Jump to content

papywolf

Clan Friend
  • Posts

    382
  • Joined

  • Last visited

Everything posted by papywolf

  1. Version 1.0.0

    0 downloads

    sniper map - UJE Toyshop Sniper Beta 1 made by [UJE]Niek Pretend yourself in a toyshop but this time you may use the guns for real. The only thing is that you are very little like a mouse. There is a way to cross but it's not easy ,you have to use the stairs.
  2. Version 1.0.0

    0 downloads

    NFL (Beta 2) Description Allied: "Allied need to steel the Axis_NFL_Ball then try to score a goal in your FieldGoal. Allied Team also need to defend your own NFL ball too.." Axis: "Axis need to steel the Allied_NFL_Ball then try to score a goal in your FieldGoal. Axis Team also need to defend your own NFL ball too.." Neutral: "Football Match: Each team need to score at least 10 goals to win the match or the highter scoring points will win the match if the time is up. You need to steel the Enemy NFL_Ball and score between FieldGoal." Objectives Allies objectives 1 "^4Primary Objective: ^6Steal the ^1Axis NFL Ball ^6to try scroring point." 2 "^4Primary Objective: ^6Defend your ^4Allied NFL ball." 3 "^4Secondary Objective: ^2Construct ^4The_Catapult_Kicker_Allied_Side ^2to Reached the FieldGoal." 4 "^4Secondary Objective: ^2Destroy(cover-opp) or prevent the ^4Allied Team ^2to build ^2The_Catapult_Kicker." 5 "^4Secondary Objective: ^2Construct ^4The_Safety_Net_Allied_Side ^2to increase your safety after ^2kick ^2attempt." 6 "^4Secondary Objective: ^2Destroy(cover-opp) or prevent the ^1Axis Team ^2to build ^4The_Safety_Net_Axis_Side." 7 "^4Secondary Objective: ^2Construct the defensive ^4Allied_MGs ^2to ^2increase your defense.." 8 "^4Secondary Objective: ^2Prevent the ^1Axis team ^2from ^2establishing a Command Post or ^2Destroyed it. Build your from ^2increase your position with a Command ^2Post." Axis objectives 1 "^1Primary Objective: ^6Defend your ^1Axis NFL ball." 2 "^1Primary Objective: ^6Steal the ^4Allied NFL Ball ^6to try scroring point." 3 "^1Secondary Objective: ^2Destroy(cover-opp) or prevent the ^4Allied Team ^2to build ^2The_Catapult_Kicker." 4 "^1Secondary Objective: ^2Construct ^1The_Catapult_Kicker_Axis_Side ^2to Reached the FieldGoal " 5 "^1Secondary Objective: ^2Destroy(cover-opp) or prevent the ^4Allied Team ^2to build ^1The_Safety_Net_Allied_Side." 6 "^1Secondary Objective: ^2Construct ^1The_Safety_Net_Axis_Side ^2to increase your safety after ^2kick ^2attempt." 7 "^1Secondary Objective: ^2Construct the defensive ^1axis_MGs ^2to ^2increase your defense.." 8 "^1Secondary Objective: ^2Prevent the ^4Allies team ^2from ^2establishing a Command Post or ^2Destroyed it. Build your ^2from ^2increase your position with the ^2Command Post."
  3. Version 1.0.0

    1 download

    Prévisualisation Story: The germans has built a laboratory in an old mine since they discovered a copper-carbon based superconductor with the molar mass 666g/mol**The mineral offers exceptional magnetic features and this is now used in an anti aircraft prototype gun. It can launch time fused shell at 2 mach. this makes the gun extremely hard to avoid as pilot. The allies must destoy the prototype and transmitt the documentation. Objectives: *The allies have to steal a key and unlock a gate *Then destroy an anti tank pak75 gun *The tank will then enter the map from the forest and will require escortation to the minelabs *Once the tank reaches the minelabs it will create an entrence and the allies will be able to destroy the prototype and transmitt the documentation. Changelog since alpha 3 fix: *The gate that previously gave the axis instant acces to the delivery point of the key in the first stage of the map is now closed until the key is delivered forcing the axis to either take a longer route or push through the commanders room where the key is found in order to stack on the delivery point. this will make teamwork and communication more vital in the first stage. *An opel blitz with mg42 is added outside the forest route near the headquarters to give axis more control of the middle hill in the first stage. *The compound where the ammunition supply is has been mirrored and turned to increase the distance that the axis have to travel to the anti tank gun, this will make it easier for allied field ops to prevent the axis from defusing the dynamite once it's planted (using air strikes). furthermore a tunnel has been added to give the allies a protected route to capture the ammunition supply in the second stage as well as to sabotage the axis commandpost. *Once the tank reaches the house with the commandpost the axis can no longer spawn in the commandpost house no matter if they have constructed it or not. *The clip of the tank is now correct and custom command voices is now added, proudly recorded and created by Finn and Fabi.
  4. Version 1.0.0

