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  1. rocketrun final - rocketrun_final_fixed.pk3 and waypoints

    no information on the map

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  2. trooptrain 120 - trooptrain_120.pk3 and waypoints

    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.uk

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  3. tundra b4a tundra_b4a.pk3 and waypoints

    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.

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  4. us radar b2 - us_radar_b2.pk3 and waypoints

    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"

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  5. voilegarde b3 - voilegarde_b3.pk3 and waypoints

    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.

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  6. VS OldBones b1 - OldBones_b1.pk3 and waypoints

    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.

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  7. wario final - wario_final.pk3 and waypoints

    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!

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  8. siwa teuthonia - siwa_teuthonia.pk3 and waypoints

    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 post

    2 downloads

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  9. The Fortress - Fortress.pk3 and waypoints

    // 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."

    2 downloads

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  10. v1rocket b2 - v1rocket_b2.pk3 and waypoints

    (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....
     

    1 download

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  11. winterbase b1.7 - winterbase_b1.7.pk3 and waypoints

    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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  12. Marrakech Streets Vara - et_mor_vara.pk3 and waypoints

    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 case

    2 downloads

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  13. mp goldmine - mp_goldmine.pk3 and waypoints

    no information on the map

    1 download

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  14. (UM)Dracula f - (UM)Dracula_f .pk3 and waypoints

    no information  !!!

    1 download

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  15. River War Final - reriver.pk3 and waypoints

    Description:
    (the readme file)


    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Basic Information
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    Game : Return to Castle Wolfenstein: Enemy Territory
    Title : River War
    Filename : reriver.pk3
    Release date : 2003-08-27
    Decription : The Allies are attempting to destroy the prototype heavy water processing control system.
    The Axis must guard their prototype heavy water processing control system.

    Author : Extra (Johnny Hadley)
    Email address : Johnny@endofdaysband.com
    Webpage : http://www.hadleyplace.com

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    Copyright 2003 Johnny Hadley all rights reserved

    This level may be electronically distributed only at
    NO CHARGE to the recipient in its current state, MUST
    include this .txt file, and may NOT be modified IN
    ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE
    DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR
    PERMISSION.

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    1 download

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  16. odenthal b2 - odenthal_b2.pk3 and waypoints

    === Odenthal Beta 2 ===
    =======================

    Mapdates:

    Name: Odenthal
    Mapper: Jens 'eiM' B.
    Type: Competition map (3v3 , 6v6)
    Spawntimes: Axis 30s , Allies 20s
    Average duration: 10 Minutes
    Worked time: 3,5 Month (for beta2)
    Homepage: http://reveal.et-support.de/odenthal

    Story:

    I always wanted to create a real competition map for Wolfenstein: Enemy Territory. But I never got started to a real
    project like this... the only maps I finished are small 1v1 / 2v2 maps or my trickjumpmap (a bit bigger though).
    So well, back in the Winter of 2006 I really had too much freetime because of holiday and stuff. So it came that
    I reinstalled all the mappingstuff on my harddisk and thought about a nice map.
    Anyway this maybe sounds a bit weird but when this amok run happened in Germany - Emsdetten me and some friends
    were together hanging out and randomly heard that the guy who ran amok had mapped his school for Counterstrike.
    Because we always have much fun @ LAN's and stuff the idea of mapping our school for W:ET @ LAN's became more
    and more reality.

    Before I write on I really have to note that I misprize the happenings of Emsdetten and i'm sorry for all
    the victims and that not in my farest thougts plan to do something like an amok run.

    Okay , well in my winterholidays I went skiing and had much fun but also some time to think about my mapping project.
    There were many things to plan. (If you really try to remap something of your daily life you'll notice that you don't
    remember many details of the looks and stuff ;>) So I made some photos , searched + created textures and made some outlines.
    Anyway after about 2weeks when I were back at school I finally started to create the map in my GTKRadiant.
    The map is not a perfect remake of Odenthal (the small city it's located in) because I set a higher value
    on making the school realistic than the terrain etc. But still there are much similarities like the small
    river ,some grassland...
    So this is the story behind the map and the name Odenthal. The story set in W:ET is the following:
    Axis have constituted an headquarter in the school of Odenthal. Therefore they rebuild some parts of
    the school and the town. The Allies forces have to escort their Jagdpanther through the streets of
    Odenthal to get access to the school. After this they have to destroy the Main Entrance and the Generator to
    disable the magnetic seal of the Security doors to get access to the main building of the school. Inside this
    the Axis store their secret documents which have to be secured by the Allies Forces

