-
Posts
393 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Blogs
Downloads
Everything posted by papywolf
-
Version 1.0.0
2 downloads
-=-=-=-=--=-=-=-=--=-=-=-=- -=-=-=-=-Main info-=-=-=-=- -=-=-=-=--=-=-=-=--=-=-=-=- Mapname: Steal_v1 Version: 1.0.0 Gametype: CTF (Capture the flag) Mapmaker: 1869*_Flame a.k.a Dante Website: www.1869clan.tk -=-=-=-=--=-=-=-=--=-=-=-=- -=-=-=-Installation.-=-=-=- -=-=-=-=--=-=-=-=--=-=-=-=- -install on local machine: 1. Download the Steal_v1.pk3 file 2. Put the pk3 file into your "etmain" folder (usually can be found at: "C:\Program Files\Wolfenstein - Enemy Territory\etmain\") 3. start the game 4. open console with the ~ key (left from the 1 and up the TAB key) 5. type /g_gametype 2 (it will tell you it will be set on restart, DONT restart) 6. type /map steal_v1 7. play! ==> NOTE: no bot support added. -install on a server: 1. Download the Steal_v1.pk3 file 2. Put the pk3 file into the "etmain" folder 3. if needed, add to your fastdownload server 4. add map "steal_v1" to your maprotation.cfg (or other depending on mod) 6. (re)start server 7. play and have fun! -=-=-=-=--=-=-=-=--=-=-=-=- -=-=-=-=-Objective-=-=-=-=- -=-=-=-=--=-=-=-=--=-=-=-=- Allied main objective: Use the teleporters to get to the axis base, here you must try to steal all 5 Gold crates solen gold crates have to be deliverd to 1 of the pillars in allied base. Allied secondary objectives: - Construct brige nr 1 - Construct brige nr 2 - Construct the command post Axis main objective: Use the teleporters to get to the aliied base, here you must try to steal all 5 Gold crates solen gold crates have to be deliverd to 1 of the pillars in axis base. Axis secondary objectives: - Construct brige nr 1 - Construct brige nr 2 - Construct the command post -=-=-=-=--=-=-=-=--=-=-=-=- -=-=-=Special Thanks!=-=-=- -=-=-=-=--=-=-=-=--=-=-=-=- 1. Special thanks to HEX|Fate for awnsering most of my questions 2. Special thanks to Marco (from MLB-maps) for helping me solving my questions 3. Special thanks to 1869*_Spirit for helping testing and finding bugs -=-=-=-=--=-=-=-=--=-=-=-=- -=-=-=-=-=-Other-=-=-=-=-=- -=-=-=-=--=-=-=-=--=-=-=-=- - few new textures included - 16 textures included - added lava texture -
Version 1.0.0
3 downloads
----------- Stiglitz B1 ----------- Release Date: 31/08/2018 ----------------- This map is intended as an entry for the Trackbase, TWT, Wolfwatch map-contest 2018. I would like to thank all of the organizers for setting up the contest. It has been a valuable experience creating a map on a fixed schedule. -----Story----- July 1943: Local resistance reported a branch of Deathshead’s X-Labs in a small remote village. Stiglitz, an OSA agent, has been sent to infiltrate the facility and gather intel of Deathshead’s activities. Communication broke up some days ago and Stiglitz is suspected to have been spotted and is soon to be executed. -----Objectives----- This map has one primary objective (extracting Stiglitz), one secondary objective (Command Post) and two flag spawns. Stiglitz: Stiglitz can be escorted by both teams along the spline path. Allied forwards and Axis backwards. CP: Aside from the usual CP benefits, the command post is also responsible for showing Stiglitz on the command map. If you do not own the command map, you don't see his position. Already in this version this is a rather big advantage, but with free escort movement this will basically be game deciding. Flags: The flags are located on each of the middle islands and make team communication necessary to avoid enemies falling into your back. -----Notes----- The mapfile is included. We kindly ask that you contact us before releasing any maps based on Stiglitz_b1. Once beta2 is released this map will act as some sort of tutorial map with an extensively documented script and if possible a tutorial video series. By doing so, we hope that we can spark a new genre of objective maps to bring some fresh wind to ET. -----Thanks to----- Direct support: • ryven for extensive support during debugging of the script_mover. • WuTangH for the broken tree model acting as bridge from Nature to Industry and the modified head model for Stiglitz to fix a visual glitch. • Everyone on the TWT Discord for helping out in one form or another. Indirect support: • Jon Swenson (=N4RC= Smokey) and Chris Swenson (Hobbie) for Axis Lab. The forwards and backwards movement of Stiglitz is highly inspired by Axis Lab. • Gordon 'digibob' Biggans [SD] for his purely magical MD3-to-TAG tool • C and Npherno for their wonderful model tools respectively • hipshot for his "miramar" skybox from http://www.custommapmakers.org/skyboxes.php • RtCW for models + textures • Detoeni for his submarine and truck models • ischbinz for textures • FireFly for his Hanomag model • RayBan for his treeline textures • Everyone else who provided info, feedback, ideas or helped in any other way. -
