382 files
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bloody hill - bloody_hill.pk3 and waypoints
By papywolf
Description
wm_mapdescription axis "protect the secret papers and for all sake don't let the allies transmit them." wm_mapdescription allied "get the secret papers in the mainbunker get them to the radio transmitter inside the mountain." wm_mapdescription neutral "allied have been looking for some secret papers, now they've found them and have sent a team to get them and transmit them back to base."
Allied objectives
1 "Primary Objective:
steal the secret papers."
2 "Primary Objective:
transmit them to base."
Axis objectives
1 "Primary Objective:
defend the secret papers."
2 "Primary Objective:
Prevent secret papers being transmitted."1 download
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Submitted
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barrocas base b8 - barrocas_base_b8.pk3 and waypoints
By papywolf
"Axis are planning to use some gold to upgrade the communications and buy new supplies to their new base.**Allies must stop them at all costs.**Steal the gold and bring the truck out of the axis sight as fast as possible!"
axis "Protect the gold in the gun at all costs."
allied "Steal the gold from Barrocas Base, delivering them to the truck and run"
neutral "Allies must steal the gold, protected by the Axis team"
1 download
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Submitted
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axs elsenheim b2 - axs_elsenheim_b2.pk3 and waypoints
By papywolf
Download pk3 name: axs_elsenheim_b2.pk3
Map name: axs_elsenheim_b2.bsp
Map by: AlLexis
Objectives :
Destroy house wall ,
Rrepair the tank ,
Escort the tank ,
Steal the gold ,
Escort the truck
::Thank you bob_le_roux for your textures from your map bergheim ::
1 download
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Submitted
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amazing bank v1 - amazing_bank_v1.pk3 and waypoints
By papywolf
Summary: The Axis are attacking with the overall aim to steal the Gold from inside the Allied Amazing Bank.
Objective 1: Capture the Gate Flag.
Objective 2: Dynamite/protect the Gate.
Objective 3: Capture the Bank Flag.
Objective 4: Dynamite/protect the Bank.
Objective 5: Steal/protect the Gold.
Objective 6: Construct the Command Post.
(There is also a ramp and a dynamitable side-route to the bank.)
Author : Kent "Loffy" Lofgren, Sweden
Game : Wolfenstein: Enemy Territory
Map Title : Amazing Bank (version 1)
Filename : amazing_bank_v1.pk3
Date : Augusti 31, 2018
Decription : Custom map for Enemy Territory.
Editor : Gtk Radiant 1.6
(-light -fast -samples 2 -filter -bounce 1 -external -lightmapsize 512)
-------------------------------------------------
How to install and play this map
-------------------------------------------------
Place the file amazing_bank_v1.pk3 in your etmain folder, select it from the Host Game-menu or
bring down the console and type: /map amazing_bank_v1 (then ENTER).
-------------------------------------------------
Special thanks and Credits to:
-------------------------------------------------
I want to thank all server admins, who constantly support and host custom maps.
I also want to thank all the people who have given their input to me. Big thanks!
-------------------------------------------------
Map files/no copyright:
-------------------------------------------------
The .map-file is included (which can be used in a map editor, to change or expand the map).
This map, and all its map files (including the .map file) is in the public domain.
No intellectual property rights apply. You may include or distribute this map in any way, without permission from the author. You may can mass distribute it via any means.
In summary, you may redo/reproduce/update/change this map in ANY WAY, and distribute your new version, without ANY permission from me.
-------------------------------------------------1 download
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Submitted
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steal v1 - steal_v1.pk3 and waypoints
By papywolf
-=-=-=-=--=-=-=-=--=-=-=-=-
-=-=-=-=-Main info-=-=-=-=-
-=-=-=-=--=-=-=-=--=-=-=-=-
Mapname: Steal_v1
Version: 1.0.0
Gametype: CTF (Capture the flag)
Mapmaker: 1869*_Flame a.k.a Dante
Website: www.1869clan.tk
-=-=-=-=--=-=-=-=--=-=-=-=-
-=-=-=-Installation.-=-=-=-
-=-=-=-=--=-=-=-=--=-=-=-=-
-install on local machine:
1. Download the Steal_v1.pk3 file
2. Put the pk3 file into your "etmain" folder (usually can be found at: "C:\Program Files\Wolfenstein - Enemy Territory\etmain\")
3. start the game
4. open console with the ~ key (left from the 1 and up the TAB key)
5. type /g_gametype 2 (it will tell you it will be set on restart, DONT restart)
6. type /map steal_v1
7. play!
==> NOTE: no bot support added.
-install on a server:
1. Download the Steal_v1.pk3 file
2. Put the pk3 file into the "etmain" folder
3. if needed, add to your fastdownload server
4. add map "steal_v1" to your maprotation.cfg (or other depending on mod)
6. (re)start server
7. play and have fun!
-=-=-=-=--=-=-=-=--=-=-=-=-
-=-=-=-=-Objective-=-=-=-=-
-=-=-=-=--=-=-=-=--=-=-=-=-
Allied main objective:
Use the teleporters to get to the axis base, here you must try to steal all 5 Gold crates
solen gold crates have to be deliverd to 1 of the pillars in allied base.
Allied secondary objectives:
- Construct brige nr 1
- Construct brige nr 2
- Construct the command post
Axis main objective:
Use the teleporters to get to the aliied base, here you must try to steal all 5 Gold crates
solen gold crates have to be deliverd to 1 of the pillars in axis base.
