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  1. Destruction final - Destruction_final.pk3 and waypoints

    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.

    1 download

       (0 reviews)

    0 comments

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  2. Destruction final - Destruction_final.pk3 and waypoints

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

    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

    q3map2 build cmds:
    [q3map2] (simulate old style -light -extra) BSP -meta, -vis, -light -super 2"[MapFile]"

    ==================================================================================
     
    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 Objective Descriptions

    c 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 Objective Descriptions

    1 "Primary Objective:**Destroy the Comm Station.**This will keep Axis reinforcements from knowing about the raid on the warehouses."
    2 "Secondary Objective:**Destroy the Gate.**This will give access to the warehouse."
    4 "Secondary Objective:**Destroy the side door.**This will give quick access to the forward warehouse."

    =====================================================================================^

    How to play it:

    - Unzip the destruction.zip file to your \etmain folder,
    - Run ET,
    - Find a server playing destruction. or...
    - Select Host Game, set it to Objective mode and look for snipertowers_fp1 in the map list,
    - Enjoy the map.

    =====================================================================================^

    Known Bugs:

    - None .


    =====================================================================================^

    To Do:

    - Any nessecary unfound bug fixes.

    =====================================================================================^

    Credits:

    - Textures: ID software / Geehaad
    - Layout First Draft: Russell Story (Geehaad)

    =====================================================================================^

    Thanks to:

    2Bit Enemy Territory for prefabs and tutorials on mapping.
    "SLayer" for doing the map waypoints.
    =BeL=Clan for playtesting on their server. http://www.belclan.info

    =====================================================================================^

    This level is (c) 2009 Russell Story.

    This map may be electronically distributed only at NO charge to the recipient.
    It may NOT be modified in any way. This text file must be included with the map.
    You may NOT include or distribute this map in any sort of commercial product without
    permission from the author.  You may NOT mass distribute this level via any
    non-electronic means, including but not limited to compact disks, and floppy disks.
    You may NOT Redo/reproduce/update this map in any way without permission from the author.

    3 downloads

       (0 reviews)

    0 comments

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  3. destruction final - destruction_final.pk3 and waypoints

    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.

    1 download

       (0 reviews)

    0 comments

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  4. dingenskirchen b8 - dingenskirchen_b8.pk3 and waypoints

    About This File

    Dingenskirchen b8

    Release Date: December 2020

    http://forums.warchest.com/showthread.php/39432-MAP-RELEASE-Dingenskirchen-a-tribute

    This map started as a collaboration between phisherman and me and was created as a tribute to the good old times of RtCW.
    We hope it will bring back some memories to the old-schoolers among you.

     
    -----Beta 8-----
    * Fixed missing texture
    * Fixed bug where Allies can spawn in the castle before it's breached. (TODO)
    * Moved river flag closer to tunnel doors and removed crates restricting player movement.
    * Moved tunnel grate lever to tunnel doors gatehouse
    * Changed Axis Hill spawn to Church spawn
    * Changed Allied Church spawn to Tram spawn
    * Remodelled Axis castle spawn and moved staircase tower to split balcony walkway
    * Changed "placed" to "planted" in wm_announce "^5The Allies have planted the Suitcase Bomb!"
    * Added arm/disarm mechanic to suitcase bomb. Axis have 15 seconds to disarm.
    * Added two additional paths into the castle through the gatehouse towers to accommodate Allies now spawning outside the castle.
    * Added ladder to transition between wine cellar and middle route inside the castle.
    * Moved river flag secure event to when tank passes river spawn hut.
    * Widened passage ways to village flag
    * Removed crates at village flag to compensate too strong defensive position for Axis
    * Fixed various texture alignment issues

     
    -----Thanks to-----
    • Special thank to Niek and Shargo for huge feedback support
    • The UJE clan for play-testing beta 1, 2 and 3 and 4 on their server and substantial feedback.
    • acQu for his most amazing blender model tool enabling the display of the officers in the conference room.
    • ryven, acQu and thunder for helping debug the officer models.
    • WuTangH for his superb suitcase and light models.
    • Mateos for omnibot waypoints.
    • ryven and hatcher for gameplay feedback.
    • hatcher for support for 'floodlight' map lighting.
    • ischbinz for direct support and his most awesome Tiger Tank.
    • Backsnipe for his eagle model + direct support in beta1, suggestions & feedback.
    • FireFly for direct support in beta1 + textures.
    • Gordon 'digibob' Biggans [SD] for his purely magical MD3-to-TAG tool.
    • Detoeni for the animated Tiger tag from Breakout 2.
    • hipshot for his "stormy days" skybox.
    • WL6 for textures.
    • McNite for textures.
    • Diego for textures.
    • The {WeB} clan for play-testing beta 1 and 2 on their server.
    • Everyone else who played previous betas, gave feedback and suggestions or helped in any other way. You made this map

    16 downloads

       (0 reviews)

    0 comments

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  5. dingenskirchen b9 - dingenskirchen_b9.pk3 and waypoints

    Story

    December 1944: The noose tightens around the Reich's neck as Allied forces threaten to cross the Siegfried Line and invade Germany. An Eifel castle has become a central location for the Kraut High Command in this area to coordinate their troop movements. It is the last obstacle on the road into Germany and one of the final chances for the Axis to ever turn the tables. Not taking any chances, the Allies are attempting to sneak a suitcase bomb into the High Command conference room to disrupt the Axis strategy at its core.
     
