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papywolf

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Everything posted by papywolf

  1. Version 1.0.0

    1 download

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

    1 download

    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.
  3. Version 1.0.0

    4 downloads

    no information on the map
  4. Version 1.0.0

    1 download

    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
  5. Version 1.0.0

    4 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
  6. Version 1.0.0

    1 download

    ----------------------------------------------------------------- [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
  7. Version 1.0.0

    3 downloads

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

    2 downloads

    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!
  9. Version 1.0.0

    3 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.
  10. Version 1.0.0

    2 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+"
  11. Version 1.0.0

    3 downloads

    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.
  12. Version 1.0.0

    2 downloads

    --------------------------------------------------------------------------------------------------------------------------- Basic Information: --------------------------------------------------------------------------------------------------------------------------- Author : TsC-Skywalker Email address : skywalker@tsc-group.org --------------------------------------------------------------------------------------------------------------------------- Map Information: --------------------------------------------------------------------------------------------------------------------------- Game : Wolfenstein: Enemy Territory Title : TsC-Ardennen-Sniper-Final Filename : TsC-Ardennen-Sniper-Final Version : Final Release date : 26/02/2011 Installation : Place the TsC-Ardennen-Sniper-Final.pk3 to your etmain folder, select it from the menu 'host server' or bring down the console and type: /map TsC-Ardennen-Sniper-Final --------------------------------------------------------------------------------------------------------------------------- Credits: --------------------------------------------------------------------------------------------------------------------------- Thanks for My Wife for the missing time. My Clan , my Frinds and his Member. Special Thanks to TsS-Yoda for helping me with the feedback/suggestions and testing the map. And all who gave feedback and ideas what to improve. ---------------------------------------------------------------------------------------------------------------------------- Testing ---------------------------------------------------------------------------------------------------------------------------- You can email feedback and suggestions at skywalker@tsc-group.org Thanks tsc-ardennen-sniper-final_goals.gm tsc-ardennen-sniper-final.way tsc-ardennen-sniper-final.gm
  13. Version 1.0.0

    3 downloads

    Description Axis: "Defend the documents that contain supply needs and secret documents for the war effit." Allied: "Steal the Axis documents from the fort in the mountians and transmit them!" Neutral: "Allies are tryig to steal Axis documents that contain supply needs and secret documents.** Axis are defending them till the armoured truck comes to take them to Berlin." Axis Objective Descriptions 1 "Primary Objective:**Defend the Guard House Gate!" 2 "Primary Objective:**Stop Allies from building the Bridge!" 3 "Primary Objective:**Defend the Front Door!" 4 "Secondary Objective:**Defend the Side wall!" 5 "Secondary Objective:**Defend the Documents." 6 "Secondary Objective:**Build the Command Post!" 7 "Primary Objective:**Keep the safty gate shut!" // Allied Objective Descriptions 1 "Primary Objective:**Destroy the Guard House Gate!" 2 "Primary Objective:**Build the Bridge" 3 "Primary Objective:**Destroy the Front Door!" 4 "Secondary Objective:**Destroy the Side Wall!" 5 "Secondary Objective:**Steal the Documents and transmit them near the command post." 6 "Secondary Objective:**Build the Command Post!" 7 "Primary Objective:**Open the safty gate so that the main gate can be destroyed!"
  14. Version 1.0.0

