382 files
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santas grotto v1 2 - santas_grotto_v1_2.pk3 and waypoints
By papywolf
Allied:
"Ok soldier! Were going to the North Pole. Axis have stolen Santa's Sack and are holding it until we release their prisoners. We can't let that happen! Get through the Gates, Steal the Sack and get it back to Santas Grotto before Christmas eve!"
Axis:
"Attention! Allies are sending troops here. We can only assume they want Santa's Sack. Don't let them get the sack. If we can hold them off we might be able to release the prisonners and ruin their 'Christmas' FOREVER!!!"
Neutral:
"Axis have taken hostage Santa's Sack and want their prisoners released and they will give the sack back. Allies will loose the war if that happens. Allies need to go through the gates and get Santa his sack back. Otherwise christmas will be ruined!"
Objectives
Allied objectives
1 "Secondary Objective:
Destroy the First Gate."
2 "Secondary Objective:
Steal the Key to the Second Gate."
3 "Secondary Objective:
Open the Second gate."
4 "Secondary Objective:
Fix the Fusebox to the third Gate."
5 "Secondary Objective:
Steal Santa's Sack."
6 "Primary Objective:
Get Santa's Sack to the Grotto!"
7 "Secondary Objective:
Capture the North Pole."
8 "Secondary Objective:
Capture the command post in Sleigh Traffic Control for quicker support."
Axis objectives
1 "Secondary Objective:
Defend the First Gate."
2 "Secondary Objective:
Protect the second gate key."
3 "Secondary Objective:
Keep Gate 2 shut."
4 "Secondary Objective:
Dont let them Fix the Third Gate."
5 "Secondary Objective:
Protect Santa's Sack."
6 "Primary Objective:
DON'T let them take Santa's Sack back to Santa!"
7 "Secondary Objective:
Don't let them capture the North Pole."
8 "Secondary Objective:
Capture the command post in Sleigh Traffic Control for quicker support."
1 download
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Submitted
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mlb bergheim 09 - mlb_bergheim_09.pk3 and waypoints
By papywolf
Map Description:
-----------------
The battle front is constantly advancing within german lands.
Allies have reached the small town of Bergheim that they need to take over in order to have an advanced
settlement. It's a strategic position for the outcome of the war.
Allied:
"Capture the Fortress flag and defend it."
Axis:
"Defend at all costs the Fortress!"
Neutral:
"Allies have reached the small town of Bergheim that they need to take over in order to have an advanced settlement.They have to capture the Fortress flag."
3 downloads
0 comments
Submitted
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bucket v2 - bucket_v2.pk3 and waypoints
By papywolf
Name: Chicken Bucket final2*
File Name: chicken_bucket_v2.zip
Info:
map-team-allies.gifOBJECTIVES (ALLIES):
1 "Primary Objective:Don't let the Axis control the jukebox."
2 "Primary Objective:Play the Allied song on the jukebox."
3 "Secondary Objective:Don't let the Axis construct a Command Post."
4 "Secondary Objective:Build a Command Post to reduce the time between reinforcements."
OBJECTIVES (AXIS):
1 "Primary Objective:Don't let the Axis control the jukebox."
2 "Primary Objective:Play the Allied song on the jukebox."
3 "Secondary Objective:Don't let the Axis construct a Command Post."
4 "Secondary Objective:Build a Command Post to reduce the time between reinforcements.
OBJECTIVES (AXIS):
1 "Primary Objective:Keep the jukebox playing with the Axis song."
2 "Primary Objective:Don't let the Allies take over the jukebox."
3 "Secondary Objective:Construct a Command Post to reduce the time between reinforcements."
4 "Secondary Objective:Prevent the Allies from constructing a Command Post."
- Overview: what was supposed to be a peaceful meeting at a popular fast food place turned into a warground over the jukebox, given the conflicting musical tastes. After both sides constructed a Fort Concrete, the fight was on to see who will be the Bucket Masters!
- Map Information:
Filename: bucket_v2
Menu Name: Chicken Bucket
Gametypes: wolfmp wolfsw
Players: Up to 32 per team is supported2 downloads
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Updated
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mp rocket et a1 - mp_rocket_et_a1.pk3 and waypoints
By papywolf
Map Type:OBJ
Map Size:Large
Map Theme:Regular
Attacker:Allies
The Axis have developed a new, longer ranged, more accurate V2 Rocket. A prototype is will launch from a hidden base buried deep beneath the mountains. If successful, this could well mark the turning point of the war. The Allied forces have learned of the launch location and detached a crack group of commandos to ensure the test launch fails ...**Allies must gain access to the control room, steal the override key, then take it across the launch pad to the override console to shut down the launch.
