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  1. mml claustrophobia - mml_claustrophobia.pk3 and waypoints

    ---------------------------------------
    Level technical info:
    ---------------------------------------

    Name: MML_CLAUSTROPHOBIA
    Type: MP / SW / LMS
    Stage: Alpha
    Revision: 2
    Time taken: 2 months
    Compile: BSP -meta, -vis, -light -fast -filter -samples 2

    ---------------------------------------
    Author info:
    ---------------------------------------

    Author: [MML]Gerbil / zero.Gerbil
    Real name: Barry Swan
    WwW: http://www.theburrow.com
    Wolf WWW: http://theburrow.fragland.net
    Clan WWW: http://www.zerogaming.co.uk
    E-mail: gerbil@theburrow.co.uk
      ---------------------------------------
    Story:
    ---------------------------------------
    As the Allies advance towards Germany, they discover a seemingly
    abandoned warehouse.
    However, further investigation reveals that it is actually a
    secret Axis weapons research lab.
    While the Allies cannot gain access into the main lab itself,
    blueprints of the complex pinpoints a weak spot:
    If the Allies can destroy the generator, they will disable power
    to the entire complex, rendering it inoperative.
      ---------------------------------------
    Objectives:
    ---------------------------------------
    AXIS:

    1) Defend the generator.
      ALLIES:
    1) Destroy the generator.

    ---------------------------------------
    Thanks:
    ---------------------------------------

    seven_dc - For running this competition, and giving me enough
    time to finish the bloody map!
    The people at the SplashDamage forum - for encouragement and
    ideas.
    Siliconslick - For LMS information.
    Clan Groundzero - as ever a top bunch of guys and I just wish I
    had the connection to play with them again in clan
    matches
    Anyone else I've missed - there will undoubtedly be some, and for
    that I'm sorry, but anyone who has offered support,
    feedback or ideas, it's greatly appreciated!

    ---------------------------------------
    Copyright:
    ---------------------------------------

    Some textures are the creation of Ydnar:
    www.shaderlab.com

    His site was down, so I was unable to locate the exact copyright
    wording he asks for, but suffice to say you are free to re-use
    them in non-commercial game applications, on the condition that
    you state clearly he created them and they are copyright to him.

    Lots of prefabs used from the rather nice site at:
    http://www.sikstrom.nu/rikard/prefabs.htm

    4 downloads

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  2. decrypted-2 b2 - decrypted-2_b2.pk3 and waypoints

    Description
    Axis:
    "Axis must keep the decrypted documents until the reinforcement to arrive. First they must save the doors witch are very good protection. Secondary, they must keep control of the transmitter witch is the key of salvation."
    Allied:
    "Allies have to get back the decrypted documents to their brain trust in order to change the code and change their war plans. They must enforce this axis basement, begining by doors to get decripted documents back home."
      Allied objectives
    1 "Primary objective
    Take Decrypted Documents"
    2 "Primary objective
    Transmit Decrypted Documents"
    3 "Secondary objective
    Dynamight the Main doors to get one more access"
    4 "Secondary objective
    Take the Froward flag to respawn closer"
    5 "additionnal objective
    Dynamight the Brick wall to get one more access to the transmitter"
    6 "additionnal objective
    Construct the Command post to get faster charge times"
      Axis objectives
    1 "Primary objective
    Take Decrypted Documents"
    2 "Primary objective
    Transmit Decrypted Documents"
    3 "Secondary objective
    Dynamight the Main doors to get one more access"
    4 "Secondary objective
    Take the Froward flag to respawn closer"
    5 "additionnal objective
    Dynamight the Brick wall to get one more access to the transmitter"
    6 "additionnal objective
    Construct the Command post to get faster charge times"

    4 downloads

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  3. highnoon - highnoon.pk3 and waypoints

    Description

    Allied:
    "We have to get the dynamite and destroy the metal door to tell the base about the secret place!"
    Axis:
    "The Allies want to get ouf here but we must inhibit that, so they cannot tell anyone about this place!"
    Neutral:
    "The Axis have found a secret place in the North of Slowenia to hide during the WW2 but the Americans have to get the special dynamite to destroy the metal door to escape!" Allied objectives
    1 "Primary Objective:
    Get the dynamite to destroy the metal door!"
      Axis objectives

    1 "Primary Objective:
    Don't let the Allies get the dynamite!"

    4 downloads

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  4. Fasthold sp1 - Fasthold_sp1.pk3 and waypoints

    Map: Fasthold v1.1
    Created by: Erus Nauction 2004-2005

    This is a learning map.

    A big GO FUCK YOURSELF TO: WOLFENSTEIN CITY! THE HOME OF THE MAP NAZIS!

    Game Servers Authorized to host this map:
    Shit-Storm/POW
    Duck Clan
    Shit-Storm clan
    Riders of the Storm

    for authorization to host this map contact me at: lordnauction@yahoo.com

    Map Site web servers Authorized to host this map:

    www.etmaps.de
    www.wolfmap.de

    for authorization to host this map contact me at: lordnauction@yahoo.com

    Map Site web servers that will NEVER be Authorized to host this map:

    www.wolfenstein-city.de

    Warning: Images included in this map may be offensive to people. Images may be illegal in some countries.
        Use this map at your own risk.
     
    OBJECTIVES (AXIS):
    1 "Primary Objective:**Protect the fasthold gate."
    2 "Primary Objective:**Prevent Allies from stealing the code book."
    3 "Primary Objective:**Stop the Allies from escaping to the waiting Trucks."
    4 "Primary Objective:**Stop the Allies from destroying the train car door."
    5 "Primary Objective:**Stop the Allies from stealing the Enigma box."
    6 "Primary Objective:**Stop the Allies from destroying the radio tower."
     
    OBJECTIVES (ALLIES):
    1 "Primary Objective:**Blow the fasthold gate."
    2 "Primary Objective:**Steal the code book."
    3 "Primary Objective:**Escape with the code book and Enigma box to the waiting Truck."
    4 "Primary Objective:**Destroy the train car door."
    5 "Primary Objective:**Steal the Enigma box."
    6 "Primary Objective:**Destroy the radio tower."

    4 downloads

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  5. fueldump-z2 - fueldump-z2.pk3 and waypoints

    Fueldump-z Beta2
     
    Map made by -)A(-Old-Owl
    03-05-2014
    Revision November 2014
    b2 version (Dev playable)
    Dark Alchemy gaming community        www.dark-alchemy.com
    -----------------------------------------------------------------
    Modified Fueldump original map. 
    Summer version
    Few details improved for a better gameplay.
    ----------------Credits-------------------------------------------
    Thanks for testing: All members of Dark-Alchemy
    Thanks to All who keep this game alive and who I should mention further, too many 🙂
    Miramar sky by Necromancer
    Ktrees by Kic
    SSF Sage Fixed Churchill tank
    UJE Niek help for the terrain

    4 downloads

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  6. et tundra beta4a - et_tundra_beta4a.pk3 and waypoints

    Title                   : ET Tundra
    Version                 : Beta 3
    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

    4 downloads

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  7. msm_final.pk3 and waypoints ( le mont st Michel final)

    Author        : Massive
    Email address    : blayney@beeb.net

     Map Information
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : Le Mont St Michel beta2
    Filename    : lmsm_final.pk3
    Version         : Beta Version
    Release date    : 22/01/2006
    Decription    : A medium / large sized map designed for public play, reomended for 7 to 20 a side.

    Installation    : Place the lmsm_beta2.pk3 to your etmain folder, select it from the multiplayer->create server menu or
                     bring down the console and type: map lmsm_beta2.
           : NOTE : Reduced HunkMeg usage - Beta1 required  seta com_hunkMegs "265" ] in autoexec.cfg Beta2 should use a lot less - it will run standalon in the default setting of 56, although you may need to optimize your server settings to enable players with defualt settings.  Please let me know of any hunkmeg issues and solutions omn the forums.  I could possibly optimise further in the final release if there are still problems.
       Objectives

    # The Allies need to secure the town by taking the church; gain entry to the abbey by blowing the abbey doors or any other means; Locate the Axis Normandy Defence Pans and Take them to the Gun Boat waiting on the North Side of the Island

    # The Axis need to prevent the Allies establishing a foothold in the Town by holding the Church. Do not let the allies into the Abbey; if they get in protect the normandy defence plans at any cost, do not let them get them off the Mont.

    Additional Map Information/Credits

    Thanks & Credits

    Blushing Bride, Kevin "chavo one" Ferree and NOP for allowing me to borrow & adapt various elements of their map - Cathedral, Venice and saberpeak.

    Special thanks to the guys on the Wolfensteinx Surface forums, especially Detoeni & WeblionX who put in effort and time to help me learn & solve mapping problems.

    Thanks also to Jecoliah for his debugging and the exchanges we had whilst learning together.

    Many thanks to everyone at http://www.splashdamage.com/ for information about mapping & their help on the forum.

    Thanks to Ydnar for the sky and sea merge stuff from his example shaderlab map.

    Thanks again to Detoeni for access to his alpine assault search light models.

    ken 'kat' beyer for the ladders & I really wanted to work in your kubalwagon, but size restrictions meant cutting the raod entrance to the town :-(.

    Thanks to to the guys at DooC clan for helping with playability testing as well as Shunter and other PIT members & friends.