    4 downloads

    Info : If you have installed etl_warbell_v1 do not forget to delete the script file to play with v2 otherwise it blocks the sacrifices . Warbell, by McNite' November 2022 Cedric 'kemon' Easton http://www.etlegacy.com http://www.github.com/realkemon This map is an overhaul of the original Warbell map from ET created by McNite. 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----- to original: • Changed secret room dynamite objective in the Guardhouse to a generator dynamite objective that reveals a passage to the room behind. • Guardhouse doors now open after generator is destroyed not after the lower gate is destroyed. -> Flag secure is still tied to the lower gate. • Added Voice Operator announcements. • Extended sacrifice lightning to outside of the church roof for a near-global status indicator. • Cleaned and stream-lined the entire playable area for faster and smoother movement. // AXIS Dynamite the Guardhouse gate. Destroy the Generator. Seize the 'Book of Death' holding ritual instructions. Place the 'Book of Death' on the Altar to enable the summoning ritual. Repair the mechanism of the ancient 'Warbell'. Toll the 'Warbell' to awaken Heinrich and sacrifice yourself in the light. Dynamite the Abbey Main Gate to gain access. Establish a Command Post. // ALLIES Defend the Guardhouse Gate. Defend the Generator. Don't let them take the 'Book of Death'. Prevent them from placing the 'Book of Death' on the Altar. Keep the mechanism of the ancient 'Warbell' disabled. Stop them from activating the 'Warbell'. Prevent mortal sacrifices to Heinrich at all cost. Defend the Abbey Main Gate. Stop them from establishing a Command Post. http://www.etlegacy.com http://www.github.com/realkemon This map is an overhaul of the original Warbell map from ET created by McNite. 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----- v2: • Added Axis' sacrifices as a map objective in the limbo menu. Thank you u!ps for reporting. • Lowered castle window decals looking like an Allied player on the roof from a distance. Thank you Aciz for reporting. • Darkened the river and waterfall texture for better integration into the atmosphere. Thank you u!ps for reporting. • Fixed tolling the Warbell being possible multiple times resetting the sacrifice routine. Thank you TeamMuppet for playtesting. • Fixed tolling the Warbell being possible as Allied......that's just not smart. • Removed flying brush at tunnel entrance. Thank you Exagone for reporting. • Added vegetation to the cliff side of the castle. Thank you Exagone for reporting. • Added generator door to the back secret room entrance. Thank you Exagone for reporting. • Added background music for more ambience. Thank you u!ps for reporting. • Implemented ambience change to a more occult/evil atmosphere once the Book is delivered to the Altar. Thank you u!ps and Dmxj for reporting. • Implemented a teleport death sequence for jumping off the cliff and sacrificing oneself for more ambience. Thank you Firefly for indirect inspiration and resources. • Fixed river having dark edges when extending above the river bank. • Changed Heinrich's voice lines from voice operator to localised speaker broadcasting in the castle church. Thank you Aciz for reporting. • Swapped 2nd and 3rd sacrifice lightning positions to be consistent with the original map. Thank you u!ps for reporting. • Fixed 'Book of Death' command-map icon not disappearing after being delivered. Thank you Aciz for reporting. • Removed Axis CP auto-spawn rendering the cave system unused. Behaves like the original now. Thank you Aciz for reporting. • Changed the Axis-only CP to a Neutral Command Post to be consistent with the original. Thank you Aciz for reporting. • Made generator doors in the guardhouse functional for Allied to be consistent with the original. Thank you Mateos for reporting. • Changed sacrifice lightning idle sound from electric to occult. Thank you u!ps for reporting. • Added more ambient sounds for a more immersive atmosphere. Thank you u!ps and Dmxj for reporting. • Implemented a few hidden sound triggers to world props to enable sound easter-eggs (original Warbell had some). Thank you Vice86 for reporting. • Fixed planting landmines not possible on grass patches inside the castle. Thank you Rohambili for reporting. // OPTIONAL MAP-SCRIPT SETTINGS • Added optional health and ammo cabinets to the Axis CP. Enabled by default. Thank you c0rnn for reporting. • Added optional rope constructible to access the church roof from below. Intended to provide an alternative to Exagone's report for double-jump access to that roof. • Added optional blocking of the room next to the bell mechanism to prevent the defenders from setting up tents and roasting marshmallows. Thank you c0rnn for reporting. • Added optional sacrifice mechanism where Axis need to 'steal' Heinrich's armor pieces from the castle church along with a sacrificial dagger. Only a player holding those items can sacrifice themselves. This is intended to make defending a bit easier as firepower can be focussed on one player rather than 10 yeeting themselves into the light at once. Thank you u!ps for reporting. v1 (to original): • Changed secret room dynamite objective in the Guardhouse to a generator dynamite objective that reveals a passage to the room behind. • Guardhouse doors now open after generator is destroyed not after the lower gate is destroyed. -> Flag secure is still tied to the lower gate. • Added Voice Operator announcements. • Extended sacrifice lightning to outside of the church roof for a near-global status indicator. • Cleaned and stream-lined the entire playable area for faster and smoother movement. • Changed the terrain near the garden gate to prevent players frequently being flung to death.
  15. Version 1.0.0