2 downloads
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Submitted
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TC Base by Alienz - mp_base.pk3 and waypoints
By papywolf
Credits to the following people..........
Bertie, for his massive contribution to the reconstruction of this classic map Rtcw Mp_base, he put many hours in making this map into what it is now and we thank him. Cheers Bert the Alienz owe you a pint
Hudson, for his help with the models ...Alienz Rock man!
The Alienz Clan for helping with the testing of this map.....you know who you are
And a special mention to ChumChum, as we would like to give credit for his map Communique which was a remake of the Rtcw Mp_base of which we liked and used some of his map designs in the making of this map.
Credits the origonal makers of the map for giving us something to work with
and lastly myself Haggis for the......oh just play the map already what the hell you reading this for anyway ?
// Axis Objective Descriptions
1 "Objective:**Dynamite the Allied Quick Access Bridge"
2 "Objective:**Defend the Axis Tunnel Gate Door"
3 "Objective:**Defend the Door on North Radar 1"
4 "Objective:**Defend the Door on South Rader 2"
5 "bjective:**Protect the North Radar Tower 1."
6 "Primary Objective:**Protect the South Radar Tower 2."
7 "Primary Objective:**Stop the Allies from stealing the Baby Alien!!"
8 "Primary Objective:**Stop the Allies from taking the Baby Alien to their Radio room!!"
// Allied Objective Descriptions
1 "Objective:**Construct the Allied Quick Access Bridge and blow the Allied Door"
2 "Objective:**Dynamite the Axis Tunnel Gate Door"
3 "Objective:**Dynamite the Door on Radar 1"
4 "Objective:**Dynamite the Door on Radar 2"
5 "Primary Objective:**Destroy the North Radar 1 Controls."
6 "Primary Objective:**Destroy the South Radar 2 Controls."
7 "Primary Objective:**Steal the Baby Alien "
8 "Primary Objective:**Take the Baby Alien to the Allied Radio Room!!"2 downloads
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Submitted
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saberpeak final - saberpeak_final.pk3 and waypoints
By papywolf
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.2 downloads
0 comments
Submitted
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fa italy b1 - fa_italy_b1.pk3 and waypoints
By papywolf
fa_italy_b1 Remake by =F|A=Smiley.
Big thanks to:
Prof. Tony
Vindstot
Lightray
B1 Changes:
- More roof access.
- 2nd entrance to flag courtyard.
- CP has been moved to avoid fall damage when leaving old CP spawn area.
- Axis spawn completely changed.
- Supply cabinets added at exit of Axis Spawn.
- Fences removed.
- New pathway from axis spawn to tower.
- 2nd hole will open when destroying tower wall.
- Flag courtyard cleaned up.
- Changed appartements.
- Secret room is now easily accessible.
- Removed a lot of clutter for more smooth gameplay.
6 downloads
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Submitted
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fa goldrush b1 - fa_goldrush_b1.pk3 and waypoints
By papywolf
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.
3 downloads
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Submitted
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falx ctf village b2 - falx_ctf_village_b2.pk3 and waypoints
By papywolf
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
-------------------------------------------------2 downloads
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Submitted
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LRS waterfall sniper - LRS_waterfall_sniper.pk3 and waypoints
By papywolf
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/simland3 downloads
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Submitted
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mlb_egypt_fixed and waypoints
By papywolf
Prévisualisation mlb_egypt_fixed 1.0.0
September 11, 2015
File Size:10.32 MB
About This File:
allied "Stop Axis forces from escorting the boat up the river. They're aiming for a set of gold crates hidden in the pyramid sarcophage chamber."
axis "Escort the boat up the river, gain access to the pyramid sarcophage chamber and steal the gold crate."
