371 files
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fueldump reverse b3 - fueldump_reverse_b3.pk3 and waypoints
By papywolf
Teuthis has released his version of the classic Wolfenstein: Enemy Territory map, Fueldump, recreated and re-imagined with a new storyline.
The Axis troops are hiding a stolen Allied tank in the Fueldump Fortress to get information on the allied tank technology and weapon strength. Allied headquarters is planning a massive airstrike to destroy the Fueldump area. The Allies must steal the tank and escort it out of the area before the Allied airstrike kicks in.
Allied Map Objectives:
Dynamite the depot gate.
Steal the tank.
Destroy the tunnel doors.
Escort the tank over the bridge.
Destroy the escape door to leave the area.
Allied Secondary Map Objectives:
Destroy the Fuel Depot side entrance.
Destroy the Axis command post.
18 downloads
0 comments
Submitted
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etl braundorf v2 - etl_braundorf_v2.pk3 and waypoints
By papywolf
works correctly with Enemy Territory
// ======================================================================
// 'Braundorf, by Brevik'
// November 2023
// Cedric 'kemon' Easton
// http://www.etlegacy.com
// http://www.github.com/realkemon
// ======================================================================
This map is an overhaul of the original Braundorf map from ET created by Brevik.
As part of the ET: Legacy asset creation effort certain maps are being overhauled.
Those maps have been selected for their stable gameplay, even in a competitive environment.
// AXIS
Primary Objective: Prevent the Allies from blowing the City Gate and permanently capturing the Factory District.
Primary Objective: Prevent the Allies from destroying the Bunker Controls and winning the battle.
Secondary Objective: Prevent the Allies from blowing the Castle Gate and gaining another route to the Bunker Controls.
Secondary Objective: Prevent the Allies from capturing the Factory District spawn point.
Secondary Objective: Build the Command Post for faster charge times.
Secondary Objective: Build and defend the Rear Entrance to the bunker.
// ALLIES
Primary Objective: Destroy the City Gate and permanently capture the Factory District.
Primary Objective: Destroy the Bunker Controls to win the battle.
Primary Objective: Destroy the Castle Gate to gain another route to the Bunker Controls.
Primary Objective: Capture the Factory District spawn point.
Secondary Objective: Build the Command Post for faster charge times and a new spawn point.
Secondary Objective: Destroy the Rear Entrance to the bunker.17 downloads
0 comments
Submitted
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dingenskirchen b8 - dingenskirchen_b8.pk3 and waypoints
By papywolf
About This File
Dingenskirchen b8
Release Date: December 2020
http://forums.warchest.com/showthread.php/39432-MAP-RELEASE-Dingenskirchen-a-tribute
This map started as a collaboration between phisherman and me and was created as a tribute to the good old times of RtCW.
We hope it will bring back some memories to the old-schoolers among you.
-----Beta 8-----
* Fixed missing texture
* Fixed bug where Allies can spawn in the castle before it's breached. (TODO)
* Moved river flag closer to tunnel doors and removed crates restricting player movement.
* Moved tunnel grate lever to tunnel doors gatehouse
* Changed Axis Hill spawn to Church spawn
* Changed Allied Church spawn to Tram spawn
* Remodelled Axis castle spawn and moved staircase tower to split balcony walkway
* Changed "placed" to "planted" in wm_announce "^5The Allies have planted the Suitcase Bomb!"
* Added arm/disarm mechanic to suitcase bomb. Axis have 15 seconds to disarm.
* Added two additional paths into the castle through the gatehouse towers to accommodate Allies now spawning outside the castle.
* Added ladder to transition between wine cellar and middle route inside the castle.
* Moved river flag secure event to when tank passes river spawn hut.
* Widened passage ways to village flag
* Removed crates at village flag to compensate too strong defensive position for Axis
* Fixed various texture alignment issues
-----Thanks to-----
• Special thank to Niek and Shargo for huge feedback support
• The UJE clan for play-testing beta 1, 2 and 3 and 4 on their server and substantial feedback.
• acQu for his most amazing blender model tool enabling the display of the officers in the conference room.
• ryven, acQu and thunder for helping debug the officer models.
• WuTangH for his superb suitcase and light models.
• Mateos for omnibot waypoints.
• ryven and hatcher for gameplay feedback.
• hatcher for support for 'floodlight' map lighting.
• ischbinz for direct support and his most awesome Tiger Tank.
• Backsnipe for his eagle model + direct support in beta1, suggestions & feedback.
• FireFly for direct support in beta1 + textures.
• Gordon 'digibob' Biggans [SD] for his purely magical MD3-to-TAG tool.
• Detoeni for the animated Tiger tag from Breakout 2.
• hipshot for his "stormy days" skybox.
• WL6 for textures.
• McNite for textures.
• Diego for textures.
• The {WeB} clan for play-testing beta 1 and 2 on their server.
• Everyone else who played previous betas, gave feedback and suggestions or helped in any other way. You made this map
16 downloads
0 comments
Submitted
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Grotli beta4 + waypoints
By henry4
//===================================================================================================>>>
// Mapname : Grotli
// BSPname : grotli_b4
// Released: 18.05.2023
// Version : Beta 4
//
// Map made by: o-0._.0-o
//
// Website: www.bunker4fun.com
//===================================================================================================>>>
Story:
The Allies must blast their way through the Grotli tunnel and bring the gold back home.
=======================================================
Objectives:
Allied:
Primary Objectives:
1] Destroy the main gate.
2] Destroy the tank gate.