    Objectives
     
    Axis


       Do not lose the Village to the Allies.
       Construct the Tank Barrier to stop the Allies.
       Defend the Tunnel Doors.
       Stop the Allies from advancing up the River.
       Do not let the Allies cross the River.
       Stop the Allies from breaching Castle Wolfenstein at all costs.
       Stop the Allies from planting a Suitcase Bomb in the Conference Room.
       Defend the High Command Conference Room.
     
    Allies


    Capture the Village.
    Escort the Tank past the Barrier.
    Dynamite the Tunnel Doors.
    Capture the Road Hut and advance up the river.
    Construct the Bridge to cross the River.
    Breach the gate to Castle Wolfenstein.
    Pick up the Suitcase Bomb and deliver it to the Axis Conference Room.
    Plant the Suitcase Bomb in the Axis High Command Conference Room, then arm it.

    1 download

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  6. dm metro te - dm_metro_te .pk3 and waypoints

    Author        : Qualmi
    Location    : Germany
    E-mail        : n.mitschke@gmx.de
    Game        : Wolfenstein - Enemy Territory
    Date        : 24.03.2009

    Information
    Metro: Deathmatch.

    Credits
    - SD for this great game
    - the ppl of radiant
    - Texturemakers

    - The ppl who created all those tutorials:

    http://s49.deinprovider.de/vbarticles.php
    http://www.pythononline.co.uk/et/tutorial.htm
    http://www.nibsworld.com/rtcw/

    me also wrote a german scripting tutorial. check it out:
    http://s49.deinprovider.de/showthread.php?t=15892

    - Berzerkr for offering and remaking the commandmap
    - Splashdamage forum for all the help

    2 downloads

       (0 reviews)

    0 comments

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  7. door - door.pk3 and waypoints

    -------------------------------------------------
    Basic Information
    -------------------------------------------------
    Author : Kent "Loffy" Lofgren, Sweden
    Email address : Loffyswe@gmail.com
    Webpage : http://www.loffysdomain.com

    -------------------------------------------------
    Map Information
    -------------------------------------------------
    Game : Return to Castle Wolfenstein: Enemy Territory
    Title : Door
    Filename : door.pk3
    Release date : July, 2013
    Map editor : SD Radiant 1.4.0
     
    INSTALLATION


    Place the door.pk3 in your etmain folder, select it from the Host Game-menu
    or:
    Bring down the console and type: /map door (not door.pk3 or door.map). Just /map door and hit ENTER.

    OTHER
    This is a fully playable map. The Axis are attacking to dynamite a door to steal some gold. The Allied Forces are defeding the door and the gold.
    However, this map is also a so called prefab, for other mappers to use. Therefore, the .map-file is included.
    Just rename the door.pk3 file to door.zip and unzip it, to find all necessary files, including the .map-file.


    -------------------------------------------------
    Special thanks:
    -------------------------------------------------
    Mappers, mod:ers and forum admins at www.splashdamage.com/forums.
    I want to thank all server admins, who constantly support and host custom maps.

    3 downloads

       (0 reviews)

    0 comments

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  8. doorfragger - doorfragger.pk3 and waypoints

    Many thanks to Niek for making the waypoints files
    no information on the map

    2 downloads

       (0 reviews)

    0 comments

    Submitted

  9. ds bunkers - ds_bunkers.pk3 and waypoints

    About This File
    Description


    Allied:
    "Your mission is to prevent the Axis team from destroying the First and Second Allied Supply Stashes. These supplies are needed to ensure victory for the Allies."
    Axis:
    "Your mission is to prevent the Allied team from destroying the First and Second Axis Secret Weapons. These weapons were stationed here and are new from the X-Lab. These will ensure victory and world domination for the Axis."

    "The Axis and Allies got together and planned out this arena for training their soldiers at. You are one of those soldiers."
      Objectives
      Allied objectives
    1 "Primary Objective:
    Prevent the Axis from destroying the First Supply Stash."
    2 "Primary Objective:
    Prevent the Axis from destroying the Second Supply Stash."
    3 "Primary Objective:
    Destroy the First Axis Secret Weapon."
    4 "Primary Objective:
    Destroy the Second Axis Secret Weapon."
    5 "Secondary Objective:
    Capture the Forward Spawn flag."
    6 "Secondary Objective:
    Destroy the Axis Main Hatch to gain another route into the Axis base."
    7 "Secondary Objective:
    Defend the Allied Main Hatch."
    8 "Secondary Objective:
    Construct a Command Post."
      Axis objectives
    1 "Primary Objective:
    Destroy the First Allied Supply Stash."
    2 "Primary Objective:
    Destroy the Second Allied Supply Stash."
    3 "Primary Objective:
    Prevent the Allies from destroying the First Axis Secret Weapon."
    4 "Primary Objective:
    Prevent the Allies from destroying the Second Axis Secret Weapon."
    5 "Secondary Objective:
    Capture the Forward Spawn flag."
    6 "Secondary Objective:
    Defend the Axis Main Hatch."
    7 "Secondary Objective:
    Destroy the Allied Main Hatch to gain another route into the Allied base."
    8 "Secondary Objective:
    Construct a Command Post."

