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papywolf

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Everything posted by papywolf

  1. Version 1.0.0

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    |--------- | 5/13/06| |----------------------------------------- | Title : temple_sniper_night | FileName : temple_sniper_night.bsp | Version : Final |----------------------------------------- | Authors : MLB, Megalyth and Busta Capinyoass and Private Jackson | Email : private.jackson@hotmail.com |----------------------------------------- | Type : Sniper | Spawn Points : supports up to 32 players, 16 per side ----------------------------------------- | How To Play:.. | :..Unzip temple_sniper_night.pk3 into your etmain folder. | :..Launch Enemy Territory(tm) | :..Find a server running temple_sniper_night | :..Enjoy! |----------------------------------------- | Copyright :.. | :..Copyright (c) MLB |----------------------------------------- | Background :.. | :..Map decompiled by Megalyth and Busta Capinyoass for a sniper map and decompiled once again for a night version by Private Jackson. |-----------------------------------------
  2. Version 1.0.0

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    no information on the map
  3. Version 1.0.0

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    no information on the map
  4. Version 1.0.0

    1 download

    ----------------------------------------------------------------- [UJE] fastfood sniper b7 ----------------------------------------------------------------- Map made by [UJE]Niek 5-05-2008 changed to b6 5-11-2009 Changed to b7 10-11-2010 ----------------------------------------------------------------- 2 Dinnerhouses standing against eachother. Who has the best food or the best dinner. Let the snipers decide. This map is specially made for the ujemembers because all the pictures are ujemembers ----------------------------------------------------------------- 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_fastfood_sniper
  5. Version 1.0.0

    1 download

    _____ __ \_ \_ __ / _| ___ / /\/ '_ \| |_ / _ \ /\/ /_ | | | | _| (_) | \____/ |_| |_|_| \___/ ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Author.............: Ex-Member Conflict Major/Minor Changes and Bugfixes made by: Author.............: #RoN.et'cl4ym4n? eMail..............: cl4ym4n@ron-clan.net xFire..............: cl4ym4n WWW................: http://www.ron-clan.net/ http://www.forum.ron-clan.net/ IRC................: #RoN.et@Quakenet.org Copyright (c) 2008 [RoN] Clan - Realm Of Napalm. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 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. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  6. Version 1.0.0

    2 downloads

    ----------------------------------------------------------------- [UJE] City sniper ----------------------------------------------------------------- Map made by [UJE]Niek * 48 players sniper-map (24 Germans & 24 Dutchmen) * few bot optimalizations implemented (build for a 24-bot-server) * health-cabinets can be toggled on/off by a admin. * all smoke can be toggled on/off by a admin. * all fences can be toggled on/off by a admin * /rcon set sv_uje_medi 1/0 * /rcon set sv_uje_smoke 1/0 * /rcon set sv_uje_fence 1/0 ----------------------------------------------------------------- This is the second map I've made. It's a snipermap because there are too few snipermaps published. This is a small city with lots of places to hide and shoot from. Nice moving water and neon lights. Shoot your targets from high or low places. Have lots of fun with this map. I want to say special thanks to [UJE]C for his help with adjusting the map, the scripting and the shaders. I can't say it enough; Without his help this map wasn't made. ----------------------------------------------------------------- More [UJE] maps: UJE_00 made by [UJE]C UJE_sniper made by [UJE]Niek UJE_city_sniper made by [UJE]Niek ----------------------------------------------------------------- [UJE]Clan site http://www.ujeclan.com -----------------------------------------------------------------
  7. Version 1.0.0

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    ----------------------------------------------------------------- [UJE]Cheese sniper b4 ----------------------------------------------------------------- Map made by [UJE]Sogeking b3 version 10-08-2009 b4 version 15-06-2010 ----------------------------------------------------------------- This is the first map made by Sogeking You gotto like cheese in this map because there is a lot in it In this map you will feel like a little mouse because the atmosphere is huge.The theme is cheese that's why there also are a lot of camera's in this map So put a big smile on youre face and snipe some ----------------------------------------------------------------- Extra features * Mousetrap * Jumppad * You can shoot holes in the cheese ----------------------------------------------------------------- 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_cheese
  8. Version 1.0.0

