372 files
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maccupiccu b1 - maccupiccu.pk3 and waypoints
By papywolf
Description
Axis:
"Protect the symbol" wm_mapdescription allies "Escape on truck with the two symbol"
Neutral:
Objectives
Allied objectives
1 "Escape with truck"
Axis objectives
1 "Protect the two symbol"
3 downloads
0 comments
Submitted
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ml chapel - ml_chapel.pk3 and waypoints
By papywolf
Title: Chapel
Filename: ml_chapel.pk3
Map: ml_chapel
Number of players: Map is designed for 3 vs 3. Max 8 vs 8 is
possible, but will become _very_ crowded
Timelimit: 10 Minutes
=======================================================================
France during the second world war.
German troops have discovered a hidden treasure inside of an old
french chapel. Planning on securing the gold and sending it back to the
Fuhrer, the axis have put up a camp inside of the building.
An allied bataillon managed to intercept a radio transmisson concerning
the gold, and quickly the plan to take the gold for themselves arises.
Infiltrating the chapel through a small sewer entrance they seek to
quitely take the gold and be gone without any notice, but they are
discovered and a fierce battle begins.
Objectives :
----------------
The allies have to reach the first floor, open the casket by pushing
the lid aside from the back and take the two gold crates to the sewer
exit.
The axis will do everything to prevent this.
Description: My contribution to the SplashDamage-Forum
1024³ mapping contest.
Feel free to distribute on a non profit basis
as long as this readme is provided.
The source .map file may NOT be used as base for new
maps or anything else _unless_ I am asked for
permission. It is solely provided as a means for other
people to learn.
==============================================================3 downloads
0 comments
Submitted
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Rockeyes Beta 2 - -rockeyes_b2pk3 and waypoints
By papywolf
--------------------------------------------------------------------------
README for Rock Eyes beta2
made by zedd 29/06/2008
--------------------------------------------------------------------------
* General Information
This is my first map on Enemy Territory. I've made a map for Quake 3
several years ago, not released, based on a custom map from HalfLife
(called Darn). Making this map was interesting and a great learning time
(damn T-junction bug by the way ). I hope it will be good to play
For bugs, comments, ... send a mail at zedd.mapping@free.fr
and visit http://zedd.mapping.free.fr
* Technical Information
Near 9000 brushes, 1000 entities, hand made terrain.
A few custom textures, most of them are modified ones from the game.
First ideas for the map on 08/2007, first brushes on 12/2007,
first playable beta on 04/2008 (sooooo long ), 2nd beta on 06/2008.
Compile time : ~1 min meta, ~20 min vis, ~1h light (fast samples2 filter bounce8)
Compile machine : Athlon XP 2800+, 1Go RAM
* Changelog
25/04/2008 : beta 1, first release.
29/06/2008 : beta 2, second release.
. map size reduced on second part
. new paths from bottom base to ramp and from main base to north radar
. spawn at main base is only at one side of base
. more cover
. lots of clips added
. some aesthetic work
. ramp is now single stage
. main gate use less tois
. fixed spawn times (30s allies / 20s axis)
. ambiant sounds (sound script was missing on b1)
. etpro commandmap shader provided in a separate pk3
* Known bugs
You can get crushed by truck and the materials behind (need bigger clips ??)
* Thanks
Splash Damage - for the game and forums
Chruker - for his site http://games.chruker.dk
Tram Design - for the site http://tramdesign.planetwolfenstein.gamespy.com
2bit - for the site http://www.pythononline.co.uk/et
Hirntot Community - these guys simply rock -> http://www.hirntot.org
3 downloads
0 comments
Submitted
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fa italy b1 - fa_italy_b1.pk3 and waypoints
By papywolf
fa_italy_b1 Remake by =F|A=Smiley.
Big thanks to:
Prof. Tony
Vindstot
Lightray
B1 Changes:
- More roof access.
- 2nd entrance to flag courtyard.
- CP has been moved to avoid fall damage when leaving old CP spawn area.
