NEWS
wolf #02 is back up again. sorry for the delay - jarod
What you need to play
Wolfenstein: Enemy Territory 2.55 [Windows]
264mb
Wolfenstein: Enemy Territory 2.60 [Linux]
264mb
Wolfenstein: Enemy Territory 2.60 [MacOS]
264mb
W:ET 2.60 patch [Windows]
6mb
W:ET 2.60b patch [All platforms]
3mb

The game itself and the available patches are a minimum requirement for you to play W:ET on Shiven. The 2.60b patch is a zip-file. You can extract the two exe-files from the win32 folder inside and overwrite the original ones.

You are now ready to frag! After starting the game you can immediately open the game console (press the ` or ~ -key, located under the escape key on most keyboards) and type:

connect shiven.net


Optional client enhancements
ETPub client 20070801
5mb
Fuel Dump spring time version
8mb
Fuel Dump rocky version
6mb
Return to Castle Wolfenstein sound pack
2mb

Simply extract the clientmod zipfile directly into your W:ET folder. That will automatically create a 'shard' sub-folder for you with some files inside. With this mod, you should notice many updates and bug fixes compared to the vanilla etmain client.

The spring or rocky mods will change the appearance of the standard winter Fuel Dump. And z_RTCW_spirit_v2.pk3 contains some alternative firearm wavs.
Since sv_pure is disabled, you may copy any custom pk3-files to your shard-directory if you would like to use them. Please note if you use both rocky and spring mods, only the spring version will be visible (due to alphabetic loading).

For other optional W:ET mods you can browse the internet and post good realistic ones on our forum. Check out this site for example: et-revaluation.wolfmap.de

ATTENTION: To improve team play, only 2 scoped rifles, 2 field ops and 1 panzer soldier are allowed per team.

The server contains 34 slots of which 4 are private ones. There is a six map cycle of XP saving, if you want to see what map you are on, hold TAB (ingame) and read the upper line.


Shard server enhancements
Shiven runs a custom server mod named Shard. Here is a list of some gameplay changes:

  • canisterkick: press F when you're on a canister or grenade to kick
  • mines work very different: each has 250 hp no matter if spotted + you can't trigger visible flags unless using engy-pliers
  • soldier has dyna only, change skill point system: dynamite actions increase heavy weapon skill
  • tanks and stuff take friendly fire
  • you can defuse dyna from enemy team only
  • constructible xp sharing among engineers
  • coverts keep their uniforms when shooting and can steal other unis when already disguised (drop disguise with /dropuni)
  • drop primary weapon with /dropgun
  • you're now able to stand still on ice \o/
  • keep weapon stats when changing teams
  • 120 hp for level 1,2 battlesense; 127 for level 3,4. regenerate 1 hp in 5 seconds for all classes
  • reduced knockback to 30%
  • dyna or satchel at an unfinished construction will reset the build and they are less likely to magically disappear when a construction completes
  • call arty on vertical brushes (a wall, side of a tank) works now
  • area based hitsounds: hear your victim only at a reasonible range
  • see the complete campaign rotation + what map you're on with /cmaps
  • real player mass: moving against a fellow player causes pushing effect
  • custom server bots, reserved name tag "svB|" so there is a minimum of 6 players online (bots disappear when players joins the team).
  • votes counted based on number of people actually voting. we set the required vote percentage to 70%, to compensate for newbie F1s
  • loads of weapon damage-per-shot/rate-of-fire/bullet-spread/clip-size changes: realistic asymmetric weapons, used relative values from wikipedia
Realism is an important theme in this mod.


Fuel Dump modifications
The version of Fuel Dump used on this server differs heavily from the version you might be used to. The east depot fence can be constructed as a gate. This way axis can still access the dump from the east exit when an allied player has planted the dynamite. This modification was done because when the west fence is blown up and dynamite is planted at the Fuel Dump, it is very hard for axis players to defuse with the east fence still in place.

Allies can spawn at their command post. This was done to avoid the tediousness of having to travel half the map each spawn.

With the release of the sw_fueldump_te we integrated the ability for axis to spawn inside the depot garage for 3 players.

To accelerate the first part of the map we made the tunnel doors dynamitable from inside and outside. So Axis should watch the tunnels now more carefully!

Allies can now spawn at an additional tunnel spawn after the depot gate has been breached!

The final modification is the addition of stairs to the axis balcony. A connection from the hills to the caves can be useful for both teams...







Fuel Dump version 2.0
In 2008 we introduced additional changes to the Fuel Dump map.

To make the map now a little more even we gave axis some better defense position. We put some barbwire at the sniper hill and the west depot defenses. This way the allies have some slightly disadvantage in regard for their tunnel spawn.

Further we gave axis some extra boxes on the top of their depot spawn and some bars in front of their spawn windows. So no more panzer and grenade spamming for allies.

Please leave comments about these and other changes and share your suggestions in our forum.






Server policy
We have a few very clear rules. These can be found with a detailled explanation on our rules page. They are enforced by our trusted team of referees. Some can be recognised by our sH| name tag. Look at our staff site for more information.

Also don't forget to check out our Frequently Asked Questions

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