386 files
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Operation Outreach - t_outreach.pk3 and waypoints
By papywolf
Operation Outreach v1
Download pk3 name: t_outreach.pk3
Map name: t_outreach.bsp
Author(s): try3d
Opperation Outreach
MISSION:
It's in the twilight hours of the war and the last of the hardcore axis are hold up in a very remote part of Northern Europe. They recently captured an important Allied officer from the 5th Infantry Division and are in the process of a brutal interrogation. At the same time the Axis are using a multi-rocket launcher to harass the advancement of the allies in the far off village of Prujeck. The locals of Prujeck are worried that the desperate Axis will level a medieval abbey near their fortification inside the mountains. The Allies only hope of success is through the element of surprise by a very late night time raid. The local resistors of Prujeck have supplied the allies with a truck and supplies for the raid, Operation Outreach. Can the allies secure the last stronghold of the Axis, rescue the officer, and save the Abbey before it is too late? The outcome of Operation Outreach will be decided by you!
Description
Axis:
" Reclaim the Outpost and church and hold off the Allies.
Allied:
"Take over the Outpost and church and hold it for the rest of the allies to arrive.
Neutral:
"Target Outreach is a remote last stand outpost of the Axis that must be captured at all costs!
Objectives
Allied objectives
1 "Capture all five objectives around the Outpost and hold them!
2 "Primary Objective:
Secure all five flags!
Axis objectives
1 "Primary Objective:
Secure all five objectives!
2 "Primary Objective:
Secure all five flags!
0 downloads
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Submitted
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et operation b7 - et_operation_b7_fixed.pk3 and waypoints
By papywolf
A big thank you to PINN for creating the bots files for us .
This map was ported over from my map Operation on RTCW.
With many thanks and patience from Kemon and Pinn it is now also playable on ET.
Have fun:)
No information on the map
0 downloads
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Submitted
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MountainPass finale - MountainPass_finale.pk3 and waypoints
By papywolf
TITLE : Mountain Pass finale
AUTHOR : Devils Right Hand
DATE : 23.12.2024 started
TYPE : OBJECTIVE
bug report feedback : discord Devils Right Hand#2240
Release date FINALE : 06/01/2025
Attacking : allies Objective
Timelimit : 25 min
Spawntimes : Axis 10 / Allies 10
================================================================================
The objective: Allies must steal a brand-new action figure hidden in the snowy mountains and make a daring escape. A festive twist on classic gameplay, packed with holiday vibes and action-packed fun!
objective
Allies
1- Destroy the truck protection grilles.
2 Bring both figures into the truck . Axis
1-Defend truck protection grilles.
2-stop the advance of the allies and prevent them from placing the objectives in the truck .
Distribution / Copyright / Permissions
Copyright (c) 2025 Devils Right Hand
All rights reserved
Authors MAY NOT use this level as a base to build additional levels.
This level is not to be used, replicated or edited for any other Mod, Total Conversion, Game
or Game Engine.
0 downloads
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Submitted
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decoder beta4 - decoder_beta4.pk3 and waypoints
By papywolf
Decoder (Beta 4)
Description
Axis:
"Objective: Protect the real decoder and the document that reveals its location"
Allied:
"Objective: Locate and destroy the real decoder"
Neutral:
"The axis have stolen the decoder the allies are using for secret comunication in the North-Atlantic. The allies are are desperatly trying to find and destroy the real decoder before the axis figures out how it works"
Objectives
Allied objectives
1 "Primary Objective:
Capture flag and forward spawn"
2 "Primary Objective:
Destroy the research stations main door"
3 "Primary Objective:
Locate and destroy the real decoder unit"
4 "Secondary Objective:
Build the ramp so you can outflank the axis defences"
5 "Secondary Objective:
Gain entry to the research station through the sewers"
6 "Secondary Objective:
Find the document the reveals the location of the real decoder"
Axis objectives
1 "Primary Objective:
Protect the forward spawn area"
2 "Primary Objective:
Defend the research stations main door"
3 "Primary Objective:
Defend the real decoder unit"
4 "Secondary Objective:
Don't allow the allies to outflank you using the ramp"
5 "Secondary Objective:
Guard the entry through the sewers"
6 "Secondary Objective:
Protect the document the reveals the location of the real decoder"2 downloads
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Submitted
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fragginhart v4 - fragginhart_v4.pk3 and waypoints beta
By papywolf
Fragginhart a map for Wolfenstein Enemy-Territoy.