- Axis spawn completely changed.
- Supply cabinets added at exit of Axis Spawn.
- Fences removed.
- New pathway from axis spawn to tower.
- 2nd hole will open when destroying tower wall.
- Flag courtyard cleaned up.
- Changed appartements.
- Secret room is now easily accessible.
- Removed a lot of clutter for more smooth gameplay.
3 downloads
0 comments
Submitted
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door - door.pk3 and waypoints
By papywolf
-------------------------------------------------
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 comments
Submitted
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etl warbell v2 - etl_warbell_v2.pk3 and waypoints
By papywolf
Info : If you have installed etl_warbell_v1 do not forget to delete the script file to play with v2 otherwise it blocks the sacrifices .
Warbell, by McNite'
November 2022
Cedric 'kemon' Easton
http://www.etlegacy.com
http://www.github.com/realkemon
This map is an overhaul of the original Warbell map from ET created by McNite.
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-----
to original:
• Changed secret room dynamite objective in the Guardhouse to a generator dynamite objective that reveals a passage to the room behind.
• Guardhouse doors now open after generator is destroyed not after the lower gate is destroyed.
-> Flag secure is still tied to the lower gate.
• Added Voice Operator announcements.
• Extended sacrifice lightning to outside of the church roof for a near-global status indicator.
• Cleaned and stream-lined the entire playable area for faster and smoother movement.
// AXIS
Dynamite the Guardhouse gate.
Destroy the Generator.
Seize the 'Book of Death' holding ritual instructions.
Place the 'Book of Death' on the Altar to enable the summoning ritual.
Repair the mechanism of the ancient 'Warbell'.
Toll the 'Warbell' to awaken Heinrich and sacrifice yourself in the light.
Dynamite the Abbey Main Gate to gain access.
Establish a Command Post.
// ALLIES
Defend the Guardhouse Gate.
Defend the Generator.
Don't let them take the 'Book of Death'.
Prevent them from placing the 'Book of Death' on the Altar.
Keep the mechanism of the ancient 'Warbell' disabled.
Stop them from activating the 'Warbell'. Prevent mortal sacrifices to Heinrich at all cost.
Defend the Abbey Main Gate.
Stop them from establishing a Command Post.
http://www.etlegacy.com
http://www.github.com/realkemon
This map is an overhaul of the original Warbell map from ET created by McNite.
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-----
v2:
• Added Axis' sacrifices as a map objective in the limbo menu. Thank you u!ps for reporting.
• Lowered castle window decals looking like an Allied player on the roof from a distance. Thank you Aciz for reporting.
• Darkened the river and waterfall texture for better integration into the atmosphere. Thank you u!ps for reporting.
• Fixed tolling the Warbell being possible multiple times resetting the sacrifice routine. Thank you TeamMuppet for playtesting.
• Fixed tolling the Warbell being possible as Allied......that's just not smart.
• Removed flying brush at tunnel entrance. Thank you Exagone for reporting.
• Added vegetation to the cliff side of the castle. Thank you Exagone for reporting.
• Added generator door to the back secret room entrance. Thank you Exagone for reporting.
• Added background music for more ambience. Thank you u!ps for reporting.
• Implemented ambience change to a more occult/evil atmosphere once the Book is delivered to the Altar. Thank you u!ps and Dmxj for reporting.
• Implemented a teleport death sequence for jumping off the cliff and sacrificing oneself for more ambience. Thank you Firefly for indirect inspiration and resources.
• Fixed river having dark edges when extending above the river bank.
• Changed Heinrich's voice lines from voice operator to localised speaker broadcasting in the castle church. Thank you Aciz for reporting.
• Swapped 2nd and 3rd sacrifice lightning positions to be consistent with the original map. Thank you u!ps for reporting.
• Fixed 'Book of Death' command-map icon not disappearing after being delivered. Thank you Aciz for reporting.
• Removed Axis CP auto-spawn rendering the cave system unused. Behaves like the original now. Thank you Aciz for reporting.