Version 1.0.0
2 downloads
Description: (the readme file) V-2 Factory by Mean Mr. Mustard release date: 25-May-04 (Final) RTCW: Enemy Territory SW, ==================================================== title: V-2 Factory (Final) file: v2_factory.pk3 author: Mean Mr. Mustard email address: mean_mr_mustard7@hotmail.com URL: description: It is the spring of 1943, and the immense Blockhaus near Watten is nearly complete. The Axis have geared up production on the V-2 rocket but continue to fire them from a remote launch site. The Allies must destroy the production of the next V-2 before any more terror can be rained down on England. Objectives: Axis have to produce a V-2. All factory machines must run 15 minutes to construct a V-2. Allies can halt production by damaging the machines. If the Axis repair the machines, then the time build continues. If all threee machines are damaged in an overlapping period, Allies win the map. If the V2 is produced, then the Axis must deliver it to safety via a train. ==================================================== Play Information gametype: wolfmp, wolfsw **no lms implemented yet** map name: v2_factory.bsp new sounds: various train sounds new graphics: custom textures for signs, posters, v2 and train skins new music: none new models: v2, train and train cars prefabs: various ones from Drakir (www.drakir.tk) how to play: place the v2_factory_b1.pk3 file in for etmain directory. Then host a game, single objective map and select V-2 Factory Beta 1 ==================================================== Construction base: scratch editor: GTK Radiant 1.4.0-rc2 other programs: easygen (terrain), gimp (graphics), PSP, gmax, lithunwrap know bugs: none build time: overall, approx. 6-8 months. ==================================================== base: scratch editor: GTK Radiant 1.4.0-rc2 other programs: easygen (terrain), gimp (graphics), PSP, gmax, lithunwrap know bugs: none build time: overall, approx. 6-8 months. ==================================================== Thanks to the following: The splash Damage Forums - a vast treasure trove of information Desert Skybox by sock (I modified the sun angle and color to suit my map - shader changes in v2_factory.shader) Ifurita for providing the V-2 brushwork on which the V-2 md3 is based shaderlab (ydnar) for various textures (detail-cb,flat_lt,concrete_big_1,brick-med-tan,brick-med-tan-wdwed) Drakir for the vast number of quality prefabs (shelves, barrels,etc) -- www.drakir.tk Schaffer (Nick Abbott) for generating the awesome command map, loadscreen image and lots of bug checking Nathan Havok - terrain layout, heightmap, v2 and train models Crotalus - custom textures for all the factory signs, and all the model skins! Added posters throughout the map.... Nathan Havok, (Pyr8)Someguy and Steurenol for refining the original mapping objectives and layout [GoG]Mike for "you must include a slide somewhere in the map" - and I did Crotalus for "you need to use a skybox so your map isn't floating in space" - so I did TheBaz for MG-Nest placement and various detail/playablity ideas =MLK=delicious, TheBaz, [GoG]Mike, Absolutjd, Clemster and Crotalus for initial walk throughs and testing PureGamer for various testing of the map =MLK= for play testing of the entire map =Shit Storm= servers for putting the mpa through the ringer - which it survived ND80 servers for lots of play testing and feedback Java.Lang for the cobweb texture and shader ==================================================== Distribution / Permissions This map may not be modified in anyway as to appear as a completed map by anyone else than the author. Authors May Not decompile the BSP as a base to build additional levels.The possibility of using items from this map as prefabs is possible, but you must obtain the author's written permission first. You MAY distribute this pk3 file in its entirety without permission. This file may not be commercially exploited in any way. ==================================================== -
Version 1.0.0
2 downloads