Map by ( Remasters ) in close collaboration with U!ps
https://www.splashdamage.com/games/wolfenstein-enemy-territory/
https://www.etlegacy.com/
https://et.trackbase.net/map/9158
Map Objectives
1. Activate the generator.
- Build Allied CP to enable allied spawn.
2. Destroy the Depot Gate Controls.
- Destroy the Side wall.
- Capture the forward bunker flag.
3. Steal the Documents.
- Build the assualt ramp.
- Take the Documents to the Transmitter
v4 change log
- Added route from middle spawn to lower barracks. ( requested by U!ps )
- Changed generator switch.
- Changed the switches at main gate.
- Lowered the wall at axis middle spawn MG. ( requested by U!ps )
- Clipped roof at middle and gen spawn areas.
- Added new textures.
- Added "props".
- Reworked the Terrian/Road.
- Reworked the flag section (forward bunker).
- Added new route from sidewall to flag.
- Reworked Allies villa spawn.
- Changed the skybox.
- Updated levelshot on map load screen. (image created by U!ps)
- Added obj dropped sound for axis.
- Updated location data.
V3 change log
- Fixed missing brush above main gate.
- Fixed cov_door_Depot_Gate bug.
- Added route from transmitter to sidewall area. ( requested by U!ps )
- Added custom textures. ( provided by U!ps )
- Reworked door at assualt ramp, added button inside docs room.
- Removed keycard to fix map breaking bug ( reported by ETc|nick )
- Changed generator activation to "repair" or "switch".
- Generator activation type can be changed by server admin via mapscript (default set to switch).
- Allied CP room now longer, moved Allied CP location in the room. ( requested by U!ps )
- Added new route at generator axis spawn. ( requested by U!ps )
- Fixed FPS drops. ( reported by kevlar )
- Added limbo cams. ( requested by [eG] johnd0eafk )
- Updated location data.
- Improved the command map. ( requested by [eG] johnd0eafk )*
- Added wm_addteamvoiceannounce sounds.
- Allies can no longer access the sidewall before the generator has been activated. ( requested by U!ps )
- Axis can no longer access the north middle spawn exit before the generator has been activated. ( requested by U!ps )
- Main and Depot gates now open slower. ( requested by U!ps )
V2 Change log
- BSP name now has no version suffix. (for easier server administration moving forward)
- reworked allied villa spawn
- New allied CP spawn.
- New axis generator spawn.
- Reworked old allied CP building.
- Moved axis CP.
- Added cov door at axis CP.
- Increased doorway size and headroom on most indoor sections and doors.
- Changed cov doors on main and depot gate sections. (will now auto open for axis)
- Blocked the holes in the floor of axis final spawn and added alternative routes.
- Moved documents to table.
- Some cosmetic changes to terrain.
- Assualt ramp moved to front of document building with build activated doors.
- Added Basement spawn for axis. (set as disabled)
- swaped position of sidewall hole with sidewall cov door.
- moved barracks corridor outside exit, added ramp where there was a step.
- added location data
- added option to block the middle spawn / forward bunker archway. (set as hidden)
- depo gate switch removed from axis side.
7 downloads
0 comments
Updated
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sfx endor - sfx_endor.pk3 and waypoint 0.9
By papywolf
Raiders Objective Descriptions
1 "Primary Objective:**Defend the Shield Generator."
