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  1. Riverwar_V2 ( reriver ) + waypoints

    // Axis Objective Descriptions
    :**Defend the Heavy Water processing Control System."
    **Prevent Allies from breaching the Main Gates"
    :**Prevent Allies from breaching the Ventalation Shaft."
    :**Build a Command Post in the Forward Bunker."

     
    // Allied Objective Descriptions
    :**Destroy the Heavy Water processing Control System."
    *Breach the Main Gates"
    **Breach the Ventalation Shaft."
    :**Build a Command Post in the Forward Bunker." Basic Information
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    Author : Extra (Johnny Hadley)
    Email address : Johnny@endofdaysband.com
    Webpage : http://www.hadleyplace.com

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    Map Information
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    Game : Return to Castle Wolfenstein: Enemy Territory
    Title : River War
    Filename : reriver.pk3
    Release date : 2003-08-27
    Decription : The Allies are attempting to destroy the prototype heavy water processing control system.
    The Axis must guard their prototype heavy water processing control system.

    Program : SDRadiand 1.3.8

    Build time : 10 weeks
    Compile time : 4 Hours
    Compile options : -meta -vis -light -fast -filter -samples 2 -bounce 8
    Compile machine : AMD Athlon 1.4 gig

    Installation : Extract the pk3 to your etmain folder, select it from the hostgame menu
    Standard Rtcw textures    

    27 downloads

       (0 reviews)

    0 comments

    Updated

  2. powcamp_b5 ( private waypoints )

    hunkmegs  issues 
    // Axis Objective Descriptions
     1 "Primary Objective:**Don't let Allies advance the tank to the garrison.**The main tank cannon will destroy the garrison main wall."
    5 "Secondary Objective:**Don't let Allies build a bridge over the Sola River.**This will allow the tank to approach the Axis Garrison."
    6 "Secondary Objective:**Build the tank barrier.**This will prevent the tank from reaching the Axis Garrison."
    7 "Secondary Objective:**Build the command post."
    2 "Primary Objective:**Protect the key to the gate control.**When the key is brought from the commandant's office to the gate control, The main camp door will open."
    8 "Secondary Objective:**Don't let Allies build the assault ramp.**This will allow allies an alternate route into the main camp."
    3 "Primary Objective:**Protect the execution wall.**This will give allies access to the camp's Gas Chamber and Crematorium"
    4 "Primary Objective:**Don't allow Allies to deliver the Artillery shell to the crematorium.**This will cause an explosion that will destroy the gas chamber and crematorium"

    // Allied Objective Descriptions
    1 "Primary Objective:**Repair, steal and escort the axis tank.**The main tank cannon is needed to destroy the Camp Garrison."
    5 "Secondary Objective:**Build a bridge over the Sola River.**This will allow the tank to approach the Axis Garrison."
    6 "Secondary Objective:**Keep tank path clear of barriers.**This will allow the tank to approach the Axis Garrison."
    7 "Secondary Objective:**Build the command post."
    2 "Primary Objective:**Take the key to the gate control.**When the key is brought from the commandant's office to the gate control, The main camp door will open."
    8 "Secondary Objective:**Build the assault ramp.**Thie will allow allies an alternate route into the main camp."
    3 "Primary Objective:**Blow up the execution wall.**This will give Allies access to the camp's Gas Chamber and Crematorium"
    4 "Primary Objective:**Deliver the Artillery shell to the crematorium.**This will cause an explosion that will destroy the gas chamber and crematorium"
     
    author    : James "JAM" Meigs  
    | email    : bestpicsever@hotmail.com 
    |----------------------------------------->
    | Type          : Objective, Campaign, Stopwatch
    | Spawn Points  : supports up to 64 players, 32 per side
    |----------------------------------------->
     ----------------------------------------->
    | Story:..
    |      :..The Allies have analyzed aerial recon photos and 
    |      :..discovered the location of a notorious POW camp
    |      :..A small Allied force is given the task of breaking
    |      :..into the camp to destroy it and liberate the 
    |      :..prisoners from their captors.
    |----------------------------------------->
     ----------------------------------------->
    | How To Play:..                          
    |            :..Place the  powcamp_b4.pk3 into your etmain folder.
    |            :..Launch Enemy Territory(tm)                  
    |            :..Find a server running this map.            
    |----------------------------------------->
     ----------------------------------------->
    | Objectives:..
    |     Allies:..
    |          1:..Fix and advance the tank to destroy the garison wall.
    |          2:..Build the Sola River bridge to move the tank across the river.
    |          3:..Steal the Main Camp Gate Key from the Commandant quarters
    |          4:..Take the key to the control tower to access the main POW camp.
    |          5:..Blow up the Execution Wall to gain access to the crematorium/Gas Chamber
    |          6:..Take the artillery shell from the gas chamber.
    |          7:..Throw the artillery shell into the oven to blow up the crematorium.
    |
    |        Secondarily: 
    |            A:..Build the command post
    |            B:..Capture the forward spawn flag in the main POW Camp.
    |            C:..Build the assault ramp to have another way into the camp.
    |            D:..Disable or destroy the gas controls
    |            E:..Build the scaffold for another way into the crematorium
    |            F:..Dyno the invasion barrier to have another path into crematorium
    |----------------------------------------->
    |       Axis:..
    |          1:..Prevent the Allies from escorting the Tank to the garrison wall.
    |          2:..Prevent the Sola river bridge from being built.
    |          3:..Protect the gate key from being stolen
    |          4:..Don not allow Allies to take the key to the control tower.
    |          5:..Protect the execution wall from being demolished.
    |          6:..Protect the artillery shell from being stolen.
    |          7:..Prevent allies from transporting the artillery shell to the crematorium oven.
    |
    |        Secondarily: 
    |            A:..Build the command post
    |            B:..Capture the forward spawn flag in the main POW Camp.
    |            C:..Do not allow Allies to build the assault ramp.
    |            D:..Build and maintain the gas controls
    |            E:..Prevent the allies from building the scaffold
    |            F:..Build and protect the invasion barrier to force allies south
    |----------------------------------------->
    |----------------------------------------->
    | Enhancements:..
                This is beta 5 version - the fifth release of this map.