Author : Magic Email : janerikstorseth@gmail.com Release : 17-04-2016 Website : www.magics-territory.com Game Information. Game : Return to Castle Wolfenstein: Enemy Territory File name : raid_final.pk3 BSP name : raid_final Menu name : Raid Game modes : wolfmp wolfsw. Players : 6-8 per team Version : final Attacking : Allies Timelimit : 25 Spawntimes : Axis : 20 / Allies : 15 Install : Put the pk3 file into the etmain folder. Story : Axis are holding the library as their HQ - Allies has decided to do a raid for the axis gold - Escort the truck and force your way through the town to the library - Steal the gold and escape // Axis Objective Descriptions 1 "Primary Objective:**Prevent the Allies from capturing forward spawn and blowing up the city fence" 2 "Primary Objective:**Build your Command Post for improved charge times." 3 "Primary Objective:**Defend the Restaurant door" 4 "Primary Objective:**Defend the Library main door" 5 "Primary Objective:**Defend the Library side entrance" 6 "Primary Objective:**Prevent allies from stealing the key to the gold" 7 "Primary Objective:**Defend the gold and prevent allies from deliver at truck" 8 "Primary Objective:**Keep the switch lowered" // Allied Objective Descriptions 1 "Primary Objective:**Capture forward spawn and blow up the city fence" 2 "Primary Objective:**Build your Command Post for improved charge times." 3 "Primary Objective:**Blow up the Restaurant door" 4 "Primary Objective:**Blow up the library main door" 5 "Primary Objective:**Blow up the Library side entrance" 6 "Primary Objective:**Steal the key and open the library gold defence" 7 "Primary Objective:**Steal the gold and deliver at the truck" 8 "Primary Objective:**Open the switch" -
Version 1.0.0
1 download
Description Axis: "Objective:**Defend the 3 sets of demolitions explosives planted on the Remagen Bridge and your Field HQ" Allied: "Objective:**In sequence, defuse the demolitions explosives planted on the North, Center, and south Spans. Once explosives have been defused, blow up the Axis Field HQ" Neutral: "March 7, 1945. Allied forces racing towards Germany desperately need to capture key bridges spanning Germany's last natural defensive barrier, the Rhine River" Objectives Allied objectives 1 "Primary Objective: Defuse the explosives planted on the North Span Defusing explosives will make North Spawn Spawn Flag permanent-allies" 2 "Primary Objective: Defuse the explosives planted on the Center Span Defusing explosives will make Center Span Spawn Flag permanent-allies" 3 "Primary Objective: Defuse the explosives planted on the South Span Defusing explosives will make South Span Spawn flag permanent-allies" 4 "Primary Objective: Destroy the Axis Field HQ on the South Bank" 5 "Secondary Objective: Breach the South Door entry point to the bridge" 6 "Secondary Objective: Breach the North Door entry point to the bridge" 7 "Secondary Objective: Repair the North Enterhaken" 8 "Secondary Objective: Repair the South Enterhaken" Axis objectives 1 "Primary Objective: Defend the explosives planted on the North Span If the Allies defuse the explosives, they will permanently capture the North Span Spawn Flag" 2 "Primary Objective: Defend the explosives planted on the Center Span If the Allies defuse the explosives, they will permanently capture the Center Span Spawn Flag" 3 "Primary Objective: Defend the explosives planted on the South Span If the Allies defuse the explosives, they will permanently capture the South Span Spawn Flag" 4 "Primary Objective: Defend the Axis Field HQ on the South Bank" 5 "Secondary Objective: Defend the South Door entry point to the bridge" 6 "Secondary Objective: Defend the North Door entry point to the bridge" 7 "Secondary Objective: Prevent Allies from repairing the North Enterhaken" 8 "Secondary Objective: Prevent Allies from repairing the South Enterhaken" -
Version 1.0.0
2 downloads
Operation Resurrection (Final/Fixed) Made by peyote http://peyote.et.googlepages.com A fixed version of the map, the original contains buggy shader script, which can corrupt other maps and itself. A Skinpack changing Axis to Zombies, only in this map. Installation: Place the *.script into mapscripts folder on the server; and the *.pk3 into the mod folder. Works with, NoQuarter, Jaymod, Etpub, Etpro, and any other mod which supports etpro mapscripts. ----------- PUR3MAP ARCHIVES OF AMERICA Please read IMPORTANT - Special instructions, Other instructions and :::note::: below to avoid problems ================================================================ Title : Resurrection Date : 1:35 PM 9/19/2003 pk3 name : resurrection.pk3 Filename : resurrection.bsp Author : Dan "RivrStyx" Dorn Email Address : mailto:pur3maps@planetquake.com Web : http://www.planetquake.com/pur3maps Description : MP or SW play for ET **** IF YOU WANT TO REMOVE THE ZOMBIE SKINS GO TO YOUR ET/MAIN DIRECTORY AND MOVE OR DELETE THE Z_RESURRECTIONSKINS.PK3 (THE RESURRECTION.PK3 CONTAINING THE MAP IS SEPERATE) **** Additional Credits to : id software and Splash Damage Beta testing: Team-Resurrection ( http://www.team-resurrection.net)..... ND80 (http://www.nd80usa.net) Servers: The Resurrection 69.56.165.130:27961 and check out ND80s servers at above url Additional sounds: DetPak http://detpak.tripod.com Skins: RivrStyx ================================================================ ========Campaign cycles