402 files
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1o1 - 1o1.pk3 and waypoints
By papywolf
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Basic Information
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Author : Rikard "Drakir" Lindgren
Email address : lindgrenrikard@hotmail.com
Webpage : http://www.drakir.tk
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Map Information
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Game : Return to Castle Wolfenstein: Enemy Territory
Title : 1o1 Arena
Filename : 1o1.pk3
Release date : 2003-10-09
Decription : Challenge your friends or foe´s in this 1on1 Desert Arena.
Program : SD Radiant 1.3.8
Build time : 30 mins.
Compile time : 1 minute
Compile machine : AMD Athlon 2200, 512mb
Installation : Place the 1o1.pk3 to your etmain folder, select it from the multiplayer->create server menu or
bring down the console and type: map 1o1.
Textures : Nope
Sounds : Nope
Models : Nope
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Info!
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#. Just another 1on1 map, no special things. Small map for 1on1 fights.
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Special thanks and Credits to:
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All who will use it!
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Copyright 2003 Rikard "Drakir" Lindgren all rights reserved4 downloads
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sykotic dm1 - sykoticdm1.pk3 and waypoints
By papywolf
Axis:
"Kill the opponent!"
Allied:
"Kill the opponent!"
Neutral:
"s y K o t i c dm1 #sykoticdm @ quakenet"5 downloads
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psl ctf - psl_ctf.pk3 and waypoints
By papywolf
--------------------------------------------------------------------------------------------
Practice
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Author : Stealth'
webpage : http://www.clanpsl.nl
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Map Information
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Game : Wolfenstein: Enemy Territory
Title : PsL ctfstation
Filename : psl_ctf.pk3
Release date : 04/12/2007
Description : A Capture the Flag style Enemy territory map.
It was made for and in association with clan *PsL.
The scoreboard is on the compass.
Capture the Enemy's flag 4 times to win, a draw is possible.
There are 2 secrets in the map.
Installation : place the ctfstation.pk3 to your etmain folder.
Textures :
-textures from soc (all credit goes to him for these textures):
->textures\egyptsoc_floor
->textures\egyptsoc_trim
->textures\egyptsoc_mat
->textures\egyptsoc_wall
->textures\tech1soc_sfx
->textures\tech1soc_mach
->textures\ctf
-Textures from Rayban floating powerups (credit to RayBan for models+textures):
->models\multiplayer\rayban\powerups
->textures\powerups_test
->models\multiplayer\rayban\ctf
-textures from norman (credit for pornagraphy goes to him 😞
->textures\norman
-textures from Drakir (credit to drakir for these images
--------------------------------------------------------------------------------------------
Credits:
-Clan *PsL Great clan, they supported me for this map, visit them www.clanpsl.nl
-TrickJump paradise clan: help testing my map and just being a great clan.
-Splashdamage forums: Helped answering alot of my questions
-RayBan: Used his Q3 style powerups (the floating medic and ammo packs), all credit for those
models, and idea go to him. Also he gve me tips on improving the map, and fixing bugs, on the
SD forums. The Q3 style ctf flags are also made by him.
-Unreal Tournament: Inspiring the map
-2bits: Learned mapping thanks to his tutorials
-Simon O'Callaghan aka soc: Used some of his textures that he released on his site:
http://www.simonoc.com/pages/materials.htm
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Misc:
Best played on a Good computer on high, thats what i used anyway
3 downloads
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6 Flags 1.1.0 - 6flags_110.pk3 and waypoints
By papywolf
File type Map for "Wolfenstein - Enemy Territory"
Title 6flags
File name 6flags_110.pk3
Map name 6flags
Version 1.1.0 (Created July 2005)
Author 2Bit (www.tibetclan.com)
Other maps The Breakout, Glider Assault, TankBuster, British Bulldog, 2tanks
- available from www.tibetclan.com
Optimum number
of players At least 12. Plays well with 24+.
Installation Put the pk3 file into the etmain folder.
Description
For either team to win:
Capture both base flags and hold them for 2 minutes
== or ==
Control all 6 flags
If the time limit expires the winning team is the one which controls the most flags.
Gamemodes
Objective, Stopwatch.
Thanks to Splash Damage and Activision.