    | ENHANCEMENTS/Bug Fixes/changes in beta 5:..
            - textures and shaders remapped to prevent conflicts with other maps
            - textures compressed to decrease map package size
            - ruin added to partially cover bridge 'build box' and give allies some cover
            - contestable flag not capturable until camp main gate is opened
            - canopy added to spawn flag
            - paths adden in admin and final area
            - more vis blocking for faster graphics
            - some structural and cosmetic tweaking of spawns and other areas
            - signage added to indicate flag and wall from sonderspawn
            - signage added to indicate on/off of gas control
            - sound tweaking
            - final package size decreased from 20MB to 14MB
    | ENHANCEMENTS/Bug Fixes/changes in beta 4:..
            - STRUCTURAL REDESIGN to improve FPS, decrease server LAG
                (vis blocking, hint brushes, etc...)
            - Replaced snow tipped trees with temperate trees
            - Added checkpoint and garage buildings in front of garrison
                (to act as cover for allies and axis during tank escort)
            - Added alarm to sound when gas control is on
            - Added musical fanfare when major objectives are completed
            - Rebuilt sonder spawn to allow easy camp access
            - Rebuilt main POW camp area
            - Added or modified roads for camp, garrison and final area
            - Retracted 3rd floor catwalks to ease axis defense in final area
            - Placed 'end-of-round' camera to show chain reaction explosion
            - Added details to gas control building
            - Changed infantry barrier to start as already built
            - Lowered kick panels on gun towers to enable easy entrance to camp
    | ENHANCEMENTS/Bug Fixes/changes in beta 3:..
            - ADDED VOICE COMMANDS TO ALL PRIMARY AND SECONDARY OBJECTIVES
            - ADDED NATURE, MACHINE AND ENVIRONMENT SOUNDS
            - Color coded objective messages
            - Smoothed tank spline
            - Touched up bridge legs
            - Sped up tank by 13%
            - Moved Axis Garrison Spawn downstairs
            - Moved Garrison Health/ammo cabinet outside
            - Slight remodel of garrison complex
            - Reworked ladders and landings in tower, church, and crematorium
            - Remodeled Axis Barracks
            - Changed Arbeit sign to POW CAMP
            - Remodeled last axis spawn building as 2-story
            - Added buildable invasion barrier between Axis spawn and Hospital
            - Moved Allied spawn to middle of hospital
            - Did more modeling in hospital interior
            - Added scaffold for Allies to get into crematorium upper level
            - Added another stairwell and covert door for allies to get to gas control
            - Added a ladder inside crematorium allowing allies to get to upper level
            - Extensively remodeled crematorium interior
            - Removed unused objective triggers
            - Made all glass in spawning rooms unbreakable
            - Modeled a chain reaction explosion of all 3 ovens following delivery of shell
            - Removed unused objective triggers
    | Bug Fixes/changes in beta 2:..
            - new terrain shaders created to enable landmines in all areas of map
            - train yard rebuilt with more detail - tracks and building reworked, crane added
            - doors retextured and mapped to correct sound
            - all breakable glass mapped to correct sound
            - small bunkers reclipped to stop weapon fire
            - truck moved farther from garrison to discourage trick jump
            - zyklon cannister references changed to 'artillery shell'
            - some building textures replaced or realigned
            - can now shoot through all electrified barb wire fences
            - church is now double fenced
    |----------------------------------------->
     ----------------------------------------->
    | Miscellania:..
    |            :..editor       : GtkRadiant 1.3.13
    |            :..compiler     : q3map2 2.5.13
    |            :..build time   : 18 months (on and off)
    |            :..PC specs     : 6600 Intel Quad core
    |            :..compile stats: bsp   : pretty fast
    |                            : vis   : 10 minutes
    |                            : light : 90 minutes
    |            :..Textures     : a couple from every great mapper out there
    |            :..             : a couple of my own custom textures
    |----------------------------------------->
     ----------------------------------------->
    | Credits    :..All the great mappers out there that freely volunteer their time to make maps, tutorials, textures etc...
            With this community of free information one who knows nothing of mapping can learn to:
            Create buildings and rivers and moving vehicles and landscape and buildable objects and destructible
            objects and carryable objects and custom graphics and light entities and scripts and eventually....
            .... a map that might be interesting and playable.
            I never talked to any of these individuals but their info on the web is invaluable:
            2bit, Marko, Lowlife, Surface, Ydnar, Ifurta, Chavo, Drakir, Erik-Ftn, NIB, Roeltje, Spyjuice, Amethyst 7
            
            Further thanks to all the clans that I've been a part
            of or extensively visited or hosted or gave feedback:
            Southwest ET (SWET) (defunct), Free Team Players (FTP), Who's Gaming, 
            Girl Power (GP), Chicken Bucket, Weedheaven, Braveheart.
    |----------------------------------------->
    | Copyright  :..
    |            :..Copyright (c) 2008 James Meigs
    |----------------------------------------->
    | Permissions:..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.
     

    17 downloads

       (1 review)

    0 comments

    Updated

  3. rochelle_b2 + waypoints

    The US 8th Air Force has failed to take out the heavily fortified U-Boat pens at La Rochelle from the air so a strike team must destroy the base from the inside by:**1. Taking the crane control module to the control room ^1(Not ^1applicable ^1in ^1SW ^1mode) **2. Using the crane to transfer explosives from a munitions train to the submarine**3.Dynamiting both U-245 and U-952 berthed inside the submarine pen" 

    23 downloads

       (0 reviews)

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  4. rtcw_depot2_102 + waypoints

    Objective Allies: blow up the Axis AA gun.
    Axis : blow up the Allied Field HQ.
     
