-
Posts
413 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Events
Blogs
Downloads
Everything posted by papywolf
-
Version 1.0.0
5 downloads
File type Map for "Wolfenstein - Enemy Territory" Title 6flags File name 6flags_110.pk3 Map name 6flags Version 1.1.0 (Created July 2005) Author 2Bit (www.tibetclan.com) Other maps The Breakout, Glider Assault, TankBuster, British Bulldog, 2tanks - available from www.tibetclan.com Optimum number of players At least 12. Plays well with 24+. Installation Put the pk3 file into the etmain folder. Description For either team to win: Capture both base flags and hold them for 2 minutes == or == Control all 6 flags If the time limit expires the winning team is the one which controls the most flags. Gamemodes Objective, Stopwatch. Thanks to Splash Damage and Activision. Drakir and Iffy for various neat prefabs. Heckl3r and Marko/Lowlife/Bob Le Roux for some great textures and sound files. Amethyst7 for his great skybox. TibeT Clan for invaluable testing and feedback. -
-
Version 1.0.0
2 downloads
Sedes RC1 Author: six six@planetwolfenstein.com http://www.planetwolfenstein.com/six =============================================== Programs used in creation: GTKRadiant 1.4 Adobe Photoshop 6.0 Notepad Changes: -Pits were removed/replaced to fix "bottleneck" issues -Window by axis spawn is clipped to keep balance ----------------------------------- OBJECTIVES ----------------------------------- ----------Axis Objectives---------- Defend the main entrance Defend the generator Defend the old city Defend the gold crate Construct the command post ---------Allied Objectives--------- Destroy the main entrance Construct generator Capture the old city Get the gold crate Construct the command post -
-
Version 1.0.0
2 downloads
***** Bunker ***** ******************************************************************************* * Enemy Territory Map - by Impact - 2004 * ******************************************************************************* Note: This map is exclusively my own permanent property, that is, the copyrights are automatically mine. Equal- early the map is a hobby project by a gamer for gamers. Therefore this map freeware. Everyone is allowed to use this card for their private use Offer to download, copy, or publish. One too I expressly consent to publication in the following German game magazines to: PC Action PC Player Game Star PC Joker Any other commercial use, in particular publication on dis- chain, CD-ROM or DVD in a magazine other than those mentioned above is expressly prohibited. Everyone has the permission to change the map for the private area, or Copy parts of the map, e.g. to create your own maps. In this case I ask for the note that parts of my map are used to create the map were used. This map is my first ever map. It so I am aware that this is not perfect in many areas. Besides the map was created as part of a MapContest, which is why it is very small has failed and there was a certain time pressure. For these reasons it is this map was also my "test object" because I was practical all the steps that are necessary to create a map still had to be learned. Nevertheless, there are over two hundred hours of work in the map. But above all others that I mention here made this card possible would like to: www.dflv-clan.de: no map without beta test;) www.Fragpoint.de: Very good German tutorial and a nice one small forum www.haradirki.de: Very good German tutorial www.level-desinger.de: Best forum for mappers with lots of nice people www.planetweltenstein.de: Everyone should know, good forum for ET and RTCW Those were the pages I visited most of the time. The people who helped me just as they occur to me: Fragpoint, haradirki, Ron007, BeoWulf, michi.be, HBe99, Rought, Fidelcastro, NightWulf Micro, freakman, hardcoreraver and of course all that I haven't mentioned now. [DFLV] Wolfine [DFLV] Kosmic [DFLV] Maroni [DFLV] Maschine [DFLV] DerBeo [DFLV] CrazyPittbull [DFLV] Denation [DFLV] Dagget [DFLV] HomeX [DFLV] Nobert [DFLV] Servidge [DFLV] TheCrazyKraut [DFLV] Tankwart [DFLV] GohanZeta Description of the map: Bunker is a small map for ET, intended for 3-5 players on each side. Installation Guide: Unrar the file "bunker.rar" and copy the new file "bunker.pk3" into the "ETMAIN" folder of your ET installation. Start the game and select "Host Game". Simply extract the Bunker.rar file into a directory of your choice. You should then find a bunker.pk3 file. It belongs in the ET main directory. If you start the game now you should be able to start the map via host game -
Version 1.0.0