3] Escort the tank to the gold vault.
4] Destroy the tank barrier.
5] Destroy the vault door.
6] Grab the gold and bring it to the Allied base.
Secondary Objectives:
7] Once inside the Grotli tunnel, capture the forward spawn point.
8] Prevent the Axis from fortifying their position with a command post inside the Grotli tunnel.
Axis:
Primary Objectives:
1] Protect the main gate.
2] Protect the tank gate.
3] Don't let the tank go to the Axis base.
4] Don't let the Allies destroy the tank barrier.
5] Don't let the Allies destroy the vault door.
6] Protect the gold.
Secondary Objectives:
7] Don't let them use the forward spawn point inside the Grotli tunnel.
8] Set up a command post inside the Grotli tunnel.
=======================================================
Updates in Beta 4:
- Added some missing voice.
- Thicker vault room door.
- Vault room door starts built.
- Tank barrier starts built.
- Alarm little bit louder.
- Changed the objective icon above the head to a gold crate.
- Vault front will be removed when the tank entered the Axis base.
- Changed some texture's.
- Added some details and removed some other.
- Added a extra trap.
- Hunkmegs optimized.
- +4 min timebonus when the tank entered the Axis base.
=======================================================
Updates in beta 3:
- Fixed landmine bug from beta2.
- Remake plane script and sound.
- Fixed stuckage on the tank at the end of the route.
- Added Axis door near ammocabinet.
- Planes flying over when Allies win.
- Moved Axis exit for beter FPS.
- Disabled smoke when tank is damaged.
- Some more little things.
=======================================================
Updates in Beta 2:
- If the vault door is destroyed and rebuilt, allies can also use the satchel.
- After the main gate there is a secret route to the flag.
- Allies base little bigger.
- Axis can go behind the gate at the Allies base.
- Allies has a own vault to bring the gold to.
- Moved spawnpoints more to the back.
- Edited the green doors.
- Planes flying over.
- Can go a little more over the hill in part B of the map.
- Tunnel connected in part B of the map.
- Allies cvops can use the door in the tunnel part B.
- Hidding place near door in part A, for allies to sneak in.
- Added some hot meals, medpacks and mp40 to pickup.
- Tank control waypoint fixed.
- Added some trucks with headlights on.
- Fixed window vieuw in secret room.
- Doors to barrier bit moved to outside.
- Added camera screen near the door to the barrier.
- Trap added.
- Tank starts behind a gate to give Axis more chance to build the barrier.
- And some more...
16 downloads
0 comments
Submitted
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Grotli final + waypoints
By o-0._.0-o
//===================================================================================================>>>
// Mapname : Grotli
// BSPname : grotli
// Released: 04.10.2023
// Version : Final
//
// Map made by: o-0._.0-o
//
// Website: www.bunker4fun.com
//===================================================================================================>>>
Story:
The Allies must blast their way through the Grotli tunnel and bring the gold back home.
=======================================================
Objectives:
Allied:
Primary Objectives:
1] Destroy the main gate.
2] Destroy the tank gate and steal the tank.
3] Escort the tank to the Axis base.
4] Destroy the tank barriers.
5] Destroy the vault door.
6] Grab the gold and bring it to the Allied base.
Secondary Objectives:
7] Once inside the Grotli tunnel, capture the forward spawn point.
8] Destroy the side entrance.
Axis:
Primary Objectives:
1] Protect the main gate.
2] Protect the tank gate and don't let them steal the tank.
3] Don't let the tank go to the Axis base.
4] Don't let the Allies destroy the tank barriers.
5] Don't let the Allies destroy the vault door.
6] Protect the gold.
Secondary Objectives:
7] Don't let them use the forward spawn point inside the Grotli tunnel.
8] Protect the side entrance.
=======================================================
15 downloads
0 comments
Updated
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sub2 b2 - sub2_b2.pk3 and waypoints
By papywolf
2023-03-08
Description:
Reimagining of mp_sub from Return to Castle Wolfenstein for ET
Spawntimes: 20 Allies / 30 Axis
Timelimit: 10 Minutes
Changes from mp_sub to Sub2:
Change: Main Door is destroyed at the start of the map
Change: The Axis Submarine now requires two dynamites to be planted in order for the allies to win
Added: Path from Central Access Room (Above Flag) to the Axis Workshop
Added: Two new rooms inside the axis spawn Office and Workshop that has a team door that can be destroyed by a satchel and rebuilt by the axis
Added: Dropdown from axis spawn to filtration
Added: Filtration Hallway that leads to the back of the Axis Submarine
Added: Spiral stairs at the back of the submarine pen that connects the first, second floor and the crane balcony
Added: The room overlooking the submarine from RTCW's singleplayer (third floor)
2023-03-10
_b2 fixes: removed some models and entities reduced lightmapsize to fit the default com_hunkmegs 56 limitation. Changed the map coordinates for omnibot
special thanks to [UJE]Niek for the omnibot waypoints
find a bug? or have a suggestion regarding the map? contact me on discord @ John_Mullins#879914 downloads
0 comments
Submitted
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Grotli winter edition + waypoints
By o-0._.0-o
//===================================================================================================>>>
// Mapname : Grotli winter
// BSPname : grotli_winter
// Released: 23.11.2023
// Version : Final (This is the winter edition of the original map Grotli)
//
// Map made by: o-0._.0-o
//
// Website: www.bunker4fun.com
//===================================================================================================>>>
Story:
The Allies must blast their way through the Grotli tunnel and bring the gold back home.