2 "Primary Objective:**Defend the Entrance Door."
3 "Primary Objective:**Defend the First Sas Spawn."
4 "Primary Objective:**Defend the Backup Generator controlling the magnetic seal to the Shield Generator."
5 "Primary Objective:**Prevent the Troopers from constructing a Charge Booster."
6 "Secondary Objective:**Construct a Charge Booster."
Allied Objective Descriptions
1 "Primary Objective:**Destroy the Shield Generator."
2 "Primary Objective:**Destroy the Entrance Door."
3 "Primary Objective:**Capture the First Sas Spawn."
4 "Primary Objective:**Destroy the Backup Generator to deactivate the sealed door to the Shield Generator."
5 "Primary Objective:**Construct the Charge Booster for advanced spawn location."
6 "Secondary Objective:**Prevent the Raiders from constructing a Charge Boost
2 downloads
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kastellederhennes - kastellederhennes.pk3 and waypoints 0.9 Basic
By papywolf
Axis
1 "Primary Objective:**Blow The Primary Bridge to slow the Allied assault down!"
2 "Primary Objective:**Destroy The Secondary Bridge too to stop the Allied escape!"
3 "Primary Objective:**Rebuild the Radio Tower to call in reinforcements!"
4 "Primary Objective:**Stop the Allies from Finding and Rescuing the French servants!"
5 "Secondary Objective:**Capture The Command Post to slow the Allied attack down!"
6 "Primary Objective:**Stop the Allied Escape with The Silver Box!"
7 "Primary Objective:**Rebuild the Gas Chambers with the Evil Relic!"
Allies
1 "Primary Objective:**Rebuild The Primary Bridge too, to successfully attack!"
2 "Primary Objective:**Rebuild The Secondary Bridge to help Allied escape in vehicle!"
3 "Primary Objective:**Blow up The Radio Tower to stop Axis communices!"
4 "Primary Objective:**Find and Rescue the French servants!"
5 "Secondary Objective:**Capture The Command Post to hasten the Allied attack!"
6 "Primary Objective:**Escape with The Silver Box over The Secondary Bridge!"
7 "Primary Objective:**Destroy the Gas Chambers with the Evil Relic!"
by Kyle Lance Proudfoot copyright 150320043 downloads
0 comments
Submitted
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secrets - secrets.pk3 and waypoints
By papywolf
Axis Objective Descriptions
1 "Primary Objective:**Steal the documents from the Allies secret place."
2 "Primary Objective:**Get those documents to the Radio Tower!"
Allied Objective Descriptions
1 "Primary Objective:**Prevent the Documents from falling into enemy hands."
2 "Primary Objective:**Prevent Axis from getting the Documents to the radio tower at all costs."14 downloads
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Submitted
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ouessant fixed - ouessant_fixed.pk3 and waypoints
By papywolf
Ouessant Lighthouse (Beta 1)
Description
description allies "Take out the axis lighthouse! Use an Engineer to hack the axis bridge computer. This Will raise the bridge to the lighthouse -- climb to the top and plant your dynamite"
description axis "Protect the lighthouse! Keep the Allies at bay, hold the roadgate that leads to the bridge computer. If they destroy the gate, fall back and keep the bridge computer repaired. Don't let them cross!" map description neutral "Allies must destroy the Axis lighthouse."
Objectives
Allies objectives
1 "Primary Objective:
Bust through the road gate. This will give you access to the bridge computer"
2 "Primary Objective:
Climb the lighthouse and destroy it! You'll need to hack the bridge computer to gain access."
Axis objectives
1 "Primary Objective:
Hold the road gate. Holding this will prevent the Allies from accessing the lighthouse."