    3 downloads

    About This File Author: Chris Turner Email: turnerc03(AT)hotmail.com Map name: Midnight Map version: Beta 3 ***MAP INFO*** The Allies are attempting to take out a strategic Axis outpost on the North German coast that has thus far prevented all bombing raids from the North. ***OBJECTIVES*** Allies: * Capture the forward spawn from the Axis. * Dynamite the main entrance. * Construct the bridge to gain access to the side entrance. * Stop Axis engineers from building the command post. * Destroy the West Anti-Aircraft Gun using the explosive charges. * Destroy the East Anti-Aircraft Gun using the explosive charges. Axis: * Defend the forward spawn from invading Allied forces. * Prevent the Allies from destroying the main entrance. * Defend the side entrance from Allied engineers. * Stop Allied engineers from building the command post. * Defend the West Anti-Aircraft Gun. * Defend the East Anti-Aircraft Gun.
  5. Version 1.0.0

    1 download

    Download pk3 name: maccupiccu_b2.pk3 Map name: maccupiccu_b2.bsp Author(s): Necrom@ncer FR -------------------------------------------------------------------------- Description: Allies need to steal the two symbols (sun and moon) and secure it on the truck stationed on the allies spawn. ------------------------------------------------- Basic Information ------------------------------------------------- Author : Necrom@ncer FR ------------------------------------------------- Map Information ------------------------------------------------- Game : Return to Castle Wolfenstein: Enemy Territory Title : maccupiccu_beta2 Filename : maccupiccu_b2.pk3 Map name for campaign : maccupiccu_b2 Release date : 08.02.2009 Objective : Allies: Allies need to steal the two symbols (sun and moon) and secure it on the truck stationed on the allies spawn. History of the map : Maccupiccu is based on real photo for constructing house, pyramid, temple. And the anime film Mysterious City Of Gold. What change on the beta2 : - Reduced the area left and right from the city for direct gameplay. - Deleted the Sewers access way. - Alies spawn transfered in mountain two way for attacking the city, main door from alies spawn and one way for accessing on valley. - Axis spawn and access simplified. - Alies spawn door is locked for axis team include covop. - Axis spawn door are locked for alies team include covop. (include on the beta1) - Fixed heavy FPS loose on some zone from map. - Secret way are modified.
  6. Version 1.0.0

    4 downloads

    Author : Massive Email address : blayney@beeb.net Map Information Game : Return to Castle Wolfenstein: Enemy Territory Title : Le Mont St Michel beta2 Filename : lmsm_final.pk3 Version : Beta Version Release date : 22/01/2006 Decription : A medium / large sized map designed for public play, reomended for 7 to 20 a side. Installation : Place the lmsm_beta2.pk3 to your etmain folder, select it from the multiplayer->create server menu or bring down the console and type: map lmsm_beta2. : NOTE : Reduced HunkMeg usage - Beta1 required seta com_hunkMegs "265" ] in autoexec.cfg Beta2 should use a lot less - it will run standalon in the default setting of 56, although you may need to optimize your server settings to enable players with defualt settings. Please let me know of any hunkmeg issues and solutions omn the forums. I could possibly optimise further in the final release if there are still problems. Objectives # The Allies need to secure the town by taking the church; gain entry to the abbey by blowing the abbey doors or any other means; Locate the Axis Normandy Defence Pans and Take them to the Gun Boat waiting on the North Side of the Island # The Axis need to prevent the Allies establishing a foothold in the Town by holding the Church. Do not let the allies into the Abbey; if they get in protect the normandy defence plans at any cost, do not let them get them off the Mont. Additional Map Information/Credits Thanks & Credits Blushing Bride, Kevin "chavo one" Ferree and NOP for allowing me to borrow & adapt various elements of their map - Cathedral, Venice and saberpeak. Special thanks to the guys on the Wolfensteinx Surface forums, especially Detoeni & WeblionX who put in effort and time to help me learn & solve mapping problems. Thanks also to Jecoliah for his debugging and the exchanges we had whilst learning together. Many thanks to everyone at http://www.splashdamage.com/ for information about mapping & their help on the forum. Thanks to Ydnar for the sky and sea merge stuff from his example shaderlab map. Thanks again to Detoeni for access to his alpine assault search light models. ken 'kat' beyer for the ladders & I really wanted to work in your kubalwagon, but size restrictions meant cutting the raod entrance to the town :-(. Thanks to to the guys at DooC clan for helping with playability testing as well as Shunter and other PIT members & friends. And thanks to anyone else who feels that they deserve thanking who i might have forgotten. Send me an email and ill make a big thanks to you in the next release. If you put this map in rotation, I would love to know about it, please post on the forum where you linked to this map, or message me on XFire. Feel free to discuss this map at http://www.wolfensteinx.com/surface/forums/showthread.php?s=&threadid=1587 and leave feedback Major changes in Final *Increased areas for mining. *Have to now get onto the boat with the objective, not just near it *New buildable fence at the top of the escape stairs. *New Buildable fence with door in the highsteet before the church. *When Abbey doors are blown, the spawn does NOT auto switch. *Need to now build a command post to enable the allied spawn in the abbey. *Found the "door to nowhere" & fixed. Major fixes in Beta 2 *Lots of brush simplification & technical jiggery pokery to reduce BSP size & Hunkmag usage *FPS improvements : 15%+ by my measurements *A large but'dead' game area removed *Rope access to abbey removed (I can re-introduce the feature if enough people ask,though it will need to be at a different part of the wall) *Street signs added + subtle indicators & hints for direction finding *Some texture tidying & clipping to smooth plaeys passage *Some door widening to ease gameplay *Filled out ambient sounds to cover whole map *Unwanted ww11 sybolism removed *Exploit where players could walk into pillers fixed (thanks Jec) *Blocked door at abbey - unbloacked *Stretched windows - unstretched *Malfunctioning boat guns removed *Many gaps in brushes fixed *Noise added to doors *Z fighting on stairs to abbey allied spawn *Missing caulk on abbey church tunnel entrance. Fixed in Beta1 - after Aplha v1 Release. *Ladder near green restaurant lengthened so you can get out. *barbwire added to wall underneath cloister - to increase difficulty og allies escape jump. Also crates added & some walls lowered *Offensive Poster removed (appologies for my ignorance) *Added texture to rocks (& changed from desert to temperate, not that anyone will notice) *Axis door in Abbey door changed to swing the other way. *Ship fixed - ladders climbable all clip brushes in place etc also includes front firing mounted heavy MG - thanks NOP. *when abbey doors are blown - axis now auto spawn at abbey & not the church if they still hold it *the cliffs can now be landmined *Put a ladder in the pit Gauki (I think) said he couldn't get out of *more lights added *I found the bread to go with the sausage. *Many minor texture glitches *I had to add a clip to prevent access to some of the abbey roofs, all town roofs should be accessible as before. *There was a request to widen the window above the abbey doors, which I've done. Copyright 2006 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. Copyright Permissions. ID, Activision & Splash Damage. Original game rights. If authors wish to use textures or models from this level you must ensure you get the permission of the origional author first. My origional textures are limitted to the coloured windows & these may be re-used.
  7. Version 1.0.0