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  17. caha tavern b1 - caha_tavern_b1.pk3 and waypoints

    itle    : CAHA: tavern
    filename : caha_tavern_b1
    game : wolfenstein: enemy territory
    version : beta 1
    date  : 5.October.2005

    author : Roger "redRum" Creus
    url    : http://www,cyanureill.paparra.net
    email  : roger.creus@gmail.com

    gametype : objective, stopwatch, campaign
    mines     : disabled
    max. players : 12 per team

     
    Story:
    1942. China. Province of Liaoning.
    The well known tavern Fire Garden has been taken by an allied squad.
    They are using it as a document depot, and have set two security system levels to ensure the spy lists inside it are safe.
    A german squad has found out the allied shellac, so they get ready for battle and rush into the building.

     
    Objectives:
     
    Axis:

    Primary: Destroy the security power generator B.
    .Primary: Destroy the security power generator A.
    .Primary: Steal the spy lists.
    .Primary: Escape with the lists through the sewers.
    .Secondary: Destroy the cellar wall to open an escape route;
    you must have destroyed the generator A to get access to the cellar.
    .Secondary: Destroy the stairs wall and get faster acces to the top floors.

     
    Allies:

    .Primary:    Don't let axis destroy the security power generator B.
    .Primary: Don't let axis destroy the security power generator A.
    .Primary: Hold the spy lists.
    .Primary: Don't let axis escape with the lists.
    .Secondary:  Don't let axis reach the cellar and protect the sewers exit.
    .Secondary:  Hold or rebuild the stairs wall to cut the allied path.

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  18. calculus_b1 - calculus_b1.pk3 and waypoints

    // Axis Objective Descriptions

    1 "Primary Objective:**Protect the railroad manifest."

    4 "Primary Objective:**Don't let them get the manifest and paintings to the truck."

    3 "Secondary Objective:**Don't let them use the track switch to get the paintings"

    2 "Primary Objective:**Don't let them steal the paintings with the train."


    // Allied Objective Descriptions

    1 "Primary Objective:**Steal the railroad manifest."

    4 "Primary Objective:**Get the manifest and paintings to the truck."

    3 "Secondary Objective:**Use the track switch to get the train to the paintings."

    2 "Primary Objective:**Escort the train to the paintings, then to the truck."

    1 download

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  19. antarctic base - antarctic_base.pk3 and waypoints

    antarctic_base map created by : Ganjaman.

    Thanks to Stealth' for the nice exploding gate,
    and 2bit[TiBeT} for help with the tank,the rotating platform and offcourse creating the great mapping tutorial.

    I have used several prefab brushes in this map.

    And someone in germany who made the towerbunker
    But no name in the readme.txt, vielen dank !

    Forresthut prefab author unknown.( download from wolfmap.de )

    Hovel also prefab author unknown.( download from wolfmap.de )

    This map is only for testing final map will come soon.

    contact e-mail : johnny_b27@hotmail.com

    -----------

    allied "Remove the Axis threat by destroying the experimental Aircraft: fight your way into the main base and dynamite the Ufo."

    wm_mapdescription axis "Our experimental aircraft will tip the balance in our favour.Protect the Ufo from Allied sabotage."

    wm_mapdescription neutral "The Axis experimental aircraft 'Ufo' is harassing Allied shipping. The Axis must protect it from Allied attempts at sabotage."

    1 download

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  20. falkenstein b3 - falkenstein_b3.pk3 and waypoints

    Description:
    (the readme file)

    map:falkenstein
    version:second beta
    date: 27.09.2010

    email:schwapschwip@web.de by orange

      description:

    -The Allies are trying to infiltrate a secret base inside a mountain. They are attempting to steal a secret prototype which could be decisive for the success in this war.

    -timelimit: 20 minutes

      objectives:

    allies (attacking side):
    1. Capture the checkpoint
    2. Blow up the generator to gain access to the base
    3. Set up a command post inside the base to spawn there
    4. Blast the entrances
    5. Steal the prototype and bring it to the train
    6. Secondary Obj. - Prevent Axis from building a Command Post
    7. Construct the access. It will open the door to the prototype. Construction is the console beside the door.


    axis (defending side):
    1. Defend the checkpoint
    2. Defend the generator
    3. Prevent the Allies from building a command post
    4. Defend the entrances
    5. Defend the prototype. Allies will be attemptting to escape with it by train
    6. Secondary Obj. - Build a Command Post
    7. Secure the access. It will open the door to the prototype . Construction is the console beside the door. Axis can destroy it with a satchel charge.