added=========== resurrectioncycle.cfg or choose in menu - (its just a 6 map resurrection campaign) /exec resurrectioncycle.cfg resurrectionfullcycle.cfg or choose in menu - (6 original maps with Resurrection being the final conflict to stop the axis soldiers before they become invincible) /exec resurrectionfullcycle.cfg *****Also it's recommended playing this map with 32bit color depth for visual effects if your system can handle it but not necessary. Will just look a whole lot better with less visual weirdness. Can set these in the menu: 1. when game starts hit esc key...choose system 2. Go down the list change COLOR DEPTH to 32bit and LIGHTING to lightmap(high), can leave TEXTURE QUALITY to 16bit as this only kills framerate and won't see much of a difference. Depending on video card you may not see any change in frame rate using lightmap and 32 bit color depth. 3. choose accept (video will restart and will only take a sec til back in the game) ================================================================ @@@@@@@@@ Other Instructions on file placement...etc @@@@@@@ Unzip the mp_resurrection.zip file to your Return to EnemyTerritory/ETMain directory :::NOTE::: Zip files contain the normal map file called mp_resurrection.pk3 and also a skin pk3 called z_resurrectionskins.pk3. The z_resurrectionskins.pk3 will make the axis look like axis zombies/demons to add to the maps contents and atmosphere. The only fallback is they will still look this way on other maps because of the way RTCW is made. [If your on a server that doesn't have this file you won't have to worry about it as you will default to the regular axis skins] -----If the skins do show up on other maps and you want the regular skins back or have problems with them on map changes just remove z_resurrectionskins.pk3 file from your Return to castle Enemy Territory/ETmain derectory (or wherever you installed it) or move it to a seperate directory to save.----- Thats it but i recommend at least trying them for this map ******** Play Description *********** Operation: Resurrection BACKGROUND: The Nazi's as we have heard are doing human experiments to create super soldiers. Recently however, its been discovered the Nazi's are using the occult to further their mission for world dominance by performing passages from the book of the resurrection. Rituals if you will. A small allied force lead by LT. Joe Johnson was sent to gather more information on one, Alfred Kreiger, who is a Nazi Sympathizer and linked to practices in the occult. Information we received from Johnson has confirmed our suspicions. Kreiger has performed satanic rituals and has succeeded in resurrecting dead Nazi soldiers that feel no pain, no emotion, and have no mercy. They are the perfect killing machines. Kreiger has recently crossed over to the other side, suicide by his own creations. According to the book, Kreiger's death will allow him to move between realms and help make the transformation of the soldiers complete. They can be destroyed at this time, but one passage from the book is left that will make them invincible and must be done when certain circumstances are present. Unfortunately we don't know this information as we've lost contact with Johnson and his men. This was Johnson's last transmission: <Begin Transmission> "…We have entered the belly of the beast where life and death are one… The book holds the power … The last passage needs to be performed for the gates of hell to be opened permanently… God help us… It must be performed when…" <End transmission> No one from the group has been heard from since, but we do know from Johnson's last message that the book is the key. Time is of the essence and you will be deployed immediately. --I know your thinking this can't be real. It seems unbelievable but in Johnson's words. "God help us" if it's true. -- MISSION: To infiltrate Kreiger mansion by raft and make way through front gate or other means available before the axis zombie soldiers become invincible. Extract "The Book of the Resurrection" that's located in the mausoleum on the rear mansion grounds. Exit through the main house back to front gate to raft. " *Primary Objectives - 1. Destroy Main Gate power to gain access to Kreiger. 2. Steal Book of the Resurrection from Kreiger Mansion and make way to raft and escape to caves. *Secondary Objectives - 1. Capture flag in mansion room to advance. 2. Destroy secondary door for access into lower mansion. "This is a secondary entrance but cannot use to exit." 3. Destroy catacomb door for access into book room. Thx to Detpak for the some of the cool sounds in resurrection. http://detpak.tripod.com Some custom textures from Evil Lair http://www.planetquake.com/hfx/textures.html -
Version 1.0.0
1 download