neutral "Allied forces are attempting to stop an Axis squad from escorting their boat up the river where it risks granting access to the pyramid
*Fixed a bug in the script (thx to Lynxx), which needed a change in the bsp. The bug is: When the cannon is fired, also the backgate gets blown and allies can't defend the objective. So Axis can Spawn near the rear entry, and get it. ~peyote2 downloads
0 comments
Updated
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op lucky a2 - op_lucky_a2.pk3 and waypoints
By papywolf
Author : die die
Email address : insomniabergen at hotmail dott com
Map Information
Game : Return to Castle Wolfenstein: Enemy Territory
Title : Operation Lucky
Filename : op_lucky_a2.pk3
Release date : FP,31-3-06(private test)
: alpha1, 12 april 2006
: alpha2, 30 july 2006 after a loong mapping break:p
Programs : Gtkradiant 1.4
: Photoshop cs2
: notepad
: Crimson Editor
: Q3map2build
: FixWAV
Build time : 3 months
Compile time : 300 seconds
Compile machine : AMD 64 xp4400 x2, 4 gb ram,x800 gto
Installation : Place the .pk3 to your etmain folder, select it from the multiplayer->create server menu or
bring down the console and type: /map op_lucky_a2
Info!
#. Version ALPHA 1 info:
this realease is for gameplay and bugfixing
there is still quite some stuff to do on this map,fixing custom textures,scripting, gameplay and so on:)
#. Version ALPHA 2 info:
added truck barrier,added back door to captruable spwn,worked the lightning
#. Objectives
Allied Objective Descriptions
1 "Primary Objective:**Take controll over the Axis occupied house and push axis back to get easyer Access to the Objective"
2 "Primary Objective:**Intelligence reports say that Axis forces have their Prototype Radar parts in this Warehouse, Blow the Warehouse door to get acess to the Objectives."
3 "Primary Objective:**Steal the Radar parts."
4 "Primary Objective:**Steal the Truck and escape with the Radar Parts."
5 "Primary Objective:**Construct The Commandpost to get a extra Spawn."
6 "Primary Objective:**Stop Axis from Constructing a Commandpost."
Axis Objective Descriptions
1 "Primary Objective:**Keep controll over the House,and stop the futile Allied attack"
2 "Primary Objective:**Defend the Warehouse Door."
3 "Primary Objective:**Defend the Radar Parts."
4 "Primary Objective:**Stop the Allies from Stealing the Truck."
5 "Primary Objective:**Stop Allies from constructing a Command Post."
6 "Primary Objective:**Construct the Command Post."3 downloads
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Submitted
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the moskeeb1 cc3 - the_moskeeb1_cc3.pk3 and waypoints
By papywolf
// Axis Objective Descriptions
1 "Primary Objective:**Stop the Allies from blowing the Axis Tank Door Garage."
2 "Primary Objective:**Disable or obstruct the Allied Tank to prevent it reaching the Bank Courtyard."
3 "Primary Objective:**Prevent the Allies from using the Tank to blow open the Back Moskee Doors."
4 "Primary Objective:**Stop the Allies from stealing the Gold Bars from the Moskee Vault."
5 "Primary Objective:**Stop the Allies from escaping with the Gold via a Boat in the sub_bunker."
6 "Secondary Objective:**Set up a Command Post inside the sub_bunker to gain a respawn point. DONT BUILD IT TO FAST BECAUSE YOU WILL LOST THE TANK DEPOT RESPAWN!!!"
7 "Secondary Objective:**Prevent the Allies from establishing a Command Post and build your from fortifying your position with a Command Post."
// Allied Objective Descriptions
1 "Primary Objective:**Blow The Tank Door to steal a Tank from the Axis garage."
2 "Primary Objective:**Protect the Tank and escort it to the Moskee valley, clearing any obstructions along the route."
3 "Primary Objective:**Escort the Tank into position to blow the Moskee Back Doors open to reach the 2 goldcrates."
4 "Primary Objective:**Steal two crates of Gold from the Moskee Vault and escort it to the boat."
5 "Primary Objective:**Escape with the crates of Gold using the Boat in the sub_bunker."
6 "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post inside the sub_bunker ."
7 "Secondary Objective:**Establish a Command Post at foward garage door."
Very special thanks to the following people. Without them this would still just be a bad idea in my head.
