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  1. rabenhorst final - rabenhorst_final.pk3 and waypoints

    Download pk3 name: rabenhorst_final.pk3

    Map name: rabenhorst.bsp

    Author(s): von Sternschubser

     
    In a axis castle in the alps, have the Germans a secret dossier about a "German Wunderwaffe" . To break the Main door from the fortified castle, the Allies need a to fix a tank. Then they have to steal the secret dossier and send it to their HQ.
     
    STORY

    Allied:
    "Auf einem Berg in den Alpen halten die Deutschen ein geheimes Dossier ueber eine wundersame Waffe unter Verschluss. Stiehl es und sende es zum HQ!!*On top of a mountain in the Alps the Germans are shutting away a top secret dossier regarding a "Wunderwaffe" (wonderweapon). Steal it and send it to the HQ!"
    Axis:
    "Die Alliierten greifen Burg Rabenhorst an !!! Verteidige die geheimen Unterlagen!*The allies attack castle Rabenhorst!!! Defend the secret documents!"
    Neutral:
    "Die Alliierten greifen Burg Rabenhorst an, um an die geheimen Unterlagen zu kommen.*The allies attack castle Rabenhorst to get their hands on the secret documents."

    2 downloads

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    Updated

  2. secrets - secrets.pk3 and waypoints

    Description


    Axis:
    "Your orders are to steal the precious documents from the Allies secret holding cell. Official channels claim it was hidden deep within a hill, and it is vital to the campaign to turn the tide back in favour of The Axis. Transmit the codes at the high radio tower."
    Allied:
    "You must defend the evil axis documents called the precious - Axis will stop at nothing to steal it back. Secure the document until reinforcements can arrive. Don't let them transmit the evil precious codes!"
    Neutral:
    "This is a Pre-dawn raid by the Axis.Allies must hold the line."
      Objectives
      Allied objectives

    1 "Primary Objective:
    Prevent the Documents from falling into enemy hands."
    2 "Primary Objective:
    Prevent Axis from getting the Documents to the radio tower at all costs."
      Axis objectives

    1 "Primary Objective:
    Steal the documents from the Allies secret place."
    2 "Primary Objective:
    Get those documents to the Radio Tower!"

    2 downloads

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  3. n2D PureFrag21 - n2D_PureFrag21.pk3 and waypoints

    thanks to By UgC'Pinn  for providing the waypoints for this map .

    0 downloads

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  4. bellum - bellum.pk3 and waypoints

    created by StoerFaktoR

    "a simple minimap where the allies have to destroy the maingate and the generator!!!

    2 downloads

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  5. uje airport final - uje_airport_final.pk3 and waypoints

    Map made by  [UJE]Niek

    --UJE_airport_final --

    Allies objective map
    The allies have to break into the airfield.
    Once they blow up the main entrance they can
    destroy the flight controls and detroy the 2 airplanes

    Allies objective:

    *Destroy the main entrance
    *Destroy both cargoplanes
    *Destroy the Flight controls
    *Destroy the sidedoor for faster acces
    *Fix commandpost

    Axis objective

    *Defend the main entrance
    *Prevent the allies from blowing up the cargoplanes
    *Prevent the allies from blowing up the flight controls
    *Build commandpost
    *Build the side door

    Here some screenshots how the map looks

    1 download

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  6. 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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  7. Shivta02 - Shivta02.pk3 and waypoints

    no information on the map

    1 download

       (0 reviews)

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    Submitted

  8. LRS waterfall sniper - LRS_waterfall_sniper.pk3 and waypoints

    Have fun.

    Thanks to Mo0n for her suggestion about Escher paintings

    For any comments or request please write to:

    et.i.see.dead.people@gmail.com

    18/07/2014 - LoRenz

    You can see the models's credits in their respective folders.

    13/07/2014 - LoRenz

    original model well.obj by 3dregenerator

    original model by rafferty
    http://3dblueprint.weebly.com/index.html

    original model by deadcode

    original static model cat.obj by 3dregenerator

    original model by nmaison88

    original obj model by baychaser
    Date: 19th of August 2000.

    file: sb-deserttga.zip
    author: Sock
    email address: sock@planetquake.com
    URL: http://www.planetquake.com/simland

    2 downloads

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  9. madbunker reload - madbunker_reload_beta_fixed.pk3 and waypoints

    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 reviews)

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  10. 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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    Updated

  11. intel center b2 - intel_center_ b2.pk3 and waypoints

    Date:    March 26, 2005

    File:    intel_center_b2.pk3

    Mapname: Intel Center Beta2

    Author:  zig-zag

    Email:   painelements@myway.com

    Description: Map for Wolfenstein:Enemy Territory

     
    "The Allies are rolling into Germany and must escort a tank to the Axis Intelligence Center,

    and destroy their communications. The Axis must stop them to keep the Allied advance out of Germany."

