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  1. etl warbell v1 - etl_warbell_v1.pk3 and waypoints + script

    this is the script to repair the bell rope.
     
    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.
      OBJECTIVE
      // 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.

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  2. etl warbell v2 - etl_warbell_v2.pk3 and waypoints

    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

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  3. etl warbell v3 - etl_warbell_v3.pk3 and waypoints

    ETL Warbell (v3)
      Description


       Pk3 file : etl_warbell_v3.pk3
       Objdata file : etl_warbell_v3.pk3\maps\etl_warbell.objdata
       Map date : 2022-11-20
       Gametypes : wolfmp wolfsw wolflms
       Raw map name : etl_warbell
       Arena file : etl_warbell_v3.pk3\scripts\etl_warbell.arena
       Date added : 2023-01-14



    Myths surrounding an ancient castle deep in the mountains are the target of the Axis' occult forces. The 'Warbell' up in the church tower, is said to summon Heinrich, the mighty Wargod.**In an attempt to strengthen their war efforts, the Axis aim to summon the dark power of Heinrich to smite the Allies to oblivion once and for all.**Map by McNite.**Overhaul by kemon.
      Axis objectives

    Objective:**Dynamite the Guardhouse gate.
    Objective:**Destroy the Generator.
    Objective:**Seize the 'Book of Death' holding ritual instructions.
    Objective:**Place the 'Book of Death' on the Altar to enable the summoning ritual.
    Objective:**Repair the mechanism of the ancient 'Warbell'.
    Objective:**Toll the 'Warbell' to awaken Heinrich.
    Objective:**Sacrifice yourself in the yellow lightning to restore Heinrichs full power.
    Objective:**Establish a Command Post.
      Allies objectives

    Objective:**Defend the Guardhouse Gate.
    Objective:**Defend the Generator.
    Objective:**Don't let them take the 'Book of Death'.
    Objective:**Prevent them from placing the 'Book of Death' on the Altar.
    Objective:**Keep the mechanism of the ancient 'Warbell' disabled.
    Objective:**Stop them from activating the 'Warbell'.
    Objective:**Prevent mortal sacrifices to Heinrich at all cost.
    Objective:**Stop them from establishing a Command Post.

    9 downloads

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  4. etl_beach_v2.pk3 and waypoints

    // ======================================================================
    // 'Beach Invasion, by Nerve Software'
    // July 2023
    // suber
    // http://www.etlegacy.com
     ======================================================================
    This map is a new conversion of the original RtCW map, mp_beach. It uses a modified version of the script created for et_beach and features the same
    objectives and basic gameplay.
    The main focus has been on improving the quality of the map with many fixes, the restoration of original assets, plus new decorations and visual
    improvements. A small number of changes have also been made to help improve the balance of the map.
    -----Changelog-----
    v2
    •    Added a timer to permanent spawn option for Allies in Forward Bunker (can be disabled via mapscript, enabled by default)
    •    Added an option to spawn each of the MG42s (can be disabled via mapscript, enabled by default)
    •    Relocated rock by Sea Wall to fix exploit
    •    Fixed "SV_SetBrushModel: NULL" error
    •    Restored original terrain geometry near roof of Forward Bunker
    •    New terrain texturing with improved dotproduct2 blending
    •    Reduced size of radio objective trigger box
    •    Modified terrain by South Bunker to allow Allies to bypass ladder via hillside
    •    New rock terrain texture and matching rock model texture
    •    Added new Allied Supply Bunker spawn, enabled by building CP (can be disabled via mapscript, enabled by default)
    •    Modified Axis Barracks spawn, enabled by building CP (Can be disabled via mapscript, enabled by deault)
    •    Rearranged Axis Main Bunker spawnpoint layout
    •    Fixed misnumbered Axis spawnpoint ID
    •    Renumbered various spawnpoint IDs
    •    Rearranged order of "team_WOLF_objective" entities to assign spawn location numbers sequentially (1 to 6)
    •    New spawnpoint layout reference images
    •    New sky shader with a moon and world lighting improvements
    •    Reworked interior and exterior lighting
    •    Added new searchlights and AA guns
    •    Added new grass foliage
    •    Added more rocks and bushes
    •    Added more props and decorations in various rooms within the bunkers
    •    Fixed texturing of barbed wire on Sea Wall
    •    Added supports to barbed wire on Sea Wall
    •    Added the correct footstep sounds for grass and sand
     