    2 downloads

    ----------------------------------------------------------------- [UJE] House sniper ----------------------------------------------------------------- Map made by [UJE]Niek 12-06-2008 ----------------------------------------------------------------- This time a smaller map. Only 2 houses in a yard. The way to cross is in the pool but it will not be easy and an alarm goes of when youre in the pool. ----------------------------------------------------------------- * Lot's of sounds added ----------------------------------------------------------------- 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_house_sniper ----------------Credits------------------------------------------- Thanks to everyone that keeps the game alive
  9. Version 1.0.0

    1 download

    Map: Negoshk Author: Henri 'Nenquel' Karhula E-Mail: henri.karhula@gmail.com Date of Release: 4. May 2007 (Negoshk beta1) http://www.splashdamage.com/forums/viewtopic.php?t=16905 Date of Release: 26. May 2007 (Negoshk beta2) (Negoshk beta2)Changes and Fixes: - Deleted a few houses and put in a "hill" - Added a tree ^^ - Last axis spawn is bigger to avoid spawnkilling - Depots Names are South/West and East instead of 1,2 and 3 - New Command Map - Command Map Markers work (only tested in orig ET 2.60) -------------------------------------------------------------------------------- Map Information: Timelimit: 25min Attacking Team: Allies Axis Spawntime: 25sec Allied Spawntime: 20sec Description: The town of Negoshk is the mainpoint of the Axis Supplement Routes in the North. Therefore the Allied Forces planned to destroy their ammo depots. To be successful the Allied Forces have to steal a tank right out of an Axis City Outpost to destroy the City Gates to enter the Inner City and destroy the Ammo Depots. Objectives: 1) Defend/Steal the Tank 2) Defend/Blow East Gate 3) Defend/Blow South Gate 4) Defend/Blow Ammo Depot no.1 5) Defend/Blow Ammo Depot no.2 6) Defend/Blow Ammo Depot no.3 7) Defend/Construct COmmand Post -------------------------------------------------------------------------------- I want to thank: SPU9 - for his great support and hosting! Dersaidin - for his great help and advice! (Really - I thank real much!! - vis is harder than i thought! ^^) antman - for helping me fixing problems with etpro! ^^ The 'Level-Designer.de' Community - for a lot of help! Nijuff ,Grubah ,Dawn42 ,Jack ,Skai - for critizism and improvement ideas! -------------------------------------------------------------------------------- Copyright - Henri 'Nenquel' Karhula You MAY distribute this PK3 in any not-for-profit electronic format (BBS, Internet, CD, etc.)
  10. Version 1.0.0

    1 download

    Download pk3 name: low.airstrip2.pk3 Map name: low_airstrip2.bsp Author(s): LowLife, Bob le roux, Rummie Map type: OBJ Map size: Large Attacker: Allies ***DESCRIPTION*** Objective: The Axis must defend the tower controls and the 2 AA guns.
  11. Version 1.0.0

    0 downloads

    Description wm_mapdescription axis "protect the secret papers and for all sake don't let the allies transmit them." wm_mapdescription allied "get the secret papers in the mainbunker get them to the radio transmitter inside the mountain." wm_mapdescription neutral "allied have been looking for some secret papers, now they've found them and have sent a team to get them and transmit them back to base." Allied objectives 1 "Primary Objective: steal the secret papers." 2 "Primary Objective: transmit them to base." Axis objectives 1 "Primary Objective: defend the secret papers." 2 "Primary Objective: Prevent secret papers being transmitted."
  12. Version 1.0.0

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    "Axis are planning to use some gold to upgrade the communications and buy new supplies to their new base.**Allies must stop them at all costs.**Steal the gold and bring the truck out of the axis sight as fast as possible!" axis "Protect the gold in the gun at all costs." allied "Steal the gold from Barrocas Base, delivering them to the truck and run" neutral "Allies must steal the gold, protected by the Axis team"
  13. Version 1.0.0