    -Allies escort a tank to the objective building. Once broken into, they must capture the building via a flag.

    ametypes: Objective, Stopwatch,  * Last Man Standing -- Not yet implemented *

     
    Instructions:

    -Unzip and place intel_center_b2.pk3 into your \Wolfenstein - Enemy Territory\etmain\ directory.

    Notes:

    2nd Beta release.

    Still working on:

    -LMS mode script

    -Better lighting

    -More detail if performance allows


    Thanks to Phats and the Chicken Bucket for their input in modifying this map.

    Distribution / Copyright / Permissions:


    Copyright (c) 2005 zig-zag

    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

    0 downloads

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  12. sabotage b3 - sabotage_b3.pk3 and waypoints

    Description

    Allied:
    "Infiltrate the Axis Radar installation and Sabotage the two main Radars"
    Axis:
    "Protect your Radar installation at all costs."
    Neutral:
    "The Axis have been ocupying souther Italy for to long now. The allied forces have located a dual radar installation that is key in taking back Italy."
      Allied objectives

    1 "Secondary Objective:
    Dynomite the Service Door to gain access."
    2 "Primary Objective:
    Destroy Radar 2."
    3 "Primary Objective:
    Destroy Radar 1"
    4 "Secondary Objective:
    Capture the Forward bunker."
    5 "Secondary Objective:
    Establish a Command Post in the Forward Bunker"
    6 "Secondary Objective:
    Prevent the Axis from fortifying their position with a Command Post in the Forward Bunker."
    7 "Secondary Objective:
    Prevent the Axis from caturing the Forward Bunker."
      Axis objectives

    1 "Secondary Objective:
    Prevent the Allies from gaining access through the Service Door."
    2 "Primary Objective:
    Prevent the Allies from destroying Radar 2."
    3 "PrimaryObjective:
    Prevent the Allies from destroying Radar 1."
    4 "Secondary Objective:
    Prevent the Allies from capturing the Forward bunker."
    5 "Secondary Objective:
    Prevent the Allies from building a Command Post in the Forward Bunker."
    6 "Secondary Objective:
    Set up a Command Post in the Forward bunker."
    7 "Secondary Objective:
    Capture the Forward bunker."

    0 downloads

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  13. 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)

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    Updated

  14. mohaa france tdm beta - mohaa_france_tdm_beta.pk3 and waypoints

    Many thanks to Niek for the waypoints files   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Map Title : Moh:AA France (TDM)
    Map Version           : beta
    Map Author           : (Infinity Ward)Conversion from MoH:AA
    Converted by : mad.et|Cambo
    Game                 : Wolfenstein: Enemy Territory
    Gametype:   : Team Deathmatch
    Filename : mohaa_france_tdm_beta.pk3
    BSP-Name : mohaa_france_tdm
    Map Size (suggested)  : <20 Players
    Release (date) : Oktober 2011

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Allies Objective:
    1. Kill the enemy!
    2. Stay alive!
    OPTIONAL: Build CP

    Axis Objective:
    1. Kill the enemy!
    2. Stay alive!
    OPTIONAL: Build CP

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Copyright : Electronic Arts - Publisher
    Infinity Ward - Developer

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Credits : Electronic Arts - Publisher (Source & Materials)
    Infinity Ward - Developer
    SplashDamage Forum - Help
    M|A|D [Community] - Testing

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    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.

    1 download

       (0 reviews)

    0 comments

    Submitted

  15. saberpeak final - saberpeak_final.pk3 and waypoints

    MAP Name: Saberpeak
    Game:     Enemy Territory
    Version:  Final
    Author:   NOP
    Website: http://home.comcast.net/~saberpeak/
    Date:     August 11, 2004

    INSTALLATION INSTRUCTIONS
    Place saberpeak_final.pk3 inside the etmain folder in your game directory.

    ETPRO INFORMATION
    To have command icons not appear outside compass in servers running the
    etpro mod  download saberpeak_etpro.pk3 from the map website and place
    it inside your etpro folder in your game directory.
    IMPORTANT: Do not place saberpeak_etpro.pk3 in your etmain directory.
    If you do your comand map icons will not show up in servers that
    are not running etpro.
                                                                                                                                                 
    MAP DESCRIPTION
    A small secluded beach resort proved to be the ideal place for the axis
    to establish a secret docking station for their u-boats. Surrounded by
    very tall cliffs, the small Saberpeak gulf is well hidden from prying
    eyes and unwelcome visitors.
    A small group of allied forces were sent on a mission along the coast
    to find the secret base and destroy any u-boats in its hangar. This will
    prove quite difficult since the axis have heavily fortified the resort
    turning it into an impenetrable fortress. To make things even worse an
    ammo shipment sent to supply the allies assault boat was intercepted by
    the axis leaving the allies severely weakened.