    v1 (to original et_beach):
    •    Added new command map
    •    Improved Sea Wall door icon
    •    Added ammo and health cabinet map icons
    •    Added missing ammo cabinet icon
    •    Improved lighting of command post
    •    Improved lighting in trench dugout
    •    Added new wall light on upper south level of the bunker
    •    Fixed issue with players being killed by clipping the command post while constructing
    •    Fixed Allied objective status for capturing Forward Bunker
    •    Added all objectives to limbo menu
    •    Spelling and grammar corrections
    •    Fixed all objective limbo cameras
    •    Added missing mortar sound effects
    •    Added new VO announcements
    •    Removed duplicate UI pop-up announcements
    •    Altered bot .gm file to match new UI pop-up announcements
    •    New sky
    •    Restored original terrain textures
    •    Restored original sea textures and animation
    •    Added rocks and vegetation
    •    Fixed missing radar dish
    •    Added Pak 40 gun emplacements
    •    Added many additional props throughout the map
    •    Minor adjustments to trench geometry and texture alignment
    •    New trench wood texture
    •    Minor adjustments to trench dugout geometry
    •    Fixed Allied side spawn
    •    Increased number of spawn points
    •    Adjusted spawn point locations
    •    Removed upper level MG42 to improve team balancing
    •    Minor adjustments to forward bunker terrain geometry
    •    Expanded interior space of forward bunker
    •    Added a ladder and hatch to the forward bunker (can be disabled via mapscript, enabled by default)
    •    Added a separate spawn location for Axis in barracks (can be disabled via mapscript, enabled by default)
    •    Added a permanent spawn option for Allies in Forward Bunker (can be enabled via mapscript, disabled by default)
    •    Fixed triggering of alarm sound
    •    Fixed various texture alignment issues
    •    Made wall boards, light switches and light mounts non-solid to prevent obstruction of player movement
    •    Fixed invisible back sides of lights mounted on antenna
    •    Added metal shutters to windows in the main bunker (can be enabled via mapscript, disabled by default)

    -----Credits-----
    - Original script: SEKoner
    - Searchlight model: FireFly
    - Stained paper textures: Majcher Arcana, https://majcher.itch.io/tea-stained-paper-textures
    - Technical drawings: https://drawingdatabase.com/
    - Thanks to kemon for the inspiration, guidance and feedback
    - Thanks to Mateos for improving the bot waypoints
    - Thanks to uips for feedback, suggestions and assisting with the scripting
    - Thanks to c0rnn for feedback and suggestions
    ETL Discord https://discord.gg/UBAZFys

    -----Distribution-----
    All included files may be freely shared and modified.
    All original files remain property of Nerve Software LLC and SplashDamage Ltd.
    Copyright © 2002 Nerve Software LLC, © 2003 SplashDamage Ltd. and © Activision Publishing inc. All rights reserved.
     

    10 downloads

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  5. exodus a4b - exodus_a4b.pk3 and waypoints

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    { { Basic Information } }
    {~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~}
    { Author : Grzegorz "mlyn3k" Janicki }
    { E-mail & MSN : mlyn3k@poczta.fm }
    { GG : 1628139 }

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
    { Instalation
    {~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~}
    {Just put exodus_a4b.pk3 to your etmain folder. }
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Map Information
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    { Game : Wolfenstein: Enemy Territory }
    { Title : Exodus (Alpha 4) }
    { Filename : exdous_a4b.pk3 }
    { Bsp-name : exodus_a4b }
    { Release date : 2006-12-15 }
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    { Decription : I fought with this map in Radiant to win more fps (there is no }
    { fog f.e.). The map don't look so good like last alpha 3 }
    { version but amount of fps is more important than that.. Sad }

    { It is a spring of 1945. The end of war is soon. Germans must }
    { withdraw their forces from cities- Russians are }
    { counterattacking. }
    { The Axis still need radio communications network so they must }
    { defend the Radio Transmitter. }
    { The Allies will have to reclaim the city and steal Parts of }
    { the Radio Transmitter located at higgest building in town: }
      Objectives : Axis-
    {1 Don't let the Allies get The Flag! You must hold }
    { this point of the city until reinforcements arrive! }
    { 2. Guard the Getto Wall! Don't let the Allies to blow }
    { it up with dynamite! If they do that- the city will }
    { be lost! }
    { 3. Prevent the Allies from destroying The Church Doors! }
    { They can't take their hands to Radio Transmitter! }
    { 4. Guard The Tower's Secret Entrance! Even a satchel }
    { charge can destroy the seal! }
    { 5. Don't let the Allies to steal The Radio Parts from }
    { the church! If they do that the whole battle will }
    { be lost! }
    { 6. Build The Command Post! }
    { 7. Mind the weak wall. The Allies can blow it up! }
    { 8. The Allies will be able to escape using The Sacristy }
    { Window if they destroy it's bars! }
      Objectives Allies-
    {1. Capture The Flag and hold this part of The City! }
    { From this place it will be much more easy to get }
    { to The Church. }
    { 2. Blow up The Getto Wall! If you do that The City }
    { will be yours! }
    { 3. Destroy The Church Doors and get inside. }
    { 4. Find and blow up The Tower's Secret Entrance to }
    { The Church! You can use a satchel charge to break }
    { the seal. }
    { 5. Steal The Radio Transmitter Parts and take them to }
    { The Command Post! }
    { 6. Build The Command Post! }
    { 7. You will be able to use this alternative entrance }
    { if you blow up the weak wall. }
    { 8. Destroy The Sacristy Window bars and use new }
    { escape way! }