Lead-Mapper - i just pretend to map - masterkiller(QC)
Testing/Ideas - tons of bugs/ideas - CED and his Brother,Tony,fred, tipou and more friend. (thanks guys)
Help - pakalatak and psylopat (from easymapping)
The goldrush source
web ressource:
http://easymapping.free.fr/html/
http://etmapping.goldzoneweb.info/tuto.php
http://www.enemyterritory-stuff.com/
http://www.drakir.tk/
http://www.gamedesign-online.com
http://www.splashdamage.com/forums/
http://user.tninet.se/~fzo823r/
http://www.pythononline.co.uk/et/tutorial.htm
http://members.lycos.co.uk/quakeroats/q3map2/shader_manual/
http://www.wolfensteinx.com/surface/tutorials.html
http://hackerteam.free.fr/
Any suggestions/bugs/thoughts/for the final version can be done in this topic
http://easymapping.free.fr/html/modules/newbb/viewtopic.php?topic_id=1209&forum=4
http://easymapping.free.fr/html
2 downloads
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Submitted
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Mountainradio Mountain Radio and waypoints
By papywolf
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
2 downloads
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Submitted
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Springfield PB and waypoints
By papywolf
Navigation files included and goals for omni-bots encase your missing them
Idea for a fun map does not have the Simpsons skins unfortunately
map "springfield_pb"
longname "Springfield PB"
type "wolfmp"
timelimit 25
axisRespawnTime 12
alliedRespawnTime 10
briefing "Freiburg, February 1945: Some crazy german scientists opend a portal to a strange city called Springfield. The Axis found some Plutonium at the local powerplant. The Allies can not permit that they use it. What they have to do is steal the Plutonium and get the hell out of there!"
axiswintext "Major Defeat for Allies"
alliedwintext "Major Defeat for Axis"
Map tested and repaired for use with ETL 2.76 with mods Jaymod 2.2.0, Silent 0.9.0, NQ 1.2.9, N!tmod 2.3.1
Map also repaired for W:ET 2.60b with no mods cause there was shader errors
It does have a WARNING: CM_GridPlane unresolvable on load which is related to degenerate patches from what I recall - a plugin inside radiant called bobtoolz brush cleanup should have been performed before final build it can be ignored can recall cortexbeta_who_cf.pk3 has this same issue no biggie.
Map has a some what suspicious loading time that is related to sound files loading can be ignored
if you experience a hunk allocation error and game crashes do set com_humkmegs 256 or higher and restart the game this does throw this problem have tested no solution to resolve it
There is no source file online for this pk3 cause it has been heavily modified and not available on this site
there is a standard version available here https://www.wolffiles.de/index.php?filebase&fid=844 its rated below Venice which is underrated for performance my opinion
3 downloads
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Submitted
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Rockeyes Beta 2 - -rockeyes_b2pk3 and waypoints
By papywolf
--------------------------------------------------------------------------
README for Rock Eyes beta2
made by zedd 29/06/2008
--------------------------------------------------------------------------
* General Information
This is my first map on Enemy Territory. I've made a map for Quake 3
several years ago, not released, based on a custom map from HalfLife
(called Darn). Making this map was interesting and a great learning time
(damn T-junction bug by the way ). I hope it will be good to play
For bugs, comments, ... send a mail at zedd.mapping@free.fr
and visit http://zedd.mapping.free.fr
* Technical Information
Near 9000 brushes, 1000 entities, hand made terrain.
A few custom textures, most of them are modified ones from the game.
First ideas for the map on 08/2007, first brushes on 12/2007,
first playable beta on 04/2008 (sooooo long ), 2nd beta on 06/2008.
Compile time : ~1 min meta, ~20 min vis, ~1h light (fast samples2 filter bounce8)
Compile machine : Athlon XP 2800+, 1Go RAM
* Changelog
25/04/2008 : beta 1, first release.
29/06/2008 : beta 2, second release.
. map size reduced on second part
. new paths from bottom base to ramp and from main base to north radar
. spawn at main base is only at one side of base
. more cover
. lots of clips added
. some aesthetic work
. ramp is now single stage
. main gate use less tois
. fixed spawn times (30s allies / 20s axis)
. ambiant sounds (sound script was missing on b1)
. etpro commandmap shader provided in a separate pk3
* Known bugs
You can get crushed by truck and the materials behind (need bigger clips ??)