    What's New in Version pk3
    Version 1.0.2 September 28th, 2007 Some players found v1.0.1 too dark. Version 1.0.2 has had the ambient light increased. File name rtcw_depot2_102.pk3 Map name rtcw_depot2 Version 1.0.2 (Created Sep 2007) Conversion from original RTCW Depot 2 map by 2Bit (www.tibetclan.com) Installation Put the pk3 file into the etmain folder. Game This map is based on the Return to Castle Wolfenstein map Depot 2, itself a modded version of RTCW Depot. All credits go to the original authors.

    31 downloads

       (0 reviews)

    0 comments

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  5. password2_v12 + waypoints

    Mapname : Password2
    Type : wolfmp wolfsw wolflms
    Version : 1.2
    Date : Nov 07, 2003
    BSP Name: password2.bsp
    Author : towofu

    - This is a small map, intended for up to 12x12 players.
    - Map has "Password" gimmick, generate random number and player
    must input correct password to get objective.
    - I believe it has good game play if players know the objectives,
    and it will test your teamwork.

    Allies Objectives
    1. Pri: Spy the Password and input it to start process, then
    defend the Emergency Button until process finished.
    2. Pri: Steal the Endoarm.
    3. Pri: Escape with the Endoarm to the waiting Truck.

    27 downloads

       (0 reviews)

    0 comments

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  6. rommel_final + rommel_final_ETPRO_ONLY + waypoints

    August, 1942**Rangers, attached to the famed SAS, have been raiding Axis supply depots located deep in the Libyan deserts.  Friendly Bedouins have alerted the attackers to the location of Rommel's last remaining water purification facility, a cistern camouflaged in the ruins of an ancient sand-covered trading post.  In the dark of the night, the Rangers launch a bold raid.

    17 downloads

       (0 reviews)

    0 comments

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  7. pacman_v2 + waypoints

    pacman
    version:      release 2
    filename:     pacman_v1.pk3
    release date: 24/10-2004
    author:       [tbh]bloodwire
    skymap by:    amethyst7 <URL:http://amethyst7.gotdoofed.com/env.htm>
    contact info: http://www.ekran.no/
    game info:    http://www.tbhguild.org/
    gameserver:   games.student.uit.no
    game:         return to castle wolfenstein: enemy territory
    description:  it's all about the cherry. allies must blow it up, the axis
                  must defend it.
    dev. time:    about two weeks (including v1 and betas)
    installation: just put the .pk3 file in your etmain folder
     

    20 downloads

       (0 reviews)

    0 comments

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  8. pha_horus + waypoints

    MAP Name: EyE OF HORUS
    Game: Enemy Territory
    Version: Final
    Author: FIESLING/RiFFLeR
    Website: http://www.phaclan.com/
    Date: September 1, 2007
    ****************INSTALLATION INSTRUCTIONS******************************
    Place pha_horus.pk3 inside the etmain folder in your game directory.
    *********************MAP DESCRIPTION***********************************
    "Axis have assaulted an old Egypt pyramid to get an artifact seeking the help from Horus,
    an old Egyptian god. Allied mission is to steal this artifact and bring it back to New York
    for further analysis. Original Map by : Fiesling, ET Version By : ={PHA}=RiFFLeR / SCORPION, Brought to you by THE PHARAOHS WWW.PHACLAN.COM"
    Allied Objectives :
    1- Capture the Forward Spawn.
    2- Construct the Command Post.
    3- Destroy the Pyramid Entrances.
    4- Destroy the Tunnel Sealing and Entrance.
    5- Steal the Obelisk and Secure it in the truck
    6- Escort the Truck.
    Axis Objective :
    Prevent Allied from doing all this.

    MAPPER'S NOTE :
    This map is FPS Efficient everywhere.
    It has been heavily tested during 2 months on a 24 slots server. The gameplay is very balanced and the map is a lot of fun. you will not have time to get bored. Engineers and Covert ops are the most useful classes.
    Try it and you will not be disappointed.
    OFFICIAL DEMO SERVER :
    84.244.156.133:27960

    ****************************Credits***********************************
    Thanks to everyone at the splash damage forums, the best forums I've come
    across online. Thanks to splash damage for their great game and the great
    support that they provide to the mapping community.

    25 downloads

       (0 reviews)

    0 comments

    Updated

  9. radar_summer_130 + waypoints

    // Axis Objective Descriptions
    *Defend the Radar Installation's Main and Side Doors."
    **Prevent the West Radar Circuit Board from being stolen."
    **Prevent the East Radar Circuit Board from being stolen."
    **Don't let them destroy the North Radar Station."
    **Don't let them destroy the South Radar Station."
    *Defend the Forward Bunker from the Allies."
    **Build a Command Post in the Side Bunker."
    **Stop the Allies from constructing a Command Post in the Side Bunker."

    // Allied Objective Descriptions
    **Dynamite the Radar Installation Doors."
    *Steal the West Radar Circuit Board."
    **Steal the East Radar Circuit Board."
    **Destroy the North Radar Station."
    **Destroy the South Radar Station."
    **Capture the Forward Bunker from the Axis."
    *Stop the Axis from constructing a Command Post in the Side Bunker."
    **Build a Command Post in the Side Bunker."

