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papywolf

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Everything posted by papywolf

  1. Version 1.0.0

    10 downloads

    // ====================================================================== // 'Beach Invasion, by Nerve Software' // July 2023 // suber // http://www.etlegacy.com ====================================================================== This map is a new conversion of the original RtCW map, mp_beach. It uses a modified version of the script created for et_beach and features the same objectives and basic gameplay. The main focus has been on improving the quality of the map with many fixes, the restoration of original assets, plus new decorations and visual improvements. A small number of changes have also been made to help improve the balance of the map. -----Changelog----- v2 • Added a timer to permanent spawn option for Allies in Forward Bunker (can be disabled via mapscript, enabled by default) • Added an option to spawn each of the MG42s (can be disabled via mapscript, enabled by default) • Relocated rock by Sea Wall to fix exploit • Fixed "SV_SetBrushModel: NULL" error • Restored original terrain geometry near roof of Forward Bunker • New terrain texturing with improved dotproduct2 blending • Reduced size of radio objective trigger box • Modified terrain by South Bunker to allow Allies to bypass ladder via hillside • New rock terrain texture and matching rock model texture • Added new Allied Supply Bunker spawn, enabled by building CP (can be disabled via mapscript, enabled by default) • Modified Axis Barracks spawn, enabled by building CP (Can be disabled via mapscript, enabled by deault) • Rearranged Axis Main Bunker spawnpoint layout • Fixed misnumbered Axis spawnpoint ID • Renumbered various spawnpoint IDs • Rearranged order of "team_WOLF_objective" entities to assign spawn location numbers sequentially (1 to 6) • New spawnpoint layout reference images • New sky shader with a moon and world lighting improvements • Reworked interior and exterior lighting • Added new searchlights and AA guns • Added new grass foliage • Added more rocks and bushes • Added more props and decorations in various rooms within the bunkers • Fixed texturing of barbed wire on Sea Wall • Added supports to barbed wire on Sea Wall • Added the correct footstep sounds for grass and sand v1 (to original et_beach): • Added new command map • Improved Sea Wall door icon • Added ammo and health cabinet map icons • Added missing ammo cabinet icon • Improved lighting of command post • Improved lighting in trench dugout • Added new wall light on upper south level of the bunker • Fixed issue with players being killed by clipping the command post while constructing • Fixed Allied objective status for capturing Forward Bunker • Added all objectives to limbo menu • Spelling and grammar corrections • Fixed all objective limbo cameras • Added missing mortar sound effects • Added new VO announcements • Removed duplicate UI pop-up announcements • Altered bot .gm file to match new UI pop-up announcements • New sky • Restored original terrain textures • Restored original sea textures and animation • Added rocks and vegetation • Fixed missing radar dish • Added Pak 40 gun emplacements • Added many additional props throughout the map • Minor adjustments to trench geometry and texture alignment • New trench wood texture • Minor adjustments to trench dugout geometry • Fixed Allied side spawn • Increased number of spawn points • Adjusted spawn point locations • Removed upper level MG42 to improve team balancing • Minor adjustments to forward bunker terrain geometry • Expanded interior space of forward bunker • Added a ladder and hatch to the forward bunker (can be disabled via mapscript, enabled by default) • Added a separate spawn location for Axis in barracks (can be disabled via mapscript, enabled by default) • Added a permanent spawn option for Allies in Forward Bunker (can be enabled via mapscript, disabled by default) • Fixed triggering of alarm sound • Fixed various texture alignment issues • Made wall boards, light switches and light mounts non-solid to prevent obstruction of player movement • Fixed invisible back sides of lights mounted on antenna • Added metal shutters to windows in the main bunker (can be enabled via mapscript, disabled by default) -----Credits----- - Original script: SEKoner - Searchlight model: FireFly - Stained paper textures: Majcher Arcana, https://majcher.itch.io/tea-stained-paper-textures - Technical drawings: https://drawingdatabase.com/ - Thanks to kemon for the inspiration, guidance and feedback - Thanks to Mateos for improving the bot waypoints - Thanks to uips for feedback, suggestions and assisting with the scripting - Thanks to c0rnn for feedback and suggestions ETL Discord https://discord.gg/UBAZFys -----Distribution----- All included files may be freely shared and modified. All original files remain property of Nerve Software LLC and SplashDamage Ltd. Copyright © 2002 Nerve Software LLC, © 2003 SplashDamage Ltd. and © Activision Publishing inc. All rights reserved.
  2. Version 1.0.0