Axis secondary objectives:
- Construct brige nr 1
- Construct brige nr 2
- Construct the command post
-=-=-=-=--=-=-=-=--=-=-=-=-
-=-=-=Special Thanks!=-=-=-
-=-=-=-=--=-=-=-=--=-=-=-=-
1. Special thanks to HEX|Fate for awnsering most of my questions
2. Special thanks to Marco (from MLB-maps) for helping me solving my questions
3. Special thanks to 1869*_Spirit for helping testing and finding bugs
-=-=-=-=--=-=-=-=--=-=-=-=-
-=-=-=-=-=-Other-=-=-=-=-=-
-=-=-=-=--=-=-=-=--=-=-=-=-
- few new textures included
- 16 textures included
- added lava texture
2 downloads
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stiglitz b1 - stiglitz_b1.pk3 and waypoints
By papywolf
-----------
Stiglitz B1
-----------
Release Date: 31/08/2018
-----------------
This map is 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.
-----Story-----
July 1943:
Local resistance reported a branch of Deathshead’s X-Labs in a small remote village.
Stiglitz, an OSA agent, has been sent to infiltrate the facility and gather intel of Deathshead’s activities.
Communication broke up some days ago and Stiglitz is suspected to have been spotted and is soon to be executed.
-----Objectives-----
This map has one primary objective (extracting Stiglitz), one secondary objective (Command Post) and two flag spawns.
Stiglitz: Stiglitz can be escorted by both teams along the spline path. Allied forwards and Axis backwards.
CP: Aside from the usual CP benefits, the command post is also responsible for showing Stiglitz on the command map. If you do not own the command map, you don't see his position.
Already in this version this is a rather big advantage, but with free escort movement this will basically be game deciding.
Flags: The flags are located on each of the middle islands and make team communication necessary to avoid enemies falling into your back.
-----Notes-----
The mapfile is included. We kindly ask that you contact us before releasing any maps based on Stiglitz_b1.
Once beta2 is released this map will act as some sort of tutorial map with an extensively documented script and if possible a tutorial video series.
By doing so, we hope that we can spark a new genre of objective maps to bring some fresh wind to ET.
-----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.3 downloads
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v2_factory_b2 - v2_factory_b2.pk3 and waypoints
By papywolf
Description:
(the readme file)
V-2 Factory by Mean Mr. Mustard
release date: 25-May-04 (Final)
RTCW: Enemy Territory SW,
====================================================
title: V-2 Factory (Final)
file: v2_factory.pk3
author: Mean Mr. Mustard
email address: mean_mr_mustard7@hotmail.com
URL:
description: It is the spring of 1943, and the immense Blockhaus near Watten is nearly complete. The Axis have geared up production on the V-2 rocket but continue to fire them from a remote launch site. The Allies must destroy the production of the next V-2 before any more terror can be rained down on England.
Objectives: Axis have to produce a V-2. All factory machines must run 15 minutes to construct a V-2. Allies can halt production by damaging the machines. If the Axis repair the machines, then the time build continues. If all threee machines are damaged in an overlapping period, Allies win the map. If the V2 is produced, then the Axis must deliver it to safety via a train.
====================================================
Play Information
gametype: wolfmp, wolfsw **no lms implemented yet**
map name: v2_factory.bsp
new sounds: various train sounds
new graphics: custom textures for signs, posters, v2 and train skins
new music: none
new models: v2, train and train cars
prefabs: various ones from Drakir (www.drakir.tk)
how to play: place the v2_factory_b1.pk3 file in for etmain directory. Then host a game, single objective map and select V-2 Factory Beta 1
====================================================
Construction
base: scratch
editor: GTK Radiant 1.4.0-rc2
other programs: easygen (terrain), gimp (graphics), PSP, gmax, lithunwrap
know bugs: none
build time: overall, approx. 6-8 months.
====================================================
base: scratch
editor: GTK Radiant 1.4.0-rc2
other programs: easygen (terrain), gimp (graphics), PSP, gmax, lithunwrap
know bugs: none
build time: overall, approx. 6-8 months.
====================================================
Thanks to the following:
The splash Damage Forums - a vast treasure trove of information
Desert Skybox by sock (I modified the sun angle and color to suit my map - shader changes in v2_factory.shader)
Ifurita for providing the V-2 brushwork on which the V-2 md3 is based
shaderlab (ydnar) for various textures (detail-cb,flat_lt,concrete_big_1,brick-med-tan,brick-med-tan-wdwed)
Drakir for the vast number of quality prefabs (shelves, barrels,etc) -- www.drakir.tk
Schaffer (Nick Abbott) for generating the awesome command map, loadscreen image and lots of bug checking
Nathan Havok - terrain layout, heightmap, v2 and train models
Crotalus - custom textures for all the factory signs, and all the model skins! Added posters throughout the map....