    4 downloads

    Title : ET Tundra Version : Beta 3 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
  8. Version 1.0.0

    6 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. : 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 Changelog: Added war sound Added alarm sound Change dessert to grass Modified by {PRZ}Gavrila info PARAZIT-clan www.parazit.ro
  9. Version 1.0.0

    2 downloads

    Author: Kent “Loffy” Lofgren, Sweden Game: Wolfenstein: Enemy Territory Map Title: Alan Brooke (version 1) Filename: alanbrooke_v1.pk3 Date: September 2, 2018 Decription: Custom map for Enemy Territory. Editor: Gtk Radiant 1.6 (-light -fast -samples 2 -filter -bounce 1 -external -lightmapsize 512) Map Information The Axis are attacking and their overall tactical military aim is to steal the documents (Alan Brooke’s diaries), and to transmit this secret information to their headquarter via a nearby communication radio. Primary Objective: Steal/defend the documents (Alan Brooke’s secret diaries) and transmit at/protect the radio. Secondary Objective: Dynamite/defend the Water Wall. Secondary Objective: Dynamite/defend the Central Wall Secondary Objective: Dynamite/defend the Side Route in the centre Secondary Objective: Dynamite/defend the second Side Route to the Radio Secondary Objective: Get control over the important Command Post How to install and play this map Place the file alanbrooke_v1.pk3 in your etmain folder, select it from the Host Game-menu or bring down the console and type: /map alanbrooke_v1 (then ENTER). Special thanks and Credits to A big Thank You to everyone providing input and help. Also, I want to thank all server admins who host custom maps. Map files/no copyright The .map-file is included (which can be used in a map editor, to change or expand the map). This map, and all its map files (including the .map file) is in the public domain. No intellectual property rights apply. You may include or distribute this map in any way, without permission from the author. You may can mass distribute it via any means. In summary, you may redo/reproduce/update/change this map in ANY WAY, and distribute your new version, without ANY permission from me. Now, put alanbrooke_v1.pk3 in your etmain folder, pull down the console, type /map alanbrooke_v1, and hit ENTER
  10. Version 1.0.0

    0 downloads

    "Kill all. Have no mercy." briefing "The allied forces have landed on the small coastal town of Al Kad, where they will attempt to return the relic to the citizens of Al Kad and thereby gain access to Kadesh. The allied forces have to move quickly since axis have started the countdown for the rocket launch."
  11. Version 1.0.0

    1 download

    -------------------------------------------------------------------- ||================================================================== ||Map name: Blackmoon Raid ||pk3 and its files names: blackmoon_raid_b1 ||Author: -)A(-WuTang** ||Version: Beta 1 (B1) ||Released: January 2018 ||================================================================== ||Contacts: || Email: panprezident789@gmail.com || Forum: www.splashdamage.com - user WuTangH || www.thewolfteam.org - user WuTangH || Discord - user #7270 (WuTangH) ||================================================================== -------------------------------------------------------------------- ============================================================================================================ About: A small snow map, originally meant to be released before Christmas, but I was too slow. Objectives: Allies: Primary: Escort the Tank through village and blow up Defense Gate. Primary: Dynamite the Generator. Axis: Construct Tank Barrier. Defendeeee!! ============================================================================================================ Programs used: GTKRadiant 1.5 Notepad++ Adobe Photoshop CC 2017 Blender Milkshape3D ============================================================================================================ Credits and such things: Textures were downloaded from free websites, or made by me. Models: conife_trees, wall_lamp, and chandelier were made by me. Thanks to C from UJE Clan for their prefab generator. Few good people to mention: UJE-Niek, Kemon, TWT-Thunder, Mateos, Ray from WolfWatch, mr.Ronboy.. === Big thanks to Mateos for Omnibot waypoints. === blabla: 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 IF map source file will be released to public.
  12. Version 1.0.0