    And thanks to anyone else who feels that they deserve thanking who i might have forgotten. Send me an email and ill make a big thanks to you in the next release.          
                   


    If you put this map in rotation, I would love to know about it, please post on the forum where you linked to this map, or message me on XFire.
    Feel free to discuss this map at http://www.wolfensteinx.com/surface/forums/showthread.php?s=&threadid=1587 and leave feedback

    Major changes in Final

    *Increased areas for mining.
    *Have to now get onto the boat with the objective, not just near it
    *New buildable fence at the top of the escape stairs.
    *New Buildable fence with door in the highsteet before the church.
    *When Abbey doors are blown, the spawn does NOT auto switch.
    *Need to now build a command post to enable the allied spawn in the abbey.
    *Found the "door to nowhere" & fixed.


    Major fixes in Beta 2

    *Lots of brush simplification & technical jiggery pokery to reduce BSP size & Hunkmag usage
    *FPS improvements : 15%+ by my measurements
    *A large but'dead' game area removed
    *Rope access to abbey removed (I can re-introduce the feature if enough people ask,though it will need to be at a different part of the wall)
    *Street signs added + subtle indicators & hints for direction finding
    *Some texture tidying & clipping to smooth plaeys passage
    *Some door widening to ease gameplay
    *Filled out ambient sounds to cover whole map
    *Unwanted ww11 sybolism removed
    *Exploit where players could walk into pillers fixed (thanks Jec)
    *Blocked door at abbey - unbloacked
    *Stretched windows - unstretched
    *Malfunctioning boat guns removed
    *Many gaps in brushes fixed
    *Noise added to doors
    *Z fighting on stairs to abbey allied spawn
    *Missing caulk on abbey church tunnel entrance.


    Fixed in Beta1 - after Aplha v1 Release.

    *Ladder near green restaurant lengthened so you can get out.
    *barbwire added to wall underneath cloister - to increase difficulty og allies escape jump. Also crates added & some walls lowered
    *Offensive Poster removed (appologies for my ignorance)
    *Added texture to rocks (& changed from desert to temperate, not that anyone will notice)
    *Axis door in Abbey door changed to swing the other way.
    *Ship fixed - ladders climbable all clip brushes in place etc also includes front firing mounted heavy MG - thanks NOP.
    *when abbey doors are blown - axis now auto spawn at abbey & not the church if they still hold it
    *the cliffs can now be landmined
    *Put a ladder in the pit Gauki (I think) said he couldn't get out of
    *more lights added
    *I found the bread to go with the sausage.
    *Many minor texture glitches
    *I had to add a clip to prevent access to some of the abbey roofs, all town roofs should be accessible as before.
    *There was a request to widen the window above the abbey doors, which I've done.

    Copyright 2006
    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
    WRITTEN PERMISSION.

    Copyright Permissions.

    ID, Activision & Splash Damage. Original game rights.

    If authors wish to use textures or models from this level you must ensure you get the permission of the origional author first. My origional textures are limitted to the coloured windows & these may be re-used.

    4 downloads

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  8. ammodepot - ammodepot.pk3 and waypoints

    Download pk3 name: ammodepot.pk3

    Map name: ammodepot.bsp

    Artist(s): Storm Rising (Marco Valenzuela)

     

    In this map the Axis hold a secret Ammo Depot called cement island, Allies will try to

    get inside and blow both the radio anttena and a stack of ammo boxes.

    4 downloads

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  9. xlabs1 - xlabs1.pk3 and waypoints

    no information on the map

    4 downloads

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  10. greenlee et - greenlee_et.pk3 and waypoints

    Description:


    ELEVATED TRANSPORT
    Release Date: Friday, October 22, 2004
    Version: Release One

    http://www.elevatedgaming.com

    ....................................................
    TITLE: Elevated Transport
    FILE: greenlee_et.pk3
    AUTHOR: Aaron J. Greenlee (CrazedFan)
    email address: greenlee@elevatedgaming.com
    URL: http://www.elevatedgaming.com
    ....................................................
      OBJECTIVES


    1. Destroy/Protect the entrance to the Center Complex (affects spawn point)
    2. Destroy/Protect the southern wall that protects the fuel pump
    3. Construct your team's command post and protect it
    4. Destroy/Protect the fuel pump that supplies fuel to the tram's generator
      ABOUT THE MAP
    This is my first map release. As with all maps there are some obvious weak issues. I planned to
    have the tram functioning; however, none of my experiments satisfied my ambitions. Over time, I am
    sure I could have it all function as I would like, but, I am compelled to release this, my
    first map, and begin to refocus on the next project.

    Known issues include some terrain texture issues here and there, two brushes that have
    light overlap, I think the forward spawn points should not be visible before forcing the
    spawn point. Some may say the map is a little off balance and favors the Axis. This was
    intentional. If you are still playing Enemy Territory I am confident you are looking for
    some real challenges. My hope is that a good server with stable players will swap sides at
    the end of each match.

    Please feel free to send comments to greenlee@elevatedgaming.com. I am always looking for
    talented people to partner with to release high quality expansions to the community and of
    course, I'll always entertain a level design job (although I do enjoy my current job .

    Thank you for your support.

    -Aaron

    greenlee@elevatedgaming.com
    http://www.elevatedgaming.com

    ....................................................
    SPECIAL THANKS

    Special thanks to thegnat who did some terrific work on the Command Map. Thegnat can be
    reached through his Web site at http://www.n0lame.de and can be found on the Splash Damage
    forums as of the time of this writing. Thanks also to http://www.elitekillas.com/ for offering
    to first post this to their servers. Thanks!

    Special thanks also go out to all the readers at the Splash Damage forum.

    Thanks to Paula Berry (who can be seen in the love nest) for her appreciation for my
    ambitions and dedication to this project. I love you.

    ....................................................
    PLAY INFORMATION

    GAMETYPE wolfmp, wolfsw
    NEW SOUNDS: No
    NEW GRAPHICS: yes
    NEW MUSIC: No
    NEW MODELS: No
    PREFABS: No

    ....................................................
    CONSTRUCTION

    BASE: scratch
    EDITOR: GTK Radiant 1.4
    PROGRAMS: Easy-Gen for original land formation. Manipulated by hand in Radiant. Photoshop for texture creation/manipulation.
    Q3map2Build by ydnar.

    BUILD TIME: Not measured. Leassons learned are countless. Start date approx. May 1, 2004.
    COMPILE TIME: (BSP: 155s) + (VIS: 135s) + (LIGHT: 4205s) = 1.2 hours
    MACHINE: Pent. 3 @ 2.4gHz with 512mb RAM.
    TOTAL BRUSHES: 15,704 (As reported in editor)
    NET BRUSHES: 3,324 (As reported in editor)
    TOTAL ENTITES: 1,020 (As reported in editor)

    ....................................................
    DISTRIBUTION/PERMISSIONS

    Copyright 2004 Aaron J. Greenlee. 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 WRITTEN AND NOTORIZED PERMISSION FROM THE AUTHOR.

    4 downloads

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  11. Rocket2 b1 - Rocket2_b1.pk3 and waypoints

    2023-03-11

    Description:

    Major Quality of Life improvements of mp_rocket from Return to Castle Wolfenstein for ET

    Spawntimes: 20 Allies / 30 Axis
    Timelimit: 10:30

    Changes from mp_rocket to Rocket2:

    Added: Ladder from First Cave Flag to catwalk
    Added: New Lower Train Room Stairway that connects to the new hallway up above
    Added: New hallway that connects the Store Room to the West Stairwell area and the new Lower Train Room Stairway
    Added: Closable metal window at Override Key room
    Change: Wider Axis upper spawn
    Change: Rocket Bay balcony ladder is now climbable
    Change: Higher support beam locations at Override Key area
    Change: Emergency Rocket Bay Door is now an Axis team door (it can still be destroyed with a dynamite)
    Change: The ladders at the Lower Train Room are now Elevators
    Change: Capping the objective will now trigger a 30 seconds countdown that can be Aborted/Started with the press of a button (same thing as mp_password2 but it requires a key)
    Removed: Tunnel Cave-in secondary objective
    Removed: The annoying train that circles around the map lower
    Removed: Loud announcers

    find a bug? or have a suggestion regarding the map? contact me on discord @ John_Mullins#8799
      Allied Objective Descriptions
    1 "Primary Objective:**Steal the Rocket Launch Override Key."
    2 "Primary Objective:**Get to the Override Console and use the Key."
    3 "Secondary Objective:**Destroy the Rocket Bay Emergency Exit."
    4 "Secondary Objective:**Destroy the Upper Rocket Bay Door"
    5 "Secondary Objective:**Capture the Frist Cave Flag."
      Axis Objective Descriptions

    1 "Primary Objective:**Prevent Allies from stealing the Override key."
    2 "Primary Objective:**Stop the Allies from using the Override console."
    3 "Secondary Objective:**Defend the Rocket Bay Emergency Exit."
    4 "Secondary Objective:**Defend the Upper Rocket Bay Door."
    5 "Secondary Objective:**Defend the First Cave Flag."