Nathan Havok, (Pyr8)Someguy and Steurenol for refining the original mapping objectives and layout
[GoG]Mike for "you must include a slide somewhere in the map" - and I did
Crotalus for "you need to use a skybox so your map isn't floating in space" - so I did
TheBaz for MG-Nest placement and various detail/playablity ideas
=MLK=delicious, TheBaz, [GoG]Mike, Absolutjd, Clemster and Crotalus for initial walk throughs and testing
PureGamer for various testing of the map
=MLK= for play testing of the entire map
=Shit Storm= servers for putting the mpa through the ringer - which it survived
ND80 servers for lots of play testing and feedback
Java.Lang for the cobweb texture and shader
====================================================
Distribution / Permissions
This map may not be modified in anyway as to appear as a completed map by anyone else than the author.
Authors May Not decompile the BSP as a base to build additional levels.The possibility of using items from this map as prefabs is possible, but you must obtain the author's written permission first.
You MAY distribute this pk3 file in its entirety without permission. This file may
not be commercially exploited in any way.
====================================================2 downloads
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raid final - raid_final.pk3 and waypoints
By papywolf
Author : Magic
Email : janerikstorseth@gmail.com
Release : 17-04-2016
Website : www.magics-territory.com
Game Information.
Game : Return to Castle Wolfenstein: Enemy Territory
File name : raid_final.pk3
BSP name : raid_final
Menu name : Raid
Game modes : wolfmp wolfsw.
Players : 6-8 per team
Version : final
Attacking : Allies
Timelimit : 25
Spawntimes : Axis : 20 / Allies : 15
Install : Put the pk3 file into the etmain folder.
Story :
Axis are holding the library as their HQ -
Allies has decided to do a raid for the axis gold -
Escort the truck and force your way through the town to the library -
Steal the gold and escape
// Axis Objective Descriptions
1 "Primary Objective:**Prevent the Allies from capturing forward spawn and blowing up the city fence"
2 "Primary Objective:**Build your Command Post for improved charge times."
3 "Primary Objective:**Defend the Restaurant door"
4 "Primary Objective:**Defend the Library main door"
5 "Primary Objective:**Defend the Library side entrance"
6 "Primary Objective:**Prevent allies from stealing the key to the gold"
7 "Primary Objective:**Defend the gold and prevent allies from deliver at truck"
8 "Primary Objective:**Keep the switch lowered"
// Allied Objective Descriptions
1 "Primary Objective:**Capture forward spawn and blow up the city fence"
2 "Primary Objective:**Build your Command Post for improved charge times."
3 "Primary Objective:**Blow up the Restaurant door"
4 "Primary Objective:**Blow up the library main door"
5 "Primary Objective:**Blow up the Library side entrance"
6 "Primary Objective:**Steal the key and open the library gold defence"
7 "Primary Objective:**Steal the gold and deliver at the truck"
8 "Primary Objective:**Open the switch"2 downloads
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Updated
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The Bridge of Remagen - remagen.pk3 and waypoints
By papywolf
Description
Axis:
"Objective:**Defend the 3 sets of demolitions explosives planted on the Remagen Bridge and your Field HQ"
Allied:
"Objective:**In sequence, defuse the demolitions explosives planted on the North, Center, and south Spans. Once explosives have been defused, blow up the Axis Field HQ"
Neutral:
"March 7, 1945. Allied forces racing towards Germany desperately need to capture key bridges spanning Germany's last natural defensive barrier, the Rhine River"
Objectives
Allied objectives
1 "Primary Objective:
Defuse the explosives planted on the North Span
Defusing explosives will make North Spawn Spawn Flag permanent-allies"
2 "Primary Objective:
Defuse the explosives planted on the Center Span
Defusing explosives will make Center Span Spawn Flag permanent-allies"
3 "Primary Objective:
Defuse the explosives planted on the South Span
Defusing explosives will make South Span Spawn flag permanent-allies"
4 "Primary Objective:
Destroy the Axis Field HQ on the South Bank"
5 "Secondary Objective:
Breach the South Door entry point to the bridge"
6 "Secondary Objective:
Breach the North Door entry point to the bridge"
7 "Secondary Objective:
Repair the North Enterhaken"
8 "Secondary Objective:
Repair the South Enterhaken"
Axis objectives
1 "Primary Objective:
Defend the explosives planted on the North Span
If the Allies defuse the explosives, they will permanently capture the North Span Spawn Flag"
2 "Primary Objective:
Defend the explosives planted on the Center Span
If the Allies defuse the explosives, they will permanently capture the Center Span Spawn Flag"
3 "Primary Objective:
Defend the explosives planted on the South Span
If the Allies defuse the explosives, they will permanently capture the South Span Spawn Flag"
4 "Primary Objective:
Defend the Axis Field HQ on the South Bank"
5 "Secondary Objective:
Defend the South Door entry point to the bridge"
6 "Secondary Objective:
Defend the North Door entry point to the bridge"
7 "Secondary Objective:
Prevent Allies from repairing the North Enterhaken"
8 "Secondary Objective:
Prevent Allies from repairing the South Enterhaken"1 download
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Submitted
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resurrection final - resurrection_final.pk3 + skins + script
By papywolf
Operation Resurrection (Final/Fixed)
Made by peyote
http://peyote.et.googlepages.com
A fixed version of the map, the original contains buggy shader script, which can corrupt other maps and itself.
A Skinpack changing Axis to Zombies, only in this map.
Installation:
Place the *.script into mapscripts folder on the server; and the *.pk3 into the mod folder.
Works with, NoQuarter, Jaymod, Etpub, Etpro, and any other mod which supports etpro mapscripts.