    1 download

    ------------------------------------------------- Basic Information ------------------------------------------------- Mapper: Mateos ------------------------------------------------- Map Information ------------------------------------------------- Game: Return to Castle Wolfenstein: Enemy Territory Title: Berghof Assault (Alpha 5) Filename: Berghof_Assault_A5.pk3 Release date: 16th March 2017 Description: December 1943, somewhere in the Italian Alps. After taking the Sicily, the Allies see their progression stopped by the Axis troups at Monte Cassino, and this for months. In secret, a small group of specially trained soldiers are sent through the country for a special mission in the Italian Alps: destroy a Radar Bunker, to open a breach in the Axis belt of radars, so that the Allies can bomb the Berghof, where our spies report the Fuhrer is planning his next operations with his military staff. The Italia is only invaded by troops at the moment, so antiaircraft guns are not an issue to think about. And with the winter, the Alps are isolated, so the few Axis troops guarding that station should be easily defeated. But stay alert! Programs Used: GtkRadiant 1.4.0 & 1.6.x, Notepad++, Picasa, ToDo List. Build time: Started... years ago x) Alpha 1 the 12th September 2015. Alpha 2 the 10th October 2015. Alpha 3 the 15th December 2016. Alpha 4 the 1st February 2017. Alpha 5 the 16th March 2017. Installation: Place the Berghof_Assault_A5.pk3 file in your etmain folder. Contact: mister_mateos[AT]hotmail.fr ------------------------------------------------- Used Prefabs ------------------------------------------------- Concrete stairs from Fuel Dump. Metallic ladder from Seawall Battery. Metallic stairs from Rail Gun. Trees and rocks settings from Fuel Dump. Trucks models and clips from Siwa Oasis. Wooden room tables and chairs from Gold Rush. ------------------------------------------------- Compilation Stats ------------------------------------------------- CPU used to compile: Intel Core i5-6300HQ CPU @ 2.30GHz BSP -meta 4 seconds. -vis -saveprt 7 seconds. -light -fast -samples 2 -filter -patchshadows -bounce 8 -external -lightmapsize 256 424 seconds. ------------------------------------------------- Special thanks to ------------------------------------------------- #Kemon, DeX, Tardis, Teuthis, Thunder and all other Splash Damage members who have helped and supported me. 2Bit, Marko, Chruker, Ifurita and some others for their tutorials and prefabs. id Software & Splash Damage, thanks for ET! v586! ------------------------------------------------- Further development ------------------------------------------------- > Alpha 5 * Added an Axis door next to the Main Door, so Axis can easily navigate (should have been always there). * Axis now spawns inside and behind the Bunker (4 spots inside, 8 spots outside, 4 left and 4 right). * Added spawn cameras for limbo menu. * Updated location file around and inside the Bunker. > Alpha 4 * Fixed floating walls. * Added some sight protection from the front of the bunker, especially Axis doors/middle of the bunker area. * Some more snow here and there. * Minor performance tweak. > Alpha 3 * Fixed end animations. * Fixed west wall VIS glitch. > Alpha 2 * Added a snow layer on the roads. * Moved the pin location on the map. > Alpha 1 * Initial release. ------------------------------------------------- Useful Links ------------------------------------------------- 2Bit Mapping Tutorials: http://www.pythononline.co.uk/et/tutorial.htm Bunker Clan Mapping Wiki: http://bunkerwiki.aaxxss.com/index.php/Mapping Chruker's Entities & Scripting Reference: http://games.chruker.dk/enemy_territory/default.php GtkRadiant WikiBooks (Compilation levers): https://en.wikibooks.org/wiki/Category:GtkRadiant Ifurita's T-Junctions Optimization Tutorial: http://www.splashdamage.com/forums/showthread.php/10838-Tutorial-T-Junctions Q3Map2 Shader Manual: http://robotrenegade.com/q3map2/docs/shader_manual/contents.html Splash Damage Editing Wolf: ET Forums: http://forums.warchest.com/forumdisplay.php/8-Editing-Wolf-ET Splash Damage Wiki: http://wiki.splashdamage.com/index.php/Wolfenstein:_Enemy_Territory SimonOC Terrain Blending Tutorial: http://simonoc.com/pages/articles/terrain2_1.htm The WolfTeam (Mapping & Modding Community): http://www.thewolfteam.org/ Wezelkrozum's Accums Tutorial http://wetmapping.wezelkrozum.com/tutorials/specific/accums/index.html ------------------------------------------------- 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. -------------------------------------------------
  13. Version 1.0.0

    2 downloads

    created by StoerFaktoR "a simple minimap where the allies have to destroy the maingate and the generator!!!
  14. Version 1.0.0