2 downloads
Title : Destruction_final Filename : destruction_final.pk3 Date : 2009.03.29 Author : Russell Story (Geehaad) Contact : angel_son_7d@yahoo.com URL : N/A Map File : destruction_final.bsp Script File : destruction_final.script Release : 2009.03.02 Gametype : Objective, SW, Campaign Maximum Players : 64 Recommended Players : 12-18 Story: *Allies have cornered the Axis into a heavily bombed out warehouse complex. The Axis are making their last stand, and trying to call reinforcements to stop the raid on their last stronghold. *Allies must destroy their Communications before they are able to radio for help. Objectives: Axis 1 "Primary Objective:**Don't let them destroy the Comm Station.**This will cause a loss of communication to reinforcements. 2 "Secondary Objective:**Don't let them destroy the Gate.**This will give them access to the warehouse. 3 "Secondary Objective:**Protect the Weakend Wall.**This will give them access to the roof. 4 "Secondary Objective:**destroy the side door. This will give them quick access to the forward warehouse. Allied 1 "Pr**Destroy the Comm Station.**This will keep Axis reinforcements from knowing about the raid on the warehouses. 2 "Se**Destroy the Gate.**This will give access to the warehouse. 3 "Se**Destroy the Weakend Wall.**This will give access to the roof. 4 "Se**Destroy the side door. This will give quick access to the forward warehouse. -
Version 1.0.0
1 download
Mapname: warmup_final Status: final Mapper: CyburK released: beta1 03.08.2006/// final 20.08.2006 contact: cyburk@gmx.de website: www.cyburk.net This is a very small dual Objective Map i made to get warm with mapping again. beta 1 was made in 3 Days. Again this Map is really small i havent tested it yet but i guess the fun limit may be reached with 20 players. Install: put the warmup_final.pk3 in your Wolfenstein - Enemy Territory/etmain folder and play. If you have a ton of maps in your etmain folder its possible you cant run the map with the ingame "host-game" option. In this case open the console with "^" and type "/g_gametype 2" hit enter and then type "/map warmup_final" hit enter again and check it out. Objectives for Allies/Axis - Destroy the Enemys Safe. - Steal the Secret Documents - Build and Defend your Command Post - Bring the Enemys Documents to your Command Post. thanks and greetings all people at level-designer.de / etmaps.de / M8D Nephilm / M8D clan /Northerner /Shazam /Pitsbrgparatrpr / Berserker from wolfmap.de / splash-damage / macbeth / MerCuryRisIng / nullskillz for his nice forum post/tutorial on the dual objective / speedy (http://speedy.planetquake.gamespy.com//) for the nice mountain enviroment. ...............enjoy -
Version 1.0.0
3 downloads
Fragginhart Canyon Pk3 file : fragginhart_final.pk3 Objdata file : Map date : 2022-08-14 Gametypes : wolfmp wolfsw Raw map name : fragginhart_final Arena file : fragginhart_final.pk3\scripts\fragginhart_final.arena Date added : 2023-05-28 **Allies must raid Fragginhart Canyon and broadcast the documents back to Allies HQ. **Can the Axis forces hold? -
-
-
Version 1.0.0
3 downloads
Download pk3 name: hkf1v1_3.pk3 Map name: hkf1.bsp Description: Allied objectives 1 "Destroy the wall to gain access to the city" 2 "Steal the tank from the axis garage" 3 "Use the tank to breach the axis armory" 4 "Plant explosives from the armory on the three main bridge supports Axis objectives 1 "Prevent the allies from breaching the wall and entering the city" 2 "Prevent the allies from stealing the tank" 3 "Prevent the tank from reaching the armory!" 4 "Prevent the allies from planting explosives on the bridge" -
Version 1.0.0
4 downloads
Download pk3 name: g0ldrush_b1.pk3 Map name: goldrushtest.bsp Author(s): Zer0Cool There are number of eggs in the map (in this case 20) which can be taken by both teams and have to be brought to the nests of the teams. After all 20 eggs have been taken 3 new spawn randomly. Every time when one of the 3 eggs is captured, a new one spawns, so there are always 3 eggs in the map till map ends. There can be taken up to 120 eggs per team atm. The team with the most eggs in the end wins. -
-
-
Version 1.0.0
5 downloads
_/_/_/_/_/_/_/_/_/ _/ _/ _/ DeathShaft _/ _/ _/ _/_/_/_/_/_/_/_/_/ I do not allow changes in this map. Map created by 'Just!ce. This is my second map. Special thanks to: - Yodh and - [NM] - wezelkrozum - {SSF}Sage At the Splash Damage forum. Contact: MSN: antonh_8@hotmail.com Xfire: antonh1 -