    2 downloads

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  21. generator b3 - generator_b3.pk3 and waypoints

    About This File

    Author        : Hitman007
    Email address    : hitman007.maps@gmail.com
    Webpage        : http://www.hitman007.tk

      -------------------------------------------------
                    Map Information
    -------------------------------------------------
    Game        : Wolfenstein: Enemy Territory
    Title        : generator
    Filename    : generator_b3.pk3
    Campname        : generator_b3
    Max Players     : 40
    Release date    : 07/11/05
    Decription    : To destroy the generator of the main base
    Other Info      :  version Beta3

    Compile time    : 15 min - BSP META - LIGHFAST
    Compile machine    : AMD Duron 800 mhz  Ram384MB

    ______________________________________

      //Axis Objective Descriptions

    1    "Primary Objective:**Defend the generator."
    2    "Secondary Objective:**Defender the doors."
    3    "Secondary Objective:**Defender Door Base."
    4    "Secondary Objective:**Construct the command post."
    5    "Secondary Objective:**no info"

      // Allied Objective Descriptions
    1 "Primary Objective:**Blow generator."
    2 "Secondary Objective:**Blow doors"
    3 "Secondary Objective:**Blow Door Base."
    4 "Secondary Objective:**Construct the command post"
    5 "Secondary Objective:**no info"

    1 download

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  22. UJE schwarzwald b1 - UJE_schwarzwald_b1.pk3 and waypoints

    Congratulations! You found the website of the  [UJE] Clan

    About:
    Lays of Schwarzwald is a custom ET map situated in the middle of nice, famous region of Blackwood (schwarzwald..)forests.

    Story:
    Information about advanced progress of Axis in the Rocketbomb research were true.
    Allies are on a mission to ambush their Weapon factory in the middle of huge Schwarzwald forest and destroy everything whats worth.
     
    Objectives:

     
     Allies:
    Primary Objective: Escort the Tank through the Village and destroy the Tunnel Gate.
           Primary Objective: Escort the Tank through the tunnels to parmanently push Axis to the Rocket Base.
           Primary Objective: Bring all four Explosion Materials to the Rocket.
           Primary Objective: Build the Detonator to blow up the Rocket Base.
           Primary Objective: Blow up the Rocket Base using the constructed Detonator.
           
         Secondary Objective: Do not let Axis construct the Tank Barrier.
         Secondary Objective: Construct the Command Post to take partial control over the tunnels.

     
    Axis
    Primary Objective: Prevent Allies from completing their objective.
           
               Secondary Objective: Construct the Tank Barrier.
               Secondary Objective: Construct the Command Post.

    Credits & such:
    Textures: dirt_m03icmp_brown.tga - from ET:L texturepack made by Kemon.
    Missing images to original ET shaders were found in custom packs..
    Other than that, textures were downloaded for free, or made by me.
    Websites: https://www.textures.com/
    http://texturer.com/
    http://mb3d.co.uk/mb3d/maxTextures_Home_-_Free_Seamless_and_Tileable_High_Res_Textures.html

    1 download

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  23. one-way b3 - one-way_b3.pk3 and waypoints

    Author:        Qualmi
    Date:        25.05.2010
    Game:        Wolfenstein - Enemy Territory
    Homepage:   http://qualmi.de.tl/


     
    Description
    An original map with a little bit of a different objective. What once started as a 1on1 map, can now be applied to
    small servers with a maximum of 12 players.

    Additionally there is an ETPro Mapscript supplied within this mapfile, making it possible to turn this map into a
    deathmatch map.

     
    Objective
    An additional mapscript, turning this map into a deathmatch map, can be found in the readme folder of this .pk3. It
    is called 'one_way_b3.script'.

    Just copy it in your ET mapscripts directory and restart the server with the directory beeing set.

    ======
    Limits
    ======

    Unfortunately the ET Engine is very limited. Therefore the visual counter i originally planned soon hit that 32
    remapshader limit.

    You can see the seconds be remapped in the left corner below. The minutes are rotating above the coder.

    Logically the counter works 100% accurate.

    =======
    History
    =======

    The map got inspired by a 1on1 i once played at Valhalla. Someone, cant remember the name today, introduced me into
    that kind of gameplay, which he called, 'one way'. It was just that we meet constantly at a certain mainroad, to
    avoid hiding and sneaking, so that the skill is reduced to aim and movement basically.

    The first versions i released should have hit exactly that principle. But after coming back to mapping after a while
    i had the feeling that it probably would be better to make it a little bigger. I tried to keep that one way principle,
    but i fear it has become some kind of mixture now.

    ===================
    Feedback/Bugreports
    ===================

    Post feedback or bugreports at -> http://1vs1free1on1.de.tl <- forum section.