    4 downloads

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  12. omni-bot_0_90_ET

    0.9 ET Change Log
    === BOT ===
    Added functions Wp.CheckBlockable, Wp.Disconnect
    Changed new waypoint format (0.9 waypoints are incompatible with previous omni-bot versions !)
    Changed config file omni-bot.cfg is saved to fs_homepath if omnibot_path is read-only
    Changed logs are disabled if cvar omnibot_logsize is 0
    Changed LookAround priority is VeryLow
    Improved Wp.SetWaypointFlag affects all waypoints having the same name and can set multiple navigation flags
    Improved the shortest path depends on sneak,crouch,prone waypoint flags
    Fixed covertops don't go through infiltrator waypoints after losing disguise
    Fixed DeleteTriggerRegion calls OnExit
    Fixed MapGoal.GetMatrix
    Fixed error message is printed to the console if cgame module was not found
    Removed deprecated navigation flags (snipe, cappoint, ammo etc.)
    === MOD ===
    Fixed spectator can view map
    Fixed crash by weaponbank 10
    === GOALS ===
    Added OnExit function in paththrough navigation
    Changed MOBILEMG42 and MOBILEMORTAR priority to 0.89 so that soldiers can pick up ammo
    Changed medics can revive in shallow water
    Improved roles are assigned according to crucialClass and spawnpt
    Fixed "connecting" bots are kicked in order to not block server slots
    Fixed medics don't kill for revive covertops while they are detonating satchels
    Fixed soldiers don't crawl towards MOBILEMG42 goal position
    Fixed dismount of MOUNTMG42 or MOUNT if a goal is aborted immediately after mount
    Fixed bots don't press switch again after ExitConditions in paththrough useswitch
    Fixed fire team formation command
    === WEAPONS ===
    Fixed FG42 can be reloaded if not on SNIPE goal
    === COMMANDS ===
    Improved ShowEntityInfo prints coordinates of TraceLine hit point
    Fixed CheckVehiclePath error message
    ---------------------------------------------------------------
    0.87 ET Change Log
    === BOT ===
    Added function GetEntEquippedWeapon
    Changed trigger regions ignore players in limbo
    Fixed IsStuck when bot was jumping
    Fixed removing blockable waypoint flag
    === GOALS ===
    Added entityname property to BUILD and PLANT goals
    Added SatchelFunction to PLANT goal
    Changed medics don't kill for revive disguised covertops
    Changed medics don't kill for revive engineers while they are planting or building
    Fixed MOBILEMG42 goal is aborted if the bot cannot prone
    Fixed if covertops did not detonate his satchel then he couldn't use another one in n!tmod
    Fixed healing with syringe
    Fixed covertops don't steal uniform after instagib headshot in N!tmod
    === SCRIPTS ===
    Added Util.CappointForFlag
    === COMMANDS ===
    Changed commands sag and show_goals add role bonus to priority
    ---------------------------------------------------------------
    0.86 ET Change Log
    === BOT ===
    Added function MapGoal.SetEntity
    Added Wp.SetWaypointFlag parameter can be a regular expression
    Added WatchForEntityCategory can be used to detect landmines
    Added gm script can have UTF-8 BOM
    Added version number is printed to console when Omni-bot is initialized
    Improved bots join game faster after server starts if maxbots>0
    Improved players info is in the Server table already in OnMapLoad
    Changed draw_goalroutes doesn't draw disabled routes
    Changed new waypoint has prone flag if the player is proned
    Fixed soldier with mobile mg42 does not shoot heavy vehicles
    Fixed goals with same names were swapped in NoQuarter
    Fixed waypoint_setname of closed waypoint
    Fixed command goal_save prints error if file can't be opened
    Fixed SetGoalRole printed error message if role was persistent and goal did not exist
    Removed path planners navmesh, floodfill, recast
    === MOD ===
    Improved command /entitylist prints type names instead of numbers
    Fixed goal entities of multiple MG42s at the same position (on baserace map)
    Fixed function GetEntityOwner returned dead player after gold was dropped and taken by another player
    === GOALS ===
    Fixed covertops don't steal uniform when carrying objective
    Fixed PLANT goal was always delayed 35 seconds even if defused
    Fixed medic don't deliver medkits to player who is mounting tank
    Fixed rendering of Stance property
    Fixed medic sometimes did not give medkits to revived player
    Fixed BUILD goal created by user could not be saved
    Fixed roaming bots were going to position of MOUNT goal
    Changed MinPlayersForMortar is number of players for one mortar (2*MinPlayersForMortar players are needed for 2 mortars)
    Changed MinPlayersForMobileMG is number of players required for one mobile mg42
    Changed cover spot priority from 2.0 to 0.81
    Changed medic don't team-kill player at mg42
    Changed medic can revive nearby player when going to cappoint
    Changed only one medic or fieldops delivers supplies to a player
    Changed soldier with mortar asks for ammo less often
    Changed resetxp is enabled in all mods except etmain, but it must be enabled in shrubbot.cfg
    === SCRIPTS ===
    Changed all bots disconnect if maxbots is 0
    Optimized Util.ProcessMovers
    === WEAPONS ===
    Changed bots get more ammo packs from ammo cabinets
    === COMMANDS ===
    Added draw_goalrange
    Improved cleargoalflags removes ammo, health, crouch and prone
    ---------------------------------------------------------------
    0.85 ET Change Log
    64-bit ET:Legacy is supported
    === BOT ===
    Added functions IsNull, SetGoalRole, ClearGoalRole, GetLocalCommand, Wp.GetClosestWaypoint
    Added waypoint navigation flag INFILTRATOR
    Added function Log has optional parameter: 0=info, 1=warning, 2=error, 3=critical
    Added path not found message if goal is unreachable
    Added parameter to SetAvailableMapGoals to ignore error if goal does not exist
    Added constants DEBUG.FPINFO, DEBUG.EVENTS
    Added timeout when bot is waiting for a medic
    Added waypoints are loaded from nav and incomplete_navs folders
    Added bot has default spawn point at start
    Improved ReloadGoalScripts replaces scripts for all bots, it's not necessary to kick them
    Improved navigation at beginning and end of path
    Changed current goal is not aborted if bot is stuck and finds new path to the goal
    Changed ScriptGoal is delayed or disabled after script exception
    Changed global Server table is initialized even if map has no waypoints
    Changed IsStuck returns true if StuckTime is equal to parameter
    Changed functions SetGoalPriority, SetMapGoalProperties, SetGoalRole, ClearGoalRole print error message if goal does not exist
    Fixed crash in Omnibot_LoadLibrary if omnibot_et.dll was not a valid Win32 application
    Fixed function UnitCircleNormalize
    Fixed IsStuck returned false if bot was stuck and jumped
    Fixed IsEntityValid called GetEntityClass if entity handle was invalid
    Fixed gm table indexes of type Vector3
    Fixed current goal was instantly aborted if LimitTo was used inside Enter
    Fixed deleted ROUTE goal remained visible
    Optimized updating blocked or dynamic paths
    Optimized Goto if bot is already at destination
    Removed goal loading and weapon loading messages from log file
    === MOD ===
    Added injure command has optional parameter new health
    Fixed DEFUSE event was not triggered if player was between dynamite and objective
    Fixed Axis engineer got XP for defusing his own dynamite
    Fixed error SP_team_WOLF_objective exceeded MAX_MULTI_SPAWNTARGETS
    Fixed some interface functions could crash if entity handle was invalid
    === GOALS ===
    Added Wait property to BUILD goal to wait after objective is constructed
    Added timeout message to SWITCH goal
    Changed medics don't kill teammate who is carrying a flag
    Changed MOUNT goal offsets are ignored if bot is already near tank
    Changed disablecm property of CAMP goal is toggled if goal_setproperty command has only 1 parameter
    Improved Util.SetMaxUsersInUse can be used to limit number of planted dynamites
    Improved bots don't use occupied offsets of ESCORT goal
    Improved medic does not reload after every bullet when killing teammate for revive and he gives medkits if he fails to kill
    Fixed all CAMP goals were aborted every 3 seconds if tank was mouted by human or enemy
    Fixed bots often killed themselves in combat
    Fixed bots were stuck forever if they met in a narrow corridor
    Fixed engineer waited 0.25 seconds before planting dynamite
    Fixed ESCORT, MOUNT, RIDE goals are delayed only once and not after every spawn or revive
    === SCRIPTS ===
    Added Util.GetGoal, Util.GetGoals, Util.RandomChat, Util.GetPriority
    Added Util.MapDebugPrint writes warning to log file if last parameter is 2
    Added Util.ScriptDebugPrint writes warning to log file if message is printed to console
    Added Util.OnTriggerPosition parameter can be Vector3 instead of waypoint name
    Added all pathfailed messages contain waypoint UID and blackboard delay is randomized
    Added AxisBotPrefix and AlliedBotPrefix in et_botnames_ext.gm
    Changed Util.GetTableValue is case insensitive
    Changed LimitToClass, ExcludeClass, RollCall moved from ETUtil to Util
    Changed Util.RandomSpawn does not run in new thread
    Changed Util.ChangeSpawnForRole changes spawnpt in Map.Roles table
    Fixed some functions (Util.SetMaxUsers, Util.OnTriggerPosition, ...) did not print any error message if goal did not exist
    Fixed error in Util.UpdateSwitchData if WaypointName was undefined
    Removed Util.AddBotKickWhenDead, Util.WaitForPlayerSpawn, Util.FollowWaypoints, Util.SetPropertyTeamClassGoal, Util.BotsWithGoal, Util.TeamClassCounter, Util.TestGoalPriorities, Util.AllTeamPlayers, Util.QueryGoal
    Removed global table bot.QueryGoalsTable
    === WEAPONS ===
    Added KNIFE_KABAR, MOBILE_BROWNING, MORTAR2 in NoQuarter 1.2.7 or older
    === COMMANDS ===
    Added help with parameter prints usage info for that command
    Added debugbot parameters planner, steer, target
    Added waypoint_unsplit command
    Changed bvp and cvp has only 2 parameters - goal and time
    Removed bvpo and cvpo commands
    Removed debug command
    Removed assignment to variable in trigger_bounds
    Improved waypoint_stats prints number of connections
    Improved tracearty all prints goal names
    Fixed waypoint_mirror of selected waypoints
    === TOOLS ===
    Route Maker does not require windows-1252 code page, output script is copied to clipboard
    === WAYPOINTS ===
    1944_huertgen_final2x_mas
    alps2_pb
    capuzzo
    castle_trap
    cathedral_te
    ctf_cradle
    ctf_temple_b1
    element_b4_1
    et_november
    frost2_final
    highnoon
    mia1d
    mp_communique
    oldbones_b1
    praetoria_m3
    rabenhorst_final
    road2amiens_b2
    steal_v1
    storage_facility_fp
    targetpush
    temple_of_dal
    t_whatever
    uje_mall
    uje_trainstation
    watten
    zombie_city
    ---------------------------------------------------------------
    0.84 ET Change Log
    infected mod is supported
    === BOT ===
    Added 0.71 interface (NoQuarter 1.2.7)
    Added trigger Flag dropped
    Added new functions IsCarryingFlag, CanGrabItem, GetNearestDestination, GetAllEnemy, GetAllAlly
    Added TraceLine returns contents and surface
    Added DistanceBetween and DistanceTo parameters can be MapGoals
    Added GetGoals and QueryGoals have parameter Sort (values are none,priority,name,random)
    Added GetWaypointByGUID and GetAllWaypoints return waypoint name in result table
    Added Goto parameter can be a table of vectors
    Added HasAmmo can have 2 parameters (ammotype, amount)
    Added GetNearest,GetNearestEnemy,GetNearestAlly can search for multiple classes
    Added constants SURFACE.SLICK and SURFACE.LADDER
    Added file names in gm script error messages
    Added et_autoexec_user.gm is executed after et_autoexec.gm
    Added SetAvailableMapGoals 3rd parameter can be a table of goal expressions
    Changed MaxUsers trackers are separate for each team
    Changed QueryGoals and GetGoals delete all items from table before writing result
    Changed GetGoals does not sort goals by priority
    Changed console commands are sent to goals even if they are handled by global Commands table
    Changed BlackboardDelay,MarkInProgress,MarkInUse do not require mapgoal parameter
    Changed blocked waypoint connections are visible, color is dark grey
    Changed errors from SetAvailableMapGoals are printed by Util.MapDebugPrint
    Fixed crash if dlclose fails (if Jaymod is used without LD_PRELOAD)
    Fixed crash in ClientJoined event
    Fixed Finished did not work inside Enter callback
    Fixed condition if(vector) failed if vector.x was zero
    Fixed GetUsePoint
    Fixed ConfigGet with 2 parameters saved null to config file
    Optimized region triggers
    Optimized initialization of file system and weapons
    Removed options [Script]/Debug, [Script]/EnableRemoteDebugger, [Debug Render]/EnableInterProcess, [Downloader]
    Removed empty lines in error messages
    === MOD ===
    Added killing messages can be disabled by cvar cg_obituary
    Added cvar omnibot_render_distance to limit waypoint drawing distance from the player
    Added spectator position on the map
    Changed InitialDelayTime can be less than 10 seconds on dedicated servers
    Changed drawing does not use boost interprocess library
    Changed spectator can see all players on the map
    Changed warmup can be less than 10 seconds
    Changed message "Omni-bot Loaded Successfully" is printed only after successful initialization
    Fixed spectator position was wrong and spectator could not edit waypoints
    Fixed GetEntityOwner sometimes returned invalid entity
    Fixed crash if print parameter was too long
    Fixed UpdateGoalEntity was called even if omnibot_enable was changed from 1 to 0
    Optimized drawing of waypoint radius
    Added version info to DLL files
    === GOALS ===
    Disabled waiting for medic in NoQuarter mod because of weapon spread bug
    Removed many useless properties from goals gm file in nav folder
    Changed high level goals were moved from library to gm scripts
    Changed ROAMING goal chooses any goal available to bot's team, ignoring class and MaxUsers
    Changed DEFUSE goal prefers dynamite which has been planted sooner if there are 2 dynamites at the same objective
    Changed FLAGRETURN goal has limited range
    Changed REVIVE is disabled on ice
    Changed Covertops don't steal uniform when mounting mg42
    Changed resetxp is used only in Jaymod, NoQuarter, Bastardmod, ETBlight
    Improved MOUNTMG42 can be used concurrently by both teams (neutral mg42 in goldrush)
    Improved soldier does not shoot MORTAR if stupid fieldops stands in front of him to deliver ammo
    Added timedout message in CHECKPOINT, REVIVE, MOUNT, MOUNTMG42, REPAIRMG42
    Fixed priority was not reset to zero after map goal became unavailable
    Fixed new ARTILLERY_S or ARTILLERY_D goals were sometimes created in ground
    Fixed disguised covertops was shooting and lost disguise
    Fixed error if test bot was kicked during Goto
    Fixed GRENADE did not work in NoQuarter mod if goal had Count=1
    === SCRIPTS ===
    Improved server manager to balance number of humans and bots
    Added Util.ChangeCrucialClassForRole
    Added Util.QueryGoal, Util.InvalidGoal, Util.RouteTo
    Added region type in debug messages when entering/exiting re-usable region trigger
    Changed debug messages in disablepush,disablecm,breakabledist regions are printed only for bots
    Changed Util.UpdateSwitchData is called automatically by paththrough switch
    === WEAPONS ===
    Added throwable knives in etpub mod
    Added WeaponType "item"
    Added BAZOOKA in Legacy mod
    Changed rifle grenades have limited range
    Changed SetDesirabilityRange can be less than DefaultDesirability
    Changed sniper weapons have smaller AimError
    Fixed flamethrower was used at long distances (bug in 0.83)
    === COMMANDS ===
    Added cleargoalflags command to delete obsolete 0.71 goal flags
    Improved sag command (ShowActiveGoals) prints priorities and roles
    Improved sei command (ShowEntityInfo) prints entity categories
    Improved rollcall command prints roles, goal, weapon, ammo, health, difficulty, view distance, reaction time
    Improved tracearty command renders pink line to point of collision if trace fails
    Fixed difficulty, resetxp and maxxp commands are listed in help and they don't need connected bots
    Fixed kickbot command worked only for ID, but not bot's name (bug in 0.83)
    Removed TestMap conditions and ShowMovers from makemapgm command
    Removed commands showscriptgoals, console, tbr, aim_debug, fixoffsets, fixnext
    === WAYPOINTS ===
    1944_cherbourg2
    1944_nordwind
    1944_nordwind_summer
    airassfp1
    battle_chess_sniper
    black_forty_four_sniper
    capuzzo_b3
    ds_bunkers_b2
    erdenberg_b3
    es_puffo_sniper
    fragmaze_fixed
    north_italy_sniper
    radar_summer
    raid_b4
    santas_grotto_v1_2
    sniper_from_mars
    transylvania
    uje_city_patrol
    uje_gondola_sniper
    uje_parking
    xmas_bol_sniper