    3 downloads

    Description: (the readme file) ****** Apennines Research By: Jacques "Mlehliw" Kvam ****** Changes from Beta 1 ------------ 1. No more spawn bugs! Yay 2. Fixed that damned terrain. It shoots up snow and lets you lay landmines. 3. A little brushwork here and there. Story ------------ 1944. In the Apennines Mountains, located in central Italy, the axis have construced a remote secret research laboratory. Through covert operations allied forces have gotten wind of this operation. They have inserted troops in the immediate vicinity of the facility. Carnage ensues. Installation ------------ Extract the pk3 out of the zip file, put the pk3 into your etmain folder. File Info ------------ This is a beta map of Apennines Research It will only work with Enemy Territory Build Time: Approximately 1 month Compile Time: About an hour Other Readme Crap ------------ If you have stuff to criticize about or just want to tell me what a swell guy I am for releasing this beautiful map for your playing pleasure, email me @ jwkvam@phreaker.net If you really want to you can visit my site http://jacques.curvedspaces.com/et.html I don't really use or update it but you can still go there if you really want to. Thank You's ------------ I spose I should thank some people Splash Damage Forum People: I know I couldn't have finished my map without you guys. Draker: For releasing that awesome collection of prefabs All the people who gave great feedback to me.
  15. Version 1.0.0

    0 downloads

    Download pk3 name: ice_sniper.pk3 Map name: ice_sniper.bsp Two seperated side, covered with snow. Many sniping spots, perfect for sniperwar.
  16. Version 1.0.0

    0 downloads

    LoRenz presents his new Enemy Territory Sniper map - LRS Stadium Sniper beta 1. Quote: Hi all, this time, we are inside a soccer stadium. We have only to snipe the other supporters. Crossing is not possible. ***Thanks to Elite for his music*** ***Thanks to Oldboy for the nice billboards*** Have fun.
  17. Version 1.0.0

    3 downloads

    no information on the map
  18. Version 1.0.0

    0 downloads

    Hi all, this is a beta1 version of this map. ---------------------------------------------------------------------------------------- We are in a traffic jam, so, we can spend our time for snipe, and try to get out alive. ---------------------------------------------------------------------------------------- Have fun. *Thanks to |LRS|Mo0n, Cate Armstrong and me who gave their face for the drivers. *Thanks to (HBC)Hannes who gave his motorbike picture and sound. *Thanks to |LRS|Elite who gave his music for trucks. For any comments or request please write to: et.i.see.dead.people@gmail.com
  19. Version 1.0.0

    2 downloads

    ----------------------------------------------------------------- [UJE]Fantasy Sniper b1 ----------------------------------------------------------------- Map made by [UJE]Niek 23-7-2013 ----------------------------------------------------------------- I'm running out of fantasy. ----------------------------------------------------------------- More [UJE] maps: You can see the info about our other maps on our website ----------------------------------------------------------------- [UJE]Clan site www.ujeclan.com you can get omnibot waypoint files from our site by [UJE]map info ----------------------------------------------------------------- for campaigncycles the map is called UJE_fantasy_sniper ----------------Credits------------------------------------------- To everyone who still keeps this game alive
  20. Version 1.0.0

    0 downloads

    ----------------------------------------------------------------- [UJE]Canyon sniper b2 ----------------------------------------------------------------- Map made by [UJE]Niek 14-08-2009 ----------------------------------------------------------------- A lot of snipers are dropped in a big canyon with a floating river. Try to stay alive.. ----------------------------------------------------------------- More [UJE] maps: You can see the info about our other maps on our website ----------------------------------------------------------------- [UJE]Clan site www.ujeclan.com you can get omnibot waypoint files from our site by [UJE]map info ----------------------------------------------------------------- for campaigncycles the map is called UJE_canyon_sniper ----------------Credits------------------------------------------- Too all who keep this game alive
  21. Version 1.0.0

    2 downloads

    Many thanks to Niek for making the waypoints files no information on the map
  22. Version 1.0.0

    1 download

    Tides of War This map was created by FrostyChilli, FrostyMixi, Jens-Stefan in 31/01/2010. It was completed and polished in 12/12/2014. Inspiration for map layout came from a map called LNA 1v1. Work was started in 2009, first version completed in 2010. Then it was not published but stalled for 4 years. Until I decided to pick up the map again and finish it. It is the second map in my coming Campaign scenario, with the first one being finished and polished as well(2014/11). Thank you for Rayban for foliage models and textures. Also thanks to people from SplashDamage forums for great help! Thank you for developers of Enemy Territory for making such a great game! Cheers, Jens! // Axis Objective Descriptions 1 "Primary Objective:**Don't let Allied forces destroy the Generator." 2 "Primary Objective:**Defend the Secret Entrance in the basement!" 3 "Secondary Objective:**Prevent Allies from constructing the net!" 4 "Secondary Objective:**Construct the net!" 5 "Secondary Objective:**Construct the Command Post!" 6 "Secondary Objective:**Prevent Allies from destroying the sewer entrance!" // Allied Objective Descriptions 1 "Primary Objective:**Destroy the Generator!" 2 "Primary Objective:**Destroy the Secret Entrance!" 3 "Secondary Objective:**Construct the net!" 4 "Secondary Objective:**Prevent Axis from constructing the net!" 5 "Secondary Objective:**Construct the Command Post!" 6 "Secondary Objective:**Destroy the sewer entrance!
  23. Version 1.0.0