    1 download

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  10. duplex towers - duplex_towers.pk3 and waypoints

    Basic Information

    Author : Kent "Loffy" Lofgren, Sweden Email address : loffyswe@yahoo.se
    Webpage : www.loffy.tk
    Map Information

    Game : Return to Castle Wolfenstein: Enemy Territory
    Title : Duplex Towers
    Filename : duplex_towers.pk3
    Release date : May, 2005
    Decription : Custom map for Enemy Territory.
    Program : SD Radiant 1.4.0

    Compile time : 30 min.
    Compile machine : Dell Dimension 8200, 2,0 Ghz Pentium 4, 512mb

    Installation : Place the file duplex_towers.pk3 in your etmain folder, select it from the Host Game-menu or

    bring down the console and type: /map duplex_towers (then ENTER).

    Over the years I've used many models done by QkennyQ, Topsun and GrimReaper. Thanks guys!
      Description

    Axis:
    "Axis are ATTACKING on this map. **Your mission as an Axis player is to destroy the two towers."
    Allied:
    "The Allied Forces are DEFENDING on this map. **Your mission as an Allied player is to defend the two towers."
    Neutral:
    "This map is called Duplex Towers. **The Axis are ATTACKING. The objective for the Axis is to destroy two towers. The Allied Forces are DEFENDING these towers."
      Allied objectives

    1 "Primary Objective:*The Allied Forces are DEFENDING on this map.
    Defend the West Tower!"
    2 "Primary Objective:*The Allied Forces are DEFENDING on this map.
    Defend the East Tower!"
    3 "Primary Objective:*The Allied Forces are DEFENDING on this map.
    Own the Command Post!"
      Axis objectives

    1 "Primary Objective:*Axis are ATTACKING on this map.
    Destroy the West Tower!"
    2 "Primary Objective:*Axis are ATTACKING on this map.
    Destroy the East Tower!"
    3 "Primary Objective:*Axis are ATTACKING on this map.
    Own the Command Post!"


    This map is called Duplex Towers and it is about two heavily defended structures.

    The Axis are attacking and their main objective is to dynamite these two towers. Axis respawn-time: 20 seconds. The Allied Forces are defending. Allied respawn-time: 30 seconds.

    This map is medium-sized and optimal for 6-12 players on each team.

    Total match-time: 20 minutes.

    The map has a very simple design. The two towers are situated on top of a mountain. The Axis (attackers) are spawning at the bottom of the slopes. Note!: The Axis may spawn at two different locations, at equal distance to the towers. Go to Limbo menu to switch spawn-location. The Allies (who are defending) are spawning at the top of the mountain, close to the towers. They have two spawning locations, at equal distance to the towers, just like the Axis.

    The fact that each team has two potential spawning locations will reduce the risk of air-strike spamming.

    Landmines, mortar and air-strikes are enabled. Air-strikes are disabled over the two towers. Air-strikes are also disabled over both the Axis and Allied spawn-locations. Landmines cannot be places on rocky terrain.
    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 Kent "Loffy" Lofgren, Sweden. 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.

    2 downloads

       (0 reviews)

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  11. ea base1 se - ea_base1_se.pk3 and waypoints

    EABase 1 StoerFaktoR Edition

    -------------------------------------------------
    Basic Information
    -------------------------------------------------

    Original Author : Calibra8v
    Email address : calibra8v@hotmail.de
    Homepage : http://www.ea-clan.de
    Xfire : calibra8v


    Modified : 'StoerFaktoR
    Mail     : mini@chris-s.de
    URL       : http://chris-s.de
    -------------------------------------------------
    Map Information
    -------------------------------------------------

    Game : Return to Castle Wolfenstein: Enemy Territory
    Title : eA´s Forest Base
    Filename : ea_base1.pk3
    Decription : A Little map based on the Forest Mission in RTCW!

    Program : GTK Radiant 1.4.0
    Build time : 3 days
    Relase Time : 24 Jan 2011

    Obj Briefing :The Axis have have received a Box with Secret Documents,
    the Allies will try to Steal them out form the Warehouse and Transmit them at the Radarstation!

    Version/info : Its the 1 Version,it was a fun project.So i have not invested much time in it.
    It is only Compiled as Single.for Better FPS you can compile it as Final,but it tooks long,i have aborted the compilation after 2 days.

    -------------------------------------------------
    Special
    -------------------------------------------------

    The Complete Map file is include.And a Map file without the Landscape.

    Feel free to Modify or to use stuff from it.
    By quastions you can contact me on Xfire or over the HP.

    It would be nice to give a credit to me if you Modify this map.

    -------------------------------------------------
    Special thanks and Credits to:
    -------------------------------------------------
    Activiton,Splash Damage, id Software & all who support the eA clan.

    -------------------------------------------------
    About us:
    -------------------------------------------------
    We are Mapping for fun.We love Enemy Territory and thats the Reason why we give our Map files free to use.


    -------------------------------------------------
    Reported Bugs: Update 25.01.11
    -------------------------------------------------
    No Landmine support.If you would like it with Mines then change the Shader file.

    It can happen that when you got the Map MGS_heliport in the same folder the Grass Textures from this map will change in Snow.