    3 downloads

    Basic Information Author : Kent "Loffy" Lofgren, Sweden Email address : loffyswe@yahoo.se Webpage : www.loffy.tk Map Information Game : Return to Castle Wolfenstein: Enemy Territory Title : Duplex Towers Filename : duplex_towers.pk3 Release date : May, 2005 Decription : Custom map for Enemy Territory. Program : SD Radiant 1.4.0 Compile time : 30 min. Compile machine : Dell Dimension 8200, 2,0 Ghz Pentium 4, 512mb Installation : Place the file duplex_towers.pk3 in your etmain folder, select it from the Host Game-menu or bring down the console and type: /map duplex_towers (then ENTER). Over the years I've used many models done by QkennyQ, Topsun and GrimReaper. Thanks guys! Description Axis: "Axis are ATTACKING on this map. **Your mission as an Axis player is to destroy the two towers." Allied: "The Allied Forces are DEFENDING on this map. **Your mission as an Allied player is to defend the two towers." Neutral: "This map is called Duplex Towers. **The Axis are ATTACKING. The objective for the Axis is to destroy two towers. The Allied Forces are DEFENDING these towers." Allied objectives 1 "Primary Objective:*The Allied Forces are DEFENDING on this map. Defend the West Tower!" 2 "Primary Objective:*The Allied Forces are DEFENDING on this map. Defend the East Tower!" 3 "Primary Objective:*The Allied Forces are DEFENDING on this map. Own the Command Post!" Axis objectives 1 "Primary Objective:*Axis are ATTACKING on this map. Destroy the West Tower!" 2 "Primary Objective:*Axis are ATTACKING on this map. Destroy the East Tower!" 3 "Primary Objective:*Axis are ATTACKING on this map. Own the Command Post!" This map is called Duplex Towers and it is about two heavily defended structures. The Axis are attacking and their main objective is to dynamite these two towers. Axis respawn-time: 20 seconds. The Allied Forces are defending. Allied respawn-time: 30 seconds. This map is medium-sized and optimal for 6-12 players on each team. Total match-time: 20 minutes. The map has a very simple design. The two towers are situated on top of a mountain. The Axis (attackers) are spawning at the bottom of the slopes. Note!: The Axis may spawn at two different locations, at equal distance to the towers. Go to Limbo menu to switch spawn-location. The Allies (who are defending) are spawning at the top of the mountain, close to the towers. They have two spawning locations, at equal distance to the towers, just like the Axis. The fact that each team has two potential spawning locations will reduce the risk of air-strike spamming. Landmines, mortar and air-strikes are enabled. Air-strikes are disabled over the two towers. Air-strikes are also disabled over both the Axis and Allied spawn-locations. Landmines cannot be places on rocky terrain. Special thanks and Credits to: I want to thank all server admins, who constantly support and host custom maps. I also want to thank all the people who have given their input to me - big thanks! Copyright: This custom map is (c) 2003 Kent "Loffy" Lofgren, Sweden. You may not include or distribute this map in any sort of product without permission from the author. You may not mass distribute this level via any means, including but not limited to compact disks and DVDs. You may not redo/reproduce/update this map in any way without permission from the author.
  16. Version 1.0.0

    4 downloads

    ------------------------------------------------- Basic Information ------------------------------------------------- Author : Kent "Loffy" Lofgren, Sweden Email address : Loffyswe@gmail.com Webpage : http://www.loffysdomain.com ------------------------------------------------- Map Information ------------------------------------------------- Game : Return to Castle Wolfenstein: Enemy Territory Title : Door Filename : door.pk3 Release date : July, 2013 Map editor : SD Radiant 1.4.0 INSTALLATION Place the door.pk3 in your etmain folder, select it from the Host Game-menu or: Bring down the console and type: /map door (not door.pk3 or door.map). Just /map door and hit ENTER. OTHER This is a fully playable map. The Axis are attacking to dynamite a door to steal some gold. The Allied Forces are defeding the door and the gold. However, this map is also a so called prefab, for other mappers to use. Therefore, the .map-file is included. Just rename the door.pk3 file to door.zip and unzip it, to find all necessary files, including the .map-file. ------------------------------------------------- Special thanks: ------------------------------------------------- Mappers, mod:ers and forum admins at www.splashdamage.com/forums. I want to thank all server admins, who constantly support and host custom maps.
  17. Version 1.0.0