* Thanks
Splash Damage - for the game and forums
Chruker - for his site http://games.chruker.dk
Tram Design - for the site http://tramdesign.planetwolfenstein.gamespy.com
2bit - for the site http://www.pythononline.co.uk/et
Hirntot Community - these guys simply rock -> http://www.hirntot.org
4 downloads
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Submitted
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adlerhorst te - adlerhorst_te.pk3 and waypoints
By papywolf
About This File
axis "Protect the documents in the Adlerhorst: demolish any Allied assault bridges and immobilize their armoured vehicles with Panzerfausts or grenades."
wm_mapdescription allied "Escort a Sherman M4A3 tank to the Adlerhorst and steal the secret war documents. Construct a bridge, protect and repair the Sherman and smash your way through to victory."
wm_mapdescription neutral "The Allies are attacking the Adlerhorst and must escort their Sherman M4A3 Tank as it blasts through the defences. The Axis can disable and delay the Tank with Panzerfausts, grenades,
2 downloads
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Submitted
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beetown a1 - beetown_a1.pk3 and waypoints
By papywolf
Details
Pk3 file : beetown_a1.pk3 Objdata file : beetown_a1.pk3\maps\beetown_a1.objdata Map date : 2011-11-04 Gametypes : wolfmp wolfsw Raw map name : beetown_a1 Arena file : beetown_a1.pk3\scripts\beetown_a1.arena Date added : 2016-06-26
Description
This is a Dual object map. The team that captures 4 objects first or the highest number of object wins. If it is a draw at time limit the map ends draw.
1942 The town Bee in Holland has been occupied by the Axis for some time and the conflict begins to grow. Mr. Bee has hidden all the beer, but Axis has taken all the honey as a guarantee for the harvest. Mr. Bee has sent out all his KillerBee's to get back the honey and Axis has sent out all the evil Scout's to bring back the beer. Let the battle begin.*Bee Town A1 made by |>B<|Mongo*Suggestions and ideas send to Email general.lossnus@hotmail.com or PM at |>B<| BUNKERGAMMING COMMUNITY HTTP
Axis objectives
Your mission, as an Axis player: Run into Allies Base and steal back our Beer. Take the Beer back to the storage cellar. You can steal back more then 1 Beer barrel at the same time and score. If you take back 4 barrels of Beer, you win. If it is a draw at time limit the map ends draw.
Primary Objective:*Steal the Southwest Beer barrels 1 and 2 that Allies gard in this tower.*Secondary Objective:*Construct the Southwest Assault Ramp to get another way to the objectivs. Primary Objective:*Steal the Southeast Beer barrels 1 and 2 that Allies gard in this tower.*Secondary Objective:*Construct the Southeast Assault Ramp to get another way to the objectivs. Primary Objective:*Defend the Northwest Honey jar 1 and 2 so Allies not steal it back.*Secondary Objective:*Destroy the Northwest Assault Ramp Primary Objective:*Defend the Northeast Honey jar 1 and 2 so Allies not steal it back.*Secondary Objective:*Destroy the Northeast Assault Ramp Secondary Objective:*Destroy Allies Main Gate to get another entry to their Base.*Destroy the Southwest and Southeast Iron Fence.*All 3 object must be Destroyed before green V. Secondary Objective:*Defend the Main Gate so Allies not get another way in ore out to your Base.*Defend the Northwest and Northeast Iron Fence.*Iron Fence must be OK otherwise red X. Secondary Objective:*Construct the Command Post to increase Charge speed and also to open the secret way under ground to the Allies Base. Our secret Spy has manipulated the door so that we can only use it but we need to destroy the drainage grate to get up. Secondary Objective:*Destroy Allies Command Post to decrease their Charge speed.*Defend the Drain Grate. Allies objectives
Your mission, as an Allied player: Run into Axis Base and steal back our Honey. Take the Honey back to the storage cellar. You can steal back more then 1 Honey jar at the same time and score. If you take back 4 jars of Honey, you win. If it is a draw at time limit the map ends draw.