• Changed the Axis-only CP to a Neutral Command Post to be consistent with the original. Thank you Aciz for reporting.
• Made generator doors in the guardhouse functional for Allied to be consistent with the original. Thank you Mateos for reporting.
• Changed sacrifice lightning idle sound from electric to occult. Thank you u!ps for reporting.
• Added more ambient sounds for a more immersive atmosphere. Thank you u!ps and Dmxj for reporting.
• Implemented a few hidden sound triggers to world props to enable sound easter-eggs (original Warbell had some). Thank you Vice86 for reporting.
• Fixed planting landmines not possible on grass patches inside the castle. Thank you Rohambili for reporting.
// OPTIONAL MAP-SCRIPT SETTINGS
• Added optional health and ammo cabinets to the Axis CP. Enabled by default. Thank you c0rnn for reporting.
• Added optional rope constructible to access the church roof from below. Intended to provide an alternative to Exagone's report for double-jump access to that roof.
• Added optional blocking of the room next to the bell mechanism to prevent the defenders from setting up tents and roasting marshmallows. Thank you c0rnn for reporting.
• Added optional sacrifice mechanism where Axis need to 'steal' Heinrich's armor pieces from the castle church along with a sacrificial dagger. Only a player holding those items can sacrifice themselves. This is intended to make defending a bit easier as firepower can be focussed on one player rather than 10 yeeting themselves into the light at once. Thank you u!ps for reporting.
v1 (to original):
• Changed secret room dynamite objective in the Guardhouse to a generator dynamite objective that reveals a passage to the room behind.
• Guardhouse doors now open after generator is destroyed not after the lower gate is destroyed.
-> Flag secure is still tied to the lower gate.
• Added Voice Operator announcements.
• Extended sacrifice lightning to outside of the church roof for a near-global status indicator.
• Cleaned and stream-lined the entire playable area for faster and smoother movement.
• Changed the terrain near the garden gate to prevent players frequently being flung to death.
3 downloads
0 comments
Updated
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0 comments
Submitted
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apennines b2 - apennines_b2.pk3 and waypoints
By papywolf
Description:
(the readme file)
******
Apennines Research
By: Jacques "Mlehliw" Kvam
******
Changes from Beta 1
------------
1. No more spawn bugs! Yay
2. Fixed that damned terrain. It shoots up snow and lets you lay landmines.
3. A little brushwork here and there.
Story
------------
1944. In the Apennines Mountains, located in central Italy, the axis have construced a remote secret research laboratory. Through covert operations allied forces have gotten wind of this operation. They have inserted troops in the immediate vicinity of the facility. Carnage ensues.
Installation
------------
Extract the pk3 out of the zip file, put the pk3 into your etmain folder.
File Info
------------
This is a beta map of Apennines Research
It will only work with Enemy Territory
Build Time: Approximately 1 month
Compile Time: About an hour
Other Readme Crap
------------
If you have stuff to criticize about or just want to tell me what a swell guy I am for releasing this beautiful map for your playing pleasure, email me @
jwkvam@phreaker.net
If you really want to you can visit my site http://jacques.curvedspaces.com/et.html
I don't really use or update it but you can still go there if you really want to.
Thank You's
------------
I spose I should thank some people
Splash Damage Forum People: I know I couldn't have finished my map without you guys.
Draker: For releasing that awesome collection of prefabs
All the people who gave great feedback to me.3 downloads
0 comments
Submitted
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midnight b3 - midnight_b3.pk3 and waypoints
By papywolf
About This File
Author: Chris Turner
Email: turnerc03(AT)hotmail.com
Map name: Midnight
Map version: Beta 3
***MAP INFO***
The Allies are attempting to take out
a strategic Axis outpost on the North
German coast that has thus far prevented
all bombing raids from the North.
***OBJECTIVES***
Allies:
* Capture the forward spawn from the Axis.
* Dynamite the main entrance.
* Construct the bridge to gain access to the side entrance.
* Stop Axis engineers from building the command post.