    2 downloads

    Download pk3 name: desertrats.pk3 Map name: desertrats.bsp Author(s): Sylar and Blowfish Description: The 7th Armoured Division was a British armoured division which saw service during the Second World War where its exploits made it famous as the Desert Rats. After the Munich Crisis, the division was formed in Egypt during 1938 as the Mobile Division (Egypt) and its first divisional commander was the acclaimed tank theorist Major-General Sir Percy Hobart. During January 1940, the name of the unit was changed to the 7th Armoured Division. It was during this period that the nickname "Desert Rats" was coined. The division fought in every major battle during the North African Campaign; later it would land and fight in Italy before being withdrawn to the United Kingdom where it prepared to fight in North West Europe. It began landing in Normandy during the afternoon of June 6 and fought its way across Europe ending the war in Kiel and Hamburg, Germany. The 7th Armoured Brigade was detached from the division during early 1942 and fought the Japanese during the fighting in Burma before it returned to the Mediterranean Theatre and fought in Italy. Although the division was disbanded during the 1950s, the history, name and the famous 'Desert Rat' flash is carried on by the 7th Armoured Brigade. Allies: Have to defend the water supply to the fort and the two 75 mm guns that protect it from the Axis navy. Axis: Have to cut of the water supply to the Allied fort and destroy the two 75mm guns, so that their navy can attack it from sea.
  18. Version 1.0.0

    5 downloads

    Fueldump-z Beta2 Map made by -)A(-Old-Owl 03-05-2014 Revision November 2014 b2 version (Dev playable) Dark Alchemy gaming community www.dark-alchemy.com ----------------------------------------------------------------- Modified Fueldump original map. Summer version Few details improved for a better gameplay. ----------------Credits------------------------------------------- Thanks for testing: All members of Dark-Alchemy Thanks to All who keep this game alive and who I should mention further, too many đŸ™‚ Miramar sky by Necromancer Ktrees by Kic SSF Sage Fixed Churchill tank UJE Niek help for the terrain
  19. Version 1.0.0

    4 downloads

    Prévisualisation ----------------------------------------------------------------- hksniper ----------------------------------------------------------------- Map made by brundlefly ----------------------------------------------------------------- This is a snipermap based on real buildings in Hong Kong. The real ones are: shun tak centre bank of china lippo towers There are lot's of sniperplaces on both sites, also on hard to reach places. There is no border so be prepared for close combat ----------------------------------------------------------------- I hope u have fun playing this map ----------------------------------------------------------------- Thanx to [UJE]Niek for help and support. im a big fan of uje servers, and clan. Greetings brundlefly -----------------------------------------------------------------
  20. Version 1.0.0

    3 downloads

    Download pk3 name: rabenhorst_final.pk3 Map name: rabenhorst.bsp Author(s): von Sternschubser In a axis castle in the alps, have the Germans a secret dossier about a "German Wunderwaffe" . To break the Main door from the fortified castle, the Allies need a to fix a tank. Then they have to steal the secret dossier and send it to their HQ. STORY Allied: "Auf einem Berg in den Alpen halten die Deutschen ein geheimes Dossier ueber eine wundersame Waffe unter Verschluss. Stiehl es und sende es zum HQ!!*On top of a mountain in the Alps the Germans are shutting away a top secret dossier regarding a "Wunderwaffe" (wonderweapon). Steal it and send it to the HQ!" Axis: "Die Alliierten greifen Burg Rabenhorst an !!! Verteidige die geheimen Unterlagen!*The allies attack castle Rabenhorst!!! Defend the secret documents!" Neutral: "Die Alliierten greifen Burg Rabenhorst an, um an die geheimen Unterlagen zu kommen.*The allies attack castle Rabenhorst to get their hands on the secret documents."
  21. Version 1.0.0

    2 downloads

    ----------- | 08.09.2009 | |-----------------------------------------> | title : pipeline | fileName : pipeline.bsp | Version : beta.v1 |-----------------------------------------> | author : Atari"ET.Atlas" | url : http://eft-clan.com | email : maxlogo@web.de |-----------------------------------------> | Type : Objective, Campaign, Stopwatch | Spawn Points : supports up to 32 players, 16 per side |-----------------------------------------> -----------------------------------------> | How To Play:.. | :..Unzip pipeline.pk3 into your etmain folder. | :..Launch Enemy Territory(tm) | :..Find a server running rushers11 | :..Enjoy responsibly. |-----------------------------------------> Credits | :..Nedim "Avoc" from eft-clan.com for his huge support and leading my | :..hand in the mapping. | :..Sky box made by Avoc. | | :.. all eft members and players on eft server for testing and feedback this map with critcts and suports. | |-----------------------------------------> | Have fun |----------------------------------------->
  22. Version 1.0.0