=======================================================
Objectives:
Allied:
Primary Objectives:
1] Destroy the main gate.
2] Destroy the tank gate and steal the tank.
3] Escort the tank to the Axis base.
4] Destroy the tank barriers.
5] Destroy the vault door.
6] Grab the gold and bring it to the Allied base.
Secondary Objectives:
7] Once inside the Grotli tunnel, capture the forward spawn point.
8] Destroy the side entrance.
Axis:
Primary Objectives:
1] Protect the main gate.
2] Protect the tank gate and don't let them steal the tank.
3] Don't let the tank go to the Axis base.
4] Don't let the Allies destroy the tank barriers.
5] Don't let the Allies destroy the vault door.
6] Protect the gold.
Secondary Objectives:
7] Don't let them use the forward spawn point inside the Grotli tunnel.
8] Protect the side entrance.
=======================================================
14 downloads
0 comments
Updated
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etl_beach_v2.pk3 and waypoints
By papywolf
// ======================================================================
// 'Beach Invasion, by Nerve Software'
// July 2023
// suber
// http://www.etlegacy.com
======================================================================
This map is a new conversion of the original RtCW map, mp_beach. It uses a modified version of the script created for et_beach and features the same
objectives and basic gameplay.
The main focus has been on improving the quality of the map with many fixes, the restoration of original assets, plus new decorations and visual
improvements. A small number of changes have also been made to help improve the balance of the map.
-----Changelog-----
v2
• Added a timer to permanent spawn option for Allies in Forward Bunker (can be disabled via mapscript, enabled by default)
• Added an option to spawn each of the MG42s (can be disabled via mapscript, enabled by default)
• Relocated rock by Sea Wall to fix exploit
• Fixed "SV_SetBrushModel: NULL" error
• Restored original terrain geometry near roof of Forward Bunker
• New terrain texturing with improved dotproduct2 blending
• Reduced size of radio objective trigger box
• Modified terrain by South Bunker to allow Allies to bypass ladder via hillside
• New rock terrain texture and matching rock model texture
• Added new Allied Supply Bunker spawn, enabled by building CP (can be disabled via mapscript, enabled by default)
• Modified Axis Barracks spawn, enabled by building CP (Can be disabled via mapscript, enabled by deault)
• Rearranged Axis Main Bunker spawnpoint layout
• Fixed misnumbered Axis spawnpoint ID
• Renumbered various spawnpoint IDs
• Rearranged order of "team_WOLF_objective" entities to assign spawn location numbers sequentially (1 to 6)
• New spawnpoint layout reference images
• New sky shader with a moon and world lighting improvements
• Reworked interior and exterior lighting
• Added new searchlights and AA guns
• Added new grass foliage
• Added more rocks and bushes
• Added more props and decorations in various rooms within the bunkers
• Fixed texturing of barbed wire on Sea Wall
• Added supports to barbed wire on Sea Wall
• Added the correct footstep sounds for grass and sand
v1 (to original et_beach):
• Added new command map
• Improved Sea Wall door icon
• Added ammo and health cabinet map icons
• Added missing ammo cabinet icon
• Improved lighting of command post
• Improved lighting in trench dugout
• Added new wall light on upper south level of the bunker
• Fixed issue with players being killed by clipping the command post while constructing
• Fixed Allied objective status for capturing Forward Bunker
• Added all objectives to limbo menu
• Spelling and grammar corrections
• Fixed all objective limbo cameras
• Added missing mortar sound effects
• Added new VO announcements
• Removed duplicate UI pop-up announcements
• Altered bot .gm file to match new UI pop-up announcements
• New sky
• Restored original terrain textures
• Restored original sea textures and animation
• Added rocks and vegetation
• Fixed missing radar dish
• Added Pak 40 gun emplacements
• Added many additional props throughout the map
• Minor adjustments to trench geometry and texture alignment
• New trench wood texture
• Minor adjustments to trench dugout geometry
• Fixed Allied side spawn
• Increased number of spawn points
• Adjusted spawn point locations
• Removed upper level MG42 to improve team balancing
• Minor adjustments to forward bunker terrain geometry
• Expanded interior space of forward bunker
• Added a ladder and hatch to the forward bunker (can be disabled via mapscript, enabled by default)
• Added a separate spawn location for Axis in barracks (can be disabled via mapscript, enabled by default)
• Added a permanent spawn option for Allies in Forward Bunker (can be enabled via mapscript, disabled by default)
• Fixed triggering of alarm sound
• Fixed various texture alignment issues
• Made wall boards, light switches and light mounts non-solid to prevent obstruction of player movement
• Fixed invisible back sides of lights mounted on antenna
• Added metal shutters to windows in the main bunker (can be enabled via mapscript, disabled by default)
-----Credits-----
- Original script: SEKoner
- Searchlight model: FireFly
- Stained paper textures: Majcher Arcana, https://majcher.itch.io/tea-stained-paper-textures
- Technical drawings: https://drawingdatabase.com/
- Thanks to kemon for the inspiration, guidance and feedback
- Thanks to Mateos for improving the bot waypoints
- Thanks to uips for feedback, suggestions and assisting with the scripting
- Thanks to c0rnn for feedback and suggestions
ETL Discord https://discord.gg/UBAZFys
-----Distribution-----
All included files may be freely shared and modified.
All original files remain property of Nerve Software LLC and SplashDamage Ltd.
Copyright © 2002 Nerve Software LLC, © 2003 SplashDamage Ltd. and © Activision Publishing inc. All rights reserved.