Download pk3 name: road2amiens_b2.pk3 Map name: road2amiens_b2.bsp Author(s): theMaker Allies must sabotage the Tower guarding the Road to Amiens. February 18, 1944. Under cover of night, an elite Allied squad has orders to sabotage the Axis Sniper Tower guarding the Road to Amiens. 5km to the north, Amiens Prison holds 700 inmates, including several important leaders in the French Resistance - 12 of whom are to be executed in 24 hours! Allies must succeed or the French activists will be shot! -
-
Version 1.0.0
1 download
Title Troop Train File name trooptrain_120.pk3 Map name trooptrain Version 1.2.0 (Created May 2008) Author 2Bit (www.tibetclan.com) Other 2Bit maps www.pythononline.co.uk/et Nbr of players Recommended 2-8 per team, probably mayhem beyond that. Installation Put the pk3 file into the etmain folder. Scenario Axis are transporting armour reinforcements to the front line. Allies must destroy the 2 tanks on the trains before they arrive at their destination. All the action takes place on two moving trains adjacent on parallel tracks. First objective is to blow up the crates that block the Allies path up the train. This gives them access to the midtrain flag forward spawn, and sets them up for the final push to the front of the train where the Tiger tanks are being transported. Players can move through the carriages, or along the top or sides, and can jump from one train to the other. Passing overhead gantries and bridges help to prevent sniper domination, and quick respawn times mean players are never missing from the action for long. The straightforward layout also means it's quick to learn and no-one gets lost. With a 10 minute map time limit, I believe it is best played in stopwatch mode. Gamemodes Objective, Stopwatch (recommended) Thanks to Splash Damage and Activision for everything. Models and textures: Detoeni, Midnight Oil, Aikon, LeMog, DaveGH, BerneyBoy, Uchronic, Blushing Bride, Chavo One, Massive, StormShadow and Nightwolf. And anyone else whose texture I may have inadvertently used. TibeT Clan and associates for testing and feedback. Detoeni.uk -
Version 1.0.0
1 download
Title : ET Tundra Version : Beta 4a Release Date : 12/24/03 Filename : et_tundra_beta3.bsp Author : Tom "Menzel" Haskins Converted to ET by: ChumChum Email Address : thaskins@snet.net homepage : http://www.farmingtonco.com/ro Description : The Allies have orders to lay seige on an Axis held outpost near the coast, infiltrate the Axis compound and destroy the power grid. Once the power is disabled allied forces can advance further inland. Other info : This is a modified version of the original Tundra Outpost from RTCW. This version is designed for use in Wolfenstein: Enemy Territory. Major changes from the original are: The first wall is now open instead of needing tnt to blow The flag has been moved out from the tunnel closer to the first wall The allied spawn associated with the flag is now in the barracks in the front. Removed the MG42 above the front barracks The sewers no longer need to be blown The house near the ice now contains a CP that either team can build but only the Allies gain a spawn point there when its built Added health and ammo racks in the house near the ice and the axis barracks inside the compound The compound gate is no longer open and requires tnt Next to the compound gate is an axis only door I put some boxes in front of the compound wall to allow a boost into the compound. These may get removed since there is now an axis-only door I added another sewer entrance just in front of the axis compound Added another ladder to get from the ground to the second level of the compound Moved the Axis spawn inside into 2 seperate rooms Added some boxes here and there for cover Made the MG42s at the front of the compound buildable Made a weak looking command map Allowed for mines to be placed on terrain Some other things you won't notice Additional Credits : Det Pak (http://detpak.tripod.com) for custom sounds. -
Version 1.0.0
1 download
MAP: US RADAR CREATOR: Higgins CONTACT: atomic_killer_rooster@hotmail.com ABOUT USING THE PK3: You may use tis pk3 to play the map only, do not decompile the map for your own uses, that is, DO NOT! decompile. // Axis Objective Descriptions 1 "Primary Objective:** Destroy the US Radar" 2 "Primary Objective:** Destroy the US Radar base doors" 3 "Primary Objective:** Destroy the US Radar doors" 4 "Secondary Objective:** Build the water pump" 5 "Secondary Objective:** Capture the forward spawn" 6 "Secondary Objective:** Destroy the Allies command post" 7 "Secondary Objective:** Build the command post" 8 "Secondary Objective:** Destroy the Sealed Grid" // Allied Objective Descriptions 1 "Primary Objective:** Defend the US Radar" 2 "Primary Objective:** Defend the US Radar base doors" 3 "Primary Objective:** Defend the US Radar doors" 4 "Secondary Objective:** Destroy the water pump" 5 "Secondary Objective:** Capture the forward spawn" 6 "Secondary Objective:** Build the command post" 7 "Secondary Objective:** Destroy the Axis command post" 8 "Secondary Objective:** Defend the Sealed Grid" -