    ---------------------------------------------------------------
    0.83 ET Change Log
    ETBlight and Bastard mods are supported
    === BOT ===
    Added cvar omnibot_logsize (maximal file size in KB), -1 will disable logs, 0 will overwrite file every match
    Added script goal property LimitToNoClass
    Added you can pass 0 for all teams to MapGoal.SetAvailable and MapGoal.SetAvailableInitial
    Added WeaponFireMode.AimOffsetZ
    Changed log files are written to omni-bot/et/logs (if the folder exists)
    Changed initialization is logged only if LogInfo is true in omni-bot.cfg
    Changed waypoint property is cleared if value is empty string
    Improved Server table is immediately updated when players connect or disconnect
    Improved help command is sorted
    Fixed memory leak caused by GameMonkey threads
    Fixed crash in AddBot if bot is kicked in ClientUserinfoChanged
    Fixed jumplow waypoint flag did not work at tank barrier or pile of box crates
    Fixed weapon mask was 64-bit and could not be used for mod specific weapons, now it's 128-bit
    Fixed InFieldOfView returned correct result only if bot had same Z coordinate as enemy
    Fixed DrawTrajectory was not accurate
    Fixed CalcTrajectory always returned null
    Fixed CheckCharged parameter of HasAnyWeapon
    Fixed Utils::ConvertString returned true even if string could not be converted
    Fixed some console commands expected integer parameters, but got float
    Fixed waypoint connection remained closed after blockable flag was removed
    Fixed new connection between blockable waypoints was not blockable
    Fixed crash if there was error in waypoints file
    Fixed bot killed himself after command bot.Enable(false)
    Fixed stuckage if paththrough navigation called Goto to unreachable destination
    Fixed soldier with mortar waited forever if some aim vector was out of range
    Fixed aim vector of mortar and script goals was sometimes imprecise
    Fixed bot sometimes could not reload if two weapons needed to be reloaded
    Fixed GetRandomWeapon
    Fixed indentation in log files
    === MOD ===
    Added display scriptName and targetName for /entitylist command
    Fixed fake client lua script exploit
    === GOALS ===
    Added target property to MOBILEMORTAR goal
    Added coversplit property to PLANT goal
    Added multiple aim modes for MOUNT goal, they can be set by ETUtil.SetAimModeForMount
    Added Stance property to DEFUSE goal, can be set only from trigger and only "prone" value is permitted
    Changed ATTACK goals are limited to 3 bots in progress
    Changed AIRSTRIKE,ARTILLERY,MOBILEMG42,MOBILEMORTAR,SNIPE goals are limited to 1 bot in progress
    Changed bot on CAMP goal selects his primary weapon (shotgun, panzer, ...)
    Changed bot can say "Hold your fire" more than once per match
    Improved priority to pick up medkits depends on current health
    Improved ESCORT goal, stucked bot can jump or repath
    Improved MOBILEMORTAR orientation when goal has multiple facings
    Fixed REVIVE goal in some mods if dead players have health<=0, but don't have DEAD entity flag
    Fixed MOUNT goal was not blackboard delayed after Timeout
    Fixed bot killed himself if he stucked near tank and then successfully mounted the tank
    Fixed stance property could be set to wrong values
    === SCRIPTS ===
    Added ability to give unique names for re-usable region triggers
    Added sniper war and panzer war in Jaymod or n!tmod are detected in autoexec
    Changed Util.ListTableMembers prints both keys and values
    Fixed Server.MinBots
    Fixed script errors when bot is kicked from server
    === WEAPONS ===
    Changed VENOM aim offset and aim tolerance
    Changed engineer will not detach rifle grenade on camp goals
    Changed weapon desirabilities
    Fixed bots always aimed at head with mod specific weapons (shotgun, mp34, sak47, ppsh, rpd, ...)
    Fixed bots could not use ammo cabinets when they have some mod specific weapons (stg44, mp34, m79, madsen, ...)
    Improved skilled soldiers can reload mobile mg42 in NoQuarter or n!tmod
    Improved melee weapon is used to attack only if distance is within range
    Optimized some weapons cannot be reloaded and some weapons don't require ammo
    Removed unused weapon properties
    === COMMANDS ===
    Added trigger_bounds command supports writing the RegionTrigger.Create function call to file
    Added optional TRACE parameter to showentityinfo command
    Changed command botgoal prints MapGoal name, not ScriptGoal name
    Fixed difficulty command could not change difficulty of newly added bots, dead bots or bots waiting for a medic
    Fixed difficulty could not be set to -1 which means random difficulty
    Fixed difficulty could be set to 7, but maximal difficulty is 6
    Improved command ab is much faster, it can add 20 bots per second
    Improved command waypoint_view prints error message if drawing is impossible
    === WAYPOINTS ===
    1944_huertgen
    2dom1
    afd_beta5
    ammodepot
    barrocas_base_b8
    byzantine
    cherbourg
    country_road_jp
    denoflions_etdual
    duplex_towers
    es_alamo_sniper
    es_garden_sniper
    es_ziggurath_sniper_night_b2
    et_mor2_night
    field_hq_b4
    flame-guards
    fueldump_uvf
    intel_center
    kings1
    lostparadise
    mlb_daybreak
    mp_base
    mp_theriver_2nd
    negoshk_b2
    op_lucky_a2
    password2
    resurrection
    snatch2
    tankbuster
    uje_convoy_final
    uje_fantasie_sniper
    uje_oil
    uje_parking_sniper
    uje_snowy_sniper
    uje_warzone
    ---------------------------------------------------------------
    0.82 ET Change Log
    === BOT ===
    Optimized path planner (thx palota)
    Optimized sensory memory (thx palota)
    Updated ladder navigation (thx palota)
    Fixed ENT_ENTER_RADIUS to fire if bot is already within radius (thx palota)
    Fixed QueryGoals to randomly shuffle all returned goals (thx palota)
    Fixed ScriptGoal.LimitTo issues (thx palota)
    Fixed SetAvailableMapGoals was enabling all goals if parameter 3 was not a string
    Disable LookAroundState at doors (thx palota)
    Fixed Route nodes to work on slopes (thx palota)
    Fixed SetMapGoalProperties to work inside trigger functions (thx palota)
    Fixed MapGoal.RemoveWithEntity (thx palota)
    Fixed logger error masks (thx palota)
    Fixed OnSpawn callback was being called twice (thx palota)
    Fixed some events were not always fired (thx palota)
    Fixed paththrough goals were able to be interrupted (thx palota)
    Fixed ignore player command to work on players that are mounted on fixed mg42's (thx palota)
    Added paththrough property set on waypoint does not require reload (thx palota)
    Fixed b.HasRole, b.HasPowerUp, b.HasAnyEntityFlag, and b.HasEntityFlag to check all parameters
    Changed PostMapLoad to not require a map script
    Fixed mg.SetRoles and mg.ClearRoles to preserve existing roles
    Fixed b.SetRoles and b.ClearRoles to preserve existing roles
    Fixed duplicate GetPriority calls when a bot spawned
    Fixed crash in waypoint_mirror command
    Aliased ET_CLASSEX_TREASURE as TRIPMINE to preserve compatibility with mods
    Fixed script goal OnSpawn callback
    Fixed option table parameter in GotoRandomAsync and GotoRandom script functions
    Fixed potential buffer overrun in CheckWaypointForGoal
    Updated PHYSFS from 1.1.1 to 2.0.2
    === MODS ===
    Added support for tripmine usage in silEnT mod ( thx gaoesa and TheSilencer )
    Fixed weapon usage for some etnam and silEnt mod weapons
    Fixed several weapon id conflicts
    Fixed remove weapon event to not be called when a bot goes to limbo
    Fixed defuse event to always be fired
    Fixed suicide flag for bots to be cleared on death
    Fixed b.IsWeaponCharged() for Adrenaline in NoQuarter
    === GOALS ===
    Improved Revive goal behavior
    Added support for interrupting Defuse goals for higher priority Defuse goals
    Fixed high cpu utilization in goal_paththrough_navigation (thx palota)
    Fixed bug in UseCabinet goals that was causing high cpu usage (thx palota)
    Improved goal selection to be random for equal priority goals rather than sequential (thx palota)
    Optimized goal_useswitch (thx palota)
    Fixed goal_paththrough_useswitch behavior while bots are riding in movers (thx palota)
    Fixed bots could not shoot fixed mg42 if reloading while mounted (thx palota)
    Fixed bots aim position after being revived in goal_mobilemg42 (thx palota)
    Fixed goal_checkstuck to allow enough time for revived bots to be able to move (thx palota)
    Updated goal_combatmovement to include unscoped sniper weapons (thx palota)
    Fixed several issues with goal_covertops (thx palota)
    Optimized goal_voicechat and goal_deliversupplies (thx palota)
    Fixed issues in goal_watchforprojectile (thx palota)
    Fixed evaluation used by bots to determine when to reload (thx palota)
    Fixed FlagReturn goal to not query for "Flag.*" (thx palota)
    Improved goals file to not save RandomUsePoint or Range if the value is 0 (thx palota)
    Added optional UseAsync property to goal_paththrough_useswitch
    Fixed dispenseammo to not activate when a bot is revived (thx palota )
    Added traceline property to grenade goal  (thx palota )
    Added count property to grenade goal to limit number of grenades thrown  (thx palota )
    Disabled 0.71 style high level script goals
    Fixed weapon restriction related issues in camp goals
    Added several improvements to goal_checkstuck  (thx palota )
    Added bots will search for unarmed dynamite at plant goals
    Added disablecm property to camp type goals to disable combat movement
    Added several improvements to goal_selectweapons  (thx palota )
    Fixed issues with goal_paththrough_artillery
    Added support for healing with needle in deliversupplies goal
    Fixed issues with delivering supplies to mortar and mobilemg42 camp locations  (thx palota )
    Improved goal_mobilemg42 aiming  (thx palota )
    Added "peek" stance to camp type goals for duck and cover emulation
    Moved checkpoint goal to script
    Moved defuse goal to script
    Moved repairmg42 goal to script
    Moved revive goal to script
    Fixed distance tolerance for plantmine and mortar goals
    Added Range property to script goals
    Added RandomUsePoint property for randomizing position for bot to use a goal
    Fixed bots sometimes not delivering objectives
    === SCRIPTS ===
    Added InitializeRoutes script function for Map scripts
    Added regular expression support for route tables (thx palota )
    Added Util.ScriptDebugPrint with filtering capability
    Added support for passing a table of roles to util functions that set and clear roles
    Fixed issues in server_manager.gm
    Deprecated ETUtil.SelectWeapon() (thx palota )
    Added ability to globally disable specific weapons for bots
    Added et_weapontables.gm  (thx palota )
    Fixed issues with the role manager (thx palota )
    Moved ClassPrimaryWeaponChoice from global to bot
    Removed death event from class manager (thx palota )
    Added ETUtil.GetTimeElapsed()
    Added new botnames script that allows users to specify bots per team and a preferred weapon
    Added Util.FindClosestGoal() (thx d00d )
    Fixed secondary weapon usage for heavy weapon bots to not rely on targeting system (thx palota )
    Fixed ETUtil.WarpToGoalOffset (thx palota )
    Added silEnT mod weapon scripts
    Added etnam weapon scripts
    Fixed script errors on bot disconnect in goal_voicechat
    Seperated class manager logic into et_classmanager.gm for global accessibility
    === COMMANDS ===
    Added bot goto and bot wait commands for testbot (thx palota)