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  6. fa 2tanks b1 - fa_2tanks_b1.pk3 and waypoints

    Title =F|A= 2tanks
    File name fa_2tanks_b1.pk3
    BSP name fa_2tanks_b1
    Version b1 (Created April 2018)
    Remake by =F|A=Smiley (www.fearless-assassins.com)



    Description Both teams have the same objective:
    Get your tank to the Fuel Dump before the enemy gets his there

    In this version there are no fuel cans to be delivered.

    If the time limit expires the winning team is the one which has made the most
    progress with their tank.



    Game features The ambulance truck dispenses first aid when it stops by the rail track. Once a
    tank starts moving the ambulance will return to the Fuel Dump and stay there. At this
    time it becomes possible to build the tank barriers, which are located just outside
    the Fuel Dump.

    Don't enter the rooftop V-1 launch hangar, the residual fumes are poisonous.

    If your team has at least one Command Post built, it enables fire support
    from your tank: that is, your tank may fire at enemy troops in its path while
    on the move. The tank will try to avoid inflicting casualties on friendly troops
    but this cannot be guaranteed.

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  7. fa bremen remake - fa_bremen_remake.pk3 and waypoints

    Prévisualisation Remake by =F|A=Smiley.

    ~~~www.fearless-assassins.com~~~

    =======================================================
    Special Thanks To
    =======================================================

    CheepHeep
    Buckwild
    Shana
    Daredevil
    Vindstot
    Kiba
    Hipkat
    Masa
    Macchute
    Niek
    Wutangh
    Mateos
    Kemon

    =======================================================
    Change Log (b1)
    =======================================================

    Major Changes:

    - Added extra exit out of 1st Axis Spawn to reduce blocking.
    - Made building South of 1st Axis Spawn accessible.
    - Made balcony East of 1st Axis Spawn easily accessible with small corridor.
    - Made house accessible to help both allied in first stage and axis in last stage.
    - With that, I made exit out of house easier.
    - Added area to help axis during last stage.
    - Added room with ladder to first floor in house opposite to CP room.
    - Extended house opposite to CP room to come out next to keyroom.
    - Added room West to CP room.
    - Made stairs wider and created hole.
    - Added second door frame to CP again for less blocking. Also made North Western door frame wider.
    - Made courtyard easier to go about.
    - Re-did lower level of house North East of keyroom.
    - Lightened up corridor East to Truck and removed weird shape of it.
    - Removed gate South to Truck and added back alley that comes out in Axis 2nd Spawn.
    - Made truck room more balanced.
    - Added stairs all around keyroom to create a "more open feel".

    Minor Changes:

    - Removed clip from rooftop of middle house.
    - Removed hole from floor of middle house.
    - Added low wall to second floor middle house.
    - Raised wall looking over garage a bit in middle house.
    - Made balconies accessible.
    - Added Wooden Cover to arch.
    - Removed useless background effects for improved performance.
    - Replaced some spawns for both allied and axis.
    - Added clipping to stairs and unregular surfaces.
    - Added window to crossover above Main Gate.
    - Lowered table and moved rubbel for statisfying jump.
    - Moved wall a bit next to stair CP room.
    - Re-textured roofs, doors and some walls.
    - Lowered wall in hole to generator to not get stuck.
    - Removed useless clutter in keyroom.
    - Moved 1st Truck Barrier a bit.
    - Removed door in Western Wall of truck room.
    - Smoothened truck route.
    - Added small detail.
    - Caulked invisible faces of brushes for better performance.
    - Made door under bridge team door for axis.
    - Removed useless entities for better performance.
    - Re-textured CP room.
    - Changed loading picture.


    =======================================================
    Change Log (b2)
    =======================================================

    Major Changes:

    - Added corridor connection house North East of keyroom to corridor East of truckroom.
    - Bot waypoints added.