* Destroy the West Anti-Aircraft Gun using the explosive charges.
* Destroy the East Anti-Aircraft Gun using the explosive charges.
Axis:
* Defend the forward spawn from invading Allied forces.
* Prevent the Allies from destroying the main entrance.
* Defend the side entrance from Allied engineers.
* Stop Allied engineers from building the command post.
* Defend the West Anti-Aircraft Gun.
* Defend the East Anti-Aircraft Gun.
3 downloads
0 comments
Submitted
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D tour - D_tour.pk3 and waypoints
By papywolf
Description:
(the readme file)
This is a fragmap made by Macchute aka oVe.
Filesize: 4.5MB
Time: Night
Bspname: Tour
Version: b1.0
temasize: 2v2 - 4v4
FPSratio: avarage
Release date: 2015/03/08
Work hours: 45
Custom textures: yes
Detail level: High
contact: macchute@gmail.com
website: macchute.wordpress.com
Thanks to:
-saints&sinners gaming clan
-simonoc's for rock textures.
-RayBan for the foliage models
-Splash Damage for textures and models included in ET
additional information:
The map includes a fully working elevator and there're a couple of comic textures.
The map got no history but it was based on a unreleased map called African Radar, the map is however in Europe and the cliff and bunker shapes can easily be related to Bergen. The radiant map file is included in the pk3 and you are allowed to edit the map and take prefabs as long you give credits to: saints&sinners ET clan, Thewolfteam, and Macchute.
3 downloads
0 comments
Updated
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the well of youth beta - well_d.pk3 and waypoints
By papywolf
Description
Allied:
"We have to get a jug of the water!!!"
Axis:
"The Allies want to steal a jug of the water, you have to prevent that!"
Neutral:
"The Axis have found The Well Of Youth and the Allies have to get a jug of it to reproduce it!"
Objectives
Allied objectives
1 "Primary Objective:
Build the Bridge!"
2 "Primary Objective:
Steal a jug in the bunker to get some water!"
3 "Primary Objective:
Get the water and flee!"
Axis objectives
1 "Primary Objective:
Prevent the Allies of building the bridge!"
2 "Primary Objective:
Don't let the Allies steal the Jug!"
3 "Primary Objective:
Prevent the Allies of stealing the water!"3 downloads
0 comments
Submitted
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UJE schwarzwald b2 - UJE_schwarzwald_b2.pk3 and waypoints
By papywolf
Author: -)A(-WuTang**
About:
Lays of Schwarzwald is a custom ET map situated in the middle of nice, famous region of Blackwood (schwarzwald..)forests.
Story:
Information about advanced progress of Axis in the Rocketbomb research were true.
Allies are on a mission to ambush their Weapon factory in the middle of huge Schwarzwald forest and destroy everything whats worth.
Objectives:
Allies:
Primary Objective: Escort the Tank through the Village and destroy the Tunnel Gate.
Primary Objective: Escort the Tank through the tunnels to parmanently push Axis to the Rocket Base.
Primary Objective: Bring all four Explosion Materials to the Rocket.
Primary Objective: Build the Detonator to blow up the Rocket Base.
Primary Objective: Blow up the Rocket Base using the constructed Detonator.
Secondary Objective: Do not let Axis construct the Tank Barrier.
Secondary Objective: Construct the Command Post to take partial control over the tunnels.
Axis:
Primary Objective: Prevent Allies from completing their objective.
Secondary Objective: Construct the Tank Barrier.
Secondary Objective: Construct the Command Post.
Programs used:
GTKRadiant 1.5
Notepad++
Adobe Photoshop CC2017
Blender 2.79
MilkShape 3D
Audacity
Credits & such:
Textures: dirt_m03icmp_brown.tga - from ET:L texturepack made by Kemon.
Missing images to original ET shaders were found in custom packs..
Other than that, textures were downloaded for free, or made by me.
Websites: https://www.textures.com/
http://texturer.com/
http://mb3d.co.uk/mb3d/maxTextures_Home_-_Free_Seamless_and_Tileable_High_Res_Textures.html
Models: Rocketbomb, trees and foliage models - made by me.