10 downloads
0 comments
Updated
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Holy Grail - Holy_Grail.pk3 and Waypoints ( 0.9)
By papywolf
Download pk3 name: Holy_Grail.pk3
Map name: Holy_Grail.bsp
An Axis archeology team has according to Allied intelligence found the Grail in a hidden temple in Venezuela, as the Axis wait on proper transport for the Grail, the Allied has send a squad to steal the Grail!
// Axis Objective Descriptions
1 "Primary: Stop the Allies from breaching the Walls with dynamite."
2 "Primary: Stop the Allies from stealing the treasure gold box."
3 "Primary: Stop the Allies from securing the treasure in the truck."
4 "Primary: Build a command post, and do not allow the allies to do the same."
Allied Objective Descriptions
1 "Primary: Breach the Walls with dynamite."
2 "Primary: Steal the treasure gold box witch containes the Holy Grail."
3 "Primary: Secure the treasure in the truck."
4 "Primary: Build a command post, and do not allow the axis to do the same."10 downloads
0 comments
Submitted
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ffm b1frankfurt - ffm_b1.pk3 and waypoints
By papywolf
a big thank you to SENTENZA for the map and the waypoints files
==============================================================================
Map Information
==============================================================================
title: FFM - Frankfurt
file: ffm_b1.pk3
author: FFM*Sentenza
co-author: FFM*r0rK
email address: hansstoffeln@googlemail.com
discord: Krischan#3949
release date: not yet (testing stage)
editor: NETradiant 1.5.0, Netradiant Custom 1.5.0n
tools used: Photoshop 2020, Audacity, Presonus Studio One, Notepad++
Blender, Ultimate Unwrap 3D, Substance Painter, XNview
ETCC Command Map Tool, Q3 Model Tool, MD3compile
build time: started in 2005 with many breaks of many years in between
compile time: 10 mins on a i7-9700K@8x3,6GHz
==============================================================================
Assets with a known license
==============================================================================
* American vehicle Models (Jeep, Halftrack) by detoni (detoeni.uk)
License: You may use this file providing it's not for profit.
Source: unknown
* Church Bench, Pew and Pulpit Models by http://www.blackrayne.net
License: You can use it freely in any games as long as you include a
note indicating you got it from me
Source: unknown
* Coffin by Tamara "Ophelia" Crossley (mreff@javanet.com)
License: Include authors name and email address in the credits for there work
Source: unknown
==============================================================================
Assets by FFM*SENTENZA
==============================================================================
All Models in the "mapobjects/ffm/" folder are created by FFM*SENTENZA. Most
of the textures are created by FFM*SENTENZA, but some are reworked from many
different sources I can't remember.
License: https://creativecommons.org/licenses/by-nc/4.0/
==============================================================================
Map Trivia
==============================================================================
- started in 2005, after a real visit to the old city of Frankfurt, Germany
- the club is actually a hommage to a famous club at Frankfurt Airport
- the "radio poster" is a hommage to a famous local techno radio show
- the crypt is a hommage to our second clan [AwB] Attawaybaby
- the industrial complex "produces" real local food and beverages
- the old city is a condensed version of the old city of Frankfurt
- the bridges, the Roemer Townhall and the Cathedral are at their correct
position like in reality
- the Roemer Townhall is quite realistic, also the buildings opposite to it
- the bunker is fictious
==============================================================================
FFM Map Credits
==============================================================================
We've created a lot of assets, but sometimes we've chosen to use ready assets
from other people. We wish to thank you for your work in this file and respect
your work. If you read this and want to use assets from our map in your own
work, please respect the other artists work and license, too like we did.
VERSION: beta1 V1.000 Dec 28 20219 downloads
0 comments
Submitted
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etl sp delivery v5 - etl_sp_delivery_v5.pk3 and waypoints
By papywolf
Axis Objective Descriptions
1 "Secondary Objective:**Prevent the Allies from destroying the East Wall!"
2 "Secondary Objective:**Prevent the Allies from destroying the West Wall!"
3 "Secondary Objective:**Defend the Forward Bunker!"
4 "Secondary Objective:**Prevent the Allies from stealing any of the Gold Crates stored inside the Vault!"
5 "Secondary Objective:**Prevent the Allies from constructing the Loading Door Controls!"
6 "Primary Objective:**Don't let the Allies escape with the first Gold Crate!"
7 "Primary Objective:**Don't let the Allies escape with the second Gold Crate!"
Allied Objective Descriptions
1 "Secondary Objective:**Destroy the East Wall!"
2 "Secondary Objective:**Destroy the West Wall!"
3 "Secondary Objective:**Capture the Forward Bunker!"
4 "Secondary Objective:**Break into the Axis Vault and steal the Gold!"
5 "Secondary Objective:**Construct the Loading Door Controls!"
6 "Primary Objective:**Get the first Gold Crate and secure it in a Truck!"
7 "Primary Objective:**Get the second Gold Crate and secure it in a Truck!"
9 downloads
0 comments
Submitted
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etl warbell v3 - etl_warbell_v3.pk3 and waypoints
By papywolf
ETL Warbell (v3)
Description
Pk3 file : etl_warbell_v3.pk3
Objdata file : etl_warbell_v3.pk3\maps\etl_warbell.objdata
Map date : 2022-11-20
Gametypes : wolfmp wolfsw wolflms
Raw map name : etl_warbell
Arena file : etl_warbell_v3.pk3\scripts\etl_warbell.arena
Date added : 2023-01-14
Myths surrounding an ancient castle deep in the mountains are the target of the Axis' occult forces. The 'Warbell' up in the church tower, is said to summon Heinrich, the mighty Wargod.**In an attempt to strengthen their war efforts, the Axis aim to summon the dark power of Heinrich to smite the Allies to oblivion once and for all.**Map by McNite.**Overhaul by kemon.