    Minor Changes:

    - Small bug fixes.
    - Changed clipping.
    - Added extra clipping to irregular surfaces.
    - Moved box in garage a tiny bit.
    - Tweaked mine spots all around the map.
    - Fixed texture load errors.
    - Readme file added.

    =======================================================
    Change Log (b3)
    =======================================================

    - BSP name changed to more fitting one.
    - F|A touch given.
    - Barrels replaced with better looking ones.
    - 2 doors changed to teamdoors.
    - More optimizing
    - Changed ledge to fence.
    - Made window at MG42 smaller.
    - Door removed at new corridor.
    - Construction materials at 2nd truck barrier moved to other side of road.
    - Other small changes.

    3 downloads

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  8. fa goldrush b1 - fa_goldrush_b1.pk3 and waypoints

    Big thanks to:

    Vindstot
    Leatherface
    Cito
    Patrick
    Cheepheep
    Achilles
    Destiny

    Changes:

    - Added side door to tank compound so it's harder for allies to flank. Side door can be opened by covert ops or by constructing the Southern CP.
    - Changed lightning to a more "warm" feel, with that I changed skybox.
    - Moved 2nd Truck Barrier, 2nd Tank Barrier and 1st Tank Barrier's construction materials to give axis more cover.
    - Made tunnel connecting supply cabinets at Long to 3rd Arch Way.
    - Changed balcony completely. Big tower removed. South CP moved on top of new balcony area.
    - Bank Courtyard completely overhauled. More cover, more roof access etc.
    - Axis 2nd spawn roof changed, (compared to GALS it's easier to get to roof now.)
    - Added another exit out of Axis 2nd spawn to cool down on blocking.
    - Gold in Bank moved forward.
    - Added another entrance into Bank for allies to attack.
    - West of Bank Courtyard I opened up a house, again to help allies capture gold.
    - *Lots* of clipping removed, I'd say +50%. This gives a way more open feel for the player and more spots are accessible.
    - Entities 2720 -> 1702
    - MG near old 2nd Truck Barrier removed. Same goes to the one near 2nd Tank Barrier.
    - Supply cabs in axis spawn moved to back alley near Bank.

    2 downloads

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  9. fa goldrush b2 - fa_goldrush_b2.pk3 and waypoints

    B2 Changelog

    Truck starting position changed.
    CP position changed to back of bank. When built by axis, they gain healing and supply station next to the CP. When built by axis Tank Depot's Side Door gets removed.
    Inside of Bank has completely been changed to combat camping around the corners.
    2nd Tank Barrier's buildable has changed position to grant more cover to Axis engineers.
    Map has been made a little bit less orange, to ease on the eyes a bit.
    Side Wall to Bank has been added.
    Minor texture changes.
    More changes.

    bspname: fa_goldrush_b2

    Map by =F|A=Smiley.

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  10. fa italy b1 - fa_italy_b1.pk3 and waypoints

    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

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  11. fa italy b3 - fa_italy_b3.pk3 + fa_italy_b3_fixed and waypoints

    B3 Changelog

    Completely removed fog from map.
    Improved performance.
    Fixed some lights.
    Overall brightness of map increased slightly.
    Fixed cause of crash.

    bspname: fa_italy_b3

    Map by =F|A=Smiley. & =F|A=C!t0

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  12. fa oasis b3 - fa_oasis_b3.pk3 and waypoints

    // Axis Objective Descriptions

    1     "Primary Objective:**Protect the North Pak 75mm Gun in the Axis Garrison."

    2     "Primary Objective:**Protect the South Pak 75mm Gun in the Axis Garrison."

    3     "Primary Objective:**Defend the Old City Wall from being breached."

    4     "Secondary Objective:**Defend the Old City."

    5     "Secondary Objective:**Keep the Caves between the Oasis and the Old City flooded by preventing the repair of the Oasis Water Pump."

    6     "Secondary Objective:**Keep the Caves between the Old City and the Axis Garrison flooded by preventing the repair of the Old City Water Pump."

    7     "Secondary Objective:**Prevent the Allies from establishing a Command Post at the Oasis."

    8     "Secondary Objective:**Set up a Command Post inside the Upper Garrison."
      // Allied Objective Descriptions

    1 "Primary Objective:**Destroy the North Pak 75mm Gun in the Axis Garrison."

    2 "Primary Objective:**Destroy the South Pak 75mm Gun in the Axis Garrison."

    3 "Primary Objective:**Breach the Old City Wall."

    4 "Secondary Objective:**Capture the Old City."

    5 "Secondary Objective:**Repair the Oasis Water Pump and drain the water out of the Caves leading to the Old City."

    6 "Secondary Objective:**Repair the Old City Water Pump and drain the water out of the Caves leading to the Axis Garrison."