Big dynamite - made by MLB guys.
Sounds: Sounds included in pk3 are made out of ET original sounds.
You can use all textures and models from this pack. Those downloaded are free, and those made by me are totally free too.
Thanks to C from UJE Clan for their tank generator.
Special thanks for help and feedback:
Kemon, Mateos, Thunder, [UJE]Niek, Ray, Loffy, Macchute, ryven, Ensiform, Aranud, Aciz, hatcher, JoNny, Old-Owl and others.
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.
This will change after map source file will be released to public.
3 downloads
0 comments
Submitted
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axis-complex a3-2 - axis-complex_a3-2.pk3 and waypoints
By papywolf
allied
"Objective:**Get Acces to the heavy defended Axis Complex, steel the secret Documents and transmit them at the Radio Room!"
axis
"Objective:**Stop the Allies from breaking into the Axis Complex and defend the Secret Documents!"
neutral "The Axis owning some secret Documents about the Enigma Decoder Machine. These Documents are heavely defended in the Black Forrest, called the Axis Complex. The Allies have to break into the Complex, steel the Decoder Manuals and transmit them to the Radio Station."
3 downloads
0 comments
Submitted
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canyon3 - canyon3.pk3 and waypoints
By papywolf
Large map
Both sides have to dynamite a vault door in the other's base, capture and secure the documents. Construct bridges for fast access to forward spawnflags. The lower route is blocked by a constructible/dynamitable Allied Dam and Axis Gate.
// Axis Objective Descriptions
1 "Primary Objective:**Dynamite the Allied Vault Door and Steal the Allied Docs."
2 "Primary Objective:**Bring the Allied Docs to the Control Room."
3 "Secondary Objective:**Capture Allied Spawn 2."
4 "Secondary Objective:**Hold the Forward Spawn."
5 "Secondary Objective:**Defend Axis Spawn 2."
6 "Primary Objective:**Defend the Axis Vault Door and Protect Docs."
7 "Primary Objective:**Prevent Allies from delivering Docs."
8 "Secondary Objective:**Build the Command Post."
// Allies Objective Descriptions
1 "Primary Objective:**Defend the Allied Vault Door and Protect Docs."
2 "Primary Objective:**Prevent Axis from delivering Docs."
3 "Secondary Objective:**Defend Allied Spawn 2."
4 "Secondary Objective:**Hold the Forward Spawn."
5 "Secondary Objective:**Capture Axis Spawn 2."
6 "Primary Objective:**Dynamite the Axis Vault Door and Steal the Axis Docs."
7 "Primary Objective:**Bring the Axis Docs to the Control Room."
8 "Secondary Objective:**Build the Command Post."3 downloads
0 comments
Submitted
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falx ctf village b2 - falx_ctf_village_b2.pk3 and waypoints
By papywolf
Basic Information
-------------------------------------------------
Map Maker: Predator and Bivif
Email Address: nvision_alex@yahoo.com
ICQ/MSN/Yahoo: nvision_alex@yahoo.com
Clan Site: http://etromania.forumotion.com
-------------------------------------------------
Map Information
-------------------------------------------------
Game: ENEMY TERRITORY
Title: FalX CTF Village
Filename: falx_ctf_village_b2.pk3
Version: beta 2
Release date: 1/09/2012
Players: Map designed for 2-8 players
Installation: Place the falx_ctf_village_b2.pk3 into your etmain folder,
select it from the multiplayer->create server menu or
bring down the console and type: map falx_ctf_village_b2
Omnibot 0.8 support added
-------------------------------------------------
Objectives
-------------------------------------------------
Capture the flag race, a supremacy race. Secure more flags than your enemy! Omnibot support included!
Allies:
Steal the enemy flag!
Defend your own flag!
Axis:
Steal the enemy flag!
Defend your own flag!