2 "Primary Objective:
Defend the lighthouse! Make sure the bridge computer is repaired; this will keep the bridge down"
5 downloads
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Submitted
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glider panzerduel lowgrav 101 - glider_panzerduel_lowgrav_101.pk3 and waypoints
By papywolf
File type Map for "Wolfenstein - Enemy Territory"
Title Glider
File name glider_panzerduel_101.pk3
Map name glider_panzerduel
Version 1.0.1 (Created dec 2008)
Nbr of players Any
Author 2Bit
Installation Put the pk3 file into the etmain folder.
Description
There are no objectives, this map is intended for team panzer deathmatch.
Each team can select any of their 5 spawn points, some of which are shared with the enemy.
Respawn times are set to 12 secs for both teams, and recharge times are twice as quick than usual.
There are unlimited ammo boxes dotted around the map to provide constant ammo supply.
There are no obstructive doors, and nothing to build. The glider is pre-built. It has
been provided with an entrance on both sides.
The glider can be flown by anyone, and can be shot down by any weapon.
When it completes its flight a new one is immediately created at the outpost.
The slope has been modified at the ruins to allow players to climb up. Also the ramp is pre-built.
The map time limit is arbitrarily set to 30 mins, and will end with an Axis victory.
Gamemodes
Objective, Stopwatch.
Thanks to Splash Damage and Activision for the best (free!!) game I've ever played.
DaBoy for prefabbing the Axis barracks for me.
Drakir for various excellent prefabs.
Iffy for the Nebelwerfer model.
TibeT Clan for support, gameplay ideas and beta-testing.9 downloads
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Submitted
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etl base v3 - etl_base_v3.pk3 and waypoints + script
By papywolf
// ======================================================================
//ETL Base, from (v3)
// May 2024
// Cedric 'kemon' Easton
// http://www.etlegacy.com
// http://www.github.com/realkemon
// ======================================================================
This map is an overhaul of the original Base (tc_base) map from RTCW.
It is also an overhaul of Brewdog, a document-run conversion of Base made by crumbs.
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: Protect the North Radar Tower.
Primary Objective: Protect the South Radar Tower.
Primary Objective: Don't let them steal the Documents.
Secondary Objective: Construct the Command Post.
// ALLIES
[color:c63d=#EEEEEEPrimary Objective: Destroy the North Radar Tower.
Primary Objective: Destroy the South Radar Tower.
Primary Objective: Steal the Documents.
Secondary Objective: Construct the Command Post.
]
// =================
// === CHANGELOG ===
// =================
to v2:
• added tracemap
to v1:
• Merged Brewdog and Base gameplay in one map with multiple optional map script features. The default attempts to replicate Base.
-> Thank you Aciz and u!ps for immense feedback, suggestions and continuous support.
• Added voice announcements. Thank you Dkill.26 downloads
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Updated
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fragginhart v3 - fragginhart_v3.pk3 and waypoints
By papywolf
V3 change log
Fixed missing brush above main gate. Fixed cov_door_Depot_Gate bug. Added route from transmitter to sidewall area. ( requested by U!ps ) Added custom textures. ( provided by U!ps ) Reworked door at assualt ramp, added button inside docs room. Removed keycard to fix map breaking bug ( reported by ETc|nick ) Changed generator activation to "repair" or "switch". Generator activation type can be changed by server admin via mapscript (default set to switch). Allied CP room now longer, moved Allied CP location in the room. ( requested by U!ps ) Added new route at generator axis spawn. ( requested by U!ps ) Fixed FPS drops. ( reported by kevlar ) Added limbo cams. ( requested by [eG] johnd0eafk ) Updated location data. Improved the command map. ( requested by [eG] johnd0eafk )* Added wm_addteamvoiceannounce sounds. Allies can no longer access the sidewall before the generator has been activated. ( requested by U!ps ) Axis can no longer access the north middle spawn exit before the generator has been activated. ( requested by U!ps ) Main and Depot gates now open slower. ( requested by U!ps ) V2 Change log
BSP name now has no version suffix. (for easier server administration moving forward) reworked allied villa spawn New allied CP spawn. New axis generator spawn. Reworked old allied CP building. Moved axis CP. Added cov door at axis CP. Increased doorway size and headroom on most indoor sections and doors. Changed cov doors on main and depot gate sections. (will now auto open for axis) Blocked the holes in the floor of axis final spawn and added alternative routes. Moved documents to table. Some cosmetic changes to terrain. Assualt ramp moved to front of document building with build activated doors. Added Basement spawn for axis. (set as disabled) swaped position of sidewall hole with sidewall cov door. moved barracks corridor outside exit, added ramp where there was a step. added location data added option to block the middle spawn / forward bunker archway. (set as hidden) depo gate switch removed from axis side.