    7 "Secondary Objective:**Establish a forward Command Post at the Oasis."

    8 "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post in the Upper Garrison."

    B1

    - Changed lighting.
    - Changed skybox.
    - Retextured garrison.
    - Retextured various brushes.
    - Added tons of clipping to smoothen movement.
    - Closed hole in wooden floor.
    - Added wooden planks for easier access near patched up wooden floor.
    - Removed wall West of flag to minimize blocking.
    - Removed various entities.
    - Added side gate at last stage.
    - Removed MG near flag.
    - Removed MG at garrison.
    - Moved boxes around near flag.
    - Removed and adjusted numerous brushes to smoothen movement.
    - Smoothened terrain when comming out of cave.
    - Fixed weapon clips for canopies.
    - Raised floor of cave to stop water from hindering movement.
    - Changed spawn positions Axis Garrison.
    - Added forward spawn for allies connected to CP.
    - Removed various clip brushes to allow access to new spots.
    - Added an Allied Cave Entrance spawn to allow faster route through caves.
    - Moved first Allied spawn closer to "the action".
    - Opened up room near new Axis Garrison spawn with health and ammo cabinets.
    - Added hatch under turret arches.
    - Added boxes to make window in little room next to City Wall useable.
    - Added ropes to climb to new area near first allied spawn.

    B3

    - Fixed gap between 2 brushes near cave exit. (Ty, @EL)
    - Adjusted a brush that made outside of cave visible.
    - Adjusted some clip brushes on top of room adjacant to Old City Wall.
    - Further optimization.
    - Fixed texture alignment.
    - Trickplant on both of the AT Guns have now been fixed.
    - Widened doors at Forward CP.
    - Tightened up weapon clips around trees. (Ty, @Swix)
    - Textured piece of a wall that hadn't been textured.
    - Added a constructible Side Fence after the Side Gate is destroyed.
    - Added voice queues to objectives.
    - Replaced barrel models with better looking ones.
    - More detailing.
    - Updated command map to show new buildings / routes.
    - Changed angle of a wall near first CP.
    - Other minor changes.


    Thank you,

    @Kemon - Helping with various map related questions I had.
    @Dynasty - Giving input on retexturing garrison.
    @Cheep - Moral Support, giving input on lighting and many other things.

    Many others helping with playtesting the maps!

    COMPILE OPTIONS:

    -meta -mv 1024 -mi 6144 "
    -vis -saveprt
    -light -fast -samples 2 -filter -exposure 200 -gamma .8 -bounce 8 -external -lightmapsize 256

    3 downloads

       (0 reviews)

    0 comments

    Submitted

  13. fabase - fabase.pk3 and waypoints

    Name of the file: fabase.pk3
    Objective: doc run
    Allied spawn time: 14
    Axis spawn time 18
    Number of spawns: 3
    Number of spawnpoints for each team in each spawn: 16

    CREDITS:
    Deathbringer: creator of the map
    thunder_13th: fixed the terrain shader and the spawn switch
    =F|A=Antichrist: came up with the idea for the main objective, creator of the map story (the thing that shows up when the map loads)
    Antichrist's girlfriend: creator of the command map

    allied "Destroy the Depot Gates!**Steal and secure Antichrist's Midget Chicken and Shemale Donkey PORN, so JayC can watch it tonight!"

    axis "Don't let them destroy the Depot Gates!**Protect Antichrist's Midget Chicken and Shemale Donkey PORN from the Allies!"
     

    2 downloads

       (0 reviews)

    0 comments

    Submitted

  14. falkenstein b3 - falkenstein_b3.pk3 and waypoints

    Description:
    (the readme file)

    map:falkenstein
    version:second beta
    date: 27.09.2010

    email:schwapschwip@web.de by orange

      description:

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

    -timelimit: 20 minutes

      objectives:

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


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

    2 downloads

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    0 comments

    Submitted

  15. falx ctf village b2 - falx_ctf_village_b2.pk3 and waypoints

    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

    Decription: Capture the flag race, a supremacy race. Secure more flags than your enemy!"

    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

      -------------------------------------------------
    Objectives
    ------------------------------------------------
    Allies:
    Steal the enemy flag!
    Defend your own flag!
      Axis:

    Steal the enemy flag!
    Defend your own flag!

    Round time: 20 minutes

    -------------------------------------------------
    Testing
    -------------------------------------------------

    Bugs: REPORT ANY BUGS at SplashDamage forums or ym: nvision_alex@yahoo.com or etromania.forumotion.com

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

    1 download

       (0 reviews)

    0 comments

    Submitted

  16. falx ctf village b2 - falx_ctf_village_b2.pk3 and waypoints

    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 reviews)

    0 comments

    Submitted

  17. Fasthold sp1 - Fasthold_sp1.pk3 and waypoints

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

    This is a learning map.