    Added waypoint_split command (thx palota)
    Added /bot warpto command can be used for paththrough points (thx palota)
    Fixed error in /bot drawspawns command (thx palota)
    Added waypoint_startover command which removes all waypoints without flags or properties
    Added saveusepoint command (thx d00d )
    Added writeplayerpos command (thx d00d )
    === WAYPOINTS ===
    Several fixes, updates, and new maps supported. See the Assembla repository logs for details
    === TOOLS ===
    Updated DMS (thx MickyP)
    Updated Notepad++ for omnibot (thx d00d)
    ---------------------------------------------------------------
    0.81 ET Change Log
    === BOT ===
    Fixed kickbot crash in older Windows versions
    Fixed pathfinder crash
    Fixed region trigger related crashes
    Fixed SetAvailableMapGoals
    Fixed SetGoalPriority
    Fixed SetGoalGroup
    Fixed goals being interrupted by other goal types with same priority as current goal
    Fixed script goals being activated too early when bots spawned
    Fixed InWater flag not being auto added to waypoints
    Fixed issues with GetNearest related to entities that shared a classname with weapons
    Fixed GetRandomDestination to only return reachable points
    Fixed ScriptGoal event threads not being killed on bot exit
    Added bots will press jump when headed towards waypoints with the InWater flag
    Added goal loading time output
    Added SetIgnoreEntFlags weapon property
    Added rendering of RegionTrigger names
    Improved ladder navigation
    Updated boost libraries to version 1_44_0
    === MODS ===
    Fixed goal names to not include color strings
    Added support for NoQuarter WP_JOHNSON (thx Irata)
    Added conversion of panzerfaust request to bazooka for allied bots in NoQuarter
    === GOALS ===
    Moved MountMg42 goal to script and added support for user defined facings
    Moved MobileMG42 goal to script
    Fixed version number in mapgoal_capturehold
    Fixed random aim mode for mount goal
    Fixed goal_paththrough_artillery to abort if no line of sight to an arty target
    Fixed gotowp support in goal_paththrough_navigation
    Fixed goal_combatmovement to ensure that GetTargetInfo returns valid data
    Fixed velocity check in goal_indisguise
    Fixed mapgoal_explosive to not create on load
    Fixed manually added health and ammo cabinet goals to create on load
    Fixed region trigger name in mapgoal_plantmine
    Fixed plant goal coverspot occupied flag not being cleared on bot death
    Fixed bots to not use rifle nades when they have a plant goal active
    Fixed revive goal sometimes never enabled (thx 0x0000 and Demetrius)
    Fixed InProgress limitations for FLAG_ goals
    Fixed issues with askforammo and askforhealth goals
    Fixed potential issues with ammo and health cabinet goals
    Added paththrough function to goal_build for custom behavior scripting (thx palota)
    Added bots planting dynamite will abort if a teammate drops a satchel (thx palota)
    Added mapgoal_dynamite for use when target has no usable OID
    Added cure poison with needle support to goal_deliversupplies
    Added caching of trace results in goal_paththrough_artillery
    Added ability to force routing to build goals with offsets defined
    Added missing finish criteria in goal_covertops
    Added cover spot timeout to plant goal(s)
    Added jump stance property to build goal for build goals in water (thx palota)
    Changed stuckage check goal to write separate logs for each map
    Changed paththrough_useswitch goal so that the wait function overrides any exit conditions
    Changed plant goal coverspot selection to be random rather than sequential (thx palota)
    Improved goal_escort to allow escorting bots to assist in building of vehicle (thx palota)
    Improved bots ability to mount mg42's
    Improved plant goal aim location (thx palota)
    Increased priority of deliver supplies goal and limited distance to 1500 units
    Lowered default priority of repairMG42 goal
    === SCRIPT ===
    Fixed MapGoal.GetPriority
    Fixed role manager to auto increment class manager minclass counts when crucialClass is set
    Fixed role manager crucialClass
    Added Util.BotChat function
    Added Util.CatName function
    Added Util.SetCustomProperty function
    Added ETUtil.WinningChat and ETUtil.LosingChat functions
    Added EvalFunc support to goal_paththrough_navigation
    Added spawn point and voice macro support to role manager
    Added optional viewDistance parameter to Util.ChangeToSniperWeapons
    Added CLASS.DYNAMITE_ENT, CLASS.MORTAR_ENT, CLASS.SATCHEL_ENT, and CLASS.LANDMINE_ENT
    Added re-usable region triggers for spotting and announcing enemies or all clear (thx d00d)
    Added waypoint GUID support to the warpto command (thx d00d)
    Moved class manager to script goal with several functional improvements (thx palota)
    === COMMANDS ===
    Added optional filter param for debugtriggers
    Added fix_waterwps to add InWater flag to waypoints near water surface
    Added draw_paththrough 0|1 for rendering 3D text over paththrough waypoints
    === WAYPOINTS ===
    Several fixes, updates, and new maps supported. See the Assembla repository logs for details.
    === TOOLS ===
    Updated DMS (thx MickyP)
    Updated Notepad++ for omnibot (thx d00d)
    ---------------------------------------------------------------
    0.8 ET Change Log
    === BOT ===
    fixed Game Monkey Garbage Collection bug that was causing serious performance issues
    fixed paththrough crash when no data is passed fromwp property
    fixed bots field of view for close objects
    fixed OmnibotRenderDebugLines to not run on remote servers
    fixed lookaround timer
    fixed initialization of powerups (all games)
    fixed GetEntityPowerUps
    fixed a gui exception with no delta in mouse wheel event
    fixed fov check to use trace offsets
    fixed null bot goal issue with flagreturn goal,
    fixed crash when tableRandom was called on an emptytable
    fixed gm string tokenize binding
    fixed AddUsePoint mapgoal binding
    fixed ExecFile script function to support 'this' pass through
    fixed mapgoal.getentity so it returns null if entity is invalid
    fixed bot drawgoalroutes command
    fixed some loops that weren't going through all team indexes
    fixed crash when script exception contains printf formatted text
    fixed bot.IsStuck only return true if bot is actively trying to move
    fixed download support on initial map startup
    fixed boost::thread crash for some linux distributions
    fixed bug where event threads were not tracked and cleaned up properly
    fixed disguise nav callback
    fixed finish criteria and mapgoal auto completion checks to come before the call to update in script goal
    fixed several memory leaks
    fixed gm debugger to work again
    fixed gm debugger to show file/line in thread startmessages
    fixed ConfigGet function not setting a value of 0
    fixed usage of teleport links
    added script function SendTrigger to fire triggers from script
    added bot.GetConstructableState
    added bot.GetDestroyableState
    added bot.GetExplosiveState
    added bot.IsWaitingForMedic
    added bot.HasAnyWeapon
    added bot.SetRoles
    added bot.ClearRoles
    added mapgoal.roles so mapgoals can be set up to berestricted to certain roles
    added mapgoal.DisableIfEntityFlag
    added mapgoal.DeleteIfEntityFlag
    added mapgoal.GetOwner accessor
    added mapgoal.GetCenterBounds
    added mapgoal.SetBaseGoalType
    added mapgoal.RolePriorityBonus
    added mapgoal.SetRoles
    added mapgoal.ClearRoles
    added scriptgoal.SkipGetPriorityWhenActive
    added scriptgoal.LimitToRole
    added scriptgoal.AutoFinishOnUnAvailable
    added scriptgoal.GotoRandom
    added scriptgoal.GotoRandomAsync
    added scriptgoal.WatchForEntityCategory
    added ability to create custom map goals
    added ability to pass bot as 'this' to GetGoals
    added import functionality for loading scripts
    added better script goal error message in routeto
    added GetEntityVisDistance callback in BotSensoryMemory,
    added DrawGoals, DrawRoutes, DrawTriggers, DebugTriggers to omni-bot.cfg
    added support for customizing how much ammo the botwill attempt to get when resupplying
    added rolemask field to client class
    added table argument support to mapgoal.LimitWeapon
    added weaponhasammo finish criteria
    added debug config options for logging specific logcategories(info, errors, warnings, critical)
    added optimizations to goal query
    added support for profiling data per scriptgoal type and mapgoal type
    added regex grep for goalname expressions
    added support for refreshing specific weapons from the weapon database
    added script live update support, currently only for weapon scripts
    added bool EntityIsValid script bound function
    added rendering of waypoint properties
    added opengl overlay with 2d and 3d support
    added DebugBox interface function for drawing more optimized debug boxes
    added GetEntityLocalAABB interface func
    added console and log message when SetAvailableMapGoals passes invalid goal expression
    added TRACE.VISIBLE and TRACE.GRATE to common lib
    added this.Debug to internal debug drawing state, so it can be toggled via bot debugbot all statename 1
    added schema library for data validation
    added System.Time() script bound function
    added CAT.MINE
    added DrawEntityOBB script bound function for rendering real bounds rather than axis aligned bounds
    added CheckEntityBoundsIntersect script bound function
    changed System.Newline to be a variable rather thana function
    removed usage of boost::format and replaced with printf style logging
    removed trueaxis dependency from build, drops dll size significantly
    updated to boost 1_40_0 libraries
    implemented render interface so recast can render via opengl or game render interface
    replaced parameter 2 of scriptgoal.Goto, GotoAsync,RouteTo with an optional table of parameters
    minor optimization to WeaponSystem::GetWeapon
    === MODS ===
    fixed interface functions GetCvar and SetCvar
    fixed GetReinforceTime function
    fixed fireteam events
    fixed mover class identification
    fixed bot pushing
    fixed GetEntityClass() while bot is in limbo
    fixed movement vector math in et interface
    fixed client connect event to be called before clientuserinfochanged
    fixed NQ mobile mg42 goal usage for allies and mobile mortar for axis
    fixed axis grenades not being in cat projectile or class grenade
    fixed crash when mods don't correctly report failedconnections
    fixed GetEntityInSphere to only return usable corpse entities
    added weapon classes
    added weapons to CAT.PICKUP
    added BUTTON.DROP
    added weapon events for picked up / dropped
    added print error on bot console commands if bot isn't loaded
    added additional triggers for cappoints
    added ET_OID_TRIGGER returns CLASS.GOAL from interface
    added vistest for axis grenade
    added command omnibotmenu
    added et command /oidlist for reference with build goal traces
    added support for NoQuarter private voice macros (fireteam voice chats)
    added rendering of spawn point numbers on the command map ( omnibot mod only )
    added omnibot_flags 16 for enabling g_shove for bots ( default off )
    added omnibot_flags 32 for bots tripping mines thatthey can see ( default off )
    disabled call to OmnibotRenderDebugLines if not a local server (et and rtcw)
    altered ET min class check to make sure one of eachis added
    implemented waypoint_goto in et
    merged NQ updates and fixes to etbot interface
     