    2 downloads

    "Stukton" README Conversion From Tardis Made Playable for Wolfenstein - Enemy Territory (Axis Objective Map) Briefing: The Axis Air Drop in to Stukton a small english village/town and try to steal allied secret documents. Date: 6th January 2012 Axis: 1. Primary: Steal the Secret Documents 2. Secondary: Conquer the Forward Spawn 3. Secondary: Destroy the Safe Door 4. Secondary: Destroy the Broken Wall for Alternative Route Allies: 1. Primary: Prevent the Secret Documents 2. Secondary: Conquer the Forward Spawn 3. Secondary: Construct the Safe Door 4. Secondary: Construct a Wall to Stop Alternative Route for Axis *CREDITS* - Sky Box - VANILLA SKY - BY AVOC @ eft-clan.com - rayban_candle - raybanb@gmail.com - All Modles - Thanks Respected Owners - Help - Splashdamage Forum: Editing Wolf: ET Distribution / Permissions This map and may not be modified in anyway as to appear as a completed map by anyone else other than the author. You May Not decompile the BSP as a base to build additional levels. You May Use Any Items From This Map As Prefabs, Textures and/ or Models, as long as credit is given to respected owners This file may not be commercially exploited in any way. Thanks Tardis Textures/shaders tardis tadis.shader Other shaders edited for Wolfenstein - Enemy Territory 2012 Dainel Jones. All rights Reserved. Original Author: Melv "Stukatto" Miller Date: 16th February 2002 Map Name: "Stukton" Description: Welcome to Stukton.The map is set in a small english village/town,it's taken a few months on and off to build. The map is primarily designed for In2tagib or Disintigration games, but accomodates all game modes except CTF. Theres new sounds,textures,shaders and contributed models and textures. Bugs: None. A few sparklies around some curves, they don't hinder gameplay or anything,they're just a visual flaw. Credits/Thanks: Melv "Stukatto" Miller , Raven for EF, ID for engine, Mr Chapel Agent007 KevinUK Textures/shaders \scripts\stukton.shader textures\pub textures\stuk_church textures\twintown Author:Stukatto textures\1mp_door textures\1mp_externalwall textures\1mp_wood Author:3D Realms,Max Payne texture pack. textures\cs_joesmoe_cm Author:Joe Smoe textures\cs_megamikedeus2 Author:Mega Mike Deus textures\cust_various Author:Misc/Unknown origin \scripts\dbstudio.shader textures\dbstudio_plants Author: Dale A. Byrd textures\fm_carpets textures\fm_landscapes textures\fm_metal_and_plates textures\fm_stairs textures\fm_tiles textures\fm_trims textures\fm_walls textures\fm_woods Author:(SoF,Foyleman) Raven Software Models/Prefabs /models/mapobjects/starfleet Bushes and ferns are copies of the ones included in the addon for Elite Force. 2000 Raven Software/Activision. /models/mapobjects/GR_trees Author:Krischan "GrimReaper" Makowka /models/mapobjects/liqour courtesy of Xcom Author:Xcom /models/mapobjects/oak courtesy of GrimReaper Author:Krischan "GrimReaper" Makowka /models/mapobjects/qkq_beer /models/mapobjects/qkq_cigs courtesy of QkennyQ Author:QkennyQ Dead tree,red flower and bush textures courtesy of DB Studios Author:Dale A. Byrd What's New in Version 1.0.0 Released April 26 Conversion From Tardis Made Playable for Wolfenstein - Enemy Territory (Axis Objective Map) Briefing: The Axis Air Drop in to Stukton a small english village/town and try to steal allied secret documents. Date: 6th January 2012 Axis: ======= 1. Primary: Steal the Secret Documents 2. Secondary: Conquer the Forward Spawn 3. Secondary: Destroy the Safe Door 4. Secondary: Destroy the Broken Wall for Alternative Route Allies: ======== 1. Primary: Prevent the Secret Documents 2. Secondary: Conquer the Forward Spawn 3. Secondary: Construct the Safe Door 4. Secondary: Construct a Wall to Stop Alternative Route for Axis *CREDITS* - Sky Box - VANILLA SKY - BY AVOC @ eft-clan.com - rayban_candle - raybanb@gmail.com - All Modles - Thanks Respected Owners - Help - Splashdamage Forum: Editing Wolf: ET Distribution / Permissions This map and may not be modified in anyway as to appear as a completed map by anyone else other than the author. You May Not decompile the BSP as a base to build additional levels. You May Use Any Items From This Map As Prefabs, Textures and/ or Models, as long as credit is given to respected owners This file may not be commercially exploited in any way. Thanks Tardis Textures/shaders tardis tadis.shader Other shaders edited for Wolfenstein - Enemy Territory 2012 Dainel Jones. All rights Reserved. Original Author: Melv "Stukatto" Miller Date: 16th February 2002 Map Name: "Stukton" Description: Welcome to Stukton.The map is set in a small english village/town,it's taken a few months on and off to build. The map is primarily designed for In2tagib or Disintigration games, but accomodates all game modes except CTF. Theres new sounds,textures,shaders and contributed models and textures. Bugs: None. A few sparklies around some curves, they don't hinder gameplay or anything,they're just a visual flaw. Credits/Thanks: Melv "Stukatto" Miller , Raven for EF, ID for engine, Mr Chapel Agent007 KevinUK Textures/shaders \scripts\stukton.shader textures\pub textures\stuk_church textures\twintown Author:Stukatto textures\1mp_door textures\1mp_externalwall textures\1mp_wood Author:3D Realms,Max Payne texture pack. textures\cs_joesmoe_cm Author:Joe Smoe textures\cs_megamikedeus2 Author:Mega Mike Deus textures\cust_various Author:Misc/Unknown origin \scripts\dbstudio.shader textures\dbstudio_plants Author: Dale A. Byrd textures\fm_carpets textures\fm_landscapes textures\fm_metal_and_plates textures\fm_stairs textures\fm_tiles textures\fm_trims textures\fm_walls textures\fm_woods Author:(SoF,Foyleman) Raven Software Models/Prefabs /models/mapobjects/starfleet Bushes and ferns are copies of the ones included in the addon for Elite Force. 2000 Raven Software/Activision. /models/mapobjects/GR_trees Author:Krischan "GrimReaper" Makowka /models/mapobjects/liqour courtesy of Xcom Author:Xcom /models/mapobjects/oak courtesy of GrimReaper Author:Krischan "GrimReaper" Makowka /models/mapobjects/qkq_beer /models/mapobjects/qkq_cigs courtesy of QkennyQ Author:QkennyQ Dead tree,red flower and bush textures courtesy of DB Studios Author:Dale A. Byrd "Stukton" and custom textures 2002 Melvin "Stukatto" Miller. All rights Reserved. "Star Trek","Voyager" 2001 Paramount Pics Inc. "Elite Force" 2000 Activision Inc. All rights reserved. All other copyrights and registered trademarks are acknowledged of their respective owners.
  24. Version 1.0.0