    24 downloads

       (0 reviews)

    0 comments

    Updated

  10. Ponza Isle + waypoints

    Ponza Isle by neotic (aka "a sound so very loud) or William Tyler Buser
    Email: neotic@planetquake.com, last2exit@hotmail.com, wtbuser@ilstu.edu
    BKP Team site: www.planetquake.com/bkp/
    Thanks to everyone that helped me thus far at the Splash Damage forums, SS HeirPei and everyone else at Shit Storm Servers.
    All textures but helipad.jpg are original material and/or modifications of Splash Damage textures.
    File version: isle.pk3 is the final of Isle.
    Installation: place isle.pk3 in directory /etmain/
    Developer: William Tyler "neotic" Buser; play as "a sound so very loud"
    Modes: isle can be played under any modes of Enemy Territory.
    The Axis are attempting to create an isle outpost to facilitate their missions in the south.
    To prevent this the Allies have to destroy the Axis Helipad to cease incoming personnel and equipment.
    To do this the Allies will have to reach the summit of the Axis controlled hill.
    Axis Objective 1 "Primary Objective: Defend the Helipad from the Allies!"
    Axis Objective 2 "Capture Aqueduct House for Forward Positioning!"
    Axis Objective 3 "Keep the Aqueduct blown to prevent the Allied advance!"
    Axis Objective 4 "Keep the Bridge blown to prevent the Allied advance!"
    Axis Objective 5 "Build and prevent the destruction of the Well Gate to prevent Allied access, repair it if needed!"
    Allied Objective 1 "Primary Objective: Destroy the Axis Helipad to prevent the creation of their isle Outpost!"
    Allied Objective 2 "Capture Aqueduct House for Forward Positioning!"
    Allied Objective 3 "Repair and protect the Aqueduct to aid your advance to the Axis Helipad!"
    Allied Objective 4 "Repair and protect the Bridge to aid your advance to the Axis Helipad!"
    Allied Objective 5 "Destroy the Axis Well Gate to gain further access to the Axis summit!"
    MG Prefab created by Deathstick: contact @ stormtrooper92@snet.net
    Searchlight prefab found at Drakir's http://www.drakir.tk/

    21 downloads

       (0 reviews)

    0 comments

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  11. reactor_final + waypoints

    // Axis Objective Descriptions
    :**Protect the box of explosives"
    Prevent Allies from repairing truck"
    Protect the forward spawn area**Flag becomes permanent Allies if either the East or West Security Door is breached"
    :**Protect the Coolant Controls"
    Protect the West Security Door"
    Protect the East Security Door"

    // Allied Objective Descriptions

    Steal the box of explosives"
    Repair the truck"
    Secure the forward spawn area**Flag becomes permanent Allies if either the East or West Security Door is breached"
    Destroy the Coolant Controls"
    Breach the West Security Door"
    Breach the East Security Door"

    27 downloads

       (0 reviews)

    0 comments

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  12. road2amiens_b2 + waypoints

    Description:
    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!

    19 downloads

       (0 reviews)

    0 comments

    Updated

  13. radar_summer_130a + waypoints

    Basic Information:
    Designer......: Berzerkr (GER) ( a big lost for ET since he he decided to stop )
    Mod Information:
    Game........: Wolfenstein: Enemy Territory
    Title.......: Radar Summer - Texture Fix
    Status......: Final
    Filenames...: z_radar-summer_130.pk3
    Build Time..: 30 Minutes
    Release Date: 2008-06-26 
    Description:
    This pk3 gives Radar Summer a more fitting terrain, because players complained that the new textures for the terrain are much to bright.
    The gamma value of the textures has been reduced from 1.0 down to 0.6 
    Installation for Server-Admins:
    Put the file "z_radar-summer_130.pk3" into a mod folder (etpro, jaymod, etpub, nq, etc...) to make sure it will be downloaded to the client. 
    Used Programs:
    7-Zip, IrfanView, Gimp
    Version 1.3.0 (Created June 2008)
    Conversion from original ET map by 2Bit (www.tibetclan.com)
    Installation Put the pk3 file into the etmain folder.
    v1.3.0 Changes New passge from bunker to main radar compound. Need to blow generator to open the door.
    All 4 objs needed for allied win.
    Changes from Radar
    It's bright and sunny
    You can see to the horizon
    You can reach many places previously inaccessible
    2 additional primary objectives created for allies:
    destroy north radar station
    destroy south radar station
    Tank in garage is repairable by axis and can be escorted
    up the road to an advantageous defensive position
    Thanks to Splash Damage and Activision and all the authors of the original game.

    21 downloads

       (0 reviews)

    0 comments

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  14. rhineland_bridge_4 + waypoints

    Author : Rikard "Drakir" Lindgren Email address : lindgrenrikard@hotmail.com
    Webpage : http://www.drakir.tk
    Map reworked by : Sid & Etch
    Map Information
    Game : Wolfenstein: Enemy Territory Title : Rhineland Bridge 4 Filename : rhineland_bridge_4.bsp Release date : 2009-07-01 Decription : 1945, Southern Germany. Allied forces are trying to cross the Rhine river at the last functionalbridge. Axis forces are struggling to keep them from crossing, if the Allied forces succed it may be the turning point of the war. Program : SD Radiant 1.3.8 Build time : 2 weeks off an on Reworking time : 6 weeks... Compile time : 45 minutes Compile machine : AMD Athlon 2200, 512mb Installation : Place the rhineland_bridge_4.pk3 to your etmain folder, select it from the multiplayer -> create server menu or bring down the console and type: /map rhineland bridge_4. Sounds : 1 new sound is provided to give briefing
    New in version 4
    #. Better textures #. Lower filesize #. Changed mapscript #. Fixed and better shaders -
    Special thanks to Enra, for testing and server. Sock at SD forums. And of course everyone who gave feedback on the first releases making this one much better in all ways hopefully.
    Copyright © 2003 Rikard "Drakir" Lindgren all rights reserved This level may be electronically distributed only at NO CHARGE to the recipient in its current state, MUST include this .txt file, and may NOT be modified IN ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR WRITTEN PERMISSION.
    It's impossible to contact Drakir.
    Please note that we don't decompiled the map, we only used an HEX editor to change the textures in the .bsp and we made new shaders. For the community from the community!