    === GOALS ===
    moved most of the mapgoals to script
    fixed mount goal so bots could actually dismount atexit
    fixed useswitch goal to check for distance limits prior to recieving a priority
    added goal_covertops for disguise and spot mines behavior
    added a smoke bomb goal for covert ops
    added cover spots for dynamite goals
    added an airstrike goal for fieldops to call targeted airstrikes
    added ability to create user defined plant and build goals
    added weapon restriction ability to camp type goals
    added paththrough goals for callartillery and airstrike
    added a pickup items goal that makes the bots more responsive to packs / weapons laying around
    added a range limit for health and ammo cabinets; default 1250
    added a sample goal_demo that is heavily documentedfor tutorial purposes
    added goal_zooming that auto increases max view forbots while scoped
    added goal_watchforprojectile so bots avoid airstrikes and grenades
    added kill / revive behavior to deliver supplies goal
    added goal_resetxp and commands /bot resetxp /bot maxxp
    added simple hunt goal to et for deathmatch maps ( autoadd = false )
    added bots will look for and pickup weapons in goal_askforammo
    added support for an AimPosition as an alternative to facing for improved reliability in switch goals
    added goal_voicechat with completely customizeable response probabilities
    added goal_rolemanager that keeps Map script defined role slots occupied
    added goal_checkstuck
    bots will sidestep if blocked by players
    bots will attempt to jump out of stuckages
    optionally log stuckage positions to the omnibot log
    optionally have the bots /kill if stuck too long
    replaced difficulty.gm with goal_difficulty
    makes it easier for bots to have individual profiles
    bots can now be set up to use random difficulty settings
    difficulty settings have been completely reworked to be more realistic
    added several more weapons to the adjustable weapontable
    improved bots ability to path to mover related goals
    improved escort goal to detect a movemode based on mover speed
    improved supplyself goal
    improved combat movement behaviors in goal_combatmovement
    === SCRIPT ===
    moved bot name definitions out of et_autoexec and into et_botnames
    fixed distance limit for weapon pickups in askforammo goal
    fixed /bot balanceteams 0 not working after it was set to 1
    fixed exitCondition and added timeout to goal_useswitch
    fixed threadId for waypoint autosave. also kill original thread if active on repeated calls
    fixed showOffset to require entity in /bot sgn true
    fixed script error when trying to warp to an invalid wp name
    fixed scripts unnecessarily creating a high number of threads
    fixed several incorrect property settings in weaponscripts
    fixed infinite loop bug in ChoosePrimaryWeapon
    added waypoint property access to script
    added timeout to switchtable of paththrough_useswitch
    added several useful utility functions
    added some bot controls via fireteam chat (camp, follow, release, etc)
    added optional team param to ETUtil.SwitchWeapon
    added optional teamId param to ShowActiveGoals for rendering only active goals by team
    added a class management system
    added /bot autosave as an alternative to mywpmode
    added /bot draw_spawns for rendering of spawn points
    added global debug flags for disabling debug messages in all scripts
    added global MAP_TALK var for simple disabling of map script initiated bot chat spam
    added LowAmmoGetAmmoAmount to weapon scripts to setamount of ammo bots should get at cabinets
    added several re-usable region triggers (et_regiontriggers.gm)
    disabled bots targeting player classes with knife,
    disabled bots targeting player classes with airstrike cannisters
    added Util.HasAmmoForWeapon(bot, wpnID)
    exposed mapgoal.SetBounds to script
    === WAYPOINTS ===
    separated waypoints based on level of completion
    fully supported maps are the only ones in the nav folder now
    incomplete navs are located in a separate folder and divided into categories based on completion
    level
    too many individual waypoints and scripts were improved to mention. well over 200maps were
    improved and tested at various levels
    === TOOLS ===
    updated version of Notepad++ with autocompletion info for omnibot (thx d00d!)
    added popup menu with all kinds of useful shortcutsfor waypointers (thx MickyP!)