Version 1.0.0
2 downloads
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. -
Version 1.0.0
1 download
OLD BONES for Enemy Territory : Vietnam MOD Release date: 2009-09-26 Author: VS|Monkey Clan: -VETERAN SOLDIERS- Map Name: VS|OldBones(b1) BSP Name: oldbones_b1.bsp Gametypes: Frag, Hold the Flag Gametime: Variable (5/15 minutes) Omni-Bot: Waypoint file included (oldbones_b1.way) MOD: Vietnam MOD URL: www.ETnam.org Map Story Not a story... Just BLOOD!!! USA and NAM must fight to own OLD BONES. Frag a lot and try to capture and defend the flag for 5 minutes! Who will be the king of OLD BONES? Map Objectives USA Objective Descriptions Primary Objective:**Don't let NAM take the flag. Primary Objective:**Touch and defend Old Bones flag. Secondary Objective:**Don't let NAM construct a Command Post. Secondary Objective:**Build a Command Post. NAM Objective Descriptions Primary Objective:**Touch and defend Old Bones flag. Primary Objective:**Don't let USA take the flag. Secondary Objective:**Construct a Command Post. Secondary Objective:**Prevent the USA from constructing a Command Post. Installation Put the "VS_OldBones_b1.pk3" file in your "\etmain" directory. The mapname is "oldbones_b1.bsp" if you want to add it to any script. If you run Omni-Bot on your server, the map include the waypoint file "\omni-bot\et\nav\oldbones_b1.way". Just copy it into you Omni-Bot installation. Remember that this map is built for Vietnam MOD so some map textures and texts are built to run with this MOD, and should missmatch with any other ET version. Thanks Thanks to -VETERAN SOLDIER- clan, [sLut] clan, Borg, bucket map for gameplay idea, Splashdamage Forum for direct/indirect help. -
Version 1.0.0
2 downloads
wario_final Designed by .WAR|R0u$back. Contacts: http://warclan.forumj.net Xfire: rousback Tools: GTK Radiant 1.4/1.5 - photoshop - paint Ressources: - the map fragmaze_fixed made by sl0wr0ck, on wich warmaze (my first map) is based/inspired (xfire of the creator of purefrag: sl0wr0ck) - warmaze_b6, wich is the base of this map - some textures from "textures_pitores" (eMail Address: me@Hourences.com) - http://splashdamage.com/forums/ - http://easymapping.free.fr/html/ and many others websites of tutorials I can't remember... Greetings/Thanks to: >> The Splash Damage team for this wonderful free game >> Fate (xfire: fmcfate) for his help to solve many issues I had while I was mapping... (Mapping tutorials http://fmc.hex.ee) >>The .WAR|Clan. and his communauty for the tests, feed backs, ideas and advices, to improve this map... >>.WAR|bitchy., who made the .WAR|Clan. logo. He also implemented the mario pictures on the wall texture. If you use the map on your server please let me know, it's always good to have some feedbacks! In no cases you are allowed to modify anything from this pk3 without permission. Leave it in his current state if you want to use it. If you want some modifications of the map just let me know (by xfire or .WAR|Clan. forums) and I will see what I can do about it. Enjoy! -
Version 1.0.0
4 downloads
Objectives: Allies 1.Capture the Siwa Spawn 2.Destroy the Siwa Wall 3.Lower the dropzone fence 4.Enter the dropzone to call air support 5.Bring the ammunition box to the artillery gun to load the gun 6.Rotate the artillery gun towards the gate of Teuthonia 7.Fire the artillery gun to destroy the gate of Teuthonia Secondary objectives: - build the waterpump to access the tunnel - build the command post to create an alternative Spawn - Destroy the axis command post command post Axis: 1.Prevent the Allies from capturing the Siwa Spawn 2.Prevent the Allies from destroying the Siwa wall 3.Prevent the Allies from lowing the dropzone fence 4.Prevent the Allies from from reaching the dropzone and from calling air support 5.Prevent the Allies from loading the artillery gun 6.Prevent the Allies from rotating the artillery gun 7.Prevent the Allies from firing the artillery gun Secondary objectives: - destroy the waterpump to prevent the allies from using the tunnel - call air strikes to prevent the allies from reaching the dropzone - build the command post - Destroy allied command post command post -
Version 1.0.0
3 downloads