10 downloads
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WSF_Ascension_B2 - WSF_Ascension_B2.pk3 and waypoints
By papywolf
Mapname: WSF - Ascension
PK3: WSF_Ascension_B2
BSP: wsf_ascension
Version: Final
Release: 04.05.2024
Creators:
Level design, scripting, 2D: Kommandant & TechBoy
A big thank you to Pinn for creating the waypoint files (basic )
Story behind the map:
- Real elements: The map is basically a training zone for the German special forces unit of World War II, known as the Brandenburgers. (Wikipedia: https://en.wikipedia.org/wiki/Brandenburgers)
- Fictional elements: The level design was based on the training zone from Ready or Not and a TDM map from PUBG called Pillar Compound.
Gameplay:
A training zone was set up in an abandoned warehouse. Within this zone, Axis have three main tasks (reconnaissance, gathering intelligence and counter-terrorism) all while a practice unit consisting of Allied soldiers is also present. The training zone has 2 sections with different objectives.
Axis objectives:
- Gain access to the Truck by destroying the Shortcut Door (Optional)
- Enter the Archives by destroying the Archives Door
- Steal Documents from the Archives and Bring them to the Truck
- Destroy Gate 3 and enter Section 2
- Capture Gate 5 flag and construct the Command Post (Optional)
- Destroy the Transmitter Door and construct the Transmitter
- Steal the Explosives from the Transmitter
- Secure and blow up the Explosives in at the Sabotaged Supplies
Allied objectives:
- Defend the Shortcut and Archives Doors
- Stop Axis from entering the Archives
- Don't let Axis secure the Documents at the Truck
- Defend Gate 3
- Defend Gate 5 flag and construct the Command Post (Optional)
- Defend the Transmitter Door and the Construction Materials
- Stop axis from stealing and setting up the Explosives
- Defend the Sabotaged Supplies wsf_ascension.gm wsf_ascension.way wsf_ascension_goals.gm
10 downloads
0 comments
Updated
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Maps UJE and waypoints (176 cards)
By papywolf
Special UJE Clan cards
here I am offering you my collection of Team [UJE] Clan . cards that I own
8 downloads
0 comments
Updated
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axs assault b3 - axs_assault_b3.pk3 and waypoints
By papywolf
Allies
destroy main door
destroy side door
destroy depot door 1 and 2
construct the command post
destroy the gun control
Axis
Defende all7 downloads
0 comments
Submitted
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et operation b3 - et_operation_b3.pk3 and waypoints 0.9
By papywolf
This map was ported over from my map Operation on RTCW.
With many thanks and patience from Kemon and Pinn it is now also playable on ET.
Have fun:)
No information on the map
7 downloads
0 comments
Updated
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UJE stiglitz b1 - UJE_stiglitz_b1.pk3 and waypoints
By papywolf
UJE_stiglitz
Conversion of this map is made with aproval of the original mapmaker of this map Kemon, i really want to thank him with making this beautiful map.
I changed this map because players were complaining that they don't like the objective, that's why i changed it to an easier objective to just escort a tank.
With this conversion i hope the map will be played again.