    13 downloads

       (0 reviews)

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    Updated

  15. praetoria_m1 + waypoints

    praetoria_m1.bsp
    by Diego (aka Subsurface Scattering) Contact: dt3d@hotmail.com         
               

    MISSION DETAILS

    Mission Time:        30 Minutes
    Spawn Times:        Axis 20 Seconds     (18 after tunnel doors destroyed)
                        Allies 12 Seconds    
    -----------------
    Overview:
    -----------------
    Mission One: "Allied Paratroopers are enroute to capture a nazi airfield in northern Italy.
    An advance allied ground force must destroy the Radar Control Center inside a heavily defended bunker
    to allow their airborne forces to slip through the Axis Anti-Air defenses undetected."
    Map Objectives:
    -----------------
    ALLIES
    -----------------
    Primary Objectives:
    1    "Use your Churchill Tank to Breach the Tunnel Doors of the Main Bunker."
    2    "Destroy the Power Generator to release the magnetic locks on the Radar Blast doors."
    Secondary Objectives
    1    "Destroy the South Entrance of the Main Bunker."
    2    "Capture the City Garrison to use as a forward spawnpoint."
    3    "Breach the Storage Room Entrance."
    4    "Breach the South Bunker Wall."
    7    "Establish a Command Post inside the Old Church."
    8    "Stop the Axis from Building a Command Post in the Forward Bunker."
    -----------------
    AXIS
    -----------------
    Primarmy Objectives:
    1    "Stop the Churchill Tank from Breaching the Tunnel Doors of the Main Bunker."
    2    "Protect the Generator that powers the magnetic locks on the Radar Blast Doors."

    Secondary Objectives:
    3    "Don't let the allies destroy the South Entrance of the Main Bunker."
    4    "Defend the City Garrison."
    5    "Defend the Storage Room Entrance."
    6    "Don't let the allies breach the South Bunker Wall."
    7    "Prevent the Allies from constructing the Command Post in the Church."
    8    "Set up a Command Post inside the Forward Bunker."

    CREDITS
    Map Construction:      Diego
    Command map :         Diego
    Scripting:              Diego (With lots of help)
    Contributors:
    EB            Prefab script, entity setup, and lot of tutorials to help me along the way.
                http://www.spyjuice.com/
    Chrucker    Prefab setup of the churchill tank.
                http://games.chruker.dk/enemy_territory/
    Marko        Continuous scripting help. Debugging a multitude of compile and runtime errors.
                Ammo & Health cabinet prefab. http://www.gamedesign-online.com/
                
    Sock        dotproduct shaders, terrain textures modified from his terrain example.
                http://simland.planetquake.gamespy.com/
            
    Xenon        Spawn exchange scripting.  Tank scripting assistance.
                http://carbon.rtcwfiles.com/
    Chris         MG nest prefab
    Loffy        Passing airplanes prefab used as a basis for my flyover sequences. (loffyswe@yahoo.se)
    thegnat        Security Door switch scripting based off the ladder script from the map "Transmitter".
    SD            Command post entities and scripting taken from the Splash Damage map "Radar".
                Radar Door/Power Generator linking script adapted from the setup in "Seawall Battery".
            
        
    Custom Models:
     
    C47 and P40 models:     Diego        (Models and Textures)
    Venice Speedboat:        Chavo-One    (Alternate model converted and retextured by Diego)
    FPS models:                http://www.wemakemaps.com/
              
    Egyptian lamp:            Arcana        (Texture modified and remapped by Diego)
    Gothic lamps:            Maverick    (Texture modified and remapped by Diego)
    Tombstones:                Arcana         (Robbie Powell - arcana@fantaseum.com)
    Textures and Sound:
    -------------
    Some custom textures and sounds are from outside sources.  In many instances, these textures have
    been modified by either color manipulation, layer compositing with other textures, or by assembling a
    completely new texture with parts of existing ones. All VO commands are re-edited variations of the stock
    ET sounds.  Additional sound are remixed effects from outside sources.
    PERMISSIONS
    Copyright (c) 2007 Don Taylor
    -----------------------------------------
    You may NOT modify, redo, reproduce this map in any way without permission from the author.
    You may NOT include or distribute this map in whole or in part in any sort of commercial product.
    You may NOT mass distribute this level via any non-electronic means, including but not limited to compact disks.
    You may NOT use custom textures from this file.
    You may NOT use the custom models from this file.  The lamps and tombstones are freely available from the FPS website
                listed above.  I will make my airplane models available for download in a separate file at a later time.
                Contact Chavo-One if you are interested in using his speedboat model.
                
    You may use the edited VO sounds found in this file.  But not the sounds for the victory sequences.
    You may distribute this PK3 through any electronic network, provided you include this file and leave the archive intact.
    ---------------------
    Note from the Author:
    ---------------------
    Praetoria was the name of an ancient Roman Garrison in northern Italy several centuries ago.  It
    sounded cool so I decided to use the name for my fictional location.
    This map was begun in 2004 originally as a Deathmatch map for MOHAA. By the time I decided to make it
    an objective map (Sometime in 2005) I had become somewhat disenchanted with the compiling limitations
    found in MOHAA's compiler. I decided at that point to migrate all of the work that I had done over to
    Enemy Territory.  
    The Praetoria campaign was originally conceived as one complete map that would contain just about
    every type of objective that could be dreamed up. After months of struggling with engine and compiling
    limitations, I finally decided to break the map into a 3 part campaign. In my original design, the allies
    would capture the Axis Main Bunker once the tunnel doors were blown and then continue to escort the tank
    to the next objective.  However, after splitting out the second section ofthe map, I decided that
    "Bunker Hill" would need a much more interesting final objective for the allies to tackle.  After
    weeks of brainstorming and mapping, the Radar Control Center was born.  I hope you enjoy destroying
    it as much as I do.  