    -------------------------------------------------
    Map Update : 08.02.2011
    -------------------------------------------------

    Grass Floor has become landmine support
    The bridge is now constructable and destroyable
    Axis haves a new mainspawn and a defence at the maingate
    anti walljump brushes at the sites to the base

    3 downloads

       (0 reviews)

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  12. ea base2 - ea_base2.pk3 and waypoints

    ea_base2.pk3

    3 downloads

       (0 reviews)

    0 comments

    Submitted

  13. Eisfaust-Festung b2 -Eisfaust-Festung_( beta2).pk3 and waypoints

    Download pk3 name: Eisfaust-Festung_(Beta-2).pk3
    Map name: eisfaust.bsp
    Author(s): Gadler
    Festung Eisfaust

    MISSION:

    The Allies have discovered a secret fortress in Germany.
    Reportedly located there, the launch base of V2 (Vengeance Weapon 2).
    This must be destroys at any price. Much luck!  

    OBJECTIVES (AXIS):
    - defend Mountain Wall

    - blow West Tower
    - defend Fortress Wall
    - keep main gate closed
    - defend V2
    - build command post
    - steal V2 documents from cabin
    - take V2 documents to the radio room (after the axis have brought the V2 documents to the radio room the 5 minutes countdown to the start of V2 begins )  

    OBJECTIVES (ALLIES):  
    - destroy mountain wall
    - build West Tower
    - build command post
    - destroy fortress wall
    - defend V2 documents
    - Prevent access to the radio
    - open Main Gate
    - destroy V2

    2 downloads

       (0 reviews)

    0 comments

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  14. energie v11 - energie_v11.pk3 and waypoints

    Enemy Territory Map

    Energie Ver 1.1

    von Sternschubser 1/09

    http://home.arcor.de/thorundhammer

    place the pk3 file in the /etmain directory
    !!! to avoid max_gamechar_exceeded please delete old versions                      

    thanks to:

    Kernwaffe.de

    the only true et server

    lever-desinger.de

    I probably would never have made it without the great tutorials

    id software

    just wonderful that such a game is given out for free and then after 3 years even the source is released

    thx to all mapper and modder for distribute the fine prefabs, tutorials, models and skys

    special thx to rayban for the great foliage map
    detoeni for the nice models

    desmond sadness and stefan for testing

    suggestions and criticism
    thorundhammer*at*gmx.de
      Description
    Allies:
    "In a secret laboratory, strange experiments are being made with strange crystals. Find them and use them for your team!*There was strange experiments with Crystals in a secret Lab. Find it and use them for your Team! "
    Axis:
    "In a secret laboratory, strange experiments are being made with strange crystals. Find them and use them for your team!*There was strange experiments with Crystals in a secret Lab. Find it and use them for your Team! "
    Neutral:
    "In a secret laboratory, strange experiments are being made with strange crystals."
      Allied objectives
    1 "Primary Lens:
    Don't let them take the Crystals!"
    2" primary objective:
    Find the Lab and steal the Crystals!"
    3" primary objective:
    *Dont let the Axis build the Generator."
    4" primary lens:
    *Build the Generator."
    5" primary lens:
    *Dont let the Axis build the Transmitter."
    6" primary objective:
    Build the Transmitter.
    7" primary objective:
    Build a command post quickly!*Build the Command Post ASAP!"
    8" Primary Lens:
    *Keep Axis from establishing a Command Post."
      Axis objectives
    1 "Primary Lens:
    Find the Lab and steal the Crystals!"
    2" primary objective:
    Don't let them take the Crystals!"
    3" primary objective:
    *Build the Generator."
    4" primary lens:
    *Dont let the Allies build the Generator."
    5" primary lens:
    Build the Transmitter.
    6" primary objective:
    *Dont let the Allies build the Transmitter."
    7" primary objective:
    *Keep Allies from establishing a Command Post."
    8" Primary Lens:
    Build a command post quickly!*Build the Command Post ASAP!"
     

    1 download

       (0 reviews)

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    Updated

  15. erdenberg ga v5 - erdenberg_ga_v5.pk3 and waypoints

    ******** Information on Erdenberg Greater Access ********
    Authors: Pinn
    Release dates: V1: 15/12/2023
    V2: 24/12/2023
    V3: 08/01/2023
    V4: 15/01/2023 maybe

    Email: etmapping@pinickitty.co.uk

    ******** Map information ********

    "The axis are holding a small town of Erdenberg as one of their headquarters.
    With the power of two Flak88 cannons they are shooting down the Allies
    supply planes. The Allies are now sending a special crew to disable the
    enemy cannons and take over the town in order to continue their battle."



      Objective:
    >Flag > Main Gate > Flak88 cannons East and West
    > Command Post
    > Axis West Flak Spawn Flag and Constructible Door
    > Health and Ammo Cabinets West Flak
      Allies are attacking.

    ******** Tools used ********

    GTKRadiant 1.5
    NetRadiant Custom
    Topaz Gigapixels image upscaler
    Notepad ++
    GIMP
    WinRAR

    ******** Textures used models ********

    Majority of textures are from t2 but were upscaled manually by 2x using Topaz.

    Some new textures added from open source texture packs or in the case of the doors from praetoria M1. I just loved the look
    with only a slight colour change.

    Models and some textures were also obtained from the Teuthing mapping source pack.