-
-
Version 1.0.0
5 downloads
============================================= ============= 1v1 Garage Readme ============= =============================== by Th0rn3 === ============================================= Map name: 1v1 Garage BSP name: 1v1_garage Type: Deathmach Version: ESL mapping contest First Playable (V1.0) Date: 2009-01-24 Credits: Map maker: Th0rn3 Command map: Pegasus (he deserves a BIG FAT credit here, thanks, man) and Th0rn3 (making final bits like text and stamp) Testers: Th0rn3 Pegasus IndyJones Nevloow Bugs, suggestions, anything? Just email: rytis.tekorius@gmail.com I am always willing to help at Splash Damage: th0rn3 Catch me if you can at Skype: Ryttzz If you like spending money, you can call me: (+370)-63-83-63-38 (English or Lithuanian, please)] -
Version 1.0.0
12 downloads
-------Map info---------> 16/12/05 Title: X-factory File: xfactory.pk3 mapname: X-factory Author: s7ven ---> #s7ven or #cfet ! Build time: 9 weeks ------------------------> ------Instructions------ Map for Wolfenstein : Enemy Territory Place xfact_b3.pk3 into you "Wolfenstein - Enemy Territory\etmain\" directory. Gamemodes supported: Objective, stopwatch. LMS not supported ---------Tools----------> -GtkRadiant 1.4.0-ET -Q3map2 -Photoshop CS -http://easymapping.free.fr/ ---------Thanks---------# -Splash Damage and Activision for the free game! -D3vi4nt, Killerman, K!ller, Aniki, D3vils, Marcus, Ry4n, Apogee... and a lot of others ET players for Beta Testing et bugs reports! -All mappers of http://easymapping.free.fr/ -My team and ex teams and their members : fk (#fk.et), KLR, Docters (#Doc.et), GoC (#GoC*et), TFW (#fusion.wolf), FoS, Army... -Spécial Thanks to D3vi4nt for the tracemap -
Version 1.0.0
2 downloads
Original Map Author: Ginc Secondary Author/modder: EB EMAIL: etmaps@gmail.com Supplydepot3 map for Enemy-Territory To use: Place the .pk3 file into your etmain folder. _______________________________________________________________ **Changes** Winter look w/ some slight cave brush-manipulation & surfaceparms for steps added to ground level shaders. Changed crane controls and moved them so they are no longer able to be satcheled through the wall scripting fixes added Back window by crane is larger to see through but plated with glass Truck must go slightly further into the garage that has been added **Added** Health and ammo cabs @ command post ( when allies construct ) Axis 2nd spawn rear exit building for aesthetics spotlights a garage - winning allied truck exit allied 1st spawn now contains an mg nest 1 new sound file for the radio @ flagged checkpoint binocsimple shader remapped to infrared-type focal [other small changes may have been forgotten to be flagged here] -
Version 1.0.0
16 downloads
// ====================================================================== // 'Supply Depot, by ginc' // March 2024 // Cedric 'kemon' Easton // http://www.etlegacy.com // http://www.github.com/realkemon // ====================================================================== This map is an overhaul of the original Supply Depot map from ET created by ginc. 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----- v14: • Removed tall grass foliage model. Thank you kajto3 and others for reporting. • Renamed optional tunnel blockade description in script. Thank you c0rnn for reporting. • Removed 500ms wait delay after truck reached its final position to prevent the win incorrectly being awarded to Axis. Thank you Plain for reporting. • Fixed missing collision at outer wall towards mountain near CP. Thank you Terifire and Plain for reporting. • Slightly reduced sun intensity. Thank you lemr for reporting. • Expanded the tunnel system in the first stage as an optional mapscript setting. v13: • Reverted entire terrain back to original collision. Thank you ET: Legacy competitive for reporting. • Significantly changed overall look. Thank you Aciz for feedback. • Changed road design for a clearer separation between grass and road to simplify planting of landmines. Thank you ET: Legacy competitive for reporting. • Moved gold crate in truck further back to prevent hiding. Thank you u!ps for reporting. • Lowered optional windows in small bunkers to match guardhouse crouching. Thank you u!ps for reporting. • Added optional ladders to small bunkers. Thank you u!ps for reporting. • Improved and