Coversion made by [UJE]Niek 14-3-2023 , beware after 20 years the game is still alive
Storyline now is:
The axis have to escort the tank from the city to the Railroad tunnel so they can defend the tunnel for new reinforcements.
-----Objectives-----
* Axis have to escort the tank
* Build and destroy 3 bariers
* Build and destroy Allied or Axis Commandposts
---------------------------
Release Dateof the original stiglitz map was : 31/08/2018
-----------------
This map was intended as an entry for the Trackbase, TWT, Wolfwatch map-contest 2018.
I would like to thank all of the organizers for setting up the contest. It has been a valuable experience creating a map on a fixed schedule.
-----OriginalLayout-----
For the concept to properly work, the map had to be completely flat, because upwards and downwards movement would definitely cause visual glitches in the movement animation of Stiglitz.
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The layout of this map is divided into 4 sections: Noble, Church, Industry and Nature.
This was done to have chokepoints that Stiglitz needs to be escorted through, while still providing several alternative routes.
The two middle sections both have a capturable spawn making it necessary to communicate with your team. After all, you don't want the enemy to suddenly spawn behind you!
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Since the map is basically all on one level, the VIS blocking could be done differently than usual. We didn't need to create seperate valleys or closed of sections and could have everything in one giant space.
This makes it nicer for the Spectator to fly around. That is also the reason why the world_clip is a func_static.
So the Spectator can leave the playable area and take on vantage points outside of the player's reach, but the player is still constricted to the play area.
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VIS blocking in this map works as following:
--------------------------------------
-----------------A--------------------
-------______------------______-------
------| |----------| |------
--B---| |----C-----| |--D---
------| |----------| |------
------| |----------| |------
______|______|__________|______|______
When being in zone A as spectator (sky) you see everything. However, as a player you can only walk around in the lower areas (B, C, D). These are the streets and the blocks are the houses which all are structural in their core.
There is a giant HINT brush spanning across the whole map cutting the map right on top of the building blocks. That brush ensures that it is not possible for the engine to see into block C and D when the player is in B.
This results in all detailed things going on on street level actually being constrained to that street, which even though the map is just one giant cube, ensures stable FPS.
-----Specs-----
OriginalAuthor: keMoN & phisherman
-----Thanks to-----
Direct support:
• ryven for extensive support during debugging of the script_mover.
• WuTangH for the broken tree model acting as bridge from Nature to Industry and the modified head model for Stiglitz to fix a visual glitch.
• Everyone on the TWT Discord for helping out in one form or another.
Indirect support:
• Jon Swenson (=N4RC= Smokey) and Chris Swenson (Hobbie) for Axis Lab. The forwards and backwards movement of Stiglitz is highly inspired by Axis Lab.
• Gordon 'digibob' Biggans [SD] for his purely magical MD3-to-TAG tool
• C and Npherno for their wonderful model tools respectively
• hipshot for his "miramar" skybox from http://www.custommapmakers.org/skyboxes.php
• RtCW for models + textures
• Detoeni for his submarine and truck models
• ischbinz for textures
• FireFly for his Hanomag model
• RayBan for his treeline textures
• Everyone else who provided info, feedback, ideas or helped in any other way.
mapname is UJE_stiglitz
With setting up the new gameplay i tried to involve every part of the map, let's see how it plays.
9 downloads
0 comments
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.
=======================================================
Optional mapscript with two extra allied spawns at the keyhouse when the key is secured.
oasi.script
23 downloads
0 comments
Updated
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ctf cw arena b2 - ctf_cw_arena_b2.pk3 and waypoints
By papywolf
This is my first released map. Thanks to loffy for the ctf scripts and
www.GameDesignOnline.com for thier help.(marco and the other over there).
thanks to -=Talon=- for the motivation to finish this map sorta and some ideas and some work done in the map.
The RaR clan for testing my map and for a good server and place to play.
Time to construct the map : 1 month
Time to compile the map : 3 hrs or so i dont know exactly i just compiled and went to sleep.