    0 downloads

    Download pk3 name: axs_elsenheim_b2.pk3 Map name: axs_elsenheim_b2.bsp Map by: AlLexis Objectives : Destroy house wall , Rrepair the tank , Escort the tank , Steal the gold , Escort the truck ::Thank you bob_le_roux for your textures from your map bergheim ::
  14. Version 1.0.0

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    Summary: The Axis are attacking with the overall aim to steal the Gold from inside the Allied Amazing Bank. Objective 1: Capture the Gate Flag. Objective 2: Dynamite/protect the Gate. Objective 3: Capture the Bank Flag. Objective 4: Dynamite/protect the Bank. Objective 5: Steal/protect the Gold. Objective 6: Construct the Command Post. (There is also a ramp and a dynamitable side-route to the bank.) Author : Kent "Loffy" Lofgren, Sweden Game : Wolfenstein: Enemy Territory Map Title : Amazing Bank (version 1) Filename : amazing_bank_v1.pk3 Date : Augusti 31, 2018 Decription : Custom map for Enemy Territory. Editor : Gtk Radiant 1.6 (-light -fast -samples 2 -filter -bounce 1 -external -lightmapsize 512) ------------------------------------------------- How to install and play this map ------------------------------------------------- Place the file amazing_bank_v1.pk3 in your etmain folder, select it from the Host Game-menu or bring down the console and type: /map amazing_bank_v1 (then ENTER). ------------------------------------------------- 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! ------------------------------------------------- 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. -------------------------------------------------
  15. Version 1.0.0

    0 downloads

    -=-=-=-=--=-=-=-=--=-=-=-=- -=-=-=-=-Main info-=-=-=-=- -=-=-=-=--=-=-=-=--=-=-=-=- Mapname: Steal_v1 Version: 1.0.0 Gametype: CTF (Capture the flag) Mapmaker: 1869*_Flame a.k.a Dante Website: www.1869clan.tk -=-=-=-=--=-=-=-=--=-=-=-=- -=-=-=-Installation.-=-=-=- -=-=-=-=--=-=-=-=--=-=-=-=- -install on local machine: 1. Download the Steal_v1.pk3 file 2. Put the pk3 file into your "etmain" folder (usually can be found at: "C:\Program Files\Wolfenstein - Enemy Territory\etmain\") 3. start the game 4. open console with the ~ key (left from the 1 and up the TAB key) 5. type /g_gametype 2 (it will tell you it will be set on restart, DONT restart) 6. type /map steal_v1 7. play! ==> NOTE: no bot support added. -install on a server: 1. Download the Steal_v1.pk3 file 2. Put the pk3 file into the "etmain" folder 3. if needed, add to your fastdownload server 4. add map "steal_v1" to your maprotation.cfg (or other depending on mod) 6. (re)start server 7. play and have fun! -=-=-=-=--=-=-=-=--=-=-=-=- -=-=-=-=-Objective-=-=-=-=- -=-=-=-=--=-=-=-=--=-=-=-=- Allied main objective: Use the teleporters to get to the axis base, here you must try to steal all 5 Gold crates solen gold crates have to be deliverd to 1 of the pillars in allied base. Allied secondary objectives: - Construct brige nr 1 - Construct brige nr 2 - Construct the command post Axis main objective: Use the teleporters to get to the aliied base, here you must try to steal all 5 Gold crates solen gold crates have to be deliverd to 1 of the pillars in axis base. Axis secondary objectives: - Construct brige nr 1 - Construct brige nr 2 - Construct the command post -=-=-=-=--=-=-=-=--=-=-=-=- -=-=-=Special Thanks!=-=-=- -=-=-=-=--=-=-=-=--=-=-=-=- 1. Special thanks to HEX|Fate for awnsering most of my questions 2. Special thanks to Marco (from MLB-maps) for helping me solving my questions 3. Special thanks to 1869*_Spirit for helping testing and finding bugs -=-=-=-=--=-=-=-=--=-=-=-=- -=-=-=-=-=-Other-=-=-=-=-=- -=-=-=-=--=-=-=-=--=-=-=-=- - few new textures included - 16 textures included - added lava texture
  16. Version 1.0.0