-----------
PUR3MAP ARCHIVES OF AMERICA
Please read IMPORTANT - Special instructions, Other instructions and :::note::: below to avoid problems
================================================================
Title : Resurrection
Date : 1:35 PM 9/19/2003
pk3 name : resurrection.pk3
Filename : resurrection.bsp
Author : Dan "RivrStyx" Dorn
Email Address : mailto:pur3maps@planetquake.com
Web : http://www.planetquake.com/pur3maps
Description : MP or SW play for ET
**** IF YOU WANT TO REMOVE THE ZOMBIE SKINS GO TO YOUR ET/MAIN DIRECTORY AND MOVE OR DELETE THE Z_RESURRECTIONSKINS.PK3 (THE RESURRECTION.PK3 CONTAINING THE MAP IS SEPERATE) ****
Additional Credits to : id software and Splash Damage
Beta testing: Team-Resurrection ( http://www.team-resurrection.net)..... ND80 (http://www.nd80usa.net)
Servers: The Resurrection 69.56.165.130:27961 and check out ND80s servers at above url
Additional sounds: DetPak http://detpak.tripod.com
Skins: RivrStyx
================================================================
========Campaign cycles added===========
resurrectioncycle.cfg or choose in menu - (its just a 6 map resurrection campaign) /exec resurrectioncycle.cfg
resurrectionfullcycle.cfg or choose in menu - (6 original maps with Resurrection being the final conflict to stop the axis soldiers before they become invincible) /exec resurrectionfullcycle.cfg
*****Also it's recommended playing this map with 32bit color depth for visual effects if your system can handle it but not necessary. Will just look a whole lot better with less visual weirdness.
Can set these in the menu:
1. when game starts hit esc key...choose system
2. Go down the list change COLOR DEPTH to 32bit and LIGHTING to lightmap(high), can leave TEXTURE QUALITY to 16bit as this only kills framerate and won't see much of a difference. Depending on video card you may not see any change in frame rate using lightmap and 32 bit color depth.
3. choose accept (video will restart and will only take a sec til back in the game)
================================================================
@@@@@@@@@ Other Instructions on file placement...etc @@@@@@@
Unzip the mp_resurrection.zip file to your Return to EnemyTerritory/ETMain directory
:::NOTE:::
Zip files contain the normal map file called mp_resurrection.pk3 and also a skin pk3 called z_resurrectionskins.pk3.
The z_resurrectionskins.pk3 will make the axis look like axis zombies/demons to add to the maps contents and atmosphere. The only fallback is they will still look this way on other maps because of the way RTCW is made. [If your on a server that doesn't have this file you won't have to worry about it as you will default to the regular axis skins]
-----If the skins do show up on other maps and you want the regular skins back or have problems with them on map changes just remove z_resurrectionskins.pk3 file from your Return to castle Enemy Territory/ETmain derectory (or wherever you installed it) or move it to a seperate directory to save.----- Thats it but i recommend at least trying them for this map
******** Play Description ***********
Operation: Resurrection
BACKGROUND:
The Nazi's as we have heard are doing human experiments to create super soldiers. Recently however, its been discovered the Nazi's are using the occult to further their mission for world dominance by performing passages from the book of the resurrection. Rituals if you will.
A small allied force lead by LT. Joe Johnson was sent to gather more information on one, Alfred Kreiger, who is a Nazi Sympathizer and linked to practices in the occult. Information we received from Johnson has confirmed our suspicions. Kreiger has performed satanic rituals and has succeeded in resurrecting dead Nazi soldiers that feel no pain, no emotion, and have no mercy. They are the perfect killing machines. Kreiger has recently crossed over to the other side, suicide by his own creations. According to the book, Kreiger's death will allow him to move between realms and help make the transformation of the soldiers complete. They can be destroyed at this time, but one passage from the book is left that will make them invincible and must be done when certain circumstances are present. Unfortunately we don't know this information as we've lost contact with Johnson and his men.
This was Johnson's last transmission:
<Begin Transmission> "…We have entered the belly of the beast where life and death are one… The book holds the power … The last passage needs to be performed for the gates of hell to be opened permanently… God help us… It must be performed when…" <End transmission>
No one from the group has been heard from since, but we do know from Johnson's last message that the book is the key. Time is of the essence and you will be deployed immediately.
--I know your thinking this can't be real. It seems unbelievable but in Johnson's words. "God help us" if it's true. --
MISSION:
To infiltrate Kreiger mansion by raft and make way through front gate or other means available before the axis zombie soldiers become invincible. Extract "The Book of the Resurrection" that's located in the mausoleum on the rear mansion grounds. Exit through the main house back to front gate to raft.
"
*Primary Objectives - 1. Destroy Main Gate power to gain access to Kreiger.
2. Steal Book of the Resurrection from Kreiger Mansion and make way to raft and escape to caves.
*Secondary Objectives - 1. Capture flag in mansion room to advance.
2. Destroy secondary door for access into lower mansion. "This is a secondary entrance but cannot use to exit."
3. Destroy catacomb door for access into book room.
Thx to Detpak for the some of the cool sounds in resurrection. http://detpak.tripod.com
Some custom textures from Evil Lair http://www.planetquake.com/hfx/textures.html
2 downloads
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road2amiens b2 - road2amiens_b2.pk3 and waypoints
By papywolf
Download pk3 name: road2amiens_b2.pk3
Map name: road2amiens_b2.bsp
Author(s): theMaker
Allies must sabotage the Tower guarding the Road to Amiens.