    6 downloads

    ================================================== ===== Mapname : Grotli BSPname : grotli_b2 Released: 29.04.2023 Version : Beta 2 ================================================== ===== Objectives: Allied Primary Objectives: 1] Destroy the main gate. 2] Destroy the tank gate. 3] Escort the tank to the gold vault. 4] Destroy the tank barrier. 5] Destroy the vault door. 6] Grab the gold and bring it to the Allied base. Secondary Objectives: 7] Once inside the Grotli tunnel, capture the forward spawn point. 8] Prevent the Axis from fortifying their position with a command post inside the Grotli tunnel. Axis: Axis: Primary Objectives: 1] Protect the main gate. 2] Protect the tank gate. 3] Don't let the tank go to the Axis base. 4] Don't let the Allies destroy the tank barrier. 5] Don't let the Allies destroy the vault door. 6] Protect the gold. Secondary Objectives: 7] Don't let them use the forward spawn point inside the Grotli tunnel. 8] Set up a command post inside the Grotli tunnel. ================================================== ===== Updates in Beta 2: - If the vault door is destroyed and rebuilt, allies can also use the satchel. - After the main gate there is a secret route to the flag. - Allies base little bigger. - Axis can go behind the gate at the Allies base. - Allies has a own vault to bring the gold to. - Moved spawnpoints more to the back. - Edited the green doors. - Planes flying over. - Can go a little more over the hill in part B of the map. - Tunnel connected in part B of the map. - Allies cvops can use the door in the tunnel part B. - Hidding place near door in part A, for allies to sneak in. - Added some hot meals, medpacks and mp40 to pickup. - Tank control waypoint fixed. - Added some trucks with headlights on. - Fixed window vieuw in secret room. - Doors to barrier bit moved to outside. - Added camera screen near the door to the barrier. - Trap added. - Tank starts behind a gate to give Axis more chance to build the barrier. - And some more... ================================================== =====
  3. Version 1.0.0

    6 downloads

    In the Axis search for religous items they are on a quest to steal the Christmas Star, the symbol of hope and joy!*Allied intelligence has picked up this mission and are doing anything they can to prevent the Axis forces from stealing the Christmas Star. If the Axis forces succeed in their quest then a whole world celebrating Christmas will be in agony and that will drain their spirit on the battlefields, this will give the Axis forces a huge advantage in the war." axiswintext Yet another inspiring victory for the Axis alliedwintext he Allied Supreme Command was correct: Another easy win for the Allied forces
  4. Version 1.0.0

    3 downloads

    // Mapname : Grotli // BSPname : grotli_b1 // Released: 14.04.2023 // Version : Beta 1 // // Map made by: o-0._.0-o // // Website: www.bunker4fun.com //===================================================================================================>>> Story: The Allies must blast their way through the Grotli tunnel and bring the gold back home. ======================================================= Objectives: Allied: Primary Objectives: 1] Destroy the main gate. 2] Escort the tank to the gold vault. 3] Destroy the tank barrier. 4] Destroy the vault door. 5] Grab the gold and bring it to the Allied base. Secondary Objectives: 6] Once inside the Grotli tunnel, capture the forward spawn point. 7] Prevent the Axis from fortifying their position with a command post inside the Grotli tunnel. Axis: Primary Objectives: 1] Protect the main gate. 2] Don't let the tank go to the Axis base. 3] Don't let the Allies destroy the tank barrier. 4] Don't let the Allies destroy the vault door. 5] Protect the gold. Secondary Objectives: 6] Don't let them use the forward spawn point inside the Grotli tunnel. 7] Set up a command post inside the Grotli tunnel. =======================================================
  5. Version 1.0.0