smoothened out collision around the map. Thank you Aciz for reporting. v12: • Fixed forward spawn flag occasionally leaking through the ground into the room below. Thank you Aciz for suggesting the fix for Warbell. • Included truck script by hazz to shorten the delay on truck movement. Check the script for 'globalaccum 4' for more info. Thank you hazz for creating the script. • Fixed landmines not plantable near cave exits. It's now closer to the original Supply Depot by ginc. Thank you mayan for reporting. • Added mapscript option to open the two bunkers in the first valley. Closed off by default. • Adjusted floodlight settings and reworked light sources for a more atmospheric lighting. Thank you Aciz for reporting. v11: * Fixed Truck trigger not being aligned correctly leading to unresponsive movement. Thank you ryzyk and bystry for reporting. v10: • Removed duplicated brushes on the inner wall of the west depot tower. • Improved texture alignment across differently angled walls. Thank you Aciz for suggesting the NetRadiant feature. • Prevented landmines being placed in Depot Wall breaches. Thank you ryzyk for reporting. • Fixed unnatural shadows underneath rocks. Thank you Kimi for reporting. v9: • Lowered central mountain to enable riflenade shots again. Thank you detdet for reporting and testing. v8: • Fixed caulk leak in terrain. Thank you Dmxj for reporting. v7: • Removed glitchy rock at cave exit near depot gates. Thank you Kimi for reporting. • Fixed flying vent at forward gate in first stage. • Fixed sun being in wrong position on 2.60b clients by adding dummy `q3map_sun` shader. Thank you Aciz for reporting. • Increased `-bounce` from 3 to 6. Thank you Aciz for suggesting. • Adjusted height of central mountain to reenable riflenade shots. Thank you ET: Legacy competitive community for reporting. • Removed versioning from pk3 contents. Thank you bystry and Aciz for suggesting. • Adjusted lighting settings for improved performance. Thank you Aciz for suggesting. v6: • Adjusted terrain near Depot Gates tunnel exit to allow a riflenade trickshot again. Thank you zenixje for reporting. • Merged terrain brushes directly in front of Depot Gates to allow for 'edge sliding' again. Thank you WuT for reporting. • Reduced height of middle mountain to allow various riflenade shots again. Thank you detdet, keithms and iQA for reporting. v5: • Fixed crane_sound (constructed controls) playing in second round after /map_restart. • Added unique ids for spawn slots to prepare this feature. • Changed and restructured assets to increase shared content across all overhauls. v4: • Re-added 'Truck is in position' line as announcement. (Thank you SAP for reporting) • Added satchel exploit fix for crane controls. (Thank you jobhh for reporting) • Add optional spawn cabinets. (Thank you Dmxj for requesting) • Fixed speaker pointing to incorrect sound file. v3: • Substantial performance improvements by reducing drawn surfaces with adjusted light settings. (Thank you hatcher for comprehensive support) • Provided option to toggle truck invulnerable or not through mapscript (invulnerable by default). (Thank you ETc.Jay for reporting and absolutely huge thanks to Ensiform for finding the perfect way to do this) • Fixed gold crate support blocks visible through walls. • Fixed setstate errors in console after dynamiting 1st main gate. (Thank you WuTangH for reporting) • Fixed CP sound playing in second round after /map_restart. (Thank you WuTangH for reporting) • Fixed surfaceparm grasssteps to add missing sounds when walking on grass. (Thank you WuTangH and Aciz for reporting) • Adjusted clip brush at forward bunker teamdoor/gate to prevent getting stuck on the edge. • Crate controls not showing satchel icon for Axis. (Thank you WuTangH for reporting) • Fixed visible seams in terrain textures. • Increased amount of spawn slots from 20vs20 to 32vs32. (Thank you Dmxj for reporting) • Fixed skyportal incorectly having sky shader instead of mountain. • Fixed flying rock next to east depot wall. • Reduced weird shadows from the ceiling lampshades. (Thank you Aciz for reporting.) v2: • Changed floodlight colour to uniform white • Fixed vanilla ET compatibility • Fixed various trickjumps • Cleaned collision for easier player movement • Fixed mirrored textures in vanilla ET • Changed crane control construction indicators for clearer visibility • Improved lighting and general visibility • Fixed issue where planting landmines