February 18, 1944.
Under cover of night, an elite Allied squad has orders to sabotage the Axis Sniper Tower guarding the Road to Amiens.
5km to the north, Amiens Prison holds 700 inmates, including several important leaders in the French Resistance - 12 of whom are to be executed in 24 hours! Allies must succeed or the French activists will be shot!
1 download
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rocketrun final - rocketrun_final_fixed.pk3 and waypoints
By papywolf
no information on the map
2 downloads
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trooptrain 120 - trooptrain_120.pk3 and waypoints
By papywolf
Title Troop Train
File name trooptrain_120.pk3
Map name trooptrain
Version 1.2.0 (Created May 2008)
Author 2Bit (www.tibetclan.com)
Other 2Bit maps www.pythononline.co.uk/et
Nbr of players Recommended 2-8 per team, probably mayhem beyond that.
Installation Put the pk3 file into the etmain folder.
Scenario Axis are transporting armour reinforcements to the front line. Allies must
destroy the 2 tanks on the trains before they arrive at their destination.
All the action takes place on two moving trains adjacent on parallel tracks.
First objective is to blow up the crates that block the Allies path up the train.
This gives them access to the midtrain flag forward spawn, and sets them up for
the final push to the front of the train where the Tiger tanks are being transported.
Players can move through the carriages, or along the top or sides, and can jump from
one train to the other.
Passing overhead gantries and bridges help to prevent sniper domination, and quick
respawn times mean players are never missing from the action for long. The straightforward
layout also means it's quick to learn and no-one gets lost.
With a 10 minute map time limit, I believe it is best played in stopwatch mode.
Gamemodes Objective, Stopwatch (recommended)
Thanks to Splash Damage and Activision for everything.
Models and textures:
Detoeni, Midnight Oil, Aikon, LeMog, DaveGH, BerneyBoy, Uchronic,
Blushing Bride, Chavo One, Massive, StormShadow and Nightwolf.
And anyone else whose texture I may have inadvertently used.
TibeT Clan and associates for testing and feedback.
Detoeni.uk1 download
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tundra b4a tundra_b4a.pk3 and waypoints
By papywolf
Title : ET Tundra
Version : Beta 4a
Release Date : 12/24/03
Filename : et_tundra_beta3.bsp
Author : Tom "Menzel" Haskins
Converted to ET by: ChumChum
Email Address : thaskins@snet.net
homepage : http://www.farmingtonco.com/ro
Description : The Allies have orders to lay seige on an Axis held outpost near the coast, infiltrate
the Axis compound and destroy the power grid. Once the power is disabled allied
forces can advance further inland.
Other info : This is a modified version of the original Tundra Outpost from RTCW. This version is designed for
use in Wolfenstein: Enemy Territory. Major changes from the original are:
The first wall is now open instead of needing tnt to blow
The flag has been moved out from the tunnel closer to the first wall
The allied spawn associated with the flag is now in the barracks in the front.
Removed the MG42 above the front barracks
The sewers no longer need to be blown
The house near the ice now contains a CP that either team can build but only the Allies gain a spawn point there when its built
Added health and ammo racks in the house near the ice and the axis barracks inside the compound
The compound gate is no longer open and requires tnt
Next to the compound gate is an axis only door
I put some boxes in front of the compound wall to allow a boost into the compound. These may get removed since there is now an axis-only door
I added another sewer entrance just in front of the axis compound
Added another ladder to get from the ground to the second level of the compound
Moved the Axis spawn inside into 2 seperate rooms
Added some boxes here and there for cover
Made the MG42s at the front of the compound buildable
Made a weak looking command map
Allowed for mines to be placed on terrain
Some other things you won't notice
Additional Credits : Det Pak (http://detpak.tripod.com) for custom sounds.1 download
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us radar b2 - us_radar_b2.pk3 and waypoints
By papywolf
MAP: US RADAR
CREATOR: Higgins
CONTACT: atomic_killer_rooster@hotmail.com
ABOUT USING THE PK3: You may use tis pk3 to play the map only, do not decompile the map for your own uses, that is, DO NOT! decompile.
// Axis Objective Descriptions
1 "Primary Objective:** Destroy the US Radar"
2 "Primary Objective:** Destroy the US Radar base doors"
3 "Primary Objective:** Destroy the US Radar doors"
4 "Secondary Objective:** Build the water pump"
5 "Secondary Objective:** Capture the forward spawn"
6 "Secondary Objective:** Destroy the Allies command post"
7 "Secondary Objective:** Build the command post"
8 "Secondary Objective:** Destroy the Sealed Grid"
// Allied Objective Descriptions
1 "Primary Objective:** Defend the US Radar"
2 "Primary Objective:** Defend the US Radar base doors"
3 "Primary Objective:** Defend the US Radar doors"
4 "Secondary Objective:** Destroy the water pump"
5 "Secondary Objective:** Capture the forward spawn"
6 "Secondary Objective:** Build the command post"
7 "Secondary Objective:** Destroy the Axis command post"
8 "Secondary Objective:** Defend the Sealed Grid"
1 download
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voilegarde b3 - voilegarde_b3.pk3 and waypoints
By papywolf
Chateau Voilegarde Beta 3
Map by: Tasian
Description: Allied intelligence recently discovered a research facility hidden in a secluded french castle called Chateau Voilegarde. They must break into the lab and steal the radar parts. Axis must hold off the attackers.