// Axis Objective Descriptions 1 "Primary Objective:**Stop the Allies from breaching the castle wall." 2 "Primary Objective:**Prevent the Allies from stealing the tank." 3 "Primary Objective:**Disable or obstruct the Allied-held Tank to prevent it reaching our HQ." 4 "Primary Objective:**Stop the Allies from blowing up the HQ main doors." 5 "Primary Objective:**Stop the Allies from blowing up our HQ." 6 "Secondary Objective:**Construct the command post." 7 "Secondary Objective:**Blow up the Allied command post." 8 "Secondary Objective:**Blow up the footbridge." // Allied Objective Descriptions 1 "Primary Objective:**Breach the castle wall." 2 "Primary Objective:**Steal the tank." 3 "Primary Objective:**Escort the tank to the town square." 4 "Primary Objective:**Use the tank to blow up the Axis HQ main doors." 5 "Primary Objective:**Use dynamite to blow up the Axis HQ." 6 "Secondary Objective:**Construct the command post." 7 "Secondary Objective:**Blow up the Axis command post." 8 "Secondary Objective:**Construct the footbridge." -
Version 1.0.0
2 downloads
(the readme file) -V1Rocket_b2 -release date: 18 may 2004 ==================================================== Game features - After the Lorraine37L (the Tank) has reached the depotyard it can no longer be damaged nor repaired. This was done to avoid xp-whoring by allied engineers. - After the Lorraine37L (the Tank) has reached the depotyard the V1Rocket will be transported onto a electric train with a crane. The train will take the v1rocket to the launchramp and does NOT have to be escorted nor can it be damaged/repaired - Allies can steal the fuelcan (The Objective) at any given time in the game, But they can only secure it at the v1rocket after it has reached the launchramp. (an icon will appear at the command map) ==================================================== title: V1Rocket_b2 file: V1rocket_b21.pk3 author: FireFly email address: URL: description: ==================================================== Play Information gametype: wolfmp, wolfsw new sounds: yes new graphics: yes new music: no new models: yes prefabs: no ==================================================== Construction base: scratch editor: GTK Radiant 1.3.13 other programs: easygen, 3Dmax5, Photoshop build time: approx. 9 months. compile time: 83 mins. ==================================================== Distribution / Permissions This is the first trial of this map and may not be modified in anyway as to appear as a completed map by anyone else than the author. Authors May Not decompile the BSP as a base to build additional levels. The possibility of using items from this map as prefabs is possible, but you must obtain the author's written permission first. This file may not be commercially exploited in any way. ==================================================== A thank you Thanks goes to M.Schaffer and Erwin A. for helping me testing the private beta1.... -
Version 1.0.0
7 downloads
Axis Objective Descriptions 1 "Primary Objective:**Steal a uniform**and open this door in disguise**Inside the room push the button" 2 "Secondary Objective:**Build the commandpost, **defend the commandpost. **Destroy enemies commandpost" 3 "Primary Objective:**Destroy the gate." 4 "Primary Objective:**Steal a uniform**and open this door in disguise**Inside the room push the button" 5 "Primary Objective:**Steal the keycard and bring it to the fault." 6 "Primary Objective:**Bring the gold to the truck." 7 "Primary Objective:**Truck." Allied Objective Descriptions 1 "Primary Objective:**Defend the room**" 2 "Secondary Objective:**Build the commandpost, **defend the commandpost. **Destroy enemies commandpost" 3 "Primary Objective:**Defend the gate." 4 "Primary Objective:**Defend the room." 5 "Primary Objective:**Defend the keycard." 6 "Primary Objective:**Defend the gold." 7 "Primary Objective:**Defend the truck." -
Version 1.0.0
3 downloads
Marrakech Street Vara Description : Allied intelligence has learned of the existence of Operation Hitlers Beard, a top secret project that the Axis top minds have been working on. If the Allied command could get there hands on the information contained within these files it would help them plan for a swifter and more decisive victory in the entire North Africa campaign. The Allies have put together a small strike force to attempt to break through the Axis defenses and steal the documents they are guarding. Needless to say, the Axis soldiers can not allow this to happen, and must defend the town at all costs. Objectives Allies : 1, Escort the tank passed the barrier 2, Escort the tank to the town gate and destroy them 3, Destroy the back door entrance *** New objective *** 4, Destroy the entrance to the laboratory and get the document case 5, Take the documents back out through the gate to a waiting truck Axis : 1, Don't let the tank get passed the barrier 2, Stop the Allies from destroying the town gate 3, Protect the back door entrance *** New objective *** 4, Guard the laboratory entrance 5, Don't let the Allies escape with the document case -