Drakir and Iffy for various neat prefabs.
Heckl3r and Marko/Lowlife/Bob Le Roux for some great textures and sound files.
Amethyst7 for his great skybox.
TibeT Clan for invaluable testing and feedback.5 downloads
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sedesrc1 - sedesrc1.pk3 and waypoints
By papywolf
Sedes RC1
Author: six
six@planetwolfenstein.com
http://www.planetwolfenstein.com/six
===============================================
Programs used in creation:
GTKRadiant 1.4
Adobe Photoshop 6.0
Notepad
Changes:
-Pits were removed/replaced to fix "bottleneck" issues
-Window by axis spawn is clipped to keep balance
-----------------------------------
OBJECTIVES
-----------------------------------
----------Axis Objectives----------
Defend the main entrance
Defend the generator
Defend the old city
Defend the gold crate
Construct the command post
---------Allied Objectives---------
Destroy the main entrance
Construct generator
Capture the old city
Get the gold crate
Construct the command post
2 downloads
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Tallard Castle beta4 - Tallard_Castle_beta4.pk3 and waypoints
By papywolf
no information on the map
4 downloads
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Bunker - Bunker.pk3 and waypoints
By papywolf
***** Bunker *****
*******************************************************************************
* Enemy Territory Map - by Impact - 2004 *
*******************************************************************************
Note: This map is exclusively my own
permanent property, that is, the copyrights are automatically mine. Equal-
early the map is a hobby project by a gamer for gamers. Therefore
this map freeware. Everyone is allowed to use this card for their private use
Offer to download, copy, or publish. One too
I expressly consent to publication in the following German game magazines to:
PC Action
PC Player
Game Star
PC Joker
Any other commercial use, in particular publication on dis-
chain, CD-ROM or DVD in a magazine other than those mentioned above
is expressly prohibited.
Everyone has the permission to change the map for the private area, or
Copy parts of the map, e.g. to create your own maps. In this case
I ask for the note that parts of my map are used to create the map
were used.
This map is my first ever map. It
so I am aware that this is not perfect in many areas. Besides
the map was created as part of a MapContest, which is why it is very small
has failed and there was a certain time pressure. For these reasons it is
this map was also my "test object" because I was practical
all the steps that are necessary to create a map still had to be learned.
Nevertheless, there are over two hundred hours of work in the map.
But above all others that I mention here made this card possible
would like to:
www.dflv-clan.de: no map without beta test;)
www.Fragpoint.de: Very good German tutorial and a nice one
small forum
www.haradirki.de: Very good German tutorial
www.level-desinger.de: Best forum for mappers with lots of nice people
www.planetweltenstein.de: Everyone should know, good forum for ET and RTCW
Those were the pages I visited most of the time. The people who helped me
just as they occur to me:
Fragpoint, haradirki, Ron007, BeoWulf, michi.be, HBe99, Rought, Fidelcastro, NightWulf
Micro, freakman, hardcoreraver and of course all that I haven't mentioned now.
[DFLV] Wolfine
[DFLV] Kosmic
[DFLV] Maroni
[DFLV] Maschine
[DFLV] DerBeo
[DFLV] CrazyPittbull
[DFLV] Denation
[DFLV] Dagget
[DFLV] HomeX
[DFLV] Nobert
[DFLV] Servidge
[DFLV] TheCrazyKraut
[DFLV] Tankwart
[DFLV] GohanZeta
Description of the map:
Bunker is a small map for ET, intended for 3-5 players on each side.
Installation Guide:
Unrar the file "bunker.rar" and copy the new file "bunker.pk3" into the "ETMAIN" folder of your ET installation. Start the game and select "Host Game".
Simply extract the Bunker.rar file into a directory of your choice. You should then find a bunker.pk3 file. It belongs in the ET main directory. If you start the game now you should be able to start the map via host game
2 downloads
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Destruction final - Destruction_final.pk3 and waypoints
By papywolf
Title : Destruction_final
Filename : destruction_final.pk3
Date : 2009.03.29
Author : Russell Story (Geehaad)
Contact : angel_son_7d@yahoo.com
URL : N/A
Map File : destruction_final.bsp
Script File : destruction_final.script
Release : 2009.03.02
Gametype : Objective, SW, Campaign
Maximum Players : 64
Recommended Players : 12-18
Story:
*Allies have cornered the Axis into a heavily bombed out warehouse complex. The Axis are making their last stand, and trying to call reinforcements to stop the raid on their last stronghold.