    1 download

    ----------- Stiglitz B1 ----------- Release Date: 31/08/2018 ----------------- This map is intended as an entry for the Trackbase, TWT, Wolfwatch map-contest 2018. I would like to thank all of the organizers for setting up the contest. It has been a valuable experience creating a map on a fixed schedule. -----Story----- July 1943: Local resistance reported a branch of Deathshead’s X-Labs in a small remote village. Stiglitz, an OSA agent, has been sent to infiltrate the facility and gather intel of Deathshead’s activities. Communication broke up some days ago and Stiglitz is suspected to have been spotted and is soon to be executed. -----Objectives----- This map has one primary objective (extracting Stiglitz), one secondary objective (Command Post) and two flag spawns. Stiglitz: Stiglitz can be escorted by both teams along the spline path. Allied forwards and Axis backwards. CP: Aside from the usual CP benefits, the command post is also responsible for showing Stiglitz on the command map. If you do not own the command map, you don't see his position. Already in this version this is a rather big advantage, but with free escort movement this will basically be game deciding. Flags: The flags are located on each of the middle islands and make team communication necessary to avoid enemies falling into your back. -----Notes----- The mapfile is included. We kindly ask that you contact us before releasing any maps based on Stiglitz_b1. Once beta2 is released this map will act as some sort of tutorial map with an extensively documented script and if possible a tutorial video series. By doing so, we hope that we can spark a new genre of objective maps to bring some fresh wind to ET. -----Thanks to----- Direct support: • ryven for extensive support during debugging of the script_mover. • WuTangH for the broken tree model acting as bridge from Nature to Industry and the modified head model for Stiglitz to fix a visual glitch. • Everyone on the TWT Discord for helping out in one form or another. Indirect support: • Jon Swenson (=N4RC= Smokey) and Chris Swenson (Hobbie) for Axis Lab. The forwards and backwards movement of Stiglitz is highly inspired by Axis Lab. • Gordon 'digibob' Biggans [SD] for his purely magical MD3-to-TAG tool • C and Npherno for their wonderful model tools respectively • hipshot for his "miramar" skybox from http://www.custommapmakers.org/skyboxes.php • RtCW for models + textures • Detoeni for his submarine and truck models • ischbinz for textures • FireFly for his Hanomag model • RayBan for his treeline textures • Everyone else who provided info, feedback, ideas or helped in any other way.
  17. Version 1.0.0