This map is basically a ctf map I like playing CTF so i thought i would create one.
If this one does over all ok i'll make numberous other maps.
This map should not be added to any site without my permission for download...you can use it on your server but please ask me before
uploading it your site or any other site
contact me at ter7997 [at] hotmail [dot] com email and msn messenger7 downloads
0 comments
Updated
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canyonlake - canyonlake.pk3 and waypoints
By papywolf
Download pk3 name: canyonlake.pk3
Map name: canyonLake.bsp
Description:
Axis must protect the book from being telegraphed by the Allied forces.
very large map so might be boring when few players :buddy98:
allied "The heavily guarded Axis bunker high in the mountains contains a top level book of plans. Get the book and radio the plans to Allied HQ."
axis "Guard the book contained in the main facility to keep it from being telegraphed to the enemy."
neutral "Axis must protect the book from being telegraphed by the Allied forces."
"The Allies are patiently waiting for the arrival of a Churchhill tank. The Allies must then escort the tank to the main facility where the Axis are protecting a code book. Once the Allies reach the facility, they will need to transmit the document at the radio control center. The Axis must do all they can to stop this from happening."
3 downloads
0 comments
Submitted
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0 comments
Submitted
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1v1 matrix - 1v1_matrix.pk3 and waypoints
By papywolf
=============================================
============= 1v1 Matrix Readme =============
=============================== by Th0rn3 ===
=============================================
Map name: 1v1 Matrix
BSP name: 1v1_matrix
Type: Deathmach
Version: ESL mapping contest First Playable (V1.0)
Date: 2009-02-01
Spawns: 12 for each team
Credits:
Map maker: Th0rn3
Testers: Th0rn3
Thunder-=pwn=-
Dr.Smurf-=pwn=-
REAPLY-=pwn=-
IndyJones
Pegasus
Note: This map is fun to play 1v1, but also it's fun
to play 3v3, or even 5v5. Columns are breakable.
Set g_gravity 500 for more matrix fun
Bugs, suggestions, anything? Just email:
rytis.tekorius@gmail.com
I am always willing to help at Splash Damage:
th0rn3
Catch me if you can at Skype:
Ryttzz
Now I have ICQ:
438474024
If you like spending money, you can call me:
(+370)-63-83-63-38 (English or Lithuanian, please)4 downloads
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Submitted
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fragginhart v2 - fragginhart_v2.pk3 and waypoints
By papywolf
Pk3 file : fragginhart_v2.pk3
Objdata file :
Map date : 2022-08-14
Gametypes : wolfmp wolfsw
Raw map name : fragginhart_v2
Date added : 2024.04.29
Objectives
1. Take keycard to Generator.
- Build Allied CP to spawn at transmitter garage.
- Destroy the Side wall.
- Capture the forward bunker flag.
2. Destroy the Depot Gate Controls.
- Build the assualt ramp.
3. Take the Documents to the Transmitter.
Changes from V1
- BSP name now has no version suffix. (for easier server administration moving forward)
- reworked allied villa spawn
- New allied CP spawn.
- New axis generator spawn.
- Reworked old allied CP building.
- Moved axis CP.
- Added cov door at axis CP.
- Increased doorway size and headroom on most indoor sections and doors.
- Changed cov doors on main and depot gate sections. (will now auto open for axis)
- Blocked the holes in the floor of axis final spawn and added alternative routes.
- Moved documents to table.
- Some cosmetic changes to terrain.
- Assualt ramp moved to front of document building with build activated doors.
- Added Basement spawn for axis. (set as disabled)
- swaped position of sidewall hole with sidewall cov door.
- moved barracks corridor outside exit, added ramp where there was a step.
- added location data
- added option to block the middle spawn / forward bunker archway. (set as hidden)
- depo gate switch removed from axis side.
Command Map Overview
The current objective will be shown as a yellow sign in game.
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