    8 downloads

    Description: (the readme file) 9/28/2003 OpTeRoN - Normandy Beach Invasion FINAL ================================================================ Installation : Extract normandy_final.pk3 to .../Wolfenstein - Enemy Territory/etmain ================================================================ Title : Normandy Beach Invasion Filename : normandy_final.pk3 Author : *[SfS]*OpTeRoN / Raven]pot[ Email Address : darkraven289@hotmail.com * Play Information * Campaign : Yes Single Map Objective : Yes Last Man Standing : Yes * Construction * Base : Some ideas taken from mp_beach. NOTE: NO BRUSHWORK, MODELS, OR ANY MAP OBJECTS WERE TAKEN FROM MP_BEACH. Editor(s) used : SD Radiant 1.3.8 Known Bugs : Thanks to the ]pot[ clan and all the people on the servers for helping me find all the bugs from the BETA so I could fix them for this final version. Build Machine : AMD Athlon XP 2400+, 512MB PC2700 DDR, GeForce4 Ti4200 Brushes : 2949 Entities : 448 * Description* Description : In 1944 Allied troops have arrived at Normandy Beach. Their mission, to defeat all Axis forces on the beach and infiltrate the German base. The Allies must capture and transmit the Axis top secret documents in the inner bunker. Axis Objectives: Primary Objective: Defend the Top Secret Documents. Secondary Objective: Defend the sea wall. Secondary Objective: Defend the bunker door. Allied Objectives: rimary Objective: Construct the Constructible Transmitter and transmit the Top Secret Documents. Secondary Objective: Destroy the sea wall. Secondary Objective: Destroy the bunker door. * Bug Fixes * * Fixed from BETA 1 * -Added constructable transmitter on the beach. -Fixed many lighting issues. -Fixed many model issues. -Added a ladder to the back side of the forward bunker to give Axis easy access to the beach. -Fixed a bug that made health cabinets only give one health. -Fixed many overlapping brushes. -Added more detail to many rooms. -Fixed a texture problem in some rooms. * Thanks * I'd like to thank the ]pot[ clan for being such a great team and for the great help in getting the bugs out of this map, especially Owney-McOwn. To come play this map check out the ]pot[ clan's great ET servers: * Copyright / Permissions * Authors MAY NOT use this level as a base to build additional levels. This archive may be distributed over the Internet and/or BBS systems as long as this txt is included with the distribution. You may NOT distribute this BSP commercially in ANY way without my express permission.
  6. Version 1.0.0

    2 downloads

    UJE Baserace Sniper (Beta 2, Sniper) Description Allied: "Its a race, to build your base! Steal and secure construction materials from your enemy's base to build your own!" Axis: "Its a race, to build your base! Steal and secure construction materials from your enemy's base to build your own!" Neutral: "Check out the Online Baserace Guide at http://www.planetwolfenstein.com/battlefield" Objectives Allied objectives 6 "Synergy Hint: Level 4 Engineering + Level 2 Spawn = Outpost" 7 "Synergy Hint: Level 1 Tactical + Level 2 Armory = Covert Weapons" 5 "Baserace Hint: Avoid Rocketgun fire by traveling in the trenches." 4 "Baserace Hint: The Ruined Tower can be scaled with the Wall Jump ability." 3 "Baserace Hint: Jump on box tops to avoid triggering the enemy's underbase alert." 2 "Baserace Hint: Plant all your teams landmines before activating the landmine sentry." 1 "Baserace Hint: Disguised Covert-Ops can open the enemy's Supply Chests as well as Teamdoors." Axis objectives 6 "Synergy Hint: Level 4 Engineering + Level 2 Spawn = Outpost" 7 "Synergy Hint: Level 1 Tactical + Level 2 Armory = Covert Weapons" 5 "Baserace Hint: Avoid Rocketgun fire by traveling in the trenches." 4 "Baserace Hint: The Ruined Tower can be scaled with the Wall Jump ability." 3 "Baserace Hint: Jump on box tops to avoid triggering the enemy's underbase alert." 2 "Baserace Hint: Plant all your teams landmines before activating the landmine sentry." 1 "Baserace Hint: Disguised Covert-Ops can open the enemy's Supply Chests as well as Teamdoors."
  7. Version 1.0.0

    6 downloads

    MP_CHECKPOINT - Axis Rail Checkpoint ==================================== Major Quality of Life improvements of mp_checkpoint from Return to Castle Wolfenstein for ET Game Types Supported: MP, SW Suggested Players: 4-8 per team Default Round time: 10 minutes Overview: Allied forces are attempting to determine the location of a weapons train carrying V2 rockets by stealing a logbook from an Axis rail checkpoint. Allied Objectives: 1 - Steal the Logbook containing details of the weapons trains wherabouts from the Checkpoint Office. 2 - Get to the Radio Room and transmit the Logbook information to HQ. 3 - Destroy the Damaged Wall to capture the South Annex. 4 - Breach the Maintenance Access Door to create a route through the main checkpoint buildings to the Office. Axis Objectives: 1 - Prevent the Allies from stealing the Logbook from the Checkpoint Office. 2 - Stop the Allies before they transmit the Logbook information. 3 - Defend the Damaged Wall of the South Annex. 4 - Stop the Allies from breaching the Maintenance Access Door. Installation ============ Extract mp_checkpoint.pk3 to in your etmain folder. Other Information ================= Author: Andrew Palmer (than) Email: andyp_123[AT]vodafone[DOT]net Website: than.spawnpoint.org Release: 15/05/2005 Build Time: Ages Compile Time: 2 hours or so Build Machine: My work pc (2.2ghz, 512mb) New Textures: A few minor things. The loading screen and objective pics had a lot of work put into them. Brushes: Lots Bugs: The Allied forward spawn points don't work in RTCW versions prior to 1.32. Source included: Yes, look in the \maps directory in the .pk3 - maybe you could fix the bugs for me ...or convert level to work with ET.
  8. Version 1.0.0