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

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

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

    Map Site web servers Authorized to host this map:

    www.etmaps.de
    www.wolfmap.de

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

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

    www.wolfenstein-city.de

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

    4 downloads

       (0 reviews)

    0 comments

    Submitted

  18. fayum b1 - fayum_b1.pk3 and waypoints

    no information on the map

    3 downloads

       (0 reviews)

    0 comments

    Submitted

  19. ffm b1frankfurt - ffm_b1.pk3 and waypoints

    a big thank you to SENTENZA for the map and the waypoints files
      ==============================================================================
    Map Information
    ==============================================================================
    title:          FFM - Frankfurt
    file:           ffm_b1.pk3
    author:         FFM*Sentenza
    co-author:      FFM*r0rK
    email address:  hansstoffeln@googlemail.com
    discord:        Krischan#3949

    release date:   not yet (testing stage)
    editor:         NETradiant 1.5.0, Netradiant Custom 1.5.0n
    tools used:     Photoshop 2020, Audacity, Presonus Studio One, Notepad++
                   Blender, Ultimate Unwrap 3D, Substance Painter, XNview
    ETCC Command Map Tool, Q3 Model Tool, MD3compile
    build time:     started in 2005 with many breaks of many years in between
    compile time:   10 mins on a i7-9700K@8x3,6GHz

    ==============================================================================
    Assets with a known license
    ==============================================================================
    * American vehicle Models (Jeep, Halftrack) by detoni (detoeni.uk)
     License: You may use this file providing it's not for profit.
     Source: unknown

    * Church Bench, Pew and Pulpit Models by http://www.blackrayne.net
     License: You can use it freely in any games as long as you include a
              note indicating you got it from me
     Source:  unknown

    * Coffin by Tamara "Ophelia" Crossley (mreff@javanet.com)
     License: Include authors name and email address in the credits for there work
     Source:  unknown
    ==============================================================================
    Assets by FFM*SENTENZA
    ==============================================================================
    All Models in the "mapobjects/ffm/" folder are created by FFM*SENTENZA. Most
    of the textures are created by FFM*SENTENZA, but some are reworked from many
    different sources I can't remember.

    License: https://creativecommons.org/licenses/by-nc/4.0/
    ==============================================================================
    Map Trivia
    ==============================================================================
    - started in 2005, after a real visit to the old city of Frankfurt, Germany
    - the club is actually a hommage to a famous club at Frankfurt Airport
    - the "radio poster" is a hommage to a famous local techno radio show
    - the crypt is a hommage to our second clan [AwB] Attawaybaby
    - the industrial complex "produces" real local food and beverages
    - the old city is a condensed version of the old city of Frankfurt
    - the bridges, the Roemer Townhall and the Cathedral are at their correct
    position like in reality
    - the Roemer Townhall is quite realistic, also the buildings opposite to it
    - the bunker is fictious

    ==============================================================================
    FFM Map Credits
    ==============================================================================
    We've created a lot of assets, but sometimes we've chosen to use ready assets
    from other people. We wish to thank you for your work in this file and respect
    your work. If you read this and want to use assets from our map in your own
    work, please respect the other artists work and license, too like we did.

    VERSION: beta1 V1.000 Dec 28 2021

    9 downloads

       (0 reviews)

    0 comments

    Submitted

  20. Fidel's Footy Return - ffr_final.pk3 and waypoints

    **********
    1] The Map ffr_final
    **********
    Mapname: Fidel's Footy Return
    Mapper: Fidel Castro
    Editor: GTK Radiant 1.3.8
    Q3Map: Q3Map2



    The orginal Footy Mapping Idea is "stolen" from Gerbil,
    which has mapped this Map for RTCW_MP under the name "Footy_A3".

    I've played this Map in RTCW very often, so i thougt a revival in ET would be interessting.
    I've contacted Gerbil....and he gave me his ok....to do this Map-revival.
    Thx again especially to GERBIL.

    --> Link to Gerbil:

    I hope the total different Gameplay of this map created a difference to the other ET_Maps,
    but i also know that it is not a big mapping Project like Remagen(BX), Bridge (Drakir) and so on....
    ....it was just a litte practising for my self in ET.
    ...and perhaps some players have fun with it.
     