Axis objectives
Objective:**Dynamite the Guardhouse gate.
Objective:**Destroy the Generator.
Objective:**Seize the 'Book of Death' holding ritual instructions.
Objective:**Place the 'Book of Death' on the Altar to enable the summoning ritual.
Objective:**Repair the mechanism of the ancient 'Warbell'.
Objective:**Toll the 'Warbell' to awaken Heinrich.
Objective:**Sacrifice yourself in the yellow lightning to restore Heinrichs full power.
Objective:**Establish a Command Post.
Allies objectives
Objective:**Defend the Guardhouse Gate.
Objective:**Defend the Generator.
Objective:**Don't let them take the 'Book of Death'.
Objective:**Prevent them from placing the 'Book of Death' on the Altar.
Objective:**Keep the mechanism of the ancient 'Warbell' disabled.
Objective:**Stop them from activating the 'Warbell'.
Objective:**Prevent mortal sacrifices to Heinrich at all cost.
Objective:**Stop them from establishing a Command Post.9 downloads
0 comments
Updated
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prisoner of war - ( mp_pow.pk3 ) and waypoints 0.9
By papywolf
waypoint files to use with omnibot 0.9
Prisoner of War - Finalversion 1.0
POW for Enemy Territory
presented by asw
5.03.2004
------------------------------------------------------------------
December 1942
The german Wehrmacht (Army) have an allied Aircraft shoot down.Inside this aircraft where an agent with an Microfilm.The German Wehrmacht (Army) have catch the agent and before they interrogate him, he hide the Mircofilm at the camp
------------------------------------------------------------------
// Allied Objective Descriptions
- Serach for the Mircofilm and take it back
- Construct the Wood Bridge
- Construct the Steelbrigde
- Construct the comandpost at the Tunnelbunker
- Destroy the Main Entrance
- Destroy the Camp Entrances ( there are 4)
- Destroy the secreat Entrance
- Capture the Spawn Flag of the Tunnelbunker
- Escape with the Mircoflim to the broken Gun
// Axis Objective Descriptions
- Stop the Allies from seaching for the Microfilm
- Stop the Allies from escaping with the microfilm to the broken gun
- Prevent the Allies from constructing the Steel-Brigde
- Prevent the Allies from constructing the Wood-Brigde
- Defend the Main Entrance
- Defend the camp Entrances ( 4 times)
- Defend the secret Entraance
- Capture the Spawn Flag at the Tunnelbunker
- Stop the Allies from constructing a Command Post at the Tunnelbunker
- Construct the watchtowers and repair the broken street at the mine-field
- Prevent the Allies from establishing a Wood Bridge
------------------------------------------------------------------
- die rundenzeit ist auf 30 minuten eingestellt.The Time for each Round is 30 minutes
------------------------------------------------------------------
- Scripting by asw and spezil thx to Ron-007 for his help
- Mapping: SD ET Radiant 1.3.8 + 1.4.0 - EasyGen
- Mappingtime: 10.Aug. 2003 - 5.March 2004
- Brushes: 12.436
- Entities: 2278
- Compiletime Q3map2: 4 h
- Parameter: bsp-meta, vis, light-fast, samples2, filter, bounce 4
------------------------------------------------------------------
thx @ll tester
and @ll member to level-designer / www.level-designer.de
and @ll member to [EGN]Clan / www.egnclan.de for testing the beta-maps
------------------------------------------------------------------
spezial thx to @Ron-007 !!!!
------------------------------------------------------------------
9 downloads
0 comments
Submitted
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himmelsdorf b6 fix - himmelsdorf_b6_fix.pk3 and waypoints
By papywolf
ME ETc|Gouki. (goki) 31-7-2020
I would very much like to thank the following people :
Tech related
Kemon Trouble shooting / Scripting teacher / lots of other stuff i couldnt do i now can Massive Thanks
Aesop Trouble shooting / textures for blending / Script partially . massive Thanks
thank you for help on textures and tank ofc . also thank you for getting me started on gtk 2008 somewhere till now Many many thanks bro
Uje|niek / Terrain blending wich is found on http://www.simonoc.com/
http://games.chruker.dk/enemy_territory/
much appriacated this website alot of information to be gathered from here has been a massive help So many thanks
// Allied Objective Descriptions
1"Primary Objective:**Steal the Tank from the Axis , but the tank has ran out of Fuel , Steal it !!"
2"Primary Objective:**Protect the Tank and escort it to the Maingate."
3"Primary Objective:**Steal two crates of Gold from the Storage Depository , secure them onto the truck."
4"Primary Objective:**Escape with the crates of Gold using the Truck in the Storage depository."
5"Secondary Objective:**Establish a Command Post inside the Garden."
6"Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post inside the Axis Villa."
// Axis Objective Descriptions
2 "Primary Objective:**Stop the Allies from stealing the Tank , Prevent the Allies from using the Tank to blow open the Main Gate."
3 "Primary Objective:**Prevent the Allies from Stealing the gold from the storage depository."
4 "Primary Objective:**Stop the Allies from Escaping with the gold bars we must at all Costs."
5 "Primary Objective:**Stop the Allies from setting up their command post."