    RECOMMENDED NUMBER OF PLAYERS:
    The map has a lot of open spaces and it was meant to be played with a
    large number of players. Personally I recommend a minimum of 15 and a
    maximum of whatever your server can handle before it goes up in flames.
    That being said however, it's up to you.
      OBJECTIVES:
      ALLIES:

    Primary:
    1)Escort the assault boat to the old dock.
    2)Steal the ammo from the truck and load it onto the boat.
    3)Escort the boat to the resort gates and use the boat cannons to destroy the entrance.
    4)Destroy the submarine.
    Secondary:
    1)Destroy the side wall
    2)Construct the command post
      AXIS:

    1)Don't let the allies steal the ammo.
    2)Stop the boat from destroying the resort gates.
    3)Protect the submarine.
    Secondary
    4)Construct the command post.


    KNOWN ISSUES
    1) There is a small bug where if the boat gets damaged while it is
    destroying the boulder blocking the side path and an allied player is
    on the boat during this time, the boat will not be repairable even though
    it is damaged. To fix this bug the allied players have to get off the boat
    until the boat becomes repairable (which should take about 1 or 2 seconds).

    2) Because the map is so big there are certain limitations imposed by the
    game. These have to do with the maximum distance a projectile can travel
    which is 8192 game units. Although this distance is very large, there are
    certain points in the map where you can see this far (and probably more)
    which means that if you shoot at a player further than 8192 units your
    bullets simply wont reach. This restriction doesn't apply to scoped weapons.

    Thanks to everyone at the splash damage forums, the best forums I've come

    across online. Thanks to splash damage for their great game and the great
    support that they provide to the mapping community. In particular special
    thanks to sock for all his tutorials, LDR revisions and for always answering
    questions no matter how stupid they were.
    Thanks to ydnar for the amazing work with q3map2. Without the great features
    he's added to the compiler this map would not have been possible.
    Thanks to all the people who played the beta version and mailed me suggestions
    and reported bugs. Please keep supporting custom maps and the modding community.
    *********
    This map can be distributed freely as long as this readme file accompanies it.
    This map or its contents cannot be distributed or used in any way for profit.
    Your are free to use any brushwork or models from this map as prefabs for your own maps.
    Visit the release website to obtain the source files and info on how to use them.
    Please read the notes on the naming conventions to eliminate any conflicts with file names etc.


    DONE.
    This mapper is now officially on a nop loop awaiting an interrupt.

    1 download

       (0 reviews)

    0 comments

    Submitted

  16. 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.

    0 downloads

       (0 reviews)

    0 comments

    Submitted

  17. 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

       (0 reviews)

    0 comments

    Updated

  18. stukton - stukton.pk3 and waypoints

    "Stukton" README

    Conversion From Tardis
    Made Playable for Wolfenstein - Enemy Territory (Axis Objective Map)
    Briefing:    The Axis Air Drop in to Stukton a small english village/town and try to steal allied secret documents.
    Date:        6th January 2012
     
     Axis:

    1. Primary: Steal the Secret Documents
     2. Secondary: Conquer the Forward Spawn
     3. Secondary: Destroy the Safe Door
     4. Secondary: Destroy the Broken Wall for Alternative Route
     
     Allies:

     1. Primary: Prevent the Secret Documents
     2. Secondary: Conquer the Forward Spawn
     3. Secondary: Construct the Safe Door
     4. Secondary: Construct a Wall to Stop Alternative Route for Axis
     

    *CREDITS*

    - Sky Box - VANILLA SKY - BY AVOC @ eft-clan.com
    - rayban_candle - raybanb@gmail.com
    - All Modles - Thanks Respected Owners
    - Help - Splashdamage Forum: Editing Wolf: ET
    Distribution / Permissions
    This map and may not be modified in anyway as to appear as a
    completed map by anyone else other than the author.

    You May Not decompile the BSP as a base to build additional levels.
    You May Use Any Items From This Map As Prefabs, Textures and/ or Models, as long as credit is given to respected owners

    This file may not be commercially exploited in any way.

    Thanks Tardis


    Textures/shaders

    tardis
    tadis.shader
    Other shaders edited for Wolfenstein - Enemy Territory
    2012 Dainel Jones. All rights Reserved. 
    Original Author:
    Melv "Stukatto" Miller

    Date:
    16th February 2002

    Map Name:
    "Stukton"

     

    Description:

    Welcome to Stukton.The map is set in a small english village/town,it's taken a few months on and off to build.
    The map is primarily designed for In2tagib or Disintigration games, but accomodates all game modes except CTF.
    Theres new sounds,textures,shaders and contributed models and textures.

    Bugs:
    None.
    A few sparklies around some curves, they don't hinder gameplay or anything,they're just a visual flaw.
     