*Allies must destroy their Communications before they are able to radio for help.
Objectives:
Axis
1 "Primary Objective:**Don't let them destroy the Comm Station.**This will cause a loss of communication to reinforcements.
2 "Secondary Objective:**Don't let them destroy the Gate.**This will give them access to the warehouse.
3 "Secondary Objective:**Protect the Weakend Wall.**This will give them access to the roof.
4 "Secondary Objective:**destroy the side door. This will give them quick access to the forward warehouse.
Allied
1 "Pr**Destroy the Comm Station.**This will keep Axis reinforcements from knowing about the raid on the warehouses.
2 "Se**Destroy the Gate.**This will give access to the warehouse.
3 "Se**Destroy the Weakend Wall.**This will give access to the roof.
4 "Se**Destroy the side door. This will give quick access to the forward warehouse.2 downloads
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et operation b3 - et_operation_b3.pk3 and waypoints 0.9
By papywolf
This map was ported over from my map Operation on RTCW.
With many thanks and patience from Kemon and Pinn it is now also playable on ET.
Have fun:)
No information on the map
6 downloads
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Updated
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fragginhart final - fragginhart_final.pk3 and waypoints 0.9
By papywolf
Fragginhart Canyon
Pk3 file : fragginhart_final.pk3
Objdata file :
Map date : 2022-08-14
Gametypes : wolfmp wolfsw
Raw map name : fragginhart_final
Arena file : fragginhart_final.pk3\scripts\fragginhart_final.arena
Date added : 2023-05-28
**Allies must raid Fragginhart Canyon and broadcast the documents back to Allies HQ. **Can the Axis forces hold?3 downloads
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warmup final - warmup_final.pk3 and waypoints
By papywolf
Mapname: warmup_final
Status: final
Mapper: CyburK
released: beta1 03.08.2006/// final 20.08.2006
contact: cyburk@gmx.de
website: www.cyburk.net
This is a very small dual Objective Map i made to get warm with mapping again. beta 1 was made in 3 Days. Again this Map is really small i havent tested
it yet but i guess the fun limit may be reached with 20 players.
Install:
put the warmup_final.pk3 in your Wolfenstein - Enemy Territory/etmain folder and play.
If you have a ton of maps in your etmain folder its possible you cant run the map with the
ingame "host-game" option. In this case open the console with "^" and type "/g_gametype 2"
hit enter and then type "/map warmup_final" hit enter again and check it out.
Objectives for Allies/Axis - Destroy the Enemys Safe.
- Steal the Secret Documents
- Build and Defend your Command Post
- Bring the Enemys Documents to your Command Post.
thanks and greetings
all people at level-designer.de / etmaps.de / M8D Nephilm / M8D clan /Northerner /Shazam /Pitsbrgparatrpr
/ Berserker from wolfmap.de / splash-damage / macbeth / MerCuryRisIng / nullskillz for his nice forum post/tutorial on the dual objective /
speedy (http://speedy.planetquake.gamespy.com//) for the nice mountain enviroment.
...............enjoy1 download
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hkf1v1 3 - hkf1v1_3.pk3 and waypoints
By papywolf
Download pk3 name: hkf1v1_3.pk3
Map name: hkf1.bsp
Description:
Allied objectives
1 "Destroy the wall to gain access to the city"
2 "Steal the tank from the axis garage"
3 "Use the tank to breach the axis armory"
4 "Plant explosives from the armory on the three main bridge supports
Axis objectives
1 "Prevent the allies from breaching the wall and entering the city"
2 "Prevent the allies from stealing the tank"
3 "Prevent the tank from reaching the armory!"