Primary Objective:*Defend the Southwest Beer barrels 1 and 2 so Axis not steal it back.*Secondary Objective:*Destroy the Southwest Assault Ramp Primary Objective:*Defend the Southeast Beer barrels 1 and 2 so Axis not steal it back.*Secondary Objective:*Destroy the Southeast Assault Ramp Primary Objective:*Steal the Northwest Honey jar 1 and 2 that Axis gard in this tower.*Secondary Objective:*Construct the Northwest Assault Ramp to get another way to the objectivs. Primary Objective:*Steal the Northeast Honey jar 1 and 2 that Axis gard in this tower.*Secondary Objective:*Construct the Northeast Assault Ramp to get another way to the objectivs. Secondary Objective:*Defend the Main Gate so Axis not get another way in ore out to your Base.*Defend the Southwest and Southeast Iron Fence.*Iron Fence must be OK otherwise red X. Secondary Objective:*Destroy Axis Main Gate to get another entry to their Base.*Destroy the Northwest and Northeast Iron Fence.*All 3 object must be Destroyed before green V. Secondary Objective:*Destroy Axis Command Post to decrease their Charge speed.*Defend the Drain Grate. Secondary Objective:*Construct the Command Post to increase Charge speed and also to open the secret way under ground to the Axis Base. Our secret Spy has manipulated the door so that we can only use it but we need to destroy the drainage grate to get up.
2 downloads
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targetpush - targetpush.pk3 and waypoints
By papywolf
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Custom map information
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Game:
Enemy Territory (W:ET)
Title:
Target push
Filename:
targetpush.pk3
Date:
May 2014
Number of players:
6 vs. 6 or 8 vs. 8.
Description:
The Allied Forces are attacking to steal one Axis Flag and bring it back to their base for victory. The Axis Forces are defending the Axis Flag.
Editing program:
GtkRadiant 1.4.0
Installation/play:
Place the pk3 in your etmain folder, select it from the game menu (Host), or bring down the console and use the command /map targetpush to run the map.
Author:
Kent "Loffy" Lofgren, Sweden
E-mail:
Loffyswe@gmail.com
Web:
http://www.loffysdomain.com
Thanks to:
Server admins who support and host custom maps, and the Splash Damage forum community (http://www.splashdamage.com).
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3 downloads
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sne factory sniper - sne_factory_sniper.pk3 and waypoints
By papywolf
no information on the map
2 downloads
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UJE death water b1 - UJE_death_water_b1.pk3 and waypoints
By papywolf
no information on the map
3 downloads
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NOD_Temple v11 and waypoints
By papywolf
information
allied "A secret brotherhood of NOD supports the Axis. Destroy their new weapon!"
axis "The Allieds detected our new auxiliary and attack! Secure our new secret weapon!"
neutral "The brotherhood of NOD supports the Axis wtih a new weapon."
// Axis Objective Descriptions
1 "Primary Objective:**Prevent the Allieds from destroing the generator."
2 "Primary Objective:**Capture the forward flag."
3 "Primary Objective:**Defend the windows."
4 "Primary Objective:**Construct the command post."
5 "Primary Objective:**Secure the fueling of the rocket."
// Allied Objective Descriptions
1 "Primary Objective:**Destroy the generator!"
2 "Primary Objective:**Capture the flag."
3 "Primary Objective:**Breach through the windows."
4 "Primary Objective:**Construct the command post."
5 "Primary Objective:**Dynamite the fuel tanks to destroy the rocket."1 download
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sottevast pe - sottevast_pe.pk3 and waypoints
By papywolf
=======================================================
Sottevast PE (Final) / Public Edition
=======================================================
March 2010
Since Dersaidin released the sources of all his maps
to the public, it's alright to modifiy them.
Sid & Etch
=======================================================
Description
=======================================================
An Axis V2 missile project has been advancing in a silo
facility called Sottevast. Allied spies have discovered
an attack is about to be launched from this secret silo,
and a small team of elite soldiers were mobilized to
prevent the launch.
Allies are attacking.
Allied objectives:
------------------
- (Primary) Capture the Targeting System
- Enter the silo facility by dynamiting the main entrance
or by using a disguise
- Take control of the Axis forward spawn
- Construct the command post to activate a forward spawn
- (Optional) Open the side door to gain additional access
Axis objectives:
----------------
- (Primary) Defend the Targeting System
- Defend the silo facility's main entrance and prevent a
covert entry
- Hold the forward spawn
- Stop the Allies from constructing a command post, or
destroy it if it has been made
- (Optional) Keep the side door closed to hinder the
Allied progress
Spawntimes:
-----------
Axis : 20
Allies: 20
Information on bunker IRL:
http://www.v2rocket.com/start/deployment/sottevast.html
=======================================================
Additonal pk3:
=======================================================
The additional pk3 contains a ETpro mapscript.
Works only with ETpro, NQ, and other mods wich are
compatible.