    Credits/Thanks:

    Melv "Stukatto" Miller ,
    Raven for EF,
    ID for engine,
    Mr Chapel
    Agent007
    KevinUK

    Textures/shaders

    \scripts\stukton.shader
    textures\pub
    textures\stuk_church
    textures\twintown
    Author:Stukatto

    textures\1mp_door
    textures\1mp_externalwall
    textures\1mp_wood
    Author:3D Realms,Max Payne texture pack.

    textures\cs_joesmoe_cm
    Author:Joe Smoe

    textures\cs_megamikedeus2
    Author:Mega Mike Deus

    textures\cust_various
    Author:Misc/Unknown origin

    \scripts\dbstudio.shader
    textures\dbstudio_plants
    Author: Dale A. Byrd

    textures\fm_carpets
    textures\fm_landscapes
    textures\fm_metal_and_plates
    textures\fm_stairs
    textures\fm_tiles
    textures\fm_trims
    textures\fm_walls
    textures\fm_woods
    Author:(SoF,Foyleman) Raven Software

    Models/Prefabs

    /models/mapobjects/starfleet
    Bushes and ferns are copies of the ones included in the addon for Elite Force. 2000 Raven Software/Activision.

    /models/mapobjects/GR_trees
    Author:Krischan "GrimReaper" Makowka

    /models/mapobjects/liqour courtesy of Xcom
    Author:Xcom

    /models/mapobjects/oak courtesy of GrimReaper
    Author:Krischan "GrimReaper" Makowka


    /models/mapobjects/qkq_beer
    /models/mapobjects/qkq_cigs courtesy of QkennyQ
    Author:QkennyQ

    Dead tree,red flower and bush textures courtesy of DB Studios
    Author:Dale A. Byrd
    What's New in Version 1.0.0

    Released April 26

    Conversion From Tardis
    Made Playable for Wolfenstein - Enemy Territory (Axis Objective Map)
    Briefing: The Axis Air Drop in to Stukton a small english village/town and try to steal allied secret documents.
    Date: 6th January 2012


     Axis:
    =======
     1. Primary: Steal the Secret Documents
     2. Secondary: Conquer the Forward Spawn
     3. Secondary: Destroy the Safe Door
     4. Secondary: Destroy the Broken Wall for Alternative Route

     Allies:
    ========
     1. Primary: Prevent the Secret Documents
     2. Secondary: Conquer the Forward Spawn
     3. Secondary: Construct the Safe Door
     4. Secondary: Construct a Wall to Stop Alternative Route for Axis
     

    *CREDITS*

    - Sky Box - VANILLA SKY - BY AVOC @ eft-clan.com
    - rayban_candle - raybanb@gmail.com
    - All Modles - Thanks Respected Owners
    - Help - Splashdamage Forum: Editing Wolf: ET
     

    Distribution / Permissions
    This map and may not be modified in anyway as to appear as a
    completed map by anyone else other than the author.

    You May Not decompile the BSP as a base to build additional levels.
    You May Use Any Items From This Map As Prefabs, Textures and/ or Models, as long as credit is given to respected owners

    This file may not be commercially exploited in any way.

    Thanks Tardis


    Textures/shaders

    tardis
    tadis.shader
    Other shaders edited for Wolfenstein - Enemy Territory
    2012 Dainel Jones. All rights Reserved.
     


    Original Author:
    Melv "Stukatto" Miller

    Date:
    16th February 2002

    Map Name:
    "Stukton"

    Description:

    Welcome to Stukton.The map is set in a small english village/town,it's taken a few months on and off to build.
    The map is primarily designed for In2tagib or Disintigration games, but accomodates all game modes except CTF.
    Theres new sounds,textures,shaders and contributed models and textures.

    Bugs:

    None.
    A few sparklies around some curves, they don't hinder gameplay or anything,they're just a visual flaw.
     

    Credits/Thanks:

    Melv "Stukatto" Miller ,
    Raven for EF,
    ID for engine,
    Mr Chapel
    Agent007
    KevinUK

    Textures/shaders

    \scripts\stukton.shader
    textures\pub
    textures\stuk_church
    textures\twintown
    Author:Stukatto

    textures\1mp_door
    textures\1mp_externalwall
    textures\1mp_wood
    Author:3D Realms,Max Payne texture pack.

    textures\cs_joesmoe_cm
    Author:Joe Smoe

    textures\cs_megamikedeus2
    Author:Mega Mike Deus

    textures\cust_various
    Author:Misc/Unknown origin

    \scripts\dbstudio.shader
    textures\dbstudio_plants
    Author: Dale A. Byrd

    textures\fm_carpets
    textures\fm_landscapes
    textures\fm_metal_and_plates
    textures\fm_stairs
    textures\fm_tiles
    textures\fm_trims
    textures\fm_walls
    textures\fm_woods
    Author:(SoF,Foyleman) Raven Software

    Models/Prefabs

    /models/mapobjects/starfleet
    Bushes and ferns are copies of the ones included in the addon for Elite Force. 2000 Raven Software/Activision.