*** Beta 1 Released 3/17/04
First version, fresh out of the oven! You can practically smell that new car smell...
*** Beta 1.1 Released 3/19/04
Fixed up places where textures are z-fighting
Widened the vents and retextured them for easier dark navigation
Made the grass and dirt able to support landmines
Straightened out a few unaligned textures
Clipped a few more things
Made the boundary mountains impossible (or at least much harder) to climb up on... hopefully. Also clipped a major gameplay leak on said mountains. (Thanks Crazysmuk!)
Took care of the Allied Commander saying "Destroy the Controls" instead of "Controls repaired"
The tank model have a problem with defying gravity, took care of that. (Thanks Brit!)
The truck barrier CAN'T be constructed anymore when the truck gets past it.
Commander now says "Assault Ramp destroyed" instead of "Assault Ramp Constructed"... in the right part, of course. (Thanks Crim!)
** Beta 2 Released 4/2/04
Axis Commander said "Controls Repaired" when it gets destroyed and the Allied Commander says "Generator Destroyed" when the assault ramp is kaput. Oops. Fixed those.
Modified the mountains some more for making it impassible.
Put some lights in the un-lighted area in the research center. Oops! Also modified the stair lights a bit.
Now a warning of "You are near the Lethal Electric Floor" appears when you're near the active floor of death. It disappears when the floor is safe.
Lowered the moat entrance a bit for easier swimming. (Thanks prog!)
Major goof-up, the news reel doesn't play in Beta 1.1! I kicked that problem's butt.
Added some corona effects to the electric floor lights so they're easier to see. Plus they're shiny, oooo!
The lab exit bunker now has a 2nd floor and 2 more exits, given that the Allies can easily beat the Axis back with the current bunker floor plan. (And I threw in some more boxes up there, 'cause... um... Axis... like... boxes.)
Now Axis can blow up the Assault Ramp by place the explosive on the floor of the wall, as opposed to directly on the ramp. It plain looked silly to see the dynamite explode right next to the ramp and the ramp was still standing. (Thanks pookie!)
Axis now have pictures on the command map (not matching, exactly, but I'm not a good graphics person) of the thingies they need to defend: Main Entrance, Side Entrance, Generator.
Modified the Laboratory Axis spawn for easier access of the stairway. Also there is a vent by the jail-like blocker that leads over to the place before the Radar Room.
The generator is now located in the lobby for better Axis defense. Speaking of better Axis defense, there's now a constructible MG nest where the generator used to be, plus a mounted MG on the 2nd floor balcony of the eastern lab exit bunker.
There is a pathway that leads from the Axis laboratory spawn to the big picture in the castle lobby.
Added an extra room to the facility warehouse to make spawn camping harder for the Allies.
Truck is 25% slower now to give the Axis a fair chance.
Plus, more pictures 'n' fun stuff.
** Beta 3 Released 4/19/04
The truck was moved from the front of the castle to a driveway next to the Allied first spawn. The truck drives at an okay speed until it reaches the tunnel, then it slows down. 'Cause it's evil like that.
The jail-like blocker in the facility has been moved to prevent very easy escapes with the Radar Parts.
Added more rooms to the research facility to help balance the blocking of the easy escape route.
Truck barrier has been moved to the middle of the field to give the Axis a better chance.
Speaking of stronger Axis defense, time has been extended to 25 minutes.
Cut out a bunch of bloat and corrected the mistakes of the sound files. (Thanks SiliconSlick!)
Tweaked the elevator to go a tiny bit faster.
Heard there was a problem with the map not ending when the truck reaches the final point... did a bit of 'fail-safe' scripting to try and counter that.
Changed the Axis Exit Bunker a bit more, extended a balcony, hallway route a bit shorter.
There's an Axis-ONLY door (red symbol, even disguised Coverts can't open it) that connects the Chateau and Laboratory... just so the Axis aren't 'locked-out' of their own place.
More texture straightening and brush goof-ups fixing.
Known Bugs:
I've been told that if you go prone while the elevator is moving, you get crushed. I tried it get crushed for 5 minutes, but no luck. So if you're paranoid, please remain in the upright position until the elevator comes to a complete stop. And take a bag of peanuts.
Objective Data:
**Allies (The Good Ol' American Boys)**
Gain Access to the Castle by Destroying the Main Entrance, Building the Assault Ramp on the East Side, and/or Destroying the Side Gate in the Basement Warehouse of the Chateau
Capture the Forward Spawn in the Castle Courtyard shed to make the assault that much easier.
Dynamite the Generator (located in the lobby) to gain access to the research facility and to secure the Courtyard Spawn.
Disable the Electric Floor Controls to gain access to the radar part. Otherwise, anyone stepping into the radar room will get a "shocking" surprise.
Take the Radar Part and secure it to the truck outside the castle wall, near the main gate.
If constructed, dynamite the Truck Barrier, and escort that truck out of there to win the match.
Build a Command Post, located very close to the western wall on the first floor.
**Axis (Those Jahahaa-ing Trench Coat Krauts)**
Defend the Castle's Walls by preventing the destruction of the Main Entrance, rebuilding the Side Gate if compromised, and destroying the Assault Ramp if constructed.