Round time: 20 minutes
Thanks Avoc for skybox
-------------------------------------------------
Testing
-------------------------------------------------
Bugs: REPORT ANY BUGS at SplashDamage forums or ym: nvision_alex@yahoo.com or etromania.forumotion.com
3 downloads
0 comments
Submitted
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madbunker reload - madbunker_reload_beta_fixed.pk3 and waypoints
By papywolf
Map Title (original) : mad.et|Bunker (Reloaded)
Map Version : beta (fixed)
Map Author : mad.et|Cambo
Game : Wolfenstein: Enemy Territory
Gametype: : Team Deathmatch
Filename : madbunker_reloaded_beta_fixed.pk3
BSP-Name : madbunker_reloaded
Map Size (suggested) : <20 Players
Release (date) : Oktober 2011
Features : Team-Deathmatch (without a mod)
Allies "Objectives"
1. Kill the enemy!
2. Stay alive!
3. See rule 1
Axis "Objectives"
1. Kill the enemy!
2. Stay alive!
3. See rule 1
Note : Support for Omnibot in process
Credits : Stealth, Zer0Cool, Quake, COD5, M|A|D Community
Distribution / Permissions
This is the First Beta of this map and may not be modified in anyway.
This file may not be commercially exploited in any way. Mapsource and
models will be released with a "final" version of this map.3 downloads
0 comments
Submitted
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Tram2 b2 - Tram2_b2.pk3 and waypoints
By papywolf
Fix texture issues with other maps
Description:
Spawntimes: 20 Allies / 30 Axis
Changes from mp_tram to Tram2:
Map is cut in half (2nd stage only)
Documents are now at the old transmitter
Transmitter is outside South-West of the Castle
Flag spawn at the Tram Tower for Allies
Lower Basement Door now grants the Allies a permanent spawn at the Northern Hut
New spiral staircase added to the Castle as a safe way to reach the transmitter outside
2023-02-24
This map is a reimagining of mp_tram for Return to Castle Wolfesntein converted into a stopwatch map all the credit goes to the original map makers
find a bug? or have a suggestion regarding the map? contact me on discord @ John_Mullins#8799
Axis Objective Descriptions
1 "Secondary Objective:**Defend the Castle Lower Door."
2 "Primary Objective:**Prevent the Allies from retrieving the Agent One Documents."
3 "Primary Objective:**Stop the Allies before they use the Radio Transmitter."
4 "Secondary Objective:**Stop the Allies from capturing the Tram Tower Flag."
Allied Objective Descriptions
1 "Secondary Objective:**Break into the Castle Lower Door."
2 "Primary Objective:**Retrieve the Agent One Documents."
3 "Primary Objective:**Send message from the Radio Transmitter."
4 "Secondary Objective:**Capture the Tram Tower Flag"3 downloads
0 comments
Updated
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grotli b1 - grotli_b1.pk3 and waypoints
By papywolf
// Mapname : Grotli
// BSPname : grotli_b1
// Released: 14.04.2023
// Version : Beta 1
//
// Map made by: o-0._.0-o
//
// Website: www.bunker4fun.com
//===================================================================================================>>>
Story:
The Allies must blast their way through the Grotli tunnel and bring the gold back home.
=======================================================
Objectives:
Allied:
Primary Objectives:
1] Destroy the main gate.
2] Escort the tank to the gold vault.
3] Destroy the tank barrier.
4] Destroy the vault door.
5] Grab the gold and bring it to the Allied base.
Secondary Objectives:
6] Once inside the Grotli tunnel, capture the forward spawn point.
7] Prevent the Axis from fortifying their position with a command post inside the Grotli tunnel.
Axis:
Primary Objectives:
1] Protect the main gate.
2] Don't let the tank go to the Axis base.
3] Don't let the Allies destroy the tank barrier.
4] Don't let the Allies destroy the vault door.
5] Protect the gold.
Secondary Objectives:
6] Don't let them use the forward spawn point inside the Grotli tunnel.
7] Set up a command post inside the Grotli tunnel.