    /models/mapobjects/GR_trees
    Author:Krischan "GrimReaper" Makowka

    /models/mapobjects/liqour courtesy of Xcom
    Author:Xcom

    /models/mapobjects/oak courtesy of GrimReaper
    Author:Krischan "GrimReaper" Makowka


    /models/mapobjects/qkq_beer
    /models/mapobjects/qkq_cigs courtesy of QkennyQ
    Author:QkennyQ

    Dead tree,red flower and bush textures courtesy of DB Studios
    Author:Dale A. Byrd

    "Stukton" and custom textures 2002 Melvin "Stukatto" Miller. All rights Reserved.
    "Star Trek","Voyager" 2001 Paramount Pics Inc.
    "Elite Force" 2000 Activision Inc. All rights reserved.
    All other copyrights and registered trademarks are acknowledged of their respective owners.

    2 downloads

       (0 reviews)

    0 comments

    Submitted

  19. caha tavern b2 - caha_tavern_b2.pk3 and waypoints

    File info:

    title : CAHA: tavern
    filename : caha_tavern_b2
    game : wolfenstein: enemy territory
    version : beta 2
    date : 18.June.2006

    author : Roger "redRum" Creus
    url : http://www,cyanureill.net
    email : roger.creus@gmail.com

    gametype : objective, stopwatch, campaign
    mines : disabled
    max. players : 12 per team

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

    How to play:

    .Unzip caha_tavern_b2.zip into your etmain folder.
    .launch the game.
    .Find a server running caha_tavern_b2 or.
    .start a server through the Host menu.
    .Enjoy.

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

    Story:

    1942. China. Province of Liaoning.
    The well known tavern Fire Garden has been taken by an allied squad.
    They are using it as a document depot, and have set
    two security system levels to ensure the spy lists inside it are safe.
    A german squad has found out the allied shellac.
    They get ready for battle and rush into the building.

    -------------------------------------------------------------------------------------------
     
    Objectives
     
    Axis:

    Primary: Destroy the security power generator B.
    .Primary: Destroy the security power generator A.
    .Primary: Steal the spy lists.
    .Primary: Escape with the lists through the sewers.
    .Secondary: Destroy the cellar wall to open an escape route;
    you must have destroyed the generator A to get access to the cellar.
    .Secondary: Destroy the 3rd floor stairs wall and get faster acces to the top floors.
     
    Allies:

    Primary: Don't let axis destroy the security power generator B.
    .Primary: Don't let axis destroy the security power generator A.
    .Primary: Hold the spy lists.
    .Primary: Don't let axis escape with the lists.
    .Secondary: Don't let axis reach the cellar and protect the sewers exit.
    .Secondary: Hold or rebuild the 3rd floor stairs wall to cut the allied path.

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

    Misc:

    editor : GtkRadiant 1.4.0
    compiler : q3map2 2.5.16
    specs : AMD Athlon 64 3,2Ghz, 2GB RAM, Radeon X700 pro 512mb
    light compile : -light -custinfoparms -dirt -export -fast -nocollapse -patchshadows
    -shade -compensate 3 -gamma 1.5 -lightmapsize 512 -thresh 0.25 -samples 3
    compile stats : bsp: 112 secs.
    vis: 17 secs.
    light: 4400 secs.

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

    Main changes from B1:

    .Added a fireteam locations file for etpro.
    .The cellar wall is now destructable by any explosives, grenades included.
    .Fixed Generator B.
    .Fixed map objective descriptions.
    .Remade the top floor walls roofs to reduce the poly count.
    .Remade the lobby ceiling model which has about 1200 less polys now.
    .Fixed brushwork leaks.
    .Improved vis blocking in certain parts.
    .Few more non significant changes and fixes.

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

    Known Issues:

    .One layer command map.
    .Allies can't spawn at the 1st. floor but it's shown as a spawn in the command map.

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

    Credits:

    Textures:
    .terrain_example set by Sock. original file here:
    http://www.planetquake.com/simland/pages/articles/terrain1_1.htm
    .photorealistic set by BerneyBoy. Textures have been modified.
    original file here: http://www.planetquake.com/berneyboy/
    .SD.

    Models:
    .Buddha model by Todd Gantzler.
    .SD, ID.

    FireTeam Locations File:
    .TOG|Neddie

    Entities:
    .Erik-Ftn, ID software.

    Map Concept:
    .Ben "Wulf" Bennet.

    Feedback and ideas:
    .Neddie, Codename Ty, Wulf, 56ker.

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

    Greetings:

    .Radiant and Ydnar.. for these magic tools.
    .Sock.. for the great articles and resources.
    .Monitotxi, Aratbass and 56ker.. for coding and keeping my website polite.
    .Wulf, Neddie and Codename Ty.. for the support and ideas.
    .the TOG clan.. for the server and time spent on testing.
    .-7- and the New Wanderers Order.. for the server and time spent on testing.
    .the ppl at SD forums.. for giving me all the info I needed.

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

    Permissions:

    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 without permission from the author.
    You may not Redo/reproduce/update this map in any way without permission from the author.