    6 downloads

    ____________________________ ==; MP - Beach Invasion ;== --------------------------------------------- -------------------------- Basic information -------------------------- Author: Nerve Release date: 2004-02-10 Filename: mp_beach.pk3 Program: GTK-Radiant -------------------------- Map information -------------------------- Game: Return to Castle Wolfenstein - Enemy Territory Original Map and Design by Nerve Long name: MP - Beach Invasion Short name: mp_beach Map time: 20 minutes -------------------------- Installation -------------------------- Place the et_beach.pk3 in your *instaldiretmain folder, select it from the multiplayer->create server menu or bring down the console and type: map mp_beach. The in zip file included et_beach_bobota1.pk3 is only needed 4 BoBot Alpha 1 Support Map Description It is like the legendary original Map from RTCW , the objectives and design has not changed. Allied forces are attempting to steal top secret war documents from an Axis beach installation and transmit it to her base. Map Objectives Allied objectives: *Destroy the Sea Wall *Steal the War Documents *Transmit the War Documents Optional: *Capture the Forward Bunker *Destroy the Side Entrance *Construct a Command Post Axis objectives: Defend the Sea Wall *Defend the War Documents *Stop the Allies from Transmitting Optional: *Hold the Forward Bunker *Defend the Side Entrance *Construct a Command Post -------------------------- Changes since 1.0 -------------------------- - Mapname changed 2 et_beach - Beach texture changed - Terrain failure fixed - Missing doc-board texture added - Light-Bug fixed - BoBot Alpha1 support added (et_beach_bobota1.pk3) - 9-Map Campaign file removed -------------------------- Special thanks -------------------------- Thanks to Gray Matters for their Beach Invasion map in Return to Castle Wolfenstein. (The original Map can be tested in the MP-Demo!) Thanks to SplashDamage for their mapping documentation and their support in the forum. (Disable the "complain after friendly mine" in the next patch pleeeeeaase) Thanks to ID Software for their engine and their support in community. -------------------------- Distribution -------------------------- Copyright 2002 Nerve, 2003 SplashDamage and Activision. All rights reserved! You may electronically distribute this file freely as long as this readme file is included and that no fee is payed by the reciever.
  9. Version 1.0.0

    3 downloads

    Fix texture issues with other maps Description: Spawntimes: 20 Allies / 30 Axis Changes from mp_tram to Tram2: Map is cut in half (2nd stage only) Documents are now at the old transmitter Transmitter is outside South-West of the Castle Flag spawn at the Tram Tower for Allies Lower Basement Door now grants the Allies a permanent spawn at the Northern Hut New spiral staircase added to the Castle as a safe way to reach the transmitter outside 2023-02-24 This map is a reimagining of mp_tram for Return to Castle Wolfesntein converted into a stopwatch map all the credit goes to the original map makers find a bug? or have a suggestion regarding the map? contact me on discord @ John_Mullins#8799 Axis Objective Descriptions 1 "Secondary Objective:**Defend the Castle Lower Door." 2 "Primary Objective:**Prevent the Allies from retrieving the Agent One Documents." 3 "Primary Objective:**Stop the Allies before they use the Radio Transmitter." 4 "Secondary Objective:**Stop the Allies from capturing the Tram Tower Flag." Allied Objective Descriptions 1 "Secondary Objective:**Break into the Castle Lower Door." 2 "Primary Objective:**Retrieve the Agent One Documents." 3 "Primary Objective:**Send message from the Radio Transmitter." 4 "Secondary Objective:**Capture the Tram Tower Flag"
  10. Version 1.0.0