    UPDATE: 8/3/2009
    The primary reason for this update was to make Mission One compatabile with the forthcoming Mission Two.
    However, while I was in the conversion process, there were a handful of bugs reported that I had decided to
    fix.  I also found quite a few that I never knew about.  More importantly, I was able to apply some techniques
    that I learned while working on Mission Two that could be used to slightly improve the Gamestate usage on this
    map.  Hopefully that will be enough to allow it to run on slightly larger servers.  If not, a little extra
    breathing room can't hurt.

    Installation:
    -------------
    This map will not conflict with version 1.0 (praetoria_one.bsp).  However, it is recommended
    that you remove the old PK3 file from your etmain directory as that map is now obsolete.
    Extract the PK3 file from the .ZIP file using WINZIP, or WINRAR into your Etmain folder.

    Version Info:
    -------------
    2.0  (8-5-2009)
    This update is to make the map compatable with the next Praetoria missions, and to add Gamestate
    improvements that I have learned while working on Mission Two.
    Known Bugs:
    No valid command map layer for z error sometimes appears in console.  Still haven't figured this
    one out.  It is most likely caused by the 2 layer command map.
    Gameplay Changes:
    --Bridge bunker has been expanded in size and a doorway was added that leads to the health kits.
    --Final primary Allied spawn point has been moved here to bridge bunker that allies spawn closer
      to the surface and can put more pressure on the front entrance.
    --Allied spawn at the Axis CP bunker has been removed.
    --Neither team receives a spawn time bonus when building their CP.
    --Axis default spawntime set to 20 seconds.  18 seconds after the Tunnel Doors are blown by the tank.
    --Allies spawn time changed to 15 seconds.
    --North Doors have been linked to the generator.  They will automatically open when the generator
      is blown.  However, they must still be closed manually by the axis.
    Model Changes:
    New version of Chavo One's boat model created so that I do not have to use remap shaders on it.
    New versions of Lamp models created so I can remove remap shader calls within each model.
    New version of Tank model to reduce remap shader calls.
    New Radar and Generator Console shaders based off model shaders.  New Generator Model.

    Gamestate Improvements:
    New Generator Model uses script mover to reduce gamestate.
    New CP models now use script movers to reduce gamestate.
    Removed some static debris geometry to reduce gamestate.
    Complete overhaul of the Texture and Shader library. (search and replace is my new best friend)
    Reduced character usage in scriptblocks, entities, and sound files to reduce gamestate chars.

    Previous Gamestate usage on my computer: 65-72%
    Current Gamestate usage on my computer: 58-65%
    Bug Fixes:
    Added player clip to South Defenses MG.
    Fixed a script bug that gave Axis faster charge times at the start as if CP was already built.
    Fixed a bug in the safety glass windows above the radar controls that allowed players to shoot through them.
    Reassigned a terrain shader that was looking for grass models.
    Fixed Setstate Errors on Target Debris
    -------------
    1.0 (04-15-2007)
    First public release.
    Fixed the rooftop visibility bug.  
    Fixed the mg nest sandbag texture bug.
    Fixed the various terrain seams and texture issues.
    Added a multilayer command map with bunker schematics for level one and level two.
    Increased spawn support from 24 to 32 players (16 per side)
     
     
     

    26 downloads

       (0 reviews)

    0 comments

    Updated

  16. purefrag + waypoints

    Author melonE
    the original time limite is 60 mns but if you want it shorter then extraxt the purefrag script  and modyfy the line wm_set_round_timelimit    60 for the times you want the map 
    i modified for 30 mns 
    after to have modified the line put this purefrag script  in your silent / jaymod/etpub .... /silent/mapscripts ftp server  and u are good
    tested with silent mod and works perfect

    19 downloads

       (0 reviews)

    0 comments

    Updated

  17. parisbastille_b3 + waypoints

    AXIS

    Objectives
    ---------------------------------------------------------------------------------------------------------------------------
    AXIS :
    1. Construct the Foot Bridge.
    2. Capture the forward spawn point.
    3. Destroy the wall to gain access to the underground.
    4. Destroy the Yellow Pillar (west).
    5. Destroy the Red Pillar (east).
    6 & 7 : Construct your command post, and destroy the opposite one.
    ALLIES : Defend at all cost !    

    29 downloads

       (0 reviews)

    0 comments

    Updated

  18. rtcc2a aka Carnage2a + wayoints

    Author : Marko 
    he reworked this map for an MLB map  ( large map )
    1    "Destroy radio equipment"
     2    "Destroy power generator"
        
    1    "Defend radio equipment"
    2    "Defend power generator"

    12 downloads

       (0 reviews)

    0 comments

    Updated

  19. rabenhorst_final + waypoints

    Burg Rabenhorst Final
    briefing "Auf einem Berg in den Alpen halten die Deutschen wichtige Unterlagen unter Verschluss. Die Burg ist gut befestigt, also werden die Allierten einen Panzer brauchen, um durch das Tor zu brechen.*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!"
    von Sternschubser 9/08
    http://home.arcor.de/thorundhammer 
    die pk3 datei in das /etmain verzeichniss legen
    !!! zur vermeidung von max_gamechar_exceeded bitte alte versionen unbedingt löschen !!!
    !!! to avoid the max_gamechar_exceeded error delete old version from server !!!!!!!!!!! 
    danke an: 
    Kernwaffe.de
    dem einzig wahren et-server  
    lever-desinger.de
    ohne die tollen tutorials hätt ich das wohl nie geschafft 
    id software
    einfach herrlich, das so ein spiel umsonst ausgegeben wird und dann nach 3 jahren sogar die source freigegeben werden 
    desmond sadness, saske, nada, stefan und fynbos fürs testen  
    anregungen und kritik an
    thorundhammer*at*gmx.de

    19 downloads

       (0 reviews)

    0 comments

    Updated

  20. pitch_black_2_winter aka lp1_2 + waypoints

    // Axis Objective Descriptions
    1    "Primary Objective:**Keep the Allies from stealing the Bomb Parts."
    2    "Primary Objective:**Prevent the Allies from assembling the Bomb Parts in the Loading Bay."
    3    "Primary Objective:**Stop the Allies from using the Handcar to escort the Bomb to the Depot Yard."
    4    "Primary Objective:**Keep the Allies from escaping with the A-Bomb."
    5    "Secondary Objective:**Set up a Command Post inside the CP Hut."
    6    "Secondary Objective:**Prevent the Allies from establishing a Command Post inside the CP Hut."