    0 downloads

       (0 reviews)

    0 comments

    Submitted

  20. desert outpost - desert_outpost.pk3 and waypoints

    Desert Outpost
    by cYburK

    Gametypes: Objective,Stopwatch
    Version: Final 1.0


    Description

    "Secure the Forward Spawn.Steal the 2 Radar Boxes and build the Generator to transmit the Secret Radar Code."
    Axis:
    "Defend the Forward Spawn. Destroy the Generator. Defend the 2 Radar Boxes."
    Neutral:
    "Get into the Game Coward!"
     
    Objectives :

     
    Allied objectives ;
    1 "Primary Objective:
    Destroy the Main Entrance to Secure the Forward Spawn."
    2 "Primary Objective:
    Capture the Town Spawn."
    3 "Primary Objective:
    Construct the Command Post. This will enable two more Spawn Locations."
    4 "Primary Objective:
    Destroy the Bank Wall!"
    5 "Primary Objective:
    Build the Generator to make transmit the Secret Radar Code."
    6 "Primary Objective:
    Destroy the Town Door."
    7 "Primary Objective:
    Destroy the Axis Team Door."
     
    Axis objectives :

    1 "Primary Objective:
    Defend the Main Entrance!."
    2 "Primary Objective:
    Defend the Forward Spawn."
    3 "Primary Objective:
    Construct the Command Post."
    4 "Primary Objective:
    Defend the Bank Wall!"
    5 "Primary Objective:
    Destroy the Generator to keep the Allies from transmitting the Secret Radar Code."
    6 "Primary Objective:
    Defend the Town Door."
    7 "Primary Objective:
    Build the Team Door!."

    2 downloads

       (0 reviews)

    0 comments

    Submitted

  21. 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

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  22. voilegarde b3 - voilegarde_b3.pk3 and waypoints

    Chateau Voilegarde Beta 3
    Map by: Tasian

    Description: Allied intelligence recently discovered a research facility hidden in a secluded french castle called Chateau Voilegarde. They must break into the lab and steal the radar parts. Axis must hold off the attackers.

    *** Beta 1 Released 3/17/04

       First version, fresh out of the oven! You can practically smell that new car smell...

    *** Beta 1.1 Released 3/19/04

       Fixed up places where textures are z-fighting
       Widened the vents and retextured them for easier dark navigation
       Made the grass and dirt able to support landmines
       Straightened out a few unaligned textures
       Clipped a few more things
       Made the boundary mountains impossible (or at least much harder) to climb up on... hopefully. Also clipped a major gameplay leak on said mountains. (Thanks Crazysmuk!)
       Took care of the Allied Commander saying "Destroy the Controls" instead of "Controls repaired"
       The tank model have a problem with defying gravity, took care of that. (Thanks Brit!)
       The truck barrier CAN'T be constructed anymore when the truck gets past it.
       Commander now says "Assault Ramp destroyed" instead of "Assault Ramp Constructed"... in the right part, of course. (Thanks Crim!)

    ** Beta 2 Released 4/2/04

       Axis Commander said "Controls Repaired" when it gets destroyed and the Allied Commander says "Generator Destroyed" when the assault ramp is kaput. Oops. Fixed those.
       Modified the mountains some more for making it impassible.
       Put some lights in the un-lighted area in the research center. Oops! Also modified the stair lights a bit.
       Now a warning of "You are near the Lethal Electric Floor" appears when you're near the active floor of death. It disappears when the floor is safe.
       Lowered the moat entrance a bit for easier swimming. (Thanks prog!)
       Major goof-up, the news reel doesn't play in Beta 1.1! I kicked that problem's butt.
       Added some corona effects to the electric floor lights so they're easier to see. Plus they're shiny, oooo!
       The lab exit bunker now has a 2nd floor and 2 more exits, given that the Allies can easily beat the Axis back with the current bunker floor plan. (And I threw in some more boxes up there, 'cause... um... Axis... like... boxes.)
       Now Axis can blow up the Assault Ramp by place the explosive on the floor of the wall, as opposed to directly on the ramp. It plain looked silly to see the dynamite explode right next to the ramp and the ramp was still standing. (Thanks pookie!)
       Axis now have pictures on the command map (not matching, exactly, but I'm not a good graphics person) of the thingies they need to defend: Main Entrance, Side Entrance, Generator.
       Modified the Laboratory Axis spawn for easier access of the stairway. Also there is a vent by the jail-like blocker that leads over to the place before the Radar Room.
       The generator is now located in the lobby for better Axis defense. Speaking of better Axis defense, there's now a constructible MG nest where the generator used to be, plus a mounted MG on the 2nd floor balcony of the eastern lab exit bunker.
       There is a pathway that leads from the Axis laboratory spawn to the big picture in the castle lobby.
       Added an extra room to the facility warehouse to make spawn camping harder for the Allies.
       Truck is 25% slower now to give the Axis a fair chance.
       Plus, more pictures 'n' fun stuff.