was possible everywhere v1 (to original): • Added targetname and scriptname to nearly all in-game entities to enable server admins to build custom scripts if desired. • Extended map skywards to allow for free shoutcaster/spectator movement. • Implemented windows into the forward bunker roof to allow shoutcasters and spectators to maintain an overview at all times. • Comprehensive rework of structural mesh to improve on VIS. • Removed player collision from noticeboards, picture frames, lying doors etc. • Enlarged some door and window frames for more consistent use of dimensions across the map. • Colour-coded stairwells in forward bunker. • Fixed clip position of destroyed allied cp model. • Removed collision from crane rope. • Dispersed spawn points to declutter mass spawn events. • Adjusted terrain around some rocks to prevent leaks at the border. • Added team specific CP sounds • Re-added previously removed radio speakers • Increased player count to 20v20 • Added external antenna as visual indicator for CP status • Changed depot alarm to only sound for a specific time (15 seconds) instead of linked to the truck position. // AXIS Primary Objective: Retrieve the documents. Capture the forward bunker. Destroy the main entrance. Destroy the side wall. Don't let them construct the guardtower. Prevent the Allies from establishing a Command Post. Set up a Command Post. // ALLIED Primary Objective: Defend the documents until reinforcements arrive. Capture the forward bunker. Do not let the Axis destroy the main entrance. Defend the side wall. Construct the guardtower. Establish a forward Command Post. Prevent the Axis from fortifying their position with a Command Post. -
-
Version 1.0.0
15 downloads
******** Information on Erdenberg Greater Access ******** Authors: Pinn Release dates: V1: 15/12/2023 V2: 24/12/2023 V3: 08/01/2023 V4: 15/01/2023 maybe Email: etmapping@pinickitty.co.uk ******** Map information ******** "The axis are holding a small town of Erdenberg as one of their headquarters. With the power of two Flak88 cannons they are shooting down the Allies supply planes. The Allies are now sending a special crew to disable the enemy cannons and take over the town in order to continue their battle." Objective: >Flag > Main Gate > Flak88 cannons East and West > Command Post > Axis West Flak Spawn Flag and Constructible Door > Health and Ammo Cabinets West Flak Allies are attacking. ******** Tools used ******** GTKRadiant 1.5 NetRadiant Custom Topaz Gigapixels image upscaler Notepad ++ GIMP WinRAR ******** Textures used models ******** Majority of textures are from t2 but were upscaled manually by 2x using Topaz. Some new textures added from open source texture packs or in the case of the doors from praetoria M1. I just loved the look with only a slight colour change. Models and some textures were also obtained from the Teuthing mapping source pack. ******** Changes from T2 included changes in both V1 and V2 of greater access ******** Sky changed to horizon sky and was downgraded to a smaller size in V2 using Topaz. Took approx 10mb off the compressed pk3 file size in V2. removed entity func_leaky made triggers for both guns smaller to prevent trick plants. new area defined with a decal. created a new area on level 1 of the buildings surrounding East Flak including new ladders and a staircase. most existing doors made accessible mainly to axis/cvops replaced fence near west flak with brush models. All windows made explodable. Near route between Axis second spawn and main gate added. spawn point added in new route small area behind new route added explodable/constructible added to new route ammo health added to room below axis new spawn door added on new route. bunker on west flak made a fully functioning room added small ledge under top windows overlooking westflak added mg42 in bunker near allied first spawn added mushrooms added flag above main gate added a room and door under the new staircase near eastflak redesigned outside and inside of garage to make it higher and larger with a new functioning door added outside of garage now matches inside. added brush model as wooden explodable near west flak hole in wall ******** Changes made in V3 of greater access ******** added new route from garage to first floor east flak moved mg42 on allied spawn to face gate added some more mushrooms and other general furniture aand objects added the roof brushes to buildings around east and west flak. just