    4 downloads

    2023-03-11 Description: Major Quality of Life improvements of mp_rocket from Return to Castle Wolfenstein for ET Spawntimes: 20 Allies / 30 Axis Timelimit: 10:30 Changes from mp_rocket to Rocket2: Added: Ladder from First Cave Flag to catwalk Added: New Lower Train Room Stairway that connects to the new hallway up above Added: New hallway that connects the Store Room to the West Stairwell area and the new Lower Train Room Stairway Added: Closable metal window at Override Key room Change: Wider Axis upper spawn Change: Rocket Bay balcony ladder is now climbable Change: Higher support beam locations at Override Key area Change: Emergency Rocket Bay Door is now an Axis team door (it can still be destroyed with a dynamite) Change: The ladders at the Lower Train Room are now Elevators Change: Capping the objective will now trigger a 30 seconds countdown that can be Aborted/Started with the press of a button (same thing as mp_password2 but it requires a key) Removed: Tunnel Cave-in secondary objective Removed: The annoying train that circles around the map lower Removed: Loud announcers find a bug? or have a suggestion regarding the map? contact me on discord @ John_Mullins#8799 Allied Objective Descriptions 1 "Primary Objective:**Steal the Rocket Launch Override Key." 2 "Primary Objective:**Get to the Override Console and use the Key." 3 "Secondary Objective:**Destroy the Rocket Bay Emergency Exit." 4 "Secondary Objective:**Destroy the Upper Rocket Bay Door" 5 "Secondary Objective:**Capture the Frist Cave Flag." Axis Objective Descriptions 1 "Primary Objective:**Prevent Allies from stealing the Override key." 2 "Primary Objective:**Stop the Allies from using the Override console." 3 "Secondary Objective:**Defend the Rocket Bay Emergency Exit." 4 "Secondary Objective:**Defend the Upper Rocket Bay Door." 5 "Secondary Objective:**Defend the First Cave Flag."
  11. Version 1.0.0

    14 downloads

    2023-03-08 Description: Reimagining of mp_sub from Return to Castle Wolfenstein for ET Spawntimes: 20 Allies / 30 Axis Timelimit: 10 Minutes Changes from mp_sub to Sub2: Change: Main Door is destroyed at the start of the map Change: The Axis Submarine now requires two dynamites to be planted in order for the allies to win Added: Path from Central Access Room (Above Flag) to the Axis Workshop Added: Two new rooms inside the axis spawn Office and Workshop that has a team door that can be destroyed by a satchel and rebuilt by the axis Added: Dropdown from axis spawn to filtration Added: Filtration Hallway that leads to the back of the Axis Submarine Added: Spiral stairs at the back of the submarine pen that connects the first, second floor and the crane balcony Added: The room overlooking the submarine from RTCW's singleplayer (third floor) 2023-03-10 _b2 fixes: removed some models and entities reduced lightmapsize to fit the default com_hunkmegs 56 limitation. Changed the map coordinates for omnibot special thanks to [UJE]Niek for the omnibot waypoints find a bug? or have a suggestion regarding the map? contact me on discord @ John_Mullins#8799
  12. 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
  13. Version 1.0.0

    2 downloads

    FULL TITLE : [UJE] Lake sniper B1 FILENAME: UJE_Lake_sniper_B1a AUTHOR : [UJE]Interbellum DATE : 03-11-2021 bug report feedback : contact me at the [UJE]Clan forum: http://ujeclan.com/phpBB3/ (login required) Or Discord, username Rijnusch, nickname [UJE]Interbellum Release date beta 1.0 : -- -------------------------------------------------------------------------------- * LEVEL DESCRIPTION * Eerie lake side village where both sides are reacheable with a small boat -------------------------------------------------------------------------------- Version : beta1 Attacking : Allies and axis Timelimit : 20 minutes -------------------------------------------------------------------------------- * CONSTRUCTION * EDITORS USED : GtkRadiant 1.6.6-20180422, Easygen 1.42, Photoshop CS6 KNOWN BUGS : COMPILE TIME : ca. 10 minutes -------------------------------------------------------------------------------- * special thanks * [UJE] C For all the support. ================================================================================ = Credits = Games.chruker.dk fot additional information ================================================================================ Map maker: [UJE]Interbellum This map may be electronically distributed in its current state, this .txt file must be included. The .pk3 file (which this text file is located) and it's content may not be modified in any way without written permission.
  14. Version 1.0.0