Defend the Forward Spawn in the Castle Courtyard shed to continue defending the castle walls.
Prevent the destruction of the generator (located in the lobby) to keep the facility within the castle locked down and the Courtyard Spawn under Axis control (if captured, of course).
Maintain the Electric Floor Controls so the Allies can not take the Radar Part.
Don't let the Allies steal the Radar Part and take it to the truck outside the castle, near the main gate.
Disable the truck and build the truck barrier to prevent the Allies from escaping with the Radar Part.
Build a Command Post, located very close to the western wall on the first floor.
**Map Info
Title :Chateau Voilegarde
Filename :voilegarde_b3.bsp
Game/mod :ET - wolfmp/ wolfsw
Author :Tasian
Email address :lab_inbox@hotmail.com
Not-Clan Web Address :http://goat1.proboards26.com
**Build Info
Base :Scratch
Editor(s) Used :Wolf Radiant, Paint Shop Pro
Build time :About 8 months
Compile time :30 minutes
**Installation
Put voilegarde_b3.pk3 into your (wolfet)\etmain directory. **Playing
Run wolfet
bring down console "~" and type...
/g_gametype 2; map voilegarde_b3
**Play Information
Single Player : No
wolfmp : Yes
wolfsw : Yes
wolflms : No
New Sounds : Yes
New Graphics : Yes
New Music : ... ... Why would there be music in the background? I wish my life has a musical score. Like the Simpsons. Doh!
**Special Thanks to...
First and foremost, the Splash Damage team for making one of the best multiplayer games ever. Period.
The fine folks at Goat's Bar and Grill, you guys are the best! Some special-special thanks for the following:
GyverX for making the commandmap and the custom textures, and for testing out the map and trying very hard to get his server up and running just to test me l'il map. Plus making one of the best ET images I've seen!
InThrees for his special graphic as well.
HaB aka Brit for doing a fantastic job with his multiple(!) news reels. I can proudly say that they are JOLLY GOOD! Also for testing the map.
Crimson Avenger, prog, pookie, Crazysmuk, and Bullet Magnet for checking out my map and putting up with my annoying voice on Teamspeak.
Syma, Englander, Porky, miky, Mycroft, NAIL, Chiemseeman, JamesBOMB, Radd, the *NameGoesHere** guys, Arctic_Wolf, The >DD< Clan, randall, all the people I pushed into the ground while they were on 999 ping, everyone else I missed (there's just so many, sorry about that! Me brain is going, thanks to age, I think) ... well, you didn't really help with the map, but thanks for all the fun and experiences I had with you guys!
And of course, Goat for letting us play on the server he pays for, we all appreciate it! ... Except the people that get banned.
Chavo_one, for letting me use his beautiful Venice sky and helping me with getting it to work.
Drakir for some of his textures and his nice webpage and tutorials.
Jon Swenson (Creator of Axis Lab) for his information about using game_models.
And the Splash Damage forums for having some extremely helpful people there.
Bob Seger for his ol' time rock 'n' roll.
Buckwheat Boys for making one of the most annoying and catchy songs ever. (If you know of the dancing banana, you know the song)
The LTC Clan (www.ltcclan.com) for their praises on my map and for picking it for their start-off party night.2 downloads
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VS OldBones b1 - OldBones_b1.pk3 and waypoints
By papywolf
OLD BONES for Enemy Territory : Vietnam MOD
Release date: 2009-09-26
Author: VS|Monkey
Clan: -VETERAN SOLDIERS-
Map Name: VS|OldBones(b1)
BSP Name: oldbones_b1.bsp
Gametypes: Frag, Hold the Flag
Gametime: Variable (5/15 minutes)
Omni-Bot: Waypoint file included (oldbones_b1.way) MOD: Vietnam MOD
URL: www.ETnam.org
Map Story
Not a story...
Just BLOOD!!!
USA and NAM must fight to own OLD BONES. Frag a lot and try to capture and defend the flag for 5 minutes! Who will be the king of OLD BONES?
Map Objectives
USA Objective Descriptions
Primary Objective:**Don't let NAM take the flag. Primary Objective:**Touch and defend Old Bones flag. Secondary Objective:**Don't let NAM construct a Command Post. Secondary Objective:**Build a Command Post.
NAM Objective Descriptions
Primary Objective:**Touch and defend Old Bones flag. Primary Objective:**Don't let USA take the flag. Secondary Objective:**Construct a Command Post. Secondary Objective:**Prevent the USA from constructing a Command Post.
Installation
Put the "VS_OldBones_b1.pk3" file in your "\etmain" directory. The mapname is "oldbones_b1.bsp" if you want to add it to any script. If you run Omni-Bot on your server, the map include the waypoint file "\omni-bot\et\nav\oldbones_b1.way". Just copy it into you Omni-Bot installation. Remember that this map is built for Vietnam MOD so some map textures and texts are built to run with this MOD, and should missmatch with any other ET version.
Thanks
Thanks to -VETERAN SOLDIER- clan, [sLut] clan, Borg, bucket map for gameplay idea, Splashdamage Forum for direct/indirect help.
1 download
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wario final - wario_final.pk3 and waypoints
By papywolf
wario_final
Designed by .WAR|R0u$back.