6 "Secondary Objective:**Set up a Command Post inside the Axis Villa."
started 2018 okt.
first playable version : 15-8-2020
updates will come as soon as possible
Himmelsdorf_b6 version : 14-3-2021
ME ETc|Gouki. (goki) 31-7-2020
I would very much like to thank the following people :
)=================================Tech related=======================================================================(
Kemon Trouble shooting / Scripting teacher / lots of other stuff i couldnt do i now can Massive Thanks
Aesop Trouble shooting / textures for blending / Script partially . massive Thanks
thank you for help on textures and tank ofc . also thank you for getting me started on gtk 2008 somewhere till now Many many thanks bro
Uje|niek / Terrain blending wich is found on http://www.simonoc.com/
http://games.chruker.dk/enemy_territory/
much appriacated this website alot of information to be gathered from here has been a massive help So many thanks
ETc|clan for testing
)====================================Misc============================================================================(
ETc|darkness
Fallen hero : ETc|bada^boom we remember u Eric may u rest in peace friend.
and possibly many more people for your feedback if i havent named u ,
too bad have fun playing
Thanks Wutangh for helping out on the tag
8 downloads
0 comments
Updated
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normandy final - normandy_final.pk3 and waypoints
By papywolf
Description:
(the readme file)
9/28/2003 OpTeRoN - Normandy Beach Invasion FINAL
================================================================
Installation : Extract normandy_final.pk3 to .../Wolfenstein - Enemy Territory/etmain
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Title : Normandy Beach Invasion
Filename : normandy_final.pk3
Author : *[SfS]*OpTeRoN / Raven]pot[
Email Address : darkraven289@hotmail.com
* Play Information *
Campaign : Yes
Single Map Objective : Yes
Last Man Standing : Yes
* Construction *
Base : Some ideas taken from mp_beach.
NOTE: NO BRUSHWORK, MODELS, OR ANY MAP OBJECTS WERE TAKEN FROM MP_BEACH.
Editor(s) used : SD Radiant 1.3.8
Known Bugs : Thanks to the ]pot[ clan and all the people on the servers for helping me find all the bugs from
the BETA so I could fix them for this final version.
Build Machine : AMD Athlon XP 2400+, 512MB PC2700 DDR, GeForce4 Ti4200
Brushes : 2949
Entities : 448
* Description*
Description : In 1944 Allied troops have arrived at Normandy Beach.
Their mission, to defeat all Axis forces on the beach and infiltrate the German base.
The Allies must capture and transmit the Axis top secret documents in the inner bunker.
Axis Objectives:
Primary Objective: Defend the Top Secret Documents.
Secondary Objective: Defend the sea wall.
Secondary Objective: Defend the bunker door.
Allied Objectives:
rimary Objective: Construct the Constructible Transmitter and transmit the Top Secret Documents.
Secondary Objective: Destroy the sea wall.
Secondary Objective: Destroy the bunker door.
* Bug Fixes *
* Fixed from BETA 1 *
-Added constructable transmitter on the beach.
-Fixed many lighting issues.
-Fixed many model issues.
-Added a ladder to the back side of the forward bunker to give Axis easy access to the beach.
-Fixed a bug that made health cabinets only give one health.
-Fixed many overlapping brushes.
-Added more detail to many rooms.
-Fixed a texture problem in some rooms.
* Thanks *
I'd like to thank the ]pot[ clan for being such a great team and for the great help in getting the bugs out of this
map, especially Owney-McOwn. To come play this map check out the ]pot[ clan's great ET servers:
* Copyright / Permissions *
Authors MAY NOT use this level as a base to build additional levels.
This archive may be distributed over the Internet and/or BBS systems as long as this txt is included with the distribution. You may NOT distribute this BSP commercially in ANY way without my express permission.8 downloads
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ho_chi_minh_trail.pk3 and waypoints
By papywolf
new waypoint files to use with omnibot 0.9
HO CHI MINH TRAIL
created by Thunder
****THIS IS AN ETNAM MOD MAP**********
bsp name:ho_chi_minh_trail
longname in server list: ho_chi_minh_trail
story:
Allies attempt to get a truck thru the trail with supplies, Charlie wil do anything to stop them
map made in gtk radiant 1.6.4
compiled in gtk 1.6.4 64bit
credits to:
SD- for their prefabs ripped from original maps
2bit- for tutorial and prefabs
all other who have prefabs in this map that I cant remember 😄
kic-for his trees (wonderful job kic)
And special credits goes to:
AcQu
Mateos
Axis Objective Descriptions
1 "Primary Objective:**prevent the truck from getting thru"
2 "primary Objective:**Prevent the Allies from building bridge1 or destroy if built"
3 "primary Objective:**Prevent the Allies from building bridge2 or destroy if built"
4 "primary Objective:**Prevent the Allies from building bridge3 or destroy if built"
5 "Secondary Objective:**Establish a Command Post."
6 "secondary objective:**destroy enemy cp"
7 "secondary objective:**build barricade1 "
8 "secondary objective:**build barricade2 "
Allied Objective Descriptions
1 "Primary Objective:**Get the truck thru the path and into base"
2 "primary Objective:**build bridge 1."
3 "primary Objective:**build bridge 2."
4 "primary Objective:**build bridge 3."
5 "destroy the enemy comandpost"
6 "Secondary Objective:**Establish a Command Post."