4 "Prevent the allies from planting explosives on the bridge"
3 downloads
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Goldrush Easter Beta 1 - g0ldrush_b1.pk3 and waypoints
By papywolf
Download pk3 name: g0ldrush_b1.pk3
Map name: goldrushtest.bsp
Author(s): Zer0Cool
There are number of eggs in the map (in this case 20) which can be taken by both teams and have to be brought to the nests of the teams. After all 20 eggs have been taken 3 new spawn randomly. Every time when one of the 3 eggs is captured, a new one spawns, so there are always 3 eggs in the map till map ends. There can be taken up to 120 eggs per team atm. The team with the most eggs in the end wins.4 downloads
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xso frag - xso_frag.pk3 and waypoints
By papywolf
beta_1* objective is to kill your enemy !!
6 downloads
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Deathshaft - Deathshaft.pk3 and waypoints
By papywolf
_/_/_/_/_/_/_/_/_/
_/ _/
_/ DeathShaft _/
_/ _/
_/_/_/_/_/_/_/_/_/
I do not allow changes in this map.
Map created by 'Just!ce. This is my second map.
Special thanks to:
- Yodh
and
- [NM]
- wezelkrozum
- {SSF}Sage
At the Splash Damage forum.
Contact:
MSN: antonh_8@hotmail.com
Xfire: antonh1
5 downloads
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Black Ops House of Pain - bhop.pk3 and waypoints
By papywolf
Download pk3 name: bhop.pk3
Map name: BHoP.bsp
Description:
Allies and Axis just have to make as many frags as possible.
4 downloads
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1v1dm - 1v1dm.pk3 and waypoints
By papywolf
,-.
, ( {o\
{`"=,___) (`~
\ ,_.- )
jgs ~^~^~^`- ~^ ~^ '~^~^~^~
map 1v1DM Tournament Edition
Objective : kill your enemy !
Rules : Only fieldops no airstrike no fire for effects.
source Te_valhalla modified by JoOx
www.imperial-team.net
#imperial-team
4 downloads
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1v1 garage - 1v1_garage.pk3 and waypoints
By papywolf
=============================================
============= 1v1 Garage Readme =============
=============================== by Th0rn3 ===
=============================================
Map name: 1v1 Garage
BSP name: 1v1_garage
Type: Deathmach
Version: ESL mapping contest First Playable (V1.0)
Date: 2009-01-24
Credits:
Map maker: Th0rn3
Command map: Pegasus (he deserves a BIG FAT credit here, thanks, man) and Th0rn3 (making final bits like text and stamp)
Testers: Th0rn3
Pegasus
IndyJones
Nevloow
Bugs, suggestions, anything? Just email:
rytis.tekorius@gmail.com
I am always willing to help at Splash Damage:
th0rn3
Catch me if you can at Skype:
Ryttzz
If you like spending money, you can call me:
(+370)-63-83-63-38 (English or Lithuanian, please)]5 downloads
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xfactory - xfactory.pk3 and waypoints
By papywolf
-------Map info--------->
16/12/05
Title: X-factory
File: xfactory.pk3
mapname: X-factory
Author: s7ven ---> #s7ven or #cfet !
Build time: 9 weeks
------------------------>
------Instructions------
Map for Wolfenstein : Enemy Territory
Place xfact_b3.pk3 into you "Wolfenstein - Enemy Territory\etmain\" directory.
Gamemodes supported: Objective, stopwatch. LMS not supported
---------Tools---------->
-GtkRadiant 1.4.0-ET
-Q3map2
-Photoshop CS
-http://easymapping.free.fr/
---------Thanks---------#
-Splash Damage and Activision for the free game!
-D3vi4nt, Killerman, K!ller, Aniki, D3vils, Marcus, Ry4n, Apogee... and a lot of others ET players for Beta Testing et bugs reports!
-All mappers of http://easymapping.free.fr/
-My team and ex teams and their members : fk (#fk.et), KLR, Docters (#Doc.et), GoC (#GoC*et), TFW (#fusion.wolf), FoS, Army...
-Spécial Thanks to D3vi4nt for the tracemap
12 downloads
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supplydepot3 xmas - supplydepot3_xmas.pk3 and waypoints
By papywolf
Original Map Author: Ginc
Secondary Author/modder: EB EMAIL: etmaps@gmail.com
Supplydepot3 map for Enemy-Territory
To use: Place the .pk3 file into your etmain folder.
_______________________________________________________________
**Changes**
Winter look w/ some slight cave brush-manipulation & surfaceparms for steps added to ground level shaders.