=======================================================3 downloads
0 comments
Submitted
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1v1dm - 1v1dm.pk3 and waypoints
By papywolf
,-.
, ( {o\
{`"=,___) (`~
\ ,_.- )
jgs ~^~^~^`- ~^ ~^ '~^~^~^~
map 1v1DM Tournament Edition
Objective : kill your enemy !
Rules : Only fieldops no airstrike no fire for effects.
source Te_valhalla modified by JoOx
www.imperial-team.net
#imperial-team
3 downloads
0 comments
Submitted
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Black Ops House of Pain - bhop.pk3 and waypoints
By papywolf
Download pk3 name: bhop.pk3
Map name: BHoP.bsp
Description:
Allies and Axis just have to make as many frags as possible.
3 downloads
0 comments
Submitted
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operation azure sorrow final - operation_azure_sorrow_final.pk3 and waypoints
By papywolf
Mapname: Operation Azure Sorrow
PK3: azure_sorrow_pub_final
BSP: azure_sorrow
Version: Public - Final
Creators:
Level design & scripting: Kommandant
Assets & additional scripting: TechBoy
Omnibot: Warden
Description:
This is the official release; feel free to use it on public servers. In case you want to test it with localhost, make sure you get rid of the test version (azure_sorrorw_pub_test.pk3).
Note: This map won't get any upgrade by the creators. HD textures, seasonal themes and other additional assets are meant for the VIP version. You are allowed to edit the public version, but the creators will *not* provide any support. If there is a map related issue which affects the gameplay in general, please contact the following person:
Email: hh.gaming.et@gmail.com
Discord: Kommandant#9874
3 downloads
0 comments
Submitted
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thebook - thebook.pk3 and waypoints
By papywolf
version that works
dual map
scenario information
allieds:
Infiltrate the City and Steal the secret of Cali from the Axis!2 downloads
0 comments
Submitted
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island2 - island2.pk3 and waypoints
By papywolf
Map :island2.pk3
Website: www.srcgaming.com
e-mail: steelrat@mail.ip-only.net
IRC channel on Quakenet: srcgaming
Design based on an idea by SteelRat
Details, Command map, new textures and good ideas by Ringa
---------------------
Map Story
---------------------
I just got word that we are about to be sent on another misssion tonight, typical I was hoping to have a few days of rest at the base. Rexxor is still sleeping so I think I shall wake him up, he is one crazy trigger happy medic...
We are attacking tonight just before dark, the plan is that we should be able to conquer the island before dark. The not so funny news is that the metrologists have forcasted a very bad storm tonight, I guess that will make Cadea feel at home. Our covert op McBain have already been at the island last night and he managed to get hold of some rough outlines of it, we will use that as our commang map for this mission.
I sure hope Persan, Babe, Wrulf, Tettiz, Ratata and Husmusen will be lucky with their M1's and those grenades tonight, they will be critical if there is to be a chance for us to blow up the cannon that is one of our two objectives. I'm sure I can rely on Ringa and Henkka to remember to plant all those mines. I'm a bit concerned that some of the fighting will have to take place underground in the bunker systems, we will really need some good medic's like Cata and NoM in there close by.
We also have to steal the secret docuents from the War Room, my german sucks but they said there were signs pointing to it, something called "Befel" or something like that. Once taken we have to fight our way to one of the two radios on the island, they did not know where they were but McBain saw several antennas on the island and I hope they will guide us. I got the not so flattering task of using the mortar, some idiot in our command thought that would work great there, I am not so sure...
Now we hope that the rest of the team will be back in time for departure. Sox, Skrot, Evil, Lillebror, Azz and Krautkiller has been on the X-Dam Complex mission where they successfully destroyed the Axis X-Lab facility.
I can hear the storm coming now...faint thunders... damn, they were right about the weather.
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Objectives
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Allied Objectives:
Primary objectives:
*Destroy the Axis Cannon.
*Steal the Secret War Documents and transmit them.
Secondary Objectives:
*Destroy the Cannon Supply Doors.