7 "secondary objective:**make sure to destroy barricade1 if built"
8 "secondary objective:**make sure to destroy barricade2 if built"
8 downloads
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etl braundorf - etl_braundorf_v1.pk3 and waypoints 0.9
By papywolf
PLEASE NOTE THIS MAP DOES NOT WORK ON TERRITORY ENEMY JUST WORKS ON ETLEGACY.
// ======================================================================
// 'Braundorf, by Brevik'
// November 2023
// Cedric 'kemon' Easton
// http://www.etlegacy.com
// http://www.github.com/realkemon
// ======================================================================
This map is an overhaul of the original Braundorf map from ET created by Brevik.
As part of the ET: Legacy asset creation effort certain maps are being overhauled.
Those maps have been selected for their stable gameplay, even in a competitive environment.
// AXIS
Primary Objective: Prevent the Allies from blowing the City Gate and permanently capturing the Factory District.
Primary Objective: Prevent the Allies from destroying the Bunker Controls and winning the battle.
Secondary Objective: Prevent the Allies from blowing the Castle Gate and gaining another route to the Bunker Controls.
Secondary Objective: Prevent the Allies from capturing the Factory District spawn point.
Secondary Objective: Build the Command Post for faster charge times.
Secondary Objective: Build and defend the Rear Entrance to the bunker.
// ALLIES
Primary Objective: Destroy the City Gate and permanently capture the Factory District.
Primary Objective: Destroy the Bunker Controls to win the battle.
Primary Objective: Destroy the Castle Gate to gain another route to the Bunker Controls.
Primary Objective: Capture the Factory District spawn point.
Secondary Objective: Build the Command Post for faster charge times and a new spawn point.
Secondary Objective: Destroy the Rear Entrance to the bunker.
etl_braundorf-waypoints-0.87.rar
8 downloads
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Updated
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Oasi + waypoints
By o-0._.0-o
//===================================================================================================>>>
// Mapname : Oasi
// BSPname : oasi
// Released: 04.04.2024
// Version : final
//
// Map made by: o-0._.0-o
//
// Website: www.bunker4fun.com
//
// Thanks to Pegazus for making a cactus model.
//===================================================================================================>>>
Story:
In the hidden recesses of an ancient temple lay an
extraordinary secret - an ancient anti-gravity generator.
Crafted by a civilization long forgotten,
the Axis use this device to create a dangerous weapon.
=======================================================
Objectives:
Allied:
Primary Objectives:
1] Destroy the main gate.
2] Grab the tank fuel and steal the tank.
3] Escort the tank to the temple.
4] Destroy the tank barriers.
5] Grab the key and open the secret door inside the temple.
6] Destroy the ancient anti-gravity generator.
Secondary Objectives:
7] Once at the old city, capture the forward spawn point.
8] Destroy the side entrance.
Axis:
Primary Objectives:
1] Protect the main gate.
2] Protect the tank fuel and don't let them steal the tank.
3] Don't let the tank go to the temple.
4] Don't let the Allies destroy the tank barriers.
5] Protect the key.
6] Protect the ancient anti-gravity generator.
Secondary Objectives:
7] Don't let them use the forward spawn point at the old city.
8] Protect the side entrance.
=======================================================
8 downloads
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Desert Outpost - Desert_Outpost.pk3 and waypoints
By papywolf
Desert Outpost
by cYburK
Gametypes: Objective,Stopwatch
Version: Final 1.0
The Allies must infiltrate the Desert Outpost and steal the two Radar Boxes.
The Axis have to defend the Radar Boxes and destroy the Power Generator so
the Allies cant send the Secret Radar Code.
Allies:
- Destroy the Town Door.
- Construct the Command Post to activate more Spawn Locations.
- Capture the Forward Spawn.
- Destroy the Main Entrance to secure the Forward Spawn.
- Build the Generator so transmitting the Radar Code is possible.
- Destroy the Axis Team Door or Infiltrate with Covert Op.
- Destroy the Bank Wall.
- Steal the Radar Boxes and transmit the Top Secret Radar Code. 2X
Axis:
- Defend/Build the Town Door.
- Construct the Command Post.
- Defend the Forward Spawn.
- Defend the Main Entrance.
- Destroy the Generator.
- Build the Team Door.
- Defend the Bank Wall.
- Defend the Radar Boxes with the TOP SECRET RADAR CODE 2X6 downloads
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de dust - de_dust.pk3 and waypoints
By papywolf
Description
Neutral:
"Under church secret command post - axis has to destroyed it before more allies will arrive"
Allied:
"Protect command post under church from axis"
Axis:
"Destroy command post under church before more allies arrive"
Allied objectives
1 "protect"
Axis objectives
1 "destroy"6 downloads
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op desert fixed - op_desert_fixed.pk3 and waypoints
By papywolf
no information on the map
6 downloads
0 comments
Submitted
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winterbase b1.7 - winterbase_b1.7.pk3 and waypoints
By papywolf
Axis Objective Descriptions
1 "Primary Objective:**Steal a uniform**and open this door in disguise**Inside the room push the button"
2 "Secondary Objective:**Build the commandpost, **defend the commandpost. **Destroy enemies commandpost"
3 "Primary Objective:**Destroy the gate."
4 "Primary Objective:**Steal a uniform**and open this door in disguise**Inside the room push the button"
5 "Primary Objective:**Steal the keycard and bring it to the fault."
6 "Primary Objective:**Bring the gold to the truck."
7 "Primary Objective:**Truck."
Allied Objective Descriptions
1 "Primary Objective:**Defend the room**"
2 "Secondary Objective:**Build the commandpost, **defend the commandpost. **Destroy enemies commandpost"
3 "Primary Objective:**Defend the gate."