    =======================================
    Some Additional Information for Mappers
    =======================================

    Build Time: 2 hours.

    Also i am 1 year old and am a computer genius. I learned mapping in just one day and the compile time took me 1ns.
    With half a year i learned the C programming language, when i was half and a third i invented the wheel. When i was
    half and two third i realized that there was already a wheel. What a shame.

    The rest of the day i spam people with how fast i am. I mean, everybody knows that everything must be based on
    velocity nowadays. So why shouldnt i spam you with my timing results 😆

    because quality takes time ?

    1 download

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  24. tbnsdba - tbnsdba.pk3 and waypoints

    ////THE !BRAND NEW! SOFT DRINK BATTLE ARENA\\\\

    by BeoWulV


    general information:
    ----------
    name: the brand new soft drink battle arena
    type: rtcw-et-multiplayer
    Author: BeoWulV
    mail: webmaster@beowulv.ch


    the story:
    ----------
    sometimes that's a believable story
    most important for a good map. therefore has
    neither does this map
    it is rather a series of many
    confused ideas and thoughts...

    the only aim of the game is therefore to
    respective soft drink can to the corresponding ones
    to carry vending machines. these disappear
    then and are therefore considered filled (???)
    the team that filled up all 5 machines first
    has, wins.
    axis = coca-cola
    allies = pepsi

    this is a pure funmap and thus sets zero
    value on logic or realism!!!

    the music:
    ----------
    the music that can be activated in the map comes from
    all from the canadian band Zimmers Hole
    more information about the band can be found at www.legionofflames.com


    installation:
    -------------
    - unpack or move the file "tbnsdba.pk3"
     into the "etmain" directory of rtcw
     (e.g. c:\programs\rtcwet\etmain)
    - in the multiplayer game then just this map
     choose and let's go!

    thankslist:
    -----------
    - thx to prefablab for the can models
    http://dynamic3.gamespy.com/~prefablab/main.shtml
    - thx to eyeronik from surface for some useful textures
    - no thx at all to sir elton john


    copyright:
    ----------
    It is not allowed to decompile this map and/or the map or parts of it without my express permission
    Permission to use and/or republish for your own purposes.
    It is allowed this map in ORIGINAL CONDITION INCL. ORIGINAL README FILE freely to other people
    pass on or e.g. available for download on the internet.


    Feedback:
    ----------------------
    I would be happy about feedback on this map. Please send positive and negative criticism to
    webmaster@beovulv.ch

    1 download

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  25. italyremake tnt - italyremake_tnt.pk3 and waypoints

    01/01/2013
    italy Remake Clan TNT. by TNT|*Cinco

    map "italyremake_tnt"
    longname "Streets of Italy Remake by Clan TNT"


    Spanish:

    Hemos realizado esta pequeña modificación del estupendo mapa Italy de IndyJones, Pazur and Isbowhten. Esperamos que estas sean del agrado de la comunidad ET.

    Cambios realizados:
    -Se ha creado un nuevo spawn Allie, estos ya no nacen en el exterior.
    -Se han abierto nuevos accesos a la bandera de la plaza del mercado.
    -Se han cambiado algunas escaleras y accesos a diferentes puntos del mapa.
    -El comandost se ha movido justo debajo, y hemos realizado una nueva salida que da acceso a los tejados y a la MG
    -Se ha habilitado una nueva zona a la izquierda del spawn Axis que llega hasta la plaza del mercado pasando por la entrada de la torre donde esta el oro.
    -Hemos cambiado la parte final del recorrido del Jeep habilitando una nueva zona. El mapa ya no acaba en el spawn Allie.
    -Se han modificado los archivos OmniBot adaptandolos a las modificaciones.

    English:

    We have made this small modification for the great map of Italy by IndyJones, Pazur and Isbowhten. We hope these are liked by the community ET.

    Changelog:
    -He has created a new spawn Allie, they will no longer spawn outside.
    -He opened new access to the flag of the market square.
    -Changed some ladder and access to different locations.
    -The comandost has moved just below, and we made a new exit that leads to the rooftops and the MG
    -He has set up a new area to the left of the Axis spawn that reaches the market place through the entrance of the tower where the gold is.
    -We have changed the end of the tour the Jeep enabling a new zone. The map is no longer just the spawn Allie.
    -Files have been modified Omnibot adapted to the changes.


    Regards.

    Download files:
    http://clantnt.com/usuarios/Cinco/italyremake_tnt/
    The original map Streets Of Italy By IndyJones, Pazur and Isbowhten.

    2 downloads

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