    ******** Changes from T2 included changes in both V1 and V2 of greater access ********

    Sky changed to horizon sky and was downgraded to a smaller size in V2 using Topaz. Took approx 10mb off the compressed pk3 file size in V2.

    removed entity func_leaky

    made triggers for both guns smaller to prevent trick plants. new area defined with a decal.

    created a new area on level 1 of the buildings surrounding East Flak including new ladders and a staircase.

    most existing doors made accessible mainly to axis/cvops

    replaced fence near west flak with brush models.

    All windows made explodable.

    Near route between Axis second spawn and main gate added.
    spawn point added in new route
    small area behind new route added
    explodable/constructible added to new route
    ammo health added to room below axis new spawn
    door added on new route.

    bunker on west flak made a fully functioning room

    added small ledge under top windows overlooking westflak

    added mg42 in bunker near allied first spawn
    added mushrooms

    added flag above main gate

    added a room and door under the new staircase near eastflak

    redesigned outside and inside of garage to make it higher and larger with a new functioning door added
    outside of garage now matches inside.

    added brush model as wooden explodable near west flak hole in wall

    ******** Changes made in V3 of greater access ********

    added new route from garage to first floor east flak
    moved mg42 on allied spawn to face gate
    added some more mushrooms and other general furniture aand objects
    added the roof brushes to buildings around east and west flak. just because I could then raise the clip ceiling allowing for possible TJ onto broken roof
    fixed some object positioning
    made garage door back everyone access
    small texture alignment and scaling changes
    added small ledges to outside of windows overlooking west flak
    added a small room and door directly under the east flak.

    ******** Changes made in V4 of greater access ********

    made garage door back to axis/cvops
    fixed the jump from highest window to broken roof.
    fixed script for axis west spawn flag
    a few door fixes including a new door texture with axis logo
    added flak voice overs (cheeps UIPS and DKill)
    fixed windows in westflak bunker. no longer explodable but now block bullets...phew
    added some new axis and neutral door textures (wooden hill400 and blue door from praetoria) with the help from UIPS.
    fixed allied spawn flag allowing axis access to forward bunker from spec

    ******** Changes made in V5 of greater access ********

    doorway activated above axis final spawn and made axis/cvops to prevent allies surrounding east flak
    stairway added to axis final spawn to make it easier for axis to cover east flak
    added to rope ladders to the broken house so that both sides can access the only playable roof and not just from TJ from highest window in attic
    added a security camera just for a bit of fun

    ******** Thanks to ********

    All this that tested some of the early ideas like Cranog and John Doe and huge thanks
    to eG Aimex for first putting it on the server as V1 and also for nominating the map for MOTY. 2nd is great but really felt Beach and Braundorf
    should have won in 2023 but maybe Grotli is a worthy winner as the only original map in the nominations.

    Also a big thanks to all those on TM Muppet ETL server who also provided lots of feedback on both V2 and V3. Too many to mention of course but UIPS has been really outstanding in checking things
    and making sure every little bug is fixed.

    Also a big thanks to UIPS and DKill for providing the flak destroyed/dyn voice over files and also TM for who ever fixed the general vo scripts. I was lazy yes and just used the t2 version adjusted.

    And must mention Kemon and Matteos for all the help and guidance along the way along with all the other ET Mapping discord members who answered my many questions.

    Great to be able to test on both nitmod and ETL

    ******** Original Information from T2 ********

    Authors: sani (Mapping & Creation)
    Hukk (Plans & Layout)
    Hemuli (Consultant?!)
    Release dates: B1: 5/8/2010
    B2: 27/11/2010
    B3: 1/11/2011
    Email: sani@fubr-gaming.com
    IRC: #w0bble @ Quakenet

    6 downloads

       (1 review)

    0 comments

    Updated

  16. et mor vara - et_mor_vara.pk3 and waypoints

    Marrakech Street Vara
     
    Description


    : Allied intelligence has learned of the existence of Operation Hitlers Beard, a top secret project that the Axis top minds have been working on.  If the Allied command could get there hands on the information contained within these files it would help them plan for a swifter and more decisive victory in the entire North Africa campaign.  The Allies have put together a small strike force to attempt to break through the Axis defenses and steal the documents they are guarding.  Needless to say, the Axis soldiers can not allow this to happen, and must defend the town at all costs.
     
    : Allies;

    1, Escort the tank passed the barrier
    2, Escort the tank to the town gate and destroy them
    3, Destroy the back door entrance *** New objective ***
    4, Destroy the entrance to the laboratory and get the document case
    5, Take the documents back out through the gate to a waiting truck
     
    : Axis;

    1, Don't let the tank get passed the barrier
    2, Stop the Allies from destroying the town gate
    3, Protect the back door entrance *** New objective ***
    4, Guard the laboratory entrance
    5, Don't let the Allies escape with the document case





    Changelog:

    Added war sound
    Added alarm sound
    Change dessert to grass

    Modified by {PRZ}Gavrila
    info PARAZIT-clan www.parazit.ro

    6 downloads

       (0 reviews)

    0 comments

    Submitted

  17. 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

  18. 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

  19. et powescape b2 - et_powescape_b2 .pk3 and waypoints

    A big thank you to the UJE team   [UJE]Niek  for the waypoint files

    POW Escape for ET - BETA 2
    ==========================

    Description             : Multiplayer Objective map for ET
    Title                   : POW Escape
    Date                    : 5th April, 2007                
    pk3 name : et_powescape_b2.pk3
    Filename : et_powescape_b2.bsp
    Author                  : Codey
    Email Address           : tas2098@hotmail.com
    Web : http://www.tramdesign.net

    Base                    : Conversion from my original RTCW map
    New sounds?             : YES
    NEW Graphics?           : YES
    Editor used        : GTK Radiant 1.4
    Compiler                : Q3MAP2



    INSTRUCTIONS
    ============                        

    Extract the file "et_powescape_b2.pk3" to <Enemy territory folder>/etmain
    Now you are ready to join servers running this map!!!