    // Allied Objective Descriptions
    1    "Primary Objective:**Steal the Bomb Parts and escort them by foot or boat to the Loading Bay."
    2    "Primary Objective:**Assemble the Bomb Parts to prepare them to be escorted via the Handcar."
    3    "Primary Objective:**Escort the Bomb to the Depot Yard."
    4    "Primary Objective:**Escape with the A-Bomb by way of the Depot Yard."
    5    "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post inside the CP Hut."
    6    "Secondary Objective:**Establish a Command Post inside the CP Hut."

    20 downloads

       (0 reviews)

    0 comments

    Submitted

  21. pitch_black aka LP1 _1 + waypoints

    // Axis Objective Descriptions
    1    "Primary Objective:**Keep the Allies from stealing the Bomb Parts."
    2    "Primary Objective:**Prevent the Allies from assembling the Bomb Parts in the Loading Bay."
    3    "Primary Objective:**Stop the Allies from using the Handcar to escort the Bomb to the Depot Yard."
    4    "Primary Objective:**Keep the Allies from escaping with the A-Bomb."
    5    "Secondary Objective:**Set up a Command Post inside the CP Hut."
    6    "Secondary Objective:**Prevent the Allies from establishing a Command Post inside the CP Hut."

    // Allied Objective Descriptions
    1    "Primary Objective:**Steal the Bomb Parts and escort them by foot or boat to the Loading Bay."
    2    "Primary Objective:**Assemble the Bomb Parts to prepare them to be escorted via the Handcar."
    3    "Primary Objective:**Escort the Bomb to the Depot Yard."
    4    "Primary Objective:**Escape with the A-Bomb by way of the Depot Yard."
    5    "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post inside the CP Hut."
    6    "Secondary Objective:**Establish a Command Post inside the CP Hut."

    14 downloads

       (0 reviews)

    0 comments

    Updated

  22. pier16_v3 + waypoints

    Pier 16 by Tasian
    A multiplayer map for Wolfenstein: Enemy Territory, geared toward Stopwatch play
    This is not my homepage, but I go here alot: www.chickenbucket.com
    E-mail: lab_inbox@hotmail.com
    --------------------------------------------------------------------------------------------
    Install this map by placing the file (pier16_v2.pk3) into the etmain directory of your Enemy Territory folder. (C:\...\Wolfenstein - Enemy Territory\etmain for example)
    --------------------------------------------------------------------------------------------
    Map Information
    Filename: pier16_v2
    Menu Name: Pier 16
    Gametypes: wolfmp wolfsw
    Players: Up to 32 per team is supported
    Version: Second Public Release (Version 2)
    Release: September 16, 2005
    --------------------------------------------------------------------------------------------
    Overview
    A cargo ship that is supposedly impervious to conventional weapons is being developed in a secret location only known as Pier 16. The Allies received intelligence of this location and are planning to take it down from the inside. The Axis must protect the ship from sabotage.
    Allied Objectives:
     - Primary1 : Destroy the West boat hull (Cargo bay)
     - Primary2 : Destroy the East boat hull (Engineering Storage)
     - Primary3 : Destroy the Support beam
     - Secondary1 : Breaking into the Warehouse
     - Secondary2 : Building the ramps to the ship
     - Secondary3 : Capturing the battery for the Fuel Depot
     - Build a Command Post
     - Don't let Axis build a Command Post

    Axis Objectives:
     - Primary1 : Defend the West boat hull (Cargo bay)
     - Primary2 : Defend the East boat hull (Engineering Storage)
     - Primary3 : Defend the Support beam
     - Secondary1 : Don't let them access the Warehouse
     - Secondary2 : Stop the ramp construction
     - Secondary3 : Prevent the Allies from fixing the generator
     - Don't let Allies build a Command Post
     - Build a Command Post
    --------------------------------------------------------------------------------------------
    Map changes
    Version 1
    - First public release
    Version 2 
    - Added another doorway out of the Allied Spawn in the warehouse
    - Decreased Axis spawn time to 15 seconds
    - Placed some clip ramps around the raised doorways and steps to ease travel across them
    - Minor script changes
    - Fixed a bug with people leaning in a cylinder and looking through.
    Version 3
    - Lights should look a l'il nicer now
    - Fixed a border clip leak on the edge
    - Placed a button activated double door to the west of the main warehouse entrance
    - Added an Axis door to the western-most entrance of the ship
    - Tweaked the Allied warehouse doorway for less convenient spawn camping
    - Modified the doorways of the central ship, instead of two doorways facing left and right, now there is one facing north, toward the Axis spawn
    --------------------------------------------------------------------------------------------
    Additional Notes
    If there's any Axis complaining about how easy the Allies win... that's the point, it's designed to be a Stopwatch map. It's not like there's a shortage of defense-heavy maps that drone on for 30 minutes. You have fun with those.
    Thanks to all the Bucketeers who have put up with my crappy crappy maps and for providing feedback.
    I lost the name of the trainstrainstrains.pk3 creator, but if he's reading this, thank you for your awesome train cars.
    If you want to access the secret room, you can... I don't know... press a tire or something.
    --------------------------------------------------------------------------------------------
    Copyright Permissions.
    ID, Activision & Splash Damage. Original game rights.
    Blue Oyster Cult - "Don't Fear the Reaper"
    Whoever wrote the Chicken Dance - "The Chicken Dance" (Polka Version)
    MK13 - "I am singing now"
    Thanks to chavo_one for letting me use his commander's "boat" quote.
    If you have any comments or criticisms about this map, feel free to e-mail me at lab_inbox@hotmail.com or post at the Chicken Bucket forum. (www.chickenbucket.com)
    Authors may NOT use this level, Pier 16, as a base to build additional level.
    Authors may NOT use the custom textures in this pk3, but it's not like I'll stop you if you do.
    You may distribute this BSP through any electronic network, providing it's not for profit, you include this file and leave the archive intact.
    You may NOT distribute this archive on CD-ROM or DVD (or other media) without written permission.
    Needs more cowbell.