    4 downloads

       (0 reviews)

    0 comments

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  13. 1v1 garage - 1v1_garage.pk3 and waypoints

    =============================================
    ============= 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)]

    4 downloads

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  14. Deathshaft - Deathshaft.pk3 and waypoints

    _/_/_/_/_/_/_/_/_/
    _/              _/
    _/  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

    4 downloads

       (0 reviews)

    0 comments

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  15. et operation b3 - et_operation_b3.pk3 and waypoints 0.9

    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

    4 downloads

       (0 reviews)

    0 comments

    Updated

  16. fragginhart v2 - fragginhart_v2.pk3 and waypoints

    Pk3 file : fragginhart_v2.pk3
    Objdata file :
    Map date : 2022-08-14
    Gametypes : wolfmp wolfsw
    Raw map name : fragginhart_v2

    Date added : 2024.04.29
     
    Objectives  
    1. Take keycard to Generator.
      - Build Allied CP to spawn at transmitter garage.
      - Destroy the Side wall.
      - Capture the forward bunker flag.
    2. Destroy the Depot Gate Controls.
      - Build the assualt ramp.
    3. Take the Documents to the Transmitter.  
     
    Changes from V1
    - BSP name now has no version suffix. (for easier server administration moving forward)
    - reworked allied villa spawn
    - New allied CP spawn.
    - New axis generator spawn.
    - Reworked old allied CP building.
    - Moved axis CP.
    - Added cov door at axis CP.
    - Increased doorway size and headroom on most indoor sections and doors.
    - Changed cov doors on main and depot gate sections. (will now auto open for axis)
    - Blocked the holes in the floor of axis final spawn and added alternative routes.
    - Moved documents to table.
    - Some cosmetic changes to terrain.
    - Assualt ramp moved to front of document building with build activated doors.
    - Added Basement spawn for axis. (set as disabled)
    - swaped position of sidewall hole with sidewall cov door.
    - moved barracks corridor outside exit, added ramp where there was a step.
    - added location data
    - added option to block the middle spawn / forward bunker archway. (set as hidden)
    - depo gate switch removed from axis side.
     
    Command Map Overview

    The current objective will be shown as a yellow sign in game.
     