    To start a server select "POWESCAPE beta2" option from the map list in game.


    BACKGROUND
    ==========

    Cpt. J Smith, POW
    Personal Diary


    January 18, 1943, 21:15
    Command has received information that this camp is being used as front for some sort of human experiments. The type of experiments are conducted here remains unknown but reportedly invovles some sort of maturation chambers used to mutate humans into super soldiers.
    Through the usual channels, they have sent information about the location of the facility. Originally, our plans were to dig a tunnel to the west of the camp to outside the main fence, but now we've decided to dig north to the research facility location. With any luck we can break through a wall into the facility with enough men to hold off any resistance.


    July 7, 1943, 1:02
    Great news today, Command sent word that they have an operative replacing the train driver on the south line and he will hold the train at the station for us to escape. We were also informed of dire news which indicates axis are at the final stage of their experiments, they must not be allowed to complete them!

    Yesterday, the final stage of the tunnel to the research area was completed.  Tonight we will infiltrate the facility, Some of our men will create a diversion at the north gate and make their way to our location if they are able to sneak through. Once we're inside we must locate the documents which will reveal detailed imformation about what Axis were planning.
    We must then take the documents to the train station located to the south of the camp and sneak them, and as many pow's as we can onboard.

    Finally the truth will be known and many of us will have escaped to freedom, God be with us.
      Objectives
    ==========
      Allies
    ------

    1. Steal the top secret axis documents from the reearch facility
    2. Take the documents south to the train and escape with as many pow's as you can
    3. Prevent axis retrieving the soldier activation key dropped by parachute somewhere to the south of the camp
    4. Prevent axis activating the soldiers with the key

    Secondary
    1. Capture and hold the North supply room to aid escape
    2. Capture and hold the Train station area to aid escape
    3. Capture and hold the Lab area to aid escape
      Axis
    ------

    1. Prevent Allies stealing the top secret documents from the reearch facility
    2. Prevent Allies from escaping on the train with the documents
    3. Retrieve the soldier activation key dropped by parachute somewhere to the south of the camp
    4. Activate the soldiers with the key

    Secondary
    1. Capture and hold the North supply room
    2. Capture and hold the Train station area
    3. Capture and hold the Lab area

    Special functionality
    =====================

    Random Objective Placement
    --------------------------
    The two main objectives, Secret Documents and Soldier activation key, are placed randomly at the beginning of the match. To provide for more varied gameplay each match.

    Taps give health
    ----------------
    All taps and showers in the map when turned on can give out health when activated on.

    Water supply pump destructable
    ------------------------------
    Either Axis or ally team can destroy the water pump with TNT located at the south-east of the camp. All taps in the facility will then not function for the remainder of the match.

    Alternate route out of the camp
    -------------------------------
    The General's car can be driven down the hill and crashed through the fence, providing an alternate route out. Remember cold cars are hard to start, it may take a few tries.

    FEEDBACK
    ========
    We welcome your comments good or bad!

    SPECIAL THANKS
    ==============

    First of all to the Wolfy staff, without your constant feedback and testing, this map wouldn't be half what it is today.
    Brewskie of http://www.rtcwnews.com for your great gameplay suggestions, brain-storming sessions and unbelievably brilliant testing server.
    The staff at http://www.rtcwfiles.com, especially SubWolfer and Korn Warrior.
    Also thanks to http://www.planetwolfenstein.com/tramdesign guys Osias, Halister, Tunnleram, OGG servers and everyone else for taking the time to setup, run and test the map, big hugs!

    If I missed anyone, I'm also truely thankfull for everyone's input!

    Version history
    ===============

    ET Beta2
    --------
    Fixed map going over memory limit
    Enabled axis initial spawn at lab
    Fixed train wheel alignment with tracks
    Fixed general's car windscreen texture
    Cleaned top of waterfall area
    Cleaned waterpump area

    ET beta1
    --------
    First ET conversion test release
    Converted capture points to command posts
    mass conversion of entities to et entities
    Reduced size slightly

    v1.01
    -----
    *Fixed crash bug when fish was killed
    *Added "Rescue Team" spawn location near waterfall
    *MOved some axis spawns from north fence area
    *Fixed area where axis could jump over fence west of the north gate
    *Moved an activation key location further away from camp

    FINAL
    -----
    *Bug fixed which would cause the server to crash with entity not found error
    *Soldier activation sequence tweaked for smoother movement
    *Clipped out Generator bar trapping players
    *Moved one of the Axis activation key locations away from camp to aid balance
    *Removed clips from car seats to fix gibbing at bottom of ramp
    *Reduced entity count substantially
    *Fixed hole in rocks at waterfall
    *Fixed river bottom texture, mid north side
    *Fixed clipping on chamber soldiers