    0 downloads

    Description: (the readme file) V-2 Factory by Mean Mr. Mustard release date: 25-May-04 (Final) RTCW: Enemy Territory SW, ==================================================== title: V-2 Factory (Final) file: v2_factory.pk3 author: Mean Mr. Mustard email address: mean_mr_mustard7@hotmail.com URL: description: It is the spring of 1943, and the immense Blockhaus near Watten is nearly complete. The Axis have geared up production on the V-2 rocket but continue to fire them from a remote launch site. The Allies must destroy the production of the next V-2 before any more terror can be rained down on England. Objectives: Axis have to produce a V-2. All factory machines must run 15 minutes to construct a V-2. Allies can halt production by damaging the machines. If the Axis repair the machines, then the time build continues. If all threee machines are damaged in an overlapping period, Allies win the map. If the V2 is produced, then the Axis must deliver it to safety via a train. ==================================================== Play Information gametype: wolfmp, wolfsw **no lms implemented yet** map name: v2_factory.bsp new sounds: various train sounds new graphics: custom textures for signs, posters, v2 and train skins new music: none new models: v2, train and train cars prefabs: various ones from Drakir (www.drakir.tk) how to play: place the v2_factory_b1.pk3 file in for etmain directory. Then host a game, single objective map and select V-2 Factory Beta 1 ==================================================== Construction base: scratch editor: GTK Radiant 1.4.0-rc2 other programs: easygen (terrain), gimp (graphics), PSP, gmax, lithunwrap know bugs: none build time: overall, approx. 6-8 months. ==================================================== base: scratch editor: GTK Radiant 1.4.0-rc2 other programs: easygen (terrain), gimp (graphics), PSP, gmax, lithunwrap know bugs: none build time: overall, approx. 6-8 months. ==================================================== Thanks to the following: The splash Damage Forums - a vast treasure trove of information Desert Skybox by sock (I modified the sun angle and color to suit my map - shader changes in v2_factory.shader) Ifurita for providing the V-2 brushwork on which the V-2 md3 is based shaderlab (ydnar) for various textures (detail-cb,flat_lt,concrete_big_1,brick-med-tan,brick-med-tan-wdwed) Drakir for the vast number of quality prefabs (shelves, barrels,etc) -- www.drakir.tk Schaffer (Nick Abbott) for generating the awesome command map, loadscreen image and lots of bug checking Nathan Havok - terrain layout, heightmap, v2 and train models Crotalus - custom textures for all the factory signs, and all the model skins! Added posters throughout the map.... Nathan Havok, (Pyr8)Someguy and Steurenol for refining the original mapping objectives and layout [GoG]Mike for "you must include a slide somewhere in the map" - and I did Crotalus for "you need to use a skybox so your map isn't floating in space" - so I did TheBaz for MG-Nest placement and various detail/playablity ideas =MLK=delicious, TheBaz, [GoG]Mike, Absolutjd, Clemster and Crotalus for initial walk throughs and testing PureGamer for various testing of the map =MLK= for play testing of the entire map =Shit Storm= servers for putting the mpa through the ringer - which it survived ND80 servers for lots of play testing and feedback Java.Lang for the cobweb texture and shader ==================================================== Distribution / Permissions This map may not be modified in anyway as to appear as a completed map by anyone else than the author. Authors May Not decompile the BSP as a base to build additional levels.The possibility of using items from this map as prefabs is possible, but you must obtain the author's written permission first. You MAY distribute this pk3 file in its entirety without permission. This file may not be commercially exploited in any way. ====================================================
  18. Version 1.0.0

    0 downloads

    Author : Magic Email : janerikstorseth@gmail.com Release : 17-04-2016 Website : www.magics-territory.com Game Information. Game : Return to Castle Wolfenstein: Enemy Territory File name : raid_final.pk3 BSP name : raid_final Menu name : Raid Game modes : wolfmp wolfsw. Players : 6-8 per team Version : final Attacking : Allies Timelimit : 25 Spawntimes : Axis : 20 / Allies : 15 Install : Put the pk3 file into the etmain folder. Story : Axis are holding the library as their HQ - Allies has decided to do a raid for the axis gold - Escort the truck and force your way through the town to the library - Steal the gold and escape // Axis Objective Descriptions 1 "Primary Objective:**Prevent the Allies from capturing forward spawn and blowing up the city fence" 2 "Primary Objective:**Build your Command Post for improved charge times." 3 "Primary Objective:**Defend the Restaurant door" 4 "Primary Objective:**Defend the Library main door" 5 "Primary Objective:**Defend the Library side entrance" 6 "Primary Objective:**Prevent allies from stealing the key to the gold" 7 "Primary Objective:**Defend the gold and prevent allies from deliver at truck" 8 "Primary Objective:**Keep the switch lowered" // Allied Objective Descriptions 1 "Primary Objective:**Capture forward spawn and blow up the city fence" 2 "Primary Objective:**Build your Command Post for improved charge times." 3 "Primary Objective:**Blow up the Restaurant door" 4 "Primary Objective:**Blow up the library main door" 5 "Primary Objective:**Blow up the Library side entrance" 6 "Primary Objective:**Steal the key and open the library gold defence" 7 "Primary Objective:**Steal the gold and deliver at the truck" 8 "Primary Objective:**Open the switch"
  19. Version 1.0.0