because I could then raise the clip ceiling allowing for possible TJ onto broken roof fixed some object positioning made garage door back everyone access small texture alignment and scaling changes added small ledges to outside of windows overlooking west flak added a small room and door directly under the east flak. ******** Changes made in V4 of greater access ******** made garage door back to axis/cvops fixed the jump from highest window to broken roof. fixed script for axis west spawn flag a few door fixes including a new door texture with axis logo added flak voice overs (cheeps UIPS and DKill) fixed windows in westflak bunker. no longer explodable but now block bullets...phew added some new axis and neutral door textures (wooden hill400 and blue door from praetoria) with the help from UIPS. fixed allied spawn flag allowing axis access to forward bunker from spec ******** Changes made in V5 of greater access ******** doorway activated above axis final spawn and made axis/cvops to prevent allies surrounding east flak stairway added to axis final spawn to make it easier for axis to cover east flak added to rope ladders to the broken house so that both sides can access the only playable roof and not just from TJ from highest window in attic added a security camera just for a bit of fun ******** Thanks to ******** All this that tested some of the early ideas like Cranog and John Doe and huge thanks to eG Aimex for first putting it on the server as V1 and also for nominating the map for MOTY. 2nd is great but really felt Beach and Braundorf should have won in 2023 but maybe Grotli is a worthy winner as the only original map in the nominations. Also a big thanks to all those on TM Muppet ETL server who also provided lots of feedback on both V2 and V3. Too many to mention of course but UIPS has been really outstanding in checking things and making sure every little bug is fixed. Also a big thanks to UIPS and DKill for providing the flak destroyed/dyn voice over files and also TM for who ever fixed the general vo scripts. I was lazy yes and just used the t2 version adjusted. And must mention Kemon and Matteos for all the help and guidance along the way along with all the other ET Mapping discord members who answered my many questions. Great to be able to test on both nitmod and ETL ******** Original Information from T2 ******** Authors: sani (Mapping & Creation) Hukk (Plans & Layout) Hemuli (Consultant?!) Release dates: B1: 5/8/2010 B2: 27/11/2010 B3: 1/11/2011 Email: sani@fubr-gaming.com IRC: #w0bble @ Quakenet -
Version 1.0.0
5 downloads
Download pk3 name: the_station_final.pk3 Map name: the_station.bsp Author(s): Magic Also attached: _the_station_textures.pk3 Its "Capture The Flag" - but its small and short spawn time - and you can't deliver the objective if the enemy got yours, and you can't secure your own flag if you got the enemy flag. This map could also fit well for 2vs2. A real hardcore head to head CTF map! -
Version 1.0.0
24 downloads
works correctly with Enemy Territory // ====================================================================== // 'Braundorf, by Brevik' // November 2023 // Cedric 'kemon' Easton // http://www.etlegacy.com // http://www.github.com/realkemon // ====================================================================== This map is an overhaul of the original Braundorf map from ET created by Brevik. 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. // AXIS Primary Objective: Prevent the Allies from blowing the City Gate and permanently capturing the Factory District. Primary Objective: Prevent the Allies from destroying the Bunker Controls and winning the battle. Secondary Objective: Prevent the Allies from blowing the Castle Gate and gaining another route to the Bunker Controls. Secondary Objective: Prevent the Allies from capturing the Factory District spawn point. Secondary Objective: Build the Command Post for faster charge times. Secondary Objective: Build and defend the Rear Entrance to the bunker. // ALLIES Primary Objective: Destroy the City Gate and permanently capture the Factory District. Primary Objective: Destroy the Bunker Controls to win the battle. Primary Objective: Destroy the Castle Gate to gain another route to the Bunker Controls. Primary Objective: Capture the Factory District spawn point. Secondary Objective: Build the Command Post for faster charge times and a new spawn point. Secondary Objective: Destroy the Rear Entrance to the bunker.