Contacts: http://warclan.forumj.net
Xfire: rousback
Tools: GTK Radiant 1.4/1.5 - photoshop - paint
Ressources:
- the map fragmaze_fixed made by sl0wr0ck, on wich warmaze (my first map) is based/inspired (xfire of the creator of purefrag: sl0wr0ck) - warmaze_b6, wich is the base of this map - some textures from "textures_pitores" (eMail Address: me@Hourences.com) - http://splashdamage.com/forums/
- http://easymapping.free.fr/html/ and many others websites of tutorials I can't remember...
Greetings/Thanks to:
>> The Splash Damage team for this wonderful free game >> Fate (xfire: fmcfate) for his help to solve many issues I had while I was mapping... (Mapping tutorials http://fmc.hex.ee) >>The .WAR|Clan. and his communauty for the tests, feed backs, ideas and advices, to improve this map... >>.WAR|bitchy., who made the .WAR|Clan. logo. He also implemented the mario pictures on the wall texture.
If you use the map on your server please let me know, it's always good to have some feedbacks!
In no cases you are allowed to modify anything from this pk3 without permission. Leave it in his current state if you want to use it. If you want some modifications of the map just let me know (by xfire or .WAR|Clan. forums) and I will see what I can do about it.
Enjoy!
2 downloads
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siwa teuthonia - siwa_teuthonia.pk3 and waypoints
By papywolf
Objectives:
Allies
1.Capture the Siwa Spawn
2.Destroy the Siwa Wall
3.Lower the dropzone fence
4.Enter the dropzone to call air support
5.Bring the ammunition box to the artillery gun to load the gun
6.Rotate the artillery gun towards the gate of Teuthonia
7.Fire the artillery gun to destroy the gate of Teuthonia
Secondary objectives:
- build the waterpump to access the tunnel
- build the command post to create an alternative Spawn
- Destroy the axis command post command post
Axis:
1.Prevent the Allies from capturing the Siwa Spawn
2.Prevent the Allies from destroying the Siwa wall
3.Prevent the Allies from lowing the dropzone fence
4.Prevent the Allies from from reaching the dropzone and from calling air support
5.Prevent the Allies from loading the artillery gun
6.Prevent the Allies from rotating the artillery gun
7.Prevent the Allies from firing the artillery gun
Secondary objectives:
- destroy the waterpump to prevent the allies from using the tunnel
- call air strikes to prevent the allies from reaching the dropzone
- build the command post
- Destroy allied command post command post4 downloads
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The Fortress - Fortress.pk3 and waypoints
By papywolf
// Axis Objective Descriptions
1 "Primary Objective:**Stop the Allies from breaching the castle wall."
2 "Primary Objective:**Prevent the Allies from stealing the tank."
3 "Primary Objective:**Disable or obstruct the Allied-held Tank to prevent it reaching our HQ."
4 "Primary Objective:**Stop the Allies from blowing up the HQ main doors."
5 "Primary Objective:**Stop the Allies from blowing up our HQ."
6 "Secondary Objective:**Construct the command post."
7 "Secondary Objective:**Blow up the Allied command post."
8 "Secondary Objective:**Blow up the footbridge."
// Allied Objective Descriptions
1 "Primary Objective:**Breach the castle wall."
2 "Primary Objective:**Steal the tank."
3 "Primary Objective:**Escort the tank to the town square."
4 "Primary Objective:**Use the tank to blow up the Axis HQ main doors."
5 "Primary Objective:**Use dynamite to blow up the Axis HQ."
6 "Secondary Objective:**Construct the command post."
7 "Secondary Objective:**Blow up the Axis command post."
8 "Secondary Objective:**Construct the footbridge."3 downloads
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v1rocket b2 - v1rocket_b2.pk3 and waypoints
By papywolf
(the readme file)
-V1Rocket_b2
-release date: 18 may 2004
====================================================
Game features
- After the Lorraine37L (the Tank) has reached the depotyard it can no longer be damaged nor repaired.
This was done to avoid xp-whoring by allied engineers.
- After the Lorraine37L (the Tank) has reached the depotyard the V1Rocket will be transported onto a electric train
with a crane. The train will take the v1rocket to the launchramp and does NOT have to be escorted
nor can it be damaged/repaired
- Allies can steal the fuelcan (The Objective) at any given time in the game,
But they can only secure it at the v1rocket after it has reached the launchramp.
(an icon will appear at the command map)
====================================================
title: V1Rocket_b2
file: V1rocket_b21.pk3
author: FireFly
email address:
URL:
description:
====================================================
Play Information
gametype: wolfmp, wolfsw
new sounds: yes
new graphics: yes
new music: no
new models: yes
prefabs: no
====================================================
Construction
base: scratch
editor: GTK Radiant 1.3.13
other programs: easygen, 3Dmax5, Photoshop
build time: approx. 9 months.
compile time: 83 mins.
====================================================
Distribution / Permissions
This is the first trial of this map and may not be modified in anyway as to appear as a
completed map by anyone else than the author.
Authors May Not decompile the BSP as a base to build additional levels.
The possibility of using items from this map as prefabs is possible, but you must obtain the author's written permission first.
This file may not be commercially exploited in any way.
====================================================
A thank you
Thanks goes to M.Schaffer and Erwin A. for helping me testing the private beta1....
2 downloads
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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."7 downloads
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Marrakech Streets 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.
Objectives
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 case3 downloads
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