+ Added Health and Ammo Cabinets to Command Post
+ Added Health and Ammo Cabinets and MG Nest to Side Bunker
+ Added Neutral Command Post to Bunker near Forward Bunker
+ Added Model for delivered Objective
+ Added Secondary Map Objective: Allies need to blow up the V2 Rocket
+ Fixed Tunnel Barrier appearance when under construction
=======================================================
Changelog:
=======================================================
Sottevast PE (Final):
---------------------
+ Based on Beta 3b
+ Added tracemap
+ Removed all unnecessary files from the pk3
+ Ficed mapscript
+ Fixed spelling errors
+ Reworked command map
+ New levelshot
+ Sottevast is now shown on the right place in the
command map
+ Retextured the map in near every aspect, because with
the old textures this great map looked like shit
Sottevast (Beta 3b):
--------------------
+ Tunnel barricade, can be constructed by either team.
+ Fixed scripting so that Allies will now get the forward
flag for 30 seconds when main door blows. (Previously
they had to be holding it to secure it for 30 seconds.)
Sottevast (Beta 3):
-------------------
+ Spawntimes 30/20
+ Removed Team door near main door - Closed this tunnel completely.
+ Side door:
No longer dynoable
open/close by both sides
+ Edits to the flag building and flag scripting:
- Open the side with the two team doors (so theres no teamdoors,
just a big open side like on the middle side of the flag) Allies
will be able to attack caves without blowing anything.
- xis spawn in the other side of the building (which is now open)
- Flag is recaptureable
- Axis loose flag when main is blown, but can still recapture
it (wait 30 seconds)
+ Move allied CP spawns back onto the ramp. Increases distance and allows
allies to pick that hall above CP easier.
+ Voiceovers
+ Improved river banks
+ Mineable areas added around the rocket
+ End of round camera things
+ ETPro Fireteam locations
Sottevast (Beta 2):
-------------------
- Flag can no longer be reclaimed by axis once a door has been blown.
- Changed terrain near main door. Added two bunkers. Added ladder with team door.
- Fixed CP's killed build box thingo.
- CP is now both Axis and Allied
- Fixed ladder out of river that you'd sort of get stuck on the top and fall back in
- Added another stair out of the water on the axis side.
- Moved Allied first spawn closer
- Improved command map .
1 download
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nomercy - nomercy.pk3 and waypoints
By papywolf
==================================================================
== Map name : Blackops No Mercy ==
== version : 1.0 ==
== Made by : Sylar and Blowfish ==
== website : Blackops Clan - http://www.enemyterritory.biz ==
== Date : 04-10-2009 ==
==================================================================
No Mercy
====================
The map was designed with my kids paper/pencils, on vacation, while lying near the pool having a beer. It was made for smaller servers or scrims, but I think you have to test that yourself. The objective is simple. Allies get to the Axis safe, blow it up, get the documents and bring it to the radar post. Have fun playing it and let me (blowfish@xs4all.nl) know if you run into weard things.
Special Thanks to
The designers of Enemy Territory, since I copied a few things from the original maps and modified em.
Splashdamage forum (www.Splashdamage.com)
For all the people helping eachother create maps.
2Bit (http://www.pythononline.co.uk/et/tutorial.htm)
For the great dummy proof tutorial they made. This helped me a lot !
Berzerkr of www.wolfmap.de
For the great resource of ET things on that website (like the good RSS feeds and prefab section).
Niek
For getting me the skybox...
Erik-Ftn, ola_erik@hotmail.com for creating the rtcw_ent_in_et_beta2.pk3 which I used for some nice extras.
All the Blackops members who helped me testing and debugging.
Axis objective descriptions
1 "** Don't let tank reach Main Gate!"
2 "** Defend Left Wall."
3 "** Defend Tunnel Wall."
4 "** Defend Bunker spawn at all cost!"
5 "** Defend Safe."
6 "** Prevent Allies transmitting secret documents data!"
7 "** Build CP to get better charge times!"
8 "** Defend Fence!"
Allied objective descriptions
1 "** Escort the tank to Main Gate!"
2 "** Destroy Left Wall to get better access to bunker!"
3 "** Destroy Tunnel Wall to get better access to bunker!"
4 "** Capture bunker!"
5 "** Destroy Safe Door to get Secret Documents!"
6 "** Bring the Secret documents to the Radar to transmit data!"
7 "** Build CP to get better charge times!"
8 "** Destroy Fence"3 downloads
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