    0 downloads

    Description Axis: "Objective:**Defend the 3 sets of demolitions explosives planted on the Remagen Bridge and your Field HQ" Allied: "Objective:**In sequence, defuse the demolitions explosives planted on the North, Center, and south Spans. Once explosives have been defused, blow up the Axis Field HQ" Neutral: "March 7, 1945. Allied forces racing towards Germany desperately need to capture key bridges spanning Germany's last natural defensive barrier, the Rhine River" Objectives Allied objectives 1 "Primary Objective: Defuse the explosives planted on the North Span Defusing explosives will make North Spawn Spawn Flag permanent-allies" 2 "Primary Objective: Defuse the explosives planted on the Center Span Defusing explosives will make Center Span Spawn Flag permanent-allies" 3 "Primary Objective: Defuse the explosives planted on the South Span Defusing explosives will make South Span Spawn flag permanent-allies" 4 "Primary Objective: Destroy the Axis Field HQ on the South Bank" 5 "Secondary Objective: Breach the South Door entry point to the bridge" 6 "Secondary Objective: Breach the North Door entry point to the bridge" 7 "Secondary Objective: Repair the North Enterhaken" 8 "Secondary Objective: Repair the South Enterhaken" Axis objectives 1 "Primary Objective: Defend the explosives planted on the North Span If the Allies defuse the explosives, they will permanently capture the North Span Spawn Flag" 2 "Primary Objective: Defend the explosives planted on the Center Span If the Allies defuse the explosives, they will permanently capture the Center Span Spawn Flag" 3 "Primary Objective: Defend the explosives planted on the South Span If the Allies defuse the explosives, they will permanently capture the South Span Spawn Flag" 4 "Primary Objective: Defend the Axis Field HQ on the South Bank" 5 "Secondary Objective: Defend the South Door entry point to the bridge" 6 "Secondary Objective: Defend the North Door entry point to the bridge" 7 "Secondary Objective: Prevent Allies from repairing the North Enterhaken" 8 "Secondary Objective: Prevent Allies from repairing the South Enterhaken"
  20. Version 1.0.0