    ** Beta 3 Released 4/19/04

       The truck was moved from the front of the castle to a driveway next to the Allied first spawn. The truck drives at an okay speed until it reaches the tunnel, then it slows down. 'Cause it's evil like that.
       The jail-like blocker in the facility has been moved to prevent very easy escapes with the Radar Parts.
       Added more rooms to the research facility to help balance the blocking of the easy escape route.
       Truck barrier has been moved to the middle of the field to give the Axis a better chance.
       Speaking of stronger Axis defense, time has been extended to 25 minutes.
       Cut out a bunch of bloat and corrected the mistakes of the sound files. (Thanks SiliconSlick!)
       Tweaked the elevator to go a tiny bit faster.
       Heard there was a problem with the map not ending when the truck reaches the final point... did a bit of 'fail-safe' scripting to try and counter that.
       Changed the Axis Exit Bunker a bit more, extended a balcony, hallway route a bit shorter.
       There's an Axis-ONLY door (red symbol, even disguised Coverts can't open it) that connects the Chateau and Laboratory... just so the Axis aren't 'locked-out' of their own place.
       More texture straightening and brush goof-ups fixing.

    Known Bugs:

       I've been told that if you go prone while the elevator is moving, you get crushed. I tried it get crushed for 5 minutes, but no luck. So if you're paranoid, please remain in the upright position until the elevator comes to a complete stop. And take a bag of peanuts.
      Objective Data:
      **Allies (The Good Ol' American Boys)**

       Gain Access to the Castle by Destroying the Main Entrance, Building the Assault Ramp on the East Side, and/or Destroying the Side Gate in the Basement Warehouse of the Chateau
       Capture the Forward Spawn in the Castle Courtyard shed to make the assault that much easier.
       Dynamite the Generator (located in the lobby) to gain access to the research facility and to secure the Courtyard Spawn.
       Disable the Electric Floor Controls to gain access to the radar part. Otherwise, anyone stepping into the radar room will get a "shocking" surprise.
       Take the Radar Part and secure it to the truck outside the castle wall, near the main gate.
       If constructed, dynamite the Truck Barrier, and escort that truck out of there to win the match.
       Build a Command Post, located very close to the western wall on the first floor.
      **Axis (Those Jahahaa-ing Trench Coat Krauts)**

    Defend the Castle's Walls by preventing the destruction of the Main Entrance, rebuilding the Side Gate if compromised, and destroying the Assault Ramp if constructed.
    Defend the Forward Spawn in the Castle Courtyard shed to continue defending the castle walls.
    Prevent the destruction of the generator (located in the lobby) to keep the facility within the castle locked down and the Courtyard Spawn under Axis control (if captured, of course).
    Maintain the Electric Floor Controls so the Allies can not take the Radar Part.
    Don't let the Allies steal the Radar Part and take it to the truck outside the castle, near the main gate.
    Disable the truck and build the truck barrier to prevent the Allies from escaping with the Radar Part.
    Build a Command Post, located very close to the western wall on the first floor.

    **Map Info

    Title :Chateau Voilegarde
    Filename :voilegarde_b3.bsp
    Game/mod :ET - wolfmp/ wolfsw
    Author :Tasian
    Email address :lab_inbox@hotmail.com
    Not-Clan Web Address :http://goat1.proboards26.com

    **Build Info

    Base :Scratch
    Editor(s) Used :Wolf Radiant, Paint Shop Pro
    Build time :About 8 months
    Compile time :30 minutes

    **Installation
    Put voilegarde_b3.pk3 into your (wolfet)\etmain directory. **Playing

    Run wolfet
    bring down console "~" and type...
    /g_gametype 2; map voilegarde_b3

    **Play Information

    Single Player : No
    wolfmp : Yes
    wolfsw : Yes
    wolflms : No
    New Sounds : Yes
    New Graphics : Yes
    New Music : ... ... Why would there be music in the background? I wish my life has a musical score. Like the Simpsons. Doh!