4 "Primary Objective:**Defend the room."
5 "Primary Objective:**Defend the keycard."
6 "Primary Objective:**Defend the gold."
7 "Primary Objective:**Defend the truck."6 downloads
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et mor vara - et_mor_vara.pk3 and waypoints
By papywolf
Marrakech Street Vara
Description
: Allied intelligence has learned of the existence of Operation Hitlers Beard, a top secret project that the Axis top minds have been working on. If the Allied command could get there hands on the information contained within these files it would help them plan for a swifter and more decisive victory in the entire North Africa campaign. The Allies have put together a small strike force to attempt to break through the Axis defenses and steal the documents they are guarding. Needless to say, the Axis soldiers can not allow this to happen, and must defend the town at all costs.
: Allies;
1, Escort the tank passed the barrier
2, Escort the tank to the town gate and destroy them
3, Destroy the back door entrance *** New objective ***
4, Destroy the entrance to the laboratory and get the document case
5, Take the documents back out through the gate to a waiting truck
: Axis;
1, Don't let the tank get passed the barrier
2, Stop the Allies from destroying the town gate
3, Protect the back door entrance *** New objective ***
4, Guard the laboratory entrance
5, Don't let the Allies escape with the document case
Changelog:
Added war sound
Added alarm sound
Change dessert to grass
Modified by {PRZ}Gavrila
info PARAZIT-clan www.parazit.ro
6 downloads
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mp beach - mp_beach.pk3 and waypoints
By papywolf
____________________________
==; MP - Beach Invasion ;==
---------------------------------------------
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Basic information
--------------------------
Author: Nerve
Release date: 2004-02-10
Filename: mp_beach.pk3
Program: GTK-Radiant
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Map information
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Game: Return to Castle Wolfenstein - Enemy Territory
Original Map and Design by Nerve
Long name: MP - Beach Invasion
Short name: mp_beach
Map time: 20 minutes
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Installation
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Place the et_beach.pk3 in your *instaldiretmain folder, select it from the multiplayer->create
server menu or bring down the console and type: map mp_beach. The in zip file included et_beach_bobota1.pk3 is only needed 4 BoBot Alpha 1 Support
Map Description
It is like the legendary original Map from RTCW , the objectives and design has not changed.
Allied forces are attempting to steal top secret war documents from an Axis beach
installation and transmit it to her base.
Map Objectives
Allied objectives:
*Destroy the Sea Wall
*Steal the War Documents
*Transmit the War Documents
Optional:
*Capture the Forward Bunker
*Destroy the Side Entrance
*Construct a Command Post
Axis objectives:
Defend the Sea Wall
*Defend the War Documents
*Stop the Allies from Transmitting
Optional:
*Hold the Forward Bunker
*Defend the Side Entrance
*Construct a Command Post
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Changes since 1.0
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- Mapname changed 2 et_beach
- Beach texture changed
- Terrain failure fixed
- Missing doc-board texture added
- Light-Bug fixed
- BoBot Alpha1 support added (et_beach_bobota1.pk3)
- 9-Map Campaign file removed
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Special thanks
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Thanks to Gray Matters for their Beach Invasion map in Return to Castle Wolfenstein.
(The original Map can be tested in the MP-Demo!)
Thanks to SplashDamage for their mapping documentation and their support in the forum.
(Disable the "complain after friendly mine" in the next patch pleeeeeaase)
Thanks to ID Software for their engine and their support in community.
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Distribution
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Copyright 2002 Nerve, 2003 SplashDamage and Activision. All rights reserved!
You may electronically distribute this file freely as long as this readme file is included and that
no fee is payed by the reciever.6 downloads
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mp checkpoint - mp_checkpoint.pk3 and waypoints
By papywolf
MP_CHECKPOINT - Axis Rail Checkpoint
====================================
Major Quality of Life improvements of mp_checkpoint from Return to Castle Wolfenstein for ET
Game Types Supported: MP, SW
Suggested Players: 4-8 per team
Default Round time: 10 minutes
Overview:
Allied forces are attempting to determine the location of a weapons train
carrying V2 rockets by stealing a logbook from an Axis rail checkpoint.
Allied Objectives:
1 - Steal the Logbook containing details of the weapons trains wherabouts from the Checkpoint Office.
2 - Get to the Radio Room and transmit the Logbook information to HQ.
3 - Destroy the Damaged Wall to capture the South Annex.
4 - Breach the Maintenance Access Door to create a route through the main checkpoint buildings to the Office.
Axis Objectives:
1 - Prevent the Allies from stealing the Logbook from the Checkpoint Office.
2 - Stop the Allies before they transmit the Logbook information.
3 - Defend the Damaged Wall of the South Annex.
4 - Stop the Allies from breaching the Maintenance Access Door.
Installation
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Extract mp_checkpoint.pk3 to in your etmain folder.
Other Information
=================
Author: Andrew Palmer (than)
Email: andyp_123[AT]vodafone[DOT]net
Website: than.spawnpoint.org
Release: 15/05/2005
Build Time: Ages
Compile Time: 2 hours or so
Build Machine: My work pc (2.2ghz, 512mb)
New Textures: A few minor things. The loading screen and objective pics had a lot of work put into them.
Brushes: Lots
Bugs: The Allied forward spawn points don't work in RTCW versions prior to 1.32.
Source included: Yes, look in the \maps directory in the .pk3 - maybe you could fix the bugs for me
...or convert level to work with ET.
6 downloads
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