    2 downloads

    Contacts: www.dark-alchemy.com Email: WuTang** = panprezident789@gmail.com isl|an|der = call me maybe This is a simple team deathmatch map, without objectives. In case of any questions, suggestions and other crap, contact one of authors. Credits: Thanks to www.davegh.com for nice textures.
  23. Version 1.0.0

    3 downloads

    Description Allied: "Destroy the axis fuel supply." Axis: "Defend the fuel supply at all costs!" Neutral: "The allies have made there way into the Mountains to destroy the Axis fuel supply." Objectives Allied objectives 1 "Primary Objective: Destroy the West Fuel Supply before axis reinforcements arrive." 2 "Primary Objective: Destroy the East Fuel Supply before axis reinforcements arrive." 3 "Secondary Objective: Destroy the main gate." 4 "Secondary Objective: Open the depot gates." 5 "Secondary Objective: Set up a Command Post." Axis objectives 1 "Primary Objective: Defend the West Fuel Supply untill reinforcements arrive." 2 "Primary Objective: Defend the East Fuel Supply before axis reinforcements arrive." 3 "Secondary Objective: Protect the main gate." 4 "Secondary Objective: Keep the depot gates closed." 5 "Secondary Objective: Set up a Command Post."
  24. Version 1.0.0

    3 downloads

    Wolfenstein Enemy Territory: The Planet Mars - Filename: mars.pk3 - Release Date: November 1, 2004 - Map Developer: JIZABOZ - Development time: Way too long - Final Build Time: About 20 minutes - Tools Used: GTK Radiant 1.4, Q3map 2.3.12, Q3map2build, PhotoShop, PaintShop Pro, MilkShape, Maya 5, Easy CD-DA Extractor 6, EasyGen, Audacity 1.0, Notepad, WinRar - Sounds: Haunebu and triangle spaceships ambience by SHADOWBUNNY ( www.shadowbunny.us ) - Terrain: Created from heightmaps which were made from images of the Viking Mars Surveyor mission - Textures: Created from scratch by Jizaboz and also cropped from Viking Lander images. - Models: Smooth Mars rock and Haunebu model 3 created in Maya by JIZABOZ. Haunebu design concept from scan of Nazi SS blueprint of Haunebu model 1 found on Internet. - Scripting: All scripts written by JIZABOZ using scripts found in original Splash Damage Enemy Territory .pk3 archives as templates. - Thanks: Splash Damage forum, People who wrote ET editing tutorials, my wife for allowing me so many hours to work on this, KlanKILL for all of their support and beta testing, And anyone who hosts this map on their website or game server. - Contact: Please send any questions or comments to killklan@hotmail.com and use "Mars" as the Subject so that it does not get removed as spam. Axis Objective Descriptions 1 "Primary Objective:**Stop the Allies from destroying the Secret Office Door." 2 "Primary Objective:**Prevent the Allies from stealing the Secret Document at all costs" 3 "Secondary Objective:**Destroy Allied Construction" Allied Objective Descriptions 1 "Primary Objective:**Destroy the Secret Office Door" 2 "Primary Objective:**Steal the Secret Document, then find the Axis Satellite Equipment to transmit it to Earth" 3 "Secondary Objective:**Construct the Hilltop MG-42"
  25. Version 1.0.0

    2 downloads

    // Axis Objective Descriptions 1 "Primary Objective:**Stop the Allied forces from stealing the secret war documents from the war room bunker." 2 "Primary Objective:**Prevent the Allies from transmitting the secret war docuements using any radio on the island." 3 "Secondary Objective:**Stop the Allied forces from detroying the Cannon Supply Doors and gain a fast entry to the Cannon." 4 "Secondary Objective:**Contruct the Radio Bunker Door preventing Allies from being able to transmit any documents from that radio." 5 "Primary Objective:**Defend the main cannon at all cost, prevent Allies from gaining access and blowing it up." // Allied Objective Descriptions 1 "Primary Objective:**Steal the secret war docuemtns from the war room bunker hidden underground." 2 "Primary Objective:**Transmit the war documents at any available radio on the island." 3 "Primary Objective:**Blow up the Cannon Supply Doors for easy access to the main Cannon." 4 "Seconday Objective:**Destroy the Radio Bunker Door if constructed for easy transmission of the secret war documents." 5 "Primary Objective:**Destroy the main Cannon, this is critical for future Allied attacks!"
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