    DUAL
    ----
    *Soldier Activation Scene added for axis primary objective!!!!
    *Misc texture align probs fixed
    *light poles re-positioned
    *Fixed west rocks
    *Cleaned brushwork on south-east river
    *Target_location for waterfall
    *Texture cleanup of grass
    *More gibbing on the general's car fixed
    *Spawn points cleanup, no more spawning ontop of each other
    *General target_location clean
    *Numbering added to labs

    RC3a
    ----
    *Changed timing on taps to 1.5sec delay since 3sec is too little to make any diff
    *Added clip railing for sniper roost
    *updated axis sinks texture with realistic scrapes, scratches, dings - photo source?
    *Fixed Light poles texture stretched a bit
    *Size of activation of water health was too small, increased model size
    *Fixed car gibs standing riders at bottom of ramp
    *Fixed Invalid texture sizes!
    *Changed Train signal too high and big
    *Fixed dark texture on left side of lockers in shower room
    *Fixed outer fence near frontgate is raised off terrain
    *Added train engine connect with rest of train
    *Fixed Texture align at bottom of windows shower and munition rooms
    *Fixed lightgrid screwed, removed lightgrid brushes and go back to previous scaling method
    *Added "Puffy was killed" message

    RC3
    ---
    * Added dual objective
    * Added 3 random points parachute box with key for axis objective
    * Added activation point in chamber for axis objective
    * extended Vent system into the faclity above lower two labs
    * added vent system animated fans
    * Fixed vent system texturing
    * Added double doors between top two labs
    * Fixed texturing on lift doors
    * Fixed caching of lift button presses
    * Changed lab lights to brighter
    * Added dlight at tunnel entrace
    * Changed misc shiney metal to more realistic
    * Added dynomitable re-enforced windows to labs, glass breaks out wire stays, blocking gren and rocket
    * Changed chamber layout for soldier activation scenerio
    * Fixed FPS issue in chamber and south camp areas
    * Changed layout of river edges, harder to cross, need to use bridge and waterfall crossings
    * Added waterfall area, custom shaders, particles and sounds
    * Added sparks particles from flamebarrels
    * fixed scaling problem of guardhouse
    * Added working clocks
    * Added "puffy" the fish and fishbowl
    * Added flagpoles capture points at frontgate and north supply room forward spawning
    * Added sniper roost to large tree south of camp
    * Added angled tree for south-west access to camp
    * fixed rocks west of camp ugly looking
    * Added "generator" to chamber area and custom shaders
    * Added custom shader for lightpoles and scaled to more realistic
    * Changed lightpole wiring realistic
    * Changed train exiting to longer sequence, train goes further into tunnel

    Copyright
    =========
    This level is Copyright(c) 2007 Codey.
    You may not include or distribute this map in any sort of commercial product without
    permission from the author.  You may not mass distribute this level via any
    non-electronic means, including but not limited to compact disks, and floppy disks.
    You may not Redo/reproduce/update this map in any way without permission from the author.

    1 download

       (0 reviews)

    0 comments

    Updated

  20. Et Tank Beta3 - Et_Tank_beta3.pk3 and waypoints

    PLease remove any older version of Et_tank!!!

    Et_Tank Beta3
    By:BadIDea

    15:56 10/7/2003
    url:        
    author:         Adrian Klimczak  - C4|BadIDea
    email:         wrath@platige.noSpam.com
    Remove noSpam from email adess
    Send comments to:

    wrath@platige.noSpam.com

    Looking for comments on:
    - Gameplay problems.
    - Team balancing issues.
    - Overall feal of the map.
    - Ideas for better gameplay possibilities.
    - Flow.
    - ANY error with texturing, clipping etc.
     
    MISSION:
    The Axis and Allies are facing off in an abandoned Mountains. Each side has set up operations in the area.
     
    Allied objectives
    1 "Primary Objective:
    Destroy the german prototype Tank."
    2 "Primary Objective:
    Prevent Axis from stealing top secret war documents."
    3 "Secondary Objective:
    Capture the Forward Bunker from the Axis."
    4 "Secondary Objective:
    Destroy the Axis Garage door."
    5 "Secondary Objective:
    Build a Command Post in the Forward Bunker."
    6 "Secondary Objective:
    Stop the Axis from constructing a Command Post in the Forward Bunker."
     
    Axis objectives
    1 "Primary Objective:
    Defend the prototype Tank to the last man..."
    2 "Primary Objective:
    Steal top secret war documents from an Allies Field Operations and deliver them to Kommendantur."
    3 "Secondary Objective:
    Defend the Forward Bunker from the Allies."
    4 "Secondary Objective:
    Do not let Allies Breach the Main Garage Door"
    5 "Secondary Objective:
    Stop the Allies from constructing a Command Post in the Side Bunker."
    6 "Secondary Objective:
    Build a Command Post in the Forward Bunker."

    Thanks.
    BadIDea

    History:
    Mp_Tank -RTCW
    Et_tank Beta1
    Et_tank Beta2 - not released
    ET_tank Beta3

    Changes since beta 1

    Removed Cops door near river.
    Added small switchable bridge in heating room.
    Added Watch Room with MG Nest
    Ble ble ble...