    1 download

    Description: (the readme file) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Basic Information -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Author : Lanz (Johan Gustavsson) Email address : johanrg@telia.com Webpage : http://www.rtcw-tf.co.uk/gib/ #gameinfobot on quakenet (thats my irc bot page and channel) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Map Information -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Game : Return to Castle Wolfenstein: Enemy Territory Title : Silly CTF Filename : mp_sillyctf.pk3 Release date : 2003-07-15 Decription : The aim for this map has been to create a fast fun map and not spend time on inventing a new look, it has a classic base feel over it and has been inspired from mp_ctfmultidemo, wich even if it's ugly as hell and just a demonstration of how to implement ctf in rtcw, has a lot of good and fun action for 1on1 play. This map however is aimed for a higher player count, 3 per side is great fun but works well with 2on2 also. So here it is, Silly CTF, hopefully you will find this map a lot of fun to play with up and close battles. Best played without air strikes, artillery strikes and panzerfausts. The map file is included in the package, I hope someone might learn something from it. Observe! I do not want to see any work based on this map, I distribute the map file for all those new mappers out there, not so you can take the easy way and steal it from me. Program : SDRadiand 1.3.8 Build time : A couple of relaxed days. Compile time : a couple of minutes Compile options : -meta -vis -light -fast -filter -samples 2 Compile machine : AMD Athlon 1.4 gig Installation : Extract the pk3 to your etmain folder, select it from the hostgame menu or bring down the console and type: map mp_sillyctf. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Textures -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Standard Rtcw textures -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Special thanks to -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Clan Enigma for play testing (#enigma? on quakenet) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Copyright 2003 Johan Gustavsson all rights reserved This level may be electronically distributed only at NO CHARGE to the recipient in its current state, MUST include this .txt file, and may NOT be modified IN ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR WRITTEN PERMISSION. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  15. Version 1.0.0

    5 downloads

    Map by [UJE]Niek 2-2-2023 The Axis are invating battersea where the weapons for all allies are made for the war, Axis are trying to destroy the rocket that is on the train on his way to be transported to the battlefield, Allies will try to prevent this. Axis objective *Destroy the Traincart entrance *Steal the keycard and bring it to the armory on the top floor *Get 5 charges to the rocket and arm the bomb *Destroy the side door *Build the Commandpost Allied objective *Defend the Traincart entrance *Defend the keycard *Protect the Rocket *Defend the side door *build commandpost [UJE]Clan site http://www.ujeclan.com bsp name of this map is UJE_battersea Like always the credits also go to everyone who keeps this game alive.
  16. Version 1.0.0

    5 downloads

    tram2 (tram2).pk3 It's a RTCW converted map(Like et_beach and others). PK3 can actually run in either Enemy Territory or Return to Castle Wolfenstein. Start Spawntimes: Axis_respawntime: 20 Seconds Allied_respawntime: 15 Seconds Timelimit: 30 Minutes Spawntimes change as either team does objectives: Command Post or Bridges-Built or Destroyed. Axis Objective Descriptions 1 "Secondary Objective:**Defend the Castle Lower Door." 2 "Primary Objective:**Prevent the Allies from retrieving the Agent One Documents." 3 "Primary Objective:**Stop the Allies before they use the Radio Transmitter." 4 "Secondary Objective:**Stop the Allies from capturing the Tram Tower Flag." Allied Objective Descriptions 1 "Secondary Objective:**Break into the Castle Lower Door." 2 "Primary Objective:**Retrieve the Agent One Documents." 3 "Primary Objective:**Send message from the Radio Transmitter." 4 "Secondary Objective:**Capture the Tram Tower Flag"
  17. Version 1.0.0

    3 downloads

    Map Title (original) : mad.et|Bunker (Reloaded) Map Version : beta (fixed) Map Author : mad.et|Cambo Game : Wolfenstein: Enemy Territory Gametype: : Team Deathmatch Filename : madbunker_reloaded_beta_fixed.pk3 BSP-Name : madbunker_reloaded Map Size (suggested) : <20 Players Release (date) : Oktober 2011 Features : Team-Deathmatch (without a mod) Allies "Objectives" 1. Kill the enemy! 2. Stay alive! 3. See rule 1 Axis "Objectives" 1. Kill the enemy! 2. Stay alive! 3. See rule 1 Note : Support for Omnibot in process Credits : Stealth, Zer0Cool, Quake, COD5, M|A|D Community Distribution / Permissions This is the First Beta of this map and may not be modified in anyway. This file may not be commercially exploited in any way. Mapsource and models will be released with a "final" version of this map.
  18. Version 1.0.0