Changed crane controls and moved them so they are no longer able to be satcheled through the wall
scripting fixes added
Back window by crane is larger to see through but plated with glass
Truck must go slightly further into the garage that has been added
**Added**
Health and ammo cabs @ command post ( when allies construct )
Axis 2nd spawn rear exit building for aesthetics
spotlights
a garage - winning allied truck exit
allied 1st spawn now contains an mg nest
1 new sound file for the radio @ flagged checkpoint
binocsimple shader remapped to infrared-type focal
[other small changes may have been forgotten to be flagged here]
2 downloads
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etl supply v14 - etl_supply_v14pk3 and waypoints
By papywolf
// ======================================================================
// 'Supply Depot, by ginc'
// March 2024
// Cedric 'kemon' Easton
// http://www.etlegacy.com
// http://www.github.com/realkemon
// ======================================================================
This map is an overhaul of the original Supply Depot map from ET created by ginc.
As part of the ET: Legacy asset creation effort certain maps are being overhauled.
Those maps have been selected for their stable gameplay, even in a competitive environment.
-----Changelog-----
v14:
• Removed tall grass foliage model. Thank you kajto3 and others for reporting.
• Renamed optional tunnel blockade description in script. Thank you c0rnn for reporting.
• Removed 500ms wait delay after truck reached its final position to prevent the win incorrectly being awarded to Axis. Thank you Plain for reporting.
• Fixed missing collision at outer wall towards mountain near CP. Thank you Terifire and Plain for reporting.
• Slightly reduced sun intensity. Thank you lemr for reporting.
• Expanded the tunnel system in the first stage as an optional mapscript setting.
v13:
• Reverted entire terrain back to original collision. Thank you ET: Legacy competitive for reporting.
• Significantly changed overall look. Thank you Aciz for feedback.
• Changed road design for a clearer separation between grass and road to simplify planting of landmines. Thank you ET: Legacy competitive for reporting.
• Moved gold crate in truck further back to prevent hiding. Thank you u!ps for reporting.
• Lowered optional windows in small bunkers to match guardhouse crouching. Thank you u!ps for reporting.
• Added optional ladders to small bunkers. Thank you u!ps for reporting.
• Improved and smoothened out collision around the map. Thank you Aciz for reporting.
v12:
• Fixed forward spawn flag occasionally leaking through the ground into the room below. Thank you Aciz for suggesting the fix for Warbell.
• Included truck script by hazz to shorten the delay on truck movement. Check the script for 'globalaccum 4' for more info. Thank you hazz for creating the script.
• Fixed landmines not plantable near cave exits. It's now closer to the original Supply Depot by ginc. Thank you mayan for reporting.
• Added mapscript option to open the two bunkers in the first valley. Closed off by default.
• Adjusted floodlight settings and reworked light sources for a more atmospheric lighting. Thank you Aciz for reporting.
v11:
* Fixed Truck trigger not being aligned correctly leading to unresponsive movement. Thank you ryzyk and bystry for reporting.
v10:
• Removed duplicated brushes on the inner wall of the west depot tower.
• Improved texture alignment across differently angled walls. Thank you Aciz for suggesting the NetRadiant feature.
• Prevented landmines being placed in Depot Wall breaches. Thank you ryzyk for reporting.
• Fixed unnatural shadows underneath rocks. Thank you Kimi for reporting.
v9:
• Lowered central mountain to enable riflenade shots again. Thank you detdet for reporting and testing.
v8:
• Fixed caulk leak in terrain. Thank you Dmxj for reporting.
v7:
• Removed glitchy rock at cave exit near depot gates. Thank you Kimi for reporting.
• Fixed flying vent at forward gate in first stage.
• Fixed sun being in wrong position on 2.60b clients by adding dummy `q3map_sun` shader. Thank you Aciz for reporting.
• Increased `-bounce` from 3 to 6. Thank you Aciz for suggesting.
• Adjusted height of central mountain to reenable riflenade shots. Thank you ET: Legacy competitive community for reporting.
• Removed versioning from pk3 contents. Thank you bystry and Aciz for suggesting.