    **Special Thanks to...

    First and foremost, the Splash Damage team for making one of the best multiplayer games ever. Period.
    The fine folks at Goat's Bar and Grill, you guys are the best! Some special-special thanks for the following:
    GyverX for making the commandmap and the custom textures, and for testing out the map and trying very hard to get his server up and running just to test me l'il map. Plus making one of the best ET images I've seen!
    InThrees for his special graphic as well.
    HaB aka Brit for doing a fantastic job with his multiple(!) news reels. I can proudly say that they are JOLLY GOOD! Also for testing the map.
    Crimson Avenger, prog, pookie, Crazysmuk, and Bullet Magnet for checking out my map and putting up with my annoying voice on Teamspeak.
    Syma, Englander, Porky, miky, Mycroft, NAIL, Chiemseeman, JamesBOMB, Radd, the *NameGoesHere** guys, Arctic_Wolf, The >DD< Clan, randall, all the people I pushed into the ground while they were on 999 ping, everyone else I missed (there's just so many, sorry about that! Me brain is going, thanks to age, I think) ... well, you didn't really help with the map, but thanks for all the fun and experiences I had with you guys!
    And of course, Goat for letting us play on the server he pays for, we all appreciate it! ... Except the people that get banned.
    Chavo_one, for letting me use his beautiful Venice sky and helping me with getting it to work.
    Drakir for some of his textures and his nice webpage and tutorials.
    Jon Swenson (Creator of Axis Lab) for his information about using game_models.
    And the Splash Damage forums for having some extremely helpful people there.
    Bob Seger for his ol' time rock 'n' roll.
    Buckwheat Boys for making one of the most annoying and catchy songs ever. (If you know of the dancing banana, you know the song)
    The LTC Clan (www.ltcclan.com) for their praises on my map and for picking it for their start-off party night.

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  23. Mountainradio Mountain Radio and waypoints

    Mountain Radio README

    Author: errol (IRE)
    Last Updated: 01/11/05
    Version: b1

    Mountain Radio is a small teams / warmup intended, dual objective map for Wolfenstein: Enemy Territory. Both teams must steal and transmit 3 of their opponent's secret documents to win. The time limit is set to 10 minutes, but no-one will win until one team has successfully transmitted 3 documents. It's designed for clan warmups and times when your server is quiet. The map has been tested for 1v1 to 4v4 and has resulted in fast-paced, fun-packed games. I dont think it would function well with anything over those numbers, but I could be wrong!

    Time limit: 10 minutes
    Allies Spawn Time: 15 seconds
    Axis spawn Time: 15 seconds
    Objectives: Dual obj - steal 3 of your opponent's secret documents and transmit them at your base radio
    Gametypes: mp, obj & sw

    Credits:
    * Thanks to Drakir for the lovely Radar prefab
    * Thanks to Lanz and his Silly_CTF script, this really made my script easier to write
    * Thanks to all the testers on the Bolthole. All my VPL clan buds & M4X spankage, :RedleB:, xOr, HumanCanniBal, BenMcDermott, Dazza, WatchYourBack:-), PapaSchlumpf & cadea.

    Notes:
    * 2 textures (the team signs / flags) & 1 sound (allies alarm) from Wolf: ET have been modified & renamed by me and included in the pk3. I don't claim to have created these textures / sounds. It was the only way I could figure to best use them in my map.
    * If you would like to add this map to any script, the (bsp) name is mountainradio_b1.

    Known Issues in b1:
    * Team members seem to spawn into the same spawn point / spawn on top of each other (fixed for b2)
    * Mortar 'allegedly' seems to go through the sky at times (I still say this is lies!)

    *****
    *****

    Please leave any feedback, bugs or suggestions at http://www.vplclan.org/forum/viewtopic.php?t=749

    1 download

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  24. UK-Boat b2 - UK-Boat_b2.pk3 and waypoints

    Objectives
      Allied objectives

    1 "Primary Objective:
    Repair the Tank!"
    2 "Primary Objective:
    Escort the Tank to get acces to the Hangar!"
    3 "Primary Objective:
    Destroy the U-Boat!"
    4 "Secondary Objective:
    Construct the Assaultramp!"
      Axis objectives

    1 "Primary Objective:
    Prevent the Allies from repairing the tank."
    2 "Primary Objective:
    Prevent the Tank from destroying the Bunker-Gate."
    3 "Primary Objective:
    Prevent the Allies from destroying the U-Boat."
    4 "Secondary Objective:
    Prevent the Allies from constructing the assault ramp."

    2 downloads

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  25. (UM)Shinsen - (UM)Shinsen.pk3 and waypoints

    // Axis Objective Descriptions

    1 "Primary Objective:**Destroy the Entrance Fence"

    2 "Primary Objective:**Destroy the Master Hall Door"

    3 "Primary Objective:**Construct the Small Bridge"

    4 "Primary Objective:**Dynamite the Wall Fence"

    5 "Primary Objective:**Steal and secure the First Idol"

    6 "Primary Objective:**Steal and secure the Second Idol"

    7 "Secondary Objective:**Destroy the Allied Command Post"

    8 "secondary Objective:**Construct the Axis Command Post"
      // Axis Objective Descriptions

    1 "Primary Objective:**Protect and rebuild the Entrance Fence"

    2 "Primary Objective:**Protect and rebuild the Master Hall Door"

    3 "Primary Objective:**Destroy the Small Bridge"

    4 "Primary Objective:**Protect the Wall Fence"

    5 "Primary Objective:**Protect the First Idol"

    6 "Primary Objective:**Protect the Second Idol"

    7 "Secondary Objective:**Construct the Allied Command Post"

    8 "secondary Objective:**Destroy the Axis Command Post"

    2 downloads

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