    3 downloads

    Basic Information ------------------------------------------------- Map Maker: Predator and Bivif Email Address: nvision_alex@yahoo.com ICQ/MSN/Yahoo: nvision_alex@yahoo.com Clan Site: http://etromania.forumotion.com ------------------------------------------------- Map Information ------------------------------------------------- Game: ENEMY TERRITORY Title: FalX CTF Village Filename: falx_ctf_village_b2.pk3 Version: beta 2 Release date: 1/09/2012 Players: Map designed for 2-8 players Installation: Place the falx_ctf_village_b2.pk3 into your etmain folder, select it from the multiplayer->create server menu or bring down the console and type: map falx_ctf_village_b2 Omnibot 0.8 support added ------------------------------------------------- Objectives ------------------------------------------------- Capture the flag race, a supremacy race. Secure more flags than your enemy! Omnibot support included! Allies: Steal the enemy flag! Defend your own flag! Axis: Steal the enemy flag! Defend your own flag! Round time: 20 minutes Thanks Avoc for skybox ------------------------------------------------- Testing ------------------------------------------------- Bugs: REPORT ANY BUGS at SplashDamage forums or ym: nvision_alex@yahoo.com or etromania.forumotion.com
  19. Version 1.0.0

    1 download

    === 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.
  20. Version 1.0.0

    2 downloads

    title : 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.
  21. Version 1.0.0

    3 downloads

    Large map Both sides have to dynamite a vault door in the other's base, capture and secure the documents. Construct bridges for fast access to forward spawnflags. The lower route is blocked by a constructible/dynamitable Allied Dam and Axis Gate. // Axis Objective Descriptions 1 "Primary Objective:**Dynamite the Allied Vault Door and Steal the Allied Docs." 2 "Primary Objective:**Bring the Allied Docs to the Control Room." 3 "Secondary Objective:**Capture Allied Spawn 2." 4 "Secondary Objective:**Hold the Forward Spawn." 5 "Secondary Objective:**Defend Axis Spawn 2." 6 "Primary Objective:**Defend the Axis Vault Door and Protect Docs." 7 "Primary Objective:**Prevent Allies from delivering Docs." 8 "Secondary Objective:**Build the Command Post." // Allies Objective Descriptions 1 "Primary Objective:**Defend the Allied Vault Door and Protect Docs." 2 "Primary Objective:**Prevent Axis from delivering Docs." 3 "Secondary Objective:**Defend Allied Spawn 2." 4 "Secondary Objective:**Hold the Forward Spawn." 5 "Secondary Objective:**Capture Axis Spawn 2." 6 "Primary Objective:**Dynamite the Axis Vault Door and Steal the Axis Docs." 7 "Primary Objective:**Bring the Axis Docs to the Control Room." 8 "Secondary Objective:**Build the Command Post."
  22. Version 1.0.0

    2 downloads

    No Map information
  23. Version 1.0.0

    3 downloads

    allied "Objective:**Get Acces to the heavy defended Axis Complex, steel the secret Documents and transmit them at the Radio Room!" axis "Objective:**Stop the Allies from breaking into the Axis Complex and defend the Secret Documents!" neutral "The Axis owning some secret Documents about the Enigma Decoder Machine. These Documents are heavely defended in the Black Forrest, called the Axis Complex. The Allies have to break into the Complex, steel the Decoder Manuals and transmit them to the Radio Station."
  24. Version 1.0.0

    3 downloads

    Author: -)A(-WuTang** About: Lays of Schwarzwald is a custom ET map situated in the middle of nice, famous region of Blackwood (schwarzwald..)forests. Story: Information about advanced progress of Axis in the Rocketbomb research were true. Allies are on a mission to ambush their Weapon factory in the middle of huge Schwarzwald forest and destroy everything whats worth. Objectives: Allies: Primary Objective: Escort the Tank through the Village and destroy the Tunnel Gate. Primary Objective: Escort the Tank through the tunnels to parmanently push Axis to the Rocket Base. Primary Objective: Bring all four Explosion Materials to the Rocket. Primary Objective: Build the Detonator to blow up the Rocket Base. Primary Objective: Blow up the Rocket Base using the constructed Detonator. Secondary Objective: Do not let Axis construct the Tank Barrier. Secondary Objective: Construct the Command Post to take partial control over the tunnels. Axis: Primary Objective: Prevent Allies from completing their objective. Secondary Objective: Construct the Tank Barrier. Secondary Objective: Construct the Command Post. Programs used: GTKRadiant 1.5 Notepad++ Adobe Photoshop CC2017 Blender 2.79 MilkShape 3D Audacity Credits & such: Textures: dirt_m03icmp_brown.tga - from ET:L texturepack made by Kemon. Missing images to original ET shaders were found in custom packs.. Other than that, textures were downloaded for free, or made by me. Websites: https://www.textures.com/ http://texturer.com/ http://mb3d.co.uk/mb3d/maxTextures_Home_-_Free_Seamless_and_Tileable_High_Res_Textures.html Models: Rocketbomb, trees and foliage models - made by me. Big dynamite - made by MLB guys. Sounds: Sounds included in pk3 are made out of ET original sounds. You can use all textures and models from this pack. Those downloaded are free, and those made by me are totally free too. Thanks to C from UJE Clan for their tank generator. Special thanks for help and feedback: Kemon, Mateos, Thunder, [UJE]Niek, Ray, Loffy, Macchute, ryven, Ensiform, Aranud, Aciz, hatcher, JoNny, Old-Owl and others. You may not include or distribute this map in any sort of commercial product without permission from the author. You may not mass distribute this level via any non-electronic means, including but not limited to compact disks, and floppy disks. You may not Redo/reproduce/update this map in any way without permission from the author. This will change after map source file will be released to public.
  25. Version 1.0.0