    2 downloads

       (0 reviews)

    0 comments

    Submitted

  21. firetrail - firetrail.pk3 and waypoints

    31.08.2005

    Title: Firetrail
    File: firetrail.pk3
    Mapname: firetrail

    Revision : 1.0

    Author: DizzyDevil - DizzyDevil@my-private.com

    Game: Wolfenstein Enemy Territory
    Gamemode: Campaign allowed, Stopwatch allowed, LMS not supported

    Tools: GtkRadiant 1.5.0-ET, Q3map2 2.5.7, Photoshop 6.0, Nero Wave Editor
    Build time: 2 Month off an on (max. 12 hours per Week)
    compile time: 2 minute 45 Seconds
    compile maschine : AMD AthlonXP 2400 , 1 Gb Ram

    Thanks to: my Wife :-0)
    Activision for the best free game
    www.level-designer.de
    Rikard "Drakir" Lindgren - http://www.drakir.tk (some textures/prefabs)

    Sorry for: -the less Brightness
    -the standard Trace/Command Map

     
    Objectives
      Axis:
    "Primary Objective:**Defend the Depot Pumpstation."
    "Primary Objective:**Defend the main Entrance."
    "Secondary Objective:**Defend the Forward Bunker."
    "Secondary Objective:**Defend them from repairing the side Door so they close them forever."
    "Secondary Objective:**Construct a 2 Stage Barbwire."
    "Secondary Objective:**Stop the Allies from constructing a Command Post."
    "Secondary Objective:**Build your Command Post for improved charge times."

      Allies:
    "Primary Objective:**Dynamite the Depot Pumpstation."
    "Primary Objective:**Dynamite the sain Entrance."
    "Secondary Objective:**Capture the Forward Bunker."
    "Secondary Objective:**Repair side Door to close them forever."
    "Secondary Objective:**Destroy the Axis Defense Barbwire to reach the Pumpstation."
    "Secondary Objective:**Build a Command Post for faster charge times."
    "Secondary Objective:**Stop the Axis from constructing a Command Post."

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

    Copyright 2005 DizzyDevil - all rights reserved

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

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

    0 downloads

       (0 reviews)

    0 comments

    Submitted

  22. flaktower(alpha) - flaktower(alpha).pk3 and waypoints

    is the Alpha so mights crash ...

    uthor        : Jason (Conchman) Major
    Send comments to: gialsdemshugga@yahoo.com

    Please be descriptive.

    Looking for comments on:
    - Gameplay problems.
    - Team balancing issues.
    - Overall feel of the map.
    - Ideas for better gameplay possibilities.
    - Flow.
    - ANY error with texturing, clipping etc.

    Please be descriptive. And of course, please remember that this is my first map.

    Map Information


    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : FlakTower
    Filename    : flaktower(alpha).pk3
    Release date    : 2003-12-15
    Decription    : The Humboldthain Flaktower has sustained severe structural damage from an allied covert strike. While their efforts to destroy all of the flak cannons were unsuccessful, they may attack yet again to destroy the two that remain. The axis must hold them off until reinforcements arrive from the lower levels.

    Programs    : GTKRadiant 1.3.8, GTKRadiant 1.3.12
           : Q3map2 2.5.9, Q3map2 2.5.11

    Design and Brushwork Time     : About three days a week for about 4 months.
    Compile time    : > 1 hour 30 minutes
    Compile machine    : P4 2 Ghz, 512mb RAM

    Installation    : Place the flaktower(alpha).pk3 to your etmain folder, select it from the multiplayer->create server menu.

    Textures    : I modified some existing ET textures, created some shaders for them and included them with the pk3.
     
    Features
    -1 Buildable Escape Hatch barrier to keep out those pesky Allies
    -2 Forward Spawnpoint locations (one of which will become permanently Allied after the Security Sidewall is Breached)
    -1 Dynamite-able wall that the Axis must defend in order to keep the security doors closed (Hint: There are shortcuts that are not marked on the map.)
    -1 Security (Panic) Switch that opens/closes two pairs of heavy steel doors
    -1 Health Cabinet
    -1 Ammo Cabinet
    -1 Neutral Command Post that increases charge speed
    -2 Huge Flak Cannons Objectives that Axis must defend from the Allies
    -3 Axis Team Door
    -1 Neutral Team Door

    -----------
    Advise to any would-be mappers who are starting from scratch
    -----------
    So you wanna map? There are a few things to remember that will help you achieve your goal of mapping greatness.

    1) Learn from others. I'm sure there are places where one can take classes in map design. However, nothing beats experience and that is what other mappers have.

    2) Get ready to read. Map editors have instructions (lots of them). Fellow mappers write tutorials (some good, some not so good) and some of them are very helpful. Not reading the instructions will cost you time in the end. It may even encourage giving up all together.