    0 downloads

    Map made by [UJE]Niek Description Axis: "Axis and Allies are at a standoff to hold a blown bridge so neither side can rebuild it to cross into enemy territory and to help further win the war! supplies are low and the only available ammunition left is sniper rounds. you must do your best to defeat the enemy with this covert rifle.... one shot, one kill. Map designed by AE_Northerner, Mapping by +Kommando+" Allied: "Axis and Allies are at a standoff to hold a blown bridge so neither side can rebuild it to cross into enemy territory and to help further win the war! supplies are low and the only available ammunition left is sniper rounds. you must do your best to defeat the enemy with this covert rifle.... one shot, one kill. Map designed by AE_Northerner, Mapping by +Kommando+" wm_mapdescription nuetral "Axis and Allies are at a standoff to hold a blown bridge so neither side can rebuild it to cross into enemy territory and to help further win the war! supplies are low and the only available ammunition left is sniper rounds. you must do your best to defeat the enemy with this covert rifle.... one shot, one kill. Map designed by AE_Northerner, Mapping by +Kommando+"
  25. Version 1.0.0

    1 download

    A big thank you to the UJE team [UJE]Niek for the waypoint files POW Escape for ET - BETA 2 ========================== Description : Multiplayer Objective map for ET Title : POW Escape Date : 5th April, 2007 pk3 name : et_powescape_b2.pk3 Filename : et_powescape_b2.bsp Author : Codey Email Address : tas2098@hotmail.com Web : http://www.tramdesign.net Base : Conversion from my original RTCW map New sounds? : YES NEW Graphics? : YES Editor used : GTK Radiant 1.4 Compiler : Q3MAP2 INSTRUCTIONS ============ Extract the file "et_powescape_b2.pk3" to <Enemy territory folder>/etmain Now you are ready to join servers running this map!!! To start a server select "POWESCAPE beta2" option from the map list in game. BACKGROUND ========== Cpt. J Smith, POW Personal Diary January 18, 1943, 21:15 Command has received information that this camp is being used as front for some sort of human experiments. The type of experiments are conducted here remains unknown but reportedly invovles some sort of maturation chambers used to mutate humans into super soldiers. Through the usual channels, they have sent information about the location of the facility. Originally, our plans were to dig a tunnel to the west of the camp to outside the main fence, but now we've decided to dig north to the research facility location. With any luck we can break through a wall into the facility with enough men to hold off any resistance. July 7, 1943, 1:02 Great news today, Command sent word that they have an operative replacing the train driver on the south line and he will hold the train at the station for us to escape. We were also informed of dire news which indicates axis are at the final stage of their experiments, they must not be allowed to complete them! Yesterday, the final stage of the tunnel to the research area was completed. Tonight we will infiltrate the facility, Some of our men will create a diversion at the north gate and make their way to our location if they are able to sneak through. Once we're inside we must locate the documents which will reveal detailed imformation about what Axis were planning. We must then take the documents to the train station located to the south of the camp and sneak them, and as many pow's as we can onboard. Finally the truth will be known and many of us will have escaped to freedom, God be with us. Objectives ========== Allies ------ 1. Steal the top secret axis documents from the reearch facility 2. Take the documents south to the train and escape with as many pow's as you can 3. Prevent axis retrieving the soldier activation key dropped by parachute somewhere to the south of the camp 4. Prevent axis activating the soldiers with the key Secondary 1. Capture and hold the North supply room to aid escape 2. Capture and hold the Train station area to aid escape 3. Capture and hold the Lab area to aid escape Axis ------ 1. Prevent Allies stealing the top secret documents from the reearch facility 2. Prevent Allies from escaping on the train with the documents 3. Retrieve the soldier activation key dropped by parachute somewhere to the south of the camp 4. Activate the soldiers with the key Secondary 1. Capture and hold the North supply room 2. Capture and hold the Train station area 3. Capture and hold the Lab area Special functionality ===================== Random Objective Placement -------------------------- The two main objectives, Secret Documents and Soldier activation key, are placed randomly at the beginning of the match. To provide for more varied gameplay each match. Taps give health ---------------- All taps and showers in the map when turned on can give out health when activated on. Water supply pump destructable ------------------------------ Either Axis or ally team can destroy the water pump with TNT located at the south-east of the camp. All taps in the facility will then not function for the remainder of the match. Alternate