    1 download

    Operation Resurrection (Final/Fixed) Made by peyote http://peyote.et.googlepages.com A fixed version of the map, the original contains buggy shader script, which can corrupt other maps and itself. A Skinpack changing Axis to Zombies, only in this map. Installation: Place the *.script into mapscripts folder on the server; and the *.pk3 into the mod folder. Works with, NoQuarter, Jaymod, Etpub, Etpro, and any other mod which supports etpro mapscripts. ----------- PUR3MAP ARCHIVES OF AMERICA Please read IMPORTANT - Special instructions, Other instructions and :::note::: below to avoid problems ================================================================ Title : Resurrection Date : 1:35 PM 9/19/2003 pk3 name : resurrection.pk3 Filename : resurrection.bsp Author : Dan "RivrStyx" Dorn Email Address : mailto:pur3maps@planetquake.com Web : http://www.planetquake.com/pur3maps Description : MP or SW play for ET **** IF YOU WANT TO REMOVE THE ZOMBIE SKINS GO TO YOUR ET/MAIN DIRECTORY AND MOVE OR DELETE THE Z_RESURRECTIONSKINS.PK3 (THE RESURRECTION.PK3 CONTAINING THE MAP IS SEPERATE) **** Additional Credits to : id software and Splash Damage Beta testing: Team-Resurrection ( http://www.team-resurrection.net)..... ND80 (http://www.nd80usa.net) Servers: The Resurrection 69.56.165.130:27961 and check out ND80s servers at above url Additional sounds: DetPak http://detpak.tripod.com Skins: RivrStyx ================================================================ ========Campaign cycles added=========== resurrectioncycle.cfg or choose in menu - (its just a 6 map resurrection campaign) /exec resurrectioncycle.cfg resurrectionfullcycle.cfg or choose in menu - (6 original maps with Resurrection being the final conflict to stop the axis soldiers before they become invincible) /exec resurrectionfullcycle.cfg *****Also it's recommended playing this map with 32bit color depth for visual effects if your system can handle it but not necessary. Will just look a whole lot better with less visual weirdness. Can set these in the menu: 1. when game starts hit esc key...choose system 2. Go down the list change COLOR DEPTH to 32bit and LIGHTING to lightmap(high), can leave TEXTURE QUALITY to 16bit as this only kills framerate and won't see much of a difference. Depending on video card you may not see any change in frame rate using lightmap and 32 bit color depth. 3. choose accept (video will restart and will only take a sec til back in the game) ================================================================ @@@@@@@@@ Other Instructions on file placement...etc @@@@@@@ Unzip the mp_resurrection.zip file to your Return to EnemyTerritory/ETMain directory :::NOTE::: Zip files contain the normal map file called mp_resurrection.pk3 and also a skin pk3 called z_resurrectionskins.pk3. The z_resurrectionskins.pk3 will make the axis look like axis zombies/demons to add to the maps contents and atmosphere. The only fallback is they will still look this way on other maps because of the way RTCW is made. [If your on a server that doesn't have this file you won't have to worry about it as you will default to the regular axis skins] -----If the skins do show up on other maps and you want the regular skins back or have problems with them on map changes just remove z_resurrectionskins.pk3 file from your Return to castle Enemy Territory/ETmain derectory (or wherever you installed it) or move it to a seperate directory to save.----- Thats it but i recommend at least trying them for this map ******** Play Description *********** Operation: Resurrection BACKGROUND: The Nazi's as we have heard are doing human experiments to create super soldiers. Recently however, its been discovered the Nazi's are using the occult to further their mission for world dominance by performing passages from the book of the resurrection. Rituals if you will. A small allied force lead by LT. Joe Johnson was sent to gather more information on one, Alfred Kreiger, who is a Nazi Sympathizer and linked to practices in the occult. Information we received from Johnson has confirmed our suspicions. Kreiger has performed satanic rituals and has succeeded in resurrecting dead Nazi soldiers that feel no pain, no emotion, and have no mercy. They are the perfect killing machines. Kreiger has recently crossed over to the other side, suicide by his own creations. According to the book, Kreiger's death will allow him to move between realms and help make the transformation of the soldiers complete. They can be destroyed at this time, but one passage from the book is left that will make them invincible and must be done when certain circumstances are present. Unfortunately we don't know this information as we've lost contact with Johnson and his men. This was Johnson's last transmission: <Begin Transmission> "…We have entered the belly of the beast where life and death are one… The book holds the power … The last passage needs to be performed for the gates of hell to be opened permanently… God help us… It must be performed when…" <End transmission> No one from the group has been heard from since, but we do know from Johnson's last message that the book is the key. Time is of the essence and you will be deployed immediately. --I know your thinking this can't be real. It seems unbelievable but in Johnson's words. "God help us" if it's true. -- MISSION: To infiltrate Kreiger mansion by raft and make way through front gate or other means available before the axis zombie soldiers become invincible. Extract "The Book of the Resurrection" that's located in the mausoleum on the rear mansion grounds. Exit through the main house back to front gate to raft. " *Primary Objectives - 1. Destroy Main Gate power to gain access to Kreiger. 2. Steal Book of the Resurrection from Kreiger Mansion and make way to raft and escape to caves. *Secondary Objectives - 1. Capture flag in mansion room to advance. 2. Destroy secondary door for access into lower mansion. "This is a secondary entrance but cannot use to exit." 3. Destroy catacomb door for access into book room. Thx to Detpak for the some of the cool sounds in resurrection. http://detpak.tripod.com Some custom textures from Evil Lair http://www.planetquake.com/hfx/textures.html
  21. Version 1.0.0

    0 downloads

    Download pk3 name: road2amiens_b2.pk3 Map name: road2amiens_b2.bsp Author(s): theMaker Allies must sabotage the Tower guarding the Road to Amiens. February 18, 1944. Under cover of night, an elite Allied squad has orders to sabotage the Axis Sniper Tower guarding the Road to Amiens. 5km to the north, Amiens Prison holds 700 inmates, including several important leaders in the French Resistance - 12 of whom are to be executed in 24 hours! Allies must succeed or the French activists will be shot!
  22. Version 1.0.0

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    no information on the map
  23. Version 1.0.0