    3) Backup your files often. especially the .map file. It does not matter how careful you are, things will inevitably go wrong whether through fault or no fault of your own. I always keep a backup of the current .map file and a backup of the most recent backup. And I have had to go to previous backups many times.

    4) Backup before you do a brush cleanup. Don't try to play the tough guy. You won't EVER see me crying because of not wanting to backup

    5) If you really wanna map, play a lot of games too, that helps.

    6) Every once in a while stop and ask yourself, "Would I play on this map?"

    7) Remember, "I think I can, I think I can, I think I can."

    ----------
    Special thanks to
    -----------
    Many ppl at SD Forums for your mapping advice, tutorials, and suggestions including but not limited to (sometimes I forget, sorry):

    (Not ordered in any particular manner)
    *Nemesis: A very thourough vis/hint brush/portal/detail/structural tutorial (No longer available).
    *Ifurita: "Map Scripting 4 Newbies" tutorial and "Map In a Box" prefabs.
    *sock and djbob: Script mover door tutorial and many SD forum threads
    *ydnar: many SD forum threads, Q3map2 goodness.
    *Rikard "Drakir" Lindgren: The format for this file
    *SD: for making a great game (and for releasing goldrush.map to the public).
    *Surface Level Editing Shack: Many good tutorials.
    *bubba's arena tutorials: http://planetquake.com/bubba/tutorial.html
    *http://quake3.qeradiant.com/tutorials.shtml: pretty much ALL of their tutorials. (as far as i can tell, they are no longer available)

    ----------

    Copyright 2003 Jason (Conchman) Major all rights reserved

    I, Jason (Conchman) Major, as the creator of this pk3, assert the following about the usage of this Enemy Territory level:

    -This level may be electronically distributed only at
    NO CHARGE to the recipient in its current state, MUST include this .txt file. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR WRITTEN PERMISSION.

    -If you use this level you agree that you are using it at your own risk and will not hold the creator liable for any damages caused to your property.

    -This level may NOT be CHANGED/MODIFIED IN ANY WAY.

    2 downloads

       (0 reviews)

    0 comments

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  23. Forteresse Sado Final - forteresse_sado_final.pk3 and waypoints

    Download pk3 name: forteresse_sado_final.pk3
    Map name: forteresse_sado.bsp
     
    --------------------------------------------------------------------------
     
    Description:
    The allies have to destroy the radio and the fuel depot. Axis have to prevent this.
     
    -----------------------
    Forteresse Sado (Final)
    -----------------------
     
    The allies have to destroy the radio and the fuel depot. Axis have to prevent this.
     
     
    Changes from Beta 1:
    --------------------
    + Added missing textures
    + Added missing shaders
    + Reduced filesize
    + Translated description
    + Reworked command map

    1 download

       (0 reviews)

    0 comments

    Submitted

  24. fox2fixed - fox2.pk3 and waypoints

    About This File
    no texture problem with the new fox2fixed version
     
     
    Author        : Fox2
    Email address    : Toiletmanquestions@hotmail.com

    Made in Belgium
    Map Information

    "Allies forces have to steal a box that contains documents (Docbox). These documents have information about the locations of German Artillery Fire in France. The docbox is located in a library in the little French town called Fox. Now go to war soldier!    

    Game        : Wolfenstein: Enemy Territory
    Title        : Fox2
    Filename    : Fox2.pk3
    Release date    : 2006
    Decription    : Allies forces have to steal a docbox!
    Program        : SD Radiant 1.4.0
    uild time     : /
    Compile time    : /

    Installation    : Place the Fox2.pk3 to your etmain folder, select it from the multiplayer->create server menu or
                     bring down the console and type: map Fox2

     
    Info!
    #. This is a "FUN" map for the holidays. The map is intended to be fun playing but also at the same time being competive. So that it can be used as a war map between clans.

    Special thanks and Credits to:

    Splashdamage

    Everybody I forgot!

    Copyright 2006 Toiletman

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

    4 downloads

       (0 reviews)

    0 comments

    Submitted

  25. fragginhart final - fragginhart_final.pk3 and waypoints 0.9

    Fragginhart Canyon

    Pk3 file : fragginhart_final.pk3
    Objdata file :
    Map date : 2022-08-14
    Gametypes : wolfmp wolfsw
    Raw map name : fragginhart_final
    Arena file : fragginhart_final.pk3\scripts\fragginhart_final.arena
    Date added : 2023-05-28

    **Allies must raid Fragginhart Canyon and broadcast the documents back to Allies HQ. **Can the Axis forces hold?

    0 downloads

       (0 reviews)

    0 comments

    Updated

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