-
-
Version 1.0.0
2 downloads
Description: (the readme file) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Basic Information -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Game : Return to Castle Wolfenstein: Enemy Territory Title : River War Filename : reriver.pk3 Release date : 2003-08-27 Decription : The Allies are attempting to destroy the prototype heavy water processing control system. The Axis must guard their prototype heavy water processing control system. Author : Extra (Johnny Hadley) Email address : Johnny@endofdaysband.com Webpage : http://www.hadleyplace.com -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Copyright 2003 Johnny Hadley all rights reserved This level may be electronically distributed only at NO CHARGE to the recipient in its current state, MUST include this .txt file, and may NOT be modified IN ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR PERMISSION. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -
Version 1.0.0
2 downloads
=== Odenthal Beta 2 === ======================= Mapdates: Name: Odenthal Mapper: Jens 'eiM' B. Type: Competition map (3v3 , 6v6) Spawntimes: Axis 30s , Allies 20s Average duration: 10 Minutes Worked time: 3,5 Month (for beta2) Homepage: http://reveal.et-support.de/odenthal Story: I always wanted to create a real competition map for Wolfenstein: Enemy Territory. But I never got started to a real project like this... the only maps I finished are small 1v1 / 2v2 maps or my trickjumpmap (a bit bigger though). So well, back in the Winter of 2006 I really had too much freetime because of holiday and stuff. So it came that I reinstalled all the mappingstuff on my harddisk and thought about a nice map. Anyway this maybe sounds a bit weird but when this amok run happened in Germany - Emsdetten me and some friends were together hanging out and randomly heard that the guy who ran amok had mapped his school for Counterstrike. Because we always have much fun @ LAN's and stuff the idea of mapping our school for W:ET @ LAN's became more and more reality. Before I write on I really have to note that I misprize the happenings of Emsdetten and i'm sorry for all the victims and that not in my farest thougts plan to do something like an amok run. Okay , well in my winterholidays I went skiing and had much fun but also some time to think about my mapping project. There were many things to plan. (If you really try to remap something of your daily life you'll notice that you don't remember many details of the looks and stuff ;>) So I made some photos , searched + created textures and made some outlines. Anyway after about 2weeks when I were back at school I finally started to create the map in my GTKRadiant. The map is not a perfect remake of Odenthal (the small city it's located in) because I set a higher value on making the school realistic than the terrain etc. But still there are much similarities like the small river ,some grassland... So this is the story behind the map and the name Odenthal. The story set in W:ET is the following: Axis have constituted an headquarter in the school of Odenthal. Therefore they rebuild some parts of the school and the town. The Allies forces have to escort their Jagdpanther through the streets of Odenthal to get access to the school. After this they have to destroy the Main Entrance and the Generator to disable the magnetic seal of the Security doors to get access to the main building of the school. Inside this the Axis store their secret documents which have to be secured by the Allies Forces -
Version 1.0.0
2 downloads
itle : CAHA: tavern filename : caha_tavern_b1 game : wolfenstein: enemy territory version : beta 1 date : 5.October.2005 author : Roger "redRum" Creus url : http://www,cyanureill.paparra.net email : roger.creus@gmail.com gametype : objective, stopwatch, campaign mines : disabled max. players : 12 per team 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, so 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 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 stairs wall to cut the allied path. -
Version 1.0.0
2 downloads
// Axis Objective Descriptions 1 "Primary Objective:**Protect the railroad manifest." 4 "Primary Objective:**Don't let them get the manifest and paintings to the truck." 3 "Secondary Objective:**Don't let them use the track switch to get the paintings" 2 "Primary Objective:**Don't let them steal the paintings with the train." // Allied Objective Descriptions 1 "Primary Objective:**Steal the railroad manifest." 4 "Primary Objective:**Get the manifest and paintings to the truck." 3 "Secondary Objective:**Use the track switch to get the train to the paintings." 2 "Primary Objective:**Escort the train to the paintings, then to the truck."