route out of the camp ------------------------------- The General's car can be driven down the hill and crashed through the fence, providing an alternate route out. Remember cold cars are hard to start, it may take a few tries. FEEDBACK ======== We welcome your comments good or bad! SPECIAL THANKS ============== First of all to the Wolfy staff, without your constant feedback and testing, this map wouldn't be half what it is today. Brewskie of http://www.rtcwnews.com for your great gameplay suggestions, brain-storming sessions and unbelievably brilliant testing server. The staff at http://www.rtcwfiles.com, especially SubWolfer and Korn Warrior. Also thanks to http://www.planetwolfenstein.com/tramdesign guys Osias, Halister, Tunnleram, OGG servers and everyone else for taking the time to setup, run and test the map, big hugs! If I missed anyone, I'm also truely thankfull for everyone's input! Version history =============== ET Beta2 -------- Fixed map going over memory limit Enabled axis initial spawn at lab Fixed train wheel alignment with tracks Fixed general's car windscreen texture Cleaned top of waterfall area Cleaned waterpump area ET beta1 -------- First ET conversion test release Converted capture points to command posts mass conversion of entities to et entities Reduced size slightly v1.01 ----- *Fixed crash bug when fish was killed *Added "Rescue Team" spawn location near waterfall *MOved some axis spawns from north fence area *Fixed area where axis could jump over fence west of the north gate *Moved an activation key location further away from camp FINAL ----- *Bug fixed which would cause the server to crash with entity not found error *Soldier activation sequence tweaked for smoother movement *Clipped out Generator bar trapping players *Moved one of the Axis activation key locations away from camp to aid balance *Removed clips from car seats to fix gibbing at bottom of ramp *Reduced entity count substantially *Fixed hole in rocks at waterfall *Fixed river bottom texture, mid north side *Fixed clipping on chamber soldiers DUAL ---- *Soldier Activation Scene added for axis primary objective!!!! *Misc texture align probs fixed *light poles re-positioned *Fixed west rocks *Cleaned brushwork on south-east river *Target_location for waterfall *Texture cleanup of grass *More gibbing on the general's car fixed *Spawn points cleanup, no more spawning ontop of each other *General target_location clean *Numbering added to labs RC3a ---- *Changed timing on taps to 1.5sec delay since 3sec is too little to make any diff *Added clip railing for sniper roost *updated axis sinks texture with realistic scrapes, scratches, dings - photo source? *Fixed Light poles texture stretched a bit *Size of activation of water health was too small, increased model size *Fixed car gibs standing riders at bottom of ramp *Fixed Invalid texture sizes! *Changed Train signal too high and big *Fixed dark texture on left side of lockers in shower room *Fixed outer fence near frontgate is raised off terrain *Added train engine connect with rest of train *Fixed Texture align at bottom of windows shower and munition rooms *Fixed lightgrid screwed, removed lightgrid brushes and go back to previous scaling method *Added "Puffy was killed" message RC3 --- * Added dual objective * Added 3 random points parachute box with key for axis objective * Added activation point in chamber for axis objective * extended Vent system into the faclity above lower two labs * added vent system animated fans * Fixed vent system texturing * Added double doors between top two labs * Fixed texturing on lift doors * Fixed caching of lift button presses * Changed lab lights to brighter * Added dlight at tunnel entrace * Changed misc shiney metal to more realistic * Added dynomitable re-enforced windows to labs, glass breaks out wire stays, blocking gren and rocket * Changed chamber layout for soldier activation scenerio * Fixed FPS issue in chamber and south camp areas * Changed layout of river edges, harder to cross, need to use bridge and waterfall crossings * Added waterfall area, custom shaders, particles and sounds * Added sparks particles from flamebarrels * fixed scaling problem of guardhouse * Added working clocks * Added "puffy" the fish and fishbowl * Added flagpoles capture points at frontgate and north supply room forward spawning * Added sniper roost to large tree south of camp * Added angled tree for south-west access to camp * fixed rocks west of camp ugly looking * Added "generator" to chamber area and custom shaders * Added custom shader for lightpoles and scaled to more realistic * Changed lightpole wiring realistic * Changed train exiting to longer sequence, train goes further into tunnel Copyright ========= This level is Copyright(c) 2007 Codey. You may not include or distribute this map in any sort of commercial product without permission from the author. You may not mass distribute this level via any non-electronic means, including but not limited to compact disks, and floppy disks. You may not Redo/reproduce/update this map in any way without permission from the author.
×
×
  • Create New...