    Big Thanks going to : Brewskie for Great Work and Support !
    See http://tank.rtcwnews.com/index.php

    3 downloads

       (0 reviews)

    0 comments

    Submitted

  21. 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

       (0 reviews)

    0 comments

    Submitted

  22. etl braundorf - etl_braundorf_v1.pk3 and waypoints 0.9

    PLEASE NOTE THIS MAP DOES NOT WORK ON TERRITORY ENEMY JUST WORKS ON ETLEGACY.
     
    // ======================================================================
    // 'Braundorf, by Brevik'
    // November 2023
    // Cedric 'kemon' Easton
    // http://www.etlegacy.com
    // http://www.github.com/realkemon
    // ======================================================================
    This map is an overhaul of the original Braundorf map from ET created by Brevik.
    As part of the ET: Legacy asset creation effort certain maps are being overhauled.
    Those maps have been selected for their stable gameplay, even in a competitive environment.
    // AXIS
    Primary Objective:        Prevent the Allies from blowing the City Gate and permanently capturing the Factory District.
    Primary Objective:        Prevent the Allies from destroying the Bunker Controls and winning the battle.
    Secondary Objective:    Prevent the Allies from blowing the Castle Gate and gaining another route to the Bunker Controls.
    Secondary Objective:    Prevent the Allies from capturing the Factory District spawn point.
    Secondary Objective:    Build the Command Post for faster charge times.
    Secondary Objective:    Build and defend the Rear Entrance to the bunker.

    // ALLIES
    Primary Objective:        Destroy the City Gate and permanently capture the Factory District.
    Primary Objective:        Destroy the Bunker Controls to win the battle.
    Primary Objective:        Destroy the Castle Gate to gain another route to the Bunker Controls.
    Primary Objective:        Capture the Factory District spawn point.
    Secondary Objective:    Build the Command Post for faster charge times and a new spawn point.
    Secondary Objective:    Destroy the Rear Entrance to the bunker.
    etl_braundorf-waypoints-0.87.rar

    8 downloads

       (0 reviews)

    0 comments

    Updated

  23. etl braundorf v2 - etl_braundorf_v2.pk3 and waypoints

    works correctly with Enemy Territory
     
    // ======================================================================
    // 'Braundorf, by Brevik'
    // November 2023
    // Cedric 'kemon' Easton
    // http://www.etlegacy.com
    // http://www.github.com/realkemon
    // ======================================================================

    This map is an overhaul of the original Braundorf map from ET created by Brevik.
    As part of the ET: Legacy asset creation effort certain maps are being overhauled.
    Those maps have been selected for their stable gameplay, even in a competitive environment.
    // AXIS
    Primary Objective:        Prevent the Allies from blowing the City Gate and permanently capturing the Factory District.
    Primary Objective:        Prevent the Allies from destroying the Bunker Controls and winning the battle.
    Secondary Objective:    Prevent the Allies from blowing the Castle Gate and gaining another route to the Bunker Controls.
    Secondary Objective:    Prevent the Allies from capturing the Factory District spawn point.
    Secondary Objective:    Build the Command Post for faster charge times.
    Secondary Objective:    Build and defend the Rear Entrance to the bunker.
      // ALLIES
    Primary Objective: Destroy the City Gate and permanently capture the Factory District.
    Primary Objective: Destroy the Bunker Controls to win the battle.
    Primary Objective: Destroy the Castle Gate to gain another route to the Bunker Controls.
    Primary Objective: Capture the Factory District spawn point.
    Secondary Objective: Build the Command Post for faster charge times and a new spawn point.
    Secondary Objective: Destroy the Rear Entrance to the bunker.

    17 downloads

       (0 reviews)

    0 comments

    Submitted

  24. etl sp delivery v5 - etl_sp_delivery_v5.pk3 and waypoints

    Axis Objective Descriptions
    1 "Secondary Objective:**Prevent the Allies from destroying the East Wall!"
    2 "Secondary Objective:**Prevent the Allies from destroying the West Wall!"
    3 "Secondary Objective:**Defend the Forward Bunker!"
    4 "Secondary Objective:**Prevent the Allies from stealing any of the Gold Crates stored inside the Vault!"
    5 "Secondary Objective:**Prevent the Allies from constructing the Loading Door Controls!"
    6 "Primary Objective:**Don't let the Allies escape with the first Gold Crate!"
    7 "Primary Objective:**Don't let the Allies escape with the second Gold Crate!"
     Allied Objective Descriptions
    1 "Secondary Objective:**Destroy the East Wall!"
    2 "Secondary Objective:**Destroy the West Wall!"
    3 "Secondary Objective:**Capture the Forward Bunker!"
    4 "Secondary Objective:**Break into the Axis Vault and steal the Gold!"
    5 "Secondary Objective:**Construct the Loading Door Controls!"
    6 "Primary Objective:**Get the first Gold Crate and secure it in a Truck!"
    7 "Primary Objective:**Get the second Gold Crate and secure it in a Truck!"

    9 downloads

       (0 reviews)

    0 comments

    Submitted

  25. etl supply v14 - etl_supply_v14pk3 and waypoints

    // ======================================================================
    // '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.

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