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    Title Troop Train File name trooptrain_120.pk3 Map name trooptrain Version 1.2.0 (Created May 2008) Author 2Bit (www.tibetclan.com) Other 2Bit maps www.pythononline.co.uk/et Nbr of players Recommended 2-8 per team, probably mayhem beyond that. Installation Put the pk3 file into the etmain folder. Scenario Axis are transporting armour reinforcements to the front line. Allies must destroy the 2 tanks on the trains before they arrive at their destination. All the action takes place on two moving trains adjacent on parallel tracks. First objective is to blow up the crates that block the Allies path up the train. This gives them access to the midtrain flag forward spawn, and sets them up for the final push to the front of the train where the Tiger tanks are being transported. Players can move through the carriages, or along the top or sides, and can jump from one train to the other. Passing overhead gantries and bridges help to prevent sniper domination, and quick respawn times mean players are never missing from the action for long. The straightforward layout also means it's quick to learn and no-one gets lost. With a 10 minute map time limit, I believe it is best played in stopwatch mode. Gamemodes Objective, Stopwatch (recommended) Thanks to Splash Damage and Activision for everything. Models and textures: Detoeni, Midnight Oil, Aikon, LeMog, DaveGH, BerneyBoy, Uchronic, Blushing Bride, Chavo One, Massive, StormShadow and Nightwolf. And anyone else whose texture I may have inadvertently used. TibeT Clan and associates for testing and feedback. Detoeni.uk
  24. Version 1.0.0

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    Title : ET Tundra Version : Beta 4a Release Date : 12/24/03 Filename : et_tundra_beta3.bsp Author : Tom "Menzel" Haskins Converted to ET by: ChumChum Email Address : thaskins@snet.net homepage : http://www.farmingtonco.com/ro Description : The Allies have orders to lay seige on an Axis held outpost near the coast, infiltrate the Axis compound and destroy the power grid. Once the power is disabled allied forces can advance further inland. Other info : This is a modified version of the original Tundra Outpost from RTCW. This version is designed for use in Wolfenstein: Enemy Territory. Major changes from the original are: The first wall is now open instead of needing tnt to blow The flag has been moved out from the tunnel closer to the first wall The allied spawn associated with the flag is now in the barracks in the front. Removed the MG42 above the front barracks The sewers no longer need to be blown The house near the ice now contains a CP that either team can build but only the Allies gain a spawn point there when its built Added health and ammo racks in the house near the ice and the axis barracks inside the compound The compound gate is no longer open and requires tnt Next to the compound gate is an axis only door I put some boxes in front of the compound wall to allow a boost into the compound. These may get removed since there is now an axis-only door I added another sewer entrance just in front of the axis compound Added another ladder to get from the ground to the second level of the compound Moved the Axis spawn inside into 2 seperate rooms Added some boxes here and there for cover Made the MG42s at the front of the compound buildable Made a weak looking command map Allowed for mines to be placed on terrain Some other things you won't notice Additional Credits : Det Pak (http://detpak.tripod.com) for custom sounds.
  25. Version 1.0.0

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    MAP: US RADAR CREATOR: Higgins CONTACT: atomic_killer_rooster@hotmail.com ABOUT USING THE PK3: You may use tis pk3 to play the map only, do not decompile the map for your own uses, that is, DO NOT! decompile. // Axis Objective Descriptions 1 "Primary Objective:** Destroy the US Radar" 2 "Primary Objective:** Destroy the US Radar base doors" 3 "Primary Objective:** Destroy the US Radar doors" 4 "Secondary Objective:** Build the water pump" 5 "Secondary Objective:** Capture the forward spawn" 6 "Secondary Objective:** Destroy the Allies command post" 7 "Secondary Objective:** Build the command post" 8 "Secondary Objective:** Destroy the Sealed Grid" // Allied Objective Descriptions 1 "Primary Objective:** Defend the US Radar" 2 "Primary Objective:** Defend the US Radar base doors" 3 "Primary Objective:** Defend the US Radar doors" 4 "Secondary Objective:** Destroy the water pump" 5 "Secondary Objective:** Capture the forward spawn" 6 "Secondary Objective:** Build the command post" 7 "Secondary Objective:** Destroy the Axis command post" 8 "Secondary Objective:** Defend the Sealed Grid"
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