    4 downloads

       (0 reviews)

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  17. ctf cw arena b2 - ctf_cw_arena_b2.pk3 and waypoints

    This is my first released map. Thanks to loffy for the ctf scripts and
    www.GameDesignOnline.com for thier help.(marco and the other over there).
    thanks to -=Talon=- for the motivation to finish this map sorta and some ideas and some work done in the map.
    The RaR clan for testing my map and for a good server and place to play.
    Time to construct the map : 1 month
    Time to compile the map : 3 hrs or so i dont know exactly i just compiled and went to sleep.
    This map is basically a ctf map I like playing CTF so i thought i would create one.
    If this one does over all ok i'll make numberous other maps.
    This map should not be added to any site without my permission for download...you can use it on your server but please ask me before
    uploading it your site or any other site
    contact me at ter7997 [at] hotmail [dot] com email and msn messenger

    4 downloads

       (0 reviews)

    0 comments

    Updated

  18. UJE stiglitz b1 - UJE_stiglitz_b1.pk3 and waypoints

    UJE_stiglitz

    Conversion of this map is made with aproval of the original mapmaker of this map Kemon, i really want to thank him with making this beautiful map.
    I changed this map because players were complaining that they don't like the objective, that's why i changed it to an easier objective to just escort a tank.
    With this conversion i hope the map will be played again.
    Coversion made by  [UJE]Niek  14-3-2023 , beware after 20 years the game is still alive

    Storyline now is:

    The axis have to escort the tank from the city to the Railroad tunnel so they can defend the tunnel for new reinforcements.
    -----Objectives-----  

    * Axis have to escort the tank
    * Build and destroy 3 bariers
    * Build and destroy Allied or Axis Commandposts

    ---------------------------

    Release Dateof the original stiglitz map was : 31/08/2018
    -----------------

    This map was intended as an entry for the Trackbase, TWT, Wolfwatch map-contest 2018.
    I would like to thank all of the organizers for setting up the contest. It has been a valuable experience creating a map on a fixed schedule.

    -----OriginalLayout-----
    For the concept to properly work, the map had to be completely flat, because upwards and downwards movement would definitely cause visual glitches in the movement animation of Stiglitz.
    -
    The layout of this map is divided into 4 sections: Noble, Church, Industry and Nature.
    This was done to have chokepoints that Stiglitz needs to be escorted through, while still providing several alternative routes.
    The two middle sections both have a capturable spawn making it necessary to communicate with your team. After all, you don't want the enemy to suddenly spawn behind you!
    -
    Since the map is basically all on one level, the VIS blocking could be done differently than usual. We didn't need to create seperate valleys or closed of sections and could have everything in one giant space.
    This makes it nicer for the Spectator to fly around. That is also the reason why the world_clip is a func_static.
    So the Spectator can leave the playable area and take on vantage points outside of the player's reach, but the player is still constricted to the play area.
    -
    VIS blocking in this map works as following:
    --------------------------------------
    -----------------A--------------------
    -------______------------______-------
    ------| |----------| |------
    --B---| |----C-----| |--D---
    ------| |----------| |------
    ------| |----------| |------
    ______|______|__________|______|______
    When being in zone A as spectator (sky) you see everything. However, as a player you can only walk around in the lower areas (B, C, D). These are the streets and the blocks are the houses which all are structural in their core.
    There is a giant HINT brush spanning across the whole map cutting the map right on top of the building blocks. That brush ensures that it is not possible for the engine to see into block C and D when the player is in B.
    This results in all detailed things going on on street level actually being constrained to that street, which even though the map is just one giant cube, ensures stable FPS.

    -----Specs-----
    OriginalAuthor: keMoN & phisherman

    -----Thanks to-----
    Direct support:
    • ryven for extensive support during debugging of the script_mover.
    • WuTangH for the broken tree model acting as bridge from Nature to Industry and the modified head model for Stiglitz to fix a visual glitch.
    • Everyone on the TWT Discord for helping out in one form or another.

    Indirect support:
    • Jon Swenson (=N4RC= Smokey) and Chris Swenson (Hobbie) for Axis Lab. The forwards and backwards movement of Stiglitz is highly inspired by Axis Lab.
    • Gordon 'digibob' Biggans [SD] for his purely magical MD3-to-TAG tool
    • C and Npherno for their wonderful model tools respectively
    • hipshot for his "miramar" skybox from http://www.custommapmakers.org/skyboxes.php
    • RtCW for models + textures
    • Detoeni for his submarine and truck models
    • ischbinz for textures
    • FireFly for his Hanomag model
    • RayBan for his treeline textures
    • Everyone else who provided info, feedback, ideas or helped in any other way.

    mapname is UJE_stiglitz

    With setting up the new gameplay i tried to involve every part of the map, let's see how it plays.

    4 downloads

       (0 reviews)

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    Updated

  19. et operation b3 - et_operation_b3.pk3 and waypoints 0.9

    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

    4 downloads

       (0 reviews)

    0 comments

    Updated

  20. UJE_final_battle_b3

    Map made by  |UJE]Niek



    --UJE_final_battle --

    The Axis have lost the war! Stop the final battalion of axis soldiers that are trying to get through the Alps.
    Prevent them from refueling and constructing bridges to get to their final destination.

    Axis Objective

    * Escort the tank to the boat
    * Steal the fuel
    * Destroy the bariers
    * Build the bridges

    Allied Objective

    * Prevent the axis to flee with the tank

    Here some screenshots how the map looks



    -----------------------------------------------------------------

    More [UJE] maps:

    You can see the info about our other maps on our website

    -----------------------------------------------------------------

    [UJE]Clan site www.ujeclan.com

    -----------------------------------------------------------------
     

    3 downloads

       (0 reviews)

    0 comments

    Submitted

  21. sandstorm beta3 - sandstorm_beta3.pk3 and waypoints

    no information on the map

    3 downloads

       (0 reviews)

    0 comments

    Updated

  22. Krakowska b1 - Krakowska_ b1.pk3 and waypoints

    ********************************************************************************************
    MAP: Krakowska b1        [for   RTCW:ET]
    ********************************************************************************************

    Title: Krakowska
    Version: Beta 1
    Filenames: Krakowska_b1.pk3
    Author: H. Jordan (s7ven)
    Created: 2006
    E-Mail: s7ven_@hotmail.fr

    General information:

    Stop Watch:           Min 3on3, Ideal 6on6
    Wolf MP:         Min 2-6, Ideal 12-24

    7351 brushes
    668 entities


    ============================================================================================
    Comment:

    Have Fun!

    ============================================================================================

    Additional Credits:
    Beta Testers: s7ven

    ============================================================================================

    Construction

    Base: New map from s7ven (100%)
    Editor(s) Used: GTKRadiant 1.4.0

    Compile Machine: 2800mhz Intel P4 with 1512mb DDR

    Compiling Time: 8h30m

    ============================================================================================


    (c) Copyright 2006 s7ven (#roze@quakenet.org). All Rights Reserved

    3 downloads

       (0 reviews)

    0 comments

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       (0 reviews)

    0 comments

    Updated

  23. dawnville - dawnville.pk3 and waypoints (streets)

    Welcome!
    1943 April the axles must has gold of the dawnville USA wants it makes back to have and the city einehmen there amis to to pay attention and axis must it gold guard! Good Luck Cheers:)

    Basic Information
    Author        : Kaforsven/Etmap
    Email address    : Etmap@web.de
    Webpage        : www.kaforsven.de.vu

    Map Information
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : Streets
    Filename        : dawnville.pk3
    Release date    : May, 2005
    Decription    : Custom map for Enemy Territory.

    Program        : SD Radiant 1.4.0

    Compile time    : 30 min.
    Compile machine    : Amd Athlon 3200, 3,0 Ghz Pentium 4, 512mb

    Installation    : Place the file dawnville.pk3 in your etmain folder, select it from the Host Game-menu or
                     bring down the console and type: /map dawnville (then ENTER).

    Thanks guys!

    -------------------------------------------------
     
    Game info!

    ------------------------------------------------
    Allied Zerstört den Panzer und fahrt ihn zu dem haus und holt euch das Gold flieht mit dem gold zum Truck und errichtet den commandpost!

    Axis Zerstört den panzer und lasst den panzer nicht dié wand zerstören passt auf das GOld auf lass dieamerikaner nicht entwischen baut den commandpost auf!


    Allied destroys the tank and drives it to the house and gets you the gold flees with gold to the Truck and establishes the COMMAND post office!

    Axis destroys the tank and does not leave the tank not dié wound destroys fits on the gold on leaves to those American not entwischen develops the COMMAND post office!

    -------------------------------------------------
    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!

    -------------------------------------------------
    Copyright:
    This custom map is (c) 2003 "Kaforsven/etmap" Germany.
    You may not include or distribute this map in any sort of product without
    permission from the author. You may not mass distribute this level via any
    means, including but not limited to compact disks and DVDs.
    You may not redo/reproduce/update this map in any way without permission from the author.

    3 downloads

       (0 reviews)

    0 comments

    Submitted

  24. breakout 371 - breakout_371.pk3 and waypoints

    active axis bots that don't get stuck in the church
     
    Description:
    (the readme file)

    Identity : Map for "Wolfenstein - Enemy Territory"

    Title : The Breakout
    File name : breakout_371.pk3
    Map name : breakout
    Version : 3.7.1 (Created Jun 2007)
    Author : 2Bit (www.tibetclan.com)

    Installation: Put the pk3 file into the etmain folder.

    NUmber of players: recommend 6-10 per team - above that it gets very hectic

    The Story : 1944, France, soon after D-Day. A company of Allied soldiers are trapped by superior Axis forces
    near a french village. They must salvage a tank from the depot, force their way through
    the village and escape along the railway track.

    Description : This is a compact map, with the action focussed around the railway bridge, but the environment
    is very open allowing plenty of choice and scope for tactics. All the buildings can be entered.

    Gamemodes : Objective, Stopwatch.

    Thanks : Splash Damage and Activision for the best (free!!) game I've ever played.
    Drakir, Iffy and Detoeni for various neat prefabs.
    Amethyst7 for his great skybox.

    3 downloads

       (0 reviews)

    0 comments

    Submitted

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