*Secondary: Destroy the Radio Bunker Door (if constructed by Axis).
Axis Objectives:
Primary objectives:
*Stop Allies from destroying the Cannon.
*Stop Allies from stealing the Secret War Documents and transmitting them.
Secondary objectives:
*Construct the Radio Bunker Door.
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Installation
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Put the island.pk3 file in your \etmain directory. The mapname is island if you want to add it to any script.
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Thanks
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Thanks to everybody who has been helping with the testing and all the regular players at the SteelRat's Cage ET server.
Thanks to the Swedish Clan DEO for their support and gameplay feedback, this has been really valuable to me.
Thanks to Drakir for providing Health and Ammo Cabinet prefabs.
Thanks to Tettiz for bearing with me while I am lost in the world of GtkRadiant.
2 downloads
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Updated
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blitz final - blitz.pk3 and waypoints
By papywolf
Blitz map created by : =BO= Ganjaman. 07-dec-2009
*******************************************
********* In BETA test 1 *************
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The Allies captured a small town but the Axis base is resisting heavily.
Axis forces are ready to attack the Allies to re-capture the V1-Launch Keycard.
Allies have to defend the Keycard but can also attack and try to drown the Axis forces by blowing
up the Water Control Pipes behind the Pumphouse.
Thanks to =BO= Stealth' for the scripting assistance.
I have used several prefab brushes in this map.Thanks to :
FireFly for the V1 rocket model + accompanied textures.
Dersaidin for the keycard model .
Forresthut prefab author unknown.( download from wolfmap.de ).
Hovel also prefab author unknown.( download from wolfmap.de ).
A very nice skybox by Necrom@ncer FR.( from skybox_pack )
And I have made use of some original items from several of the original maps :
from Siwa/Oasis map a broken house/bunker, Thanks to their creator(/s).
from Goldrush map 3 houses which are now the village Thanks to their creator(/s) too.
Special Thanks to ID-software and Splash-Damage for creating Enemy Territory.
This map is only for testing final map will come soon.
contact e-mail : johnny_b27@hotmail.com.
This map was made with GTKRadiant 1.4 & 1.5 on win XP
compile pc info : AMD Phenom X4 Q9750 ( 2.4 GHz ) 4 GB ddr2 and a geforce GTX 260 with 896 MB.
2 downloads
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Submitted
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fun_fortress - and waypoints
By papywolf
[FUN] Clan Map by Marko & Svarvsven
- Map Objectives & description:
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Fortress is the biggest map I ever made & will probably remain the biggest. All objectives are fully functionnal. Axis are attacking in this map & have to repair & ecort a tank to blow an entrance in the allied base. After that, their final goal is to rob secret rocket prototype documents & transmit them form the radio station which is in the dam area
FuN Fortress - the making of:
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We'd like to thank MacBeth (http://ase.doomtech.net/forum/?act=home) and Shazman (http://www.yepteam.com) for setting up ***LadyMacBeth server with the map on it and helping us for all the testing on the map.
[FuN] Clan testing team: SvarvSven, Mazza, BrainBug, Scott, Cedox, Senecawolf, Compuwolf, nOObdak (Hordak's new nick), Shadow, DanDaily, Klaus, Fragsey... (www.clan-fun.com)
We'd also like to thank all the following guys for coming on the beta testing: Gwain, HK, YourLeftTesticle, Chris, Wakka, JimBOB, M8D DrStock, M8D Nephelim, CsC Bouncer, CsC Kobayashi, Siffer, Inc, Lowlife, Crazy-Nutter, =FF=im2weak4u, =SWAT= Kenny, Heirpie, BigBadWolf, Bomanfromkoc, 78500, pandantageul, loyolas, Dumak, carlsen, Wauyeah, Maiden, Wariorde, CriPpLe, bumeu, h3r3Sy, Alcapone, An0nYm3, F4nTA, chewawa, Daf, Kriterium, Dumak, Led, LNA_Gary, Asy, snake99, Bebar, SQLMAlfa...
2 downloads
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Submitted