    4 downloads

    Description: ELEVATED TRANSPORT Release Date: Friday, October 22, 2004 Version: Release One http://www.elevatedgaming.com .................................................... TITLE: Elevated Transport FILE: greenlee_et.pk3 AUTHOR: Aaron J. Greenlee (CrazedFan) email address: greenlee@elevatedgaming.com URL: http://www.elevatedgaming.com .................................................... OBJECTIVES 1. Destroy/Protect the entrance to the Center Complex (affects spawn point) 2. Destroy/Protect the southern wall that protects the fuel pump 3. Construct your team's command post and protect it 4. Destroy/Protect the fuel pump that supplies fuel to the tram's generator ABOUT THE MAP This is my first map release. As with all maps there are some obvious weak issues. I planned to have the tram functioning; however, none of my experiments satisfied my ambitions. Over time, I am sure I could have it all function as I would like, but, I am compelled to release this, my first map, and begin to refocus on the next project. Known issues include some terrain texture issues here and there, two brushes that have light overlap, I think the forward spawn points should not be visible before forcing the spawn point. Some may say the map is a little off balance and favors the Axis. This was intentional. If you are still playing Enemy Territory I am confident you are looking for some real challenges. My hope is that a good server with stable players will swap sides at the end of each match. Please feel free to send comments to greenlee@elevatedgaming.com. I am always looking for talented people to partner with to release high quality expansions to the community and of course, I'll always entertain a level design job (although I do enjoy my current job . Thank you for your support. -Aaron greenlee@elevatedgaming.com http://www.elevatedgaming.com .................................................... SPECIAL THANKS Special thanks to thegnat who did some terrific work on the Command Map. Thegnat can be reached through his Web site at http://www.n0lame.de and can be found on the Splash Damage forums as of the time of this writing. Thanks also to http://www.elitekillas.com/ for offering to first post this to their servers. Thanks! Special thanks also go out to all the readers at the Splash Damage forum. Thanks to Paula Berry (who can be seen in the love nest) for her appreciation for my ambitions and dedication to this project. I love you. .................................................... PLAY INFORMATION GAMETYPE wolfmp, wolfsw NEW SOUNDS: No NEW GRAPHICS: yes NEW MUSIC: No NEW MODELS: No PREFABS: No .................................................... CONSTRUCTION BASE: scratch EDITOR: GTK Radiant 1.4 PROGRAMS: Easy-Gen for original land formation. Manipulated by hand in Radiant. Photoshop for texture creation/manipulation. Q3map2Build by ydnar. BUILD TIME: Not measured. Leassons learned are countless. Start date approx. May 1, 2004. COMPILE TIME: (BSP: 155s) + (VIS: 135s) + (LIGHT: 4205s) = 1.2 hours MACHINE: Pent. 3 @ 2.4gHz with 512mb RAM. TOTAL BRUSHES: 15,704 (As reported in editor) NET BRUSHES: 3,324 (As reported in editor) TOTAL ENTITES: 1,020 (As reported in editor) .................................................... DISTRIBUTION/PERMISSIONS Copyright 2004 Aaron J. Greenlee. All Rights Reserved. This level may be electronically distributed only at NO CHARGE to the recipient in its current state, MUST include this .txt file, and may NOT be modified IN ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR WRITTEN AND NOTORIZED PERMISSION FROM THE AUTHOR.
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