how to .res files for the add-ons folder and where the .res file should go.
If you wish to add these into the add-ons folder as a client just extract to your add-ons folder add a blank info.txt and copy paste the scripts/customweapons from the add-ons folder to your obsidian/scripts/customweapons folder. Weapon scripts must be in the mods scripts\customweapons folder not add-ons folder.
[hr]
Credits/Special Thanks:
rtijms - npc models
SonofBrimstone - weapon models
Makrontt le necron - weapon scripts
gamr748 - weapon scripts
Blues - filmgrain overlay
Tysn - overlay advice
[hr]
v5 Changelog:
Removed mat_hsv1 from cfg.txts
Removed/Changed map overview on spawn, the map overview will now get activated once players find the map clue.
Changed ambient_generic from gamestartup3.mp3 to play gamestartup4.mp3 to play correctly dod_s music instead of Obsidian.
Feel free to post any issues, I'll always try to resolve in time.