• Adjusted lighting settings for improved performance. Thank you Aciz for suggesting.
v6:
• Adjusted terrain near Depot Gates tunnel exit to allow a riflenade trickshot again. Thank you zenixje for reporting.
• Merged terrain brushes directly in front of Depot Gates to allow for 'edge sliding' again. Thank you WuT for reporting.
• Reduced height of middle mountain to allow various riflenade shots again. Thank you detdet, keithms and iQA for reporting.
v5:
• Fixed crane_sound (constructed controls) playing in second round after /map_restart.
• Added unique ids for spawn slots to prepare this feature.
• Changed and restructured assets to increase shared content across all overhauls.
v4:
• Re-added 'Truck is in position' line as announcement. (Thank you SAP for reporting)
• Added satchel exploit fix for crane controls. (Thank you jobhh for reporting)
• Add optional spawn cabinets. (Thank you Dmxj for requesting)
• Fixed speaker pointing to incorrect sound file.
v3:
• Substantial performance improvements by reducing drawn surfaces with adjusted light settings. (Thank you hatcher for comprehensive support)
• Provided option to toggle truck invulnerable or not through mapscript (invulnerable by default). (Thank you ETc.Jay for reporting and absolutely huge thanks to Ensiform for finding the perfect way to do this)
• Fixed gold crate support blocks visible through walls.
• Fixed setstate errors in console after dynamiting 1st main gate. (Thank you WuTangH for reporting)
• Fixed CP sound playing in second round after /map_restart. (Thank you WuTangH for reporting)
• Fixed surfaceparm grasssteps to add missing sounds when walking on grass. (Thank you WuTangH and Aciz for reporting)
• Adjusted clip brush at forward bunker teamdoor/gate to prevent getting stuck on the edge.
• Crate controls not showing satchel icon for Axis. (Thank you WuTangH for reporting)
• Fixed visible seams in terrain textures.
• Increased amount of spawn slots from 20vs20 to 32vs32. (Thank you Dmxj for reporting)
• Fixed skyportal incorectly having sky shader instead of mountain.
• Fixed flying rock next to east depot wall.
• Reduced weird shadows from the ceiling lampshades. (Thank you Aciz for reporting.)
v2:
• Changed floodlight colour to uniform white
• Fixed vanilla ET compatibility
• Fixed various trickjumps
• Cleaned collision for easier player movement
• Fixed mirrored textures in vanilla ET
• Changed crane control construction indicators for clearer visibility
• Improved lighting and general visibility
• Fixed issue where planting landmines was possible everywhere
v1 (to original):
• Added targetname and scriptname to nearly all in-game entities to enable server admins to build custom scripts if desired.
• Extended map skywards to allow for free shoutcaster/spectator movement.
• Implemented windows into the forward bunker roof to allow shoutcasters and spectators to maintain an overview at all times.
• Comprehensive rework of structural mesh to improve on VIS.
• Removed player collision from noticeboards, picture frames, lying doors etc.
• Enlarged some door and window frames for more consistent use of dimensions across the map.
• Colour-coded stairwells in forward bunker.
• Fixed clip position of destroyed allied cp model.
• Removed collision from crane rope.
• Dispersed spawn points to declutter mass spawn events.
• Adjusted terrain around some rocks to prevent leaks at the border.
• Added team specific CP sounds
• Re-added previously removed radio speakers
• Increased player count to 20v20
• Added external antenna as visual indicator for CP status
• Changed depot alarm to only sound for a specific time (15 seconds) instead of linked to the truck position.
// AXIS
Primary Objective: Retrieve the documents.
Capture the forward bunker.
Destroy the main entrance.
Destroy the side wall.
Don't let them construct the guardtower.
Prevent the Allies from establishing a Command Post.
Set up a Command Post.
// ALLIED
Primary Objective: Defend the documents until reinforcements arrive.
Capture the forward bunker.
Do not let the Axis destroy the main entrance.
Defend the side wall.
Construct the guardtower.
Establish a forward Command Post.
Prevent the Axis from fortifying their position with a Command Post.
16 downloads
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Updated
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_M4CHiN3 - _M4CHiN3.pk3 and waypoints
By papywolf
EXCLUSIVE H!TM@CH!N3 PRODUCTION
CTF map
4 downloads
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Submitted