    23 downloads

       (0 reviews)

    0 comments

    Updated

  23. prototypemap

    prototype map experience test

    5 downloads

       (0 reviews)

    0 comments

    Submitted

  24. rs_radars + ( private waypoints )

    for large servers 
    Author                  : Dan "RivrStyx" Dorn
    Email Address           : mailto:pur3maps@planetquake.com
    Description             : Objective map for Enemy Territory
    Players            : 12-20 players                        
    Additional Credits to   : id software and Gray Matter
    Unzip to your C:/Program Files/Wolfenstein - Enemy Territory/etmain directory    [or where you installed the game]     
    -----Start ET... then host game... choose objective gameplay ... choose rs_radars... or In console type /map rs_radars
    ******** Play Description ***********
    "**Dual Objective Map**.The Axis and Allied forces have setup a swap. Each side is acting alone without headquarters knowledge. 
    The allies are to exchange a high ranking prisoner they have captured for a large quantity of gold the axis had stolen in a raid. 
    The exchange is to take place at noon. Each side has decided to abandon the deal and secure their objectives before the exchange is to take place."
    // Allied Objective Descriptions
        1    "Primary Objective:**Destroy the South Radar."
        2    "Primary Objective:**Destroy the North Radar."
        3    "Primary Objective:**Destroy the power panel to breach the defenses and access the radars."
        4    "Secondary Objective:**Destroy the axis Command Post."
        5    "Secondary Objective:**Build the Command Post."
        
    // Axis Objective Descriptions
        
        1    "Primary Objective:**Guard the South Radar."
        2    "Primary Objective:**Guard the North Radar."
        3    "Primary Objective:**Guard the power panel to deny Allies access to the Radars."
        4    "Secondary Objective:**Build the Command Post."
        5    "Secondary Objective:**Destroy the allied Command Post."
    - Construction -
    Base                    : New level from scratch
    Editor(s) used          : GTKRadiant
    Known Bugs              : None.
    - Copyright / Permissions -
    This level is (c) 2004 Dan Dorn.
    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.

    9 downloads

       (0 reviews)

    0 comments

    Updated

  25. rommel_ga + waypoints

    Description: (the readme file)

    Rommel Beta 2 README file
    Brought to you by Mean Mr. Mustard, Cptn Triscuit, and Ifurita

    Credits:

    # Mean Mr. Mustard - Terrain, Tunnel, Spawnpoint scripting, V2 Models + Animation, lots of other scripting
    # Cptn Triscuit - Most of the buildings, cistern, key card models and skin, custom textures
    # Ifurita - Laid down a brush here and there, did the crates by the truck, signage
    # Schaffer - Command map
    # Members of the teamwarfare.com, et-center.com and jolt.co.uk forums for providing a substantial amount of constructive and valuable feedback during early concept development

    IMPORTANT:
    IN ORDER FOR THE COMMAND MAP ICONS TO FUNCTION PROPERLY ON AN ETPRO SERVER, YOU MUST ALSO INSTALL THE ROMMEL_B3_ETPRO.PK3 FILE IN YOUR /ETMAIN FOLDER.

    Scenario:

    August, 1942

    Rangers, attached to the famed SAS, have been raiding Axis supply depots located deep in the Libyan deserts. Friendly Bedouins have alerted the attackers to the location of Rommel's last remaining water purification facilities. The cistern is camouflaged in the sandy ruins of an ancient trading post.

    Objectives:

    Allied Objectives

    1. Breach West Gate
    2. Breach East Gate
    3. Capture the Forward Spawn
    4. Steal the Key Card
    5. Transit thru the Tank Depot
    6. Construct the Command Post
    7. Use CP to Change the Team Door
    8. Spawn at the CP-Controlled Spawn
    9. Deliver Key Card to Cistern
    10. Destroy the Cistern Controls

    Gameplay Notes

    # Map is designed for 12-28 players
    # Allies are on offense
    # Allies can gain access to the cistern before access card is delivered but cistern controls cannot be blown up unless key card has been capped
    # If the allies build the CP, the team door by the Tank Depot becomes accessible to everyone and the allies gain a 5 second respawn advantage
    # Once West Gate has been blown, the forward spawn point becomes a permanent allied spawn

    Change Log:

    Changes from _fp to _b1

    1. Reduced map time from 30 to 15
    2. Allies gain 5 second respawn bonus when CP is built
    3. Added a team door to each gate
    4. Created a vis-blocking structure, which divides the lower base area
    5. Added constructible MG in the forward spawn complex
    6. Added constructible MG in the cistern
    7. Clipped off many areas where people were getting hung up and stuck
    8. Added second exit from flag area to speed movement towards East Gate
    9. Much interior decorating
    10. Added cover in front of each gate

    Changes from _b1 to _b2

    1. Lightmapped terrain, which reduces the brightness and throws nice shadows
    2. Added signage for those who can't tell East from West and North from South
    3. Clipped off the wall jumping avenues on east and west gates
    4. Added more flavor in the form of trees, vegetation, and detail to rooms
    5. Did not clip off the roofs, but made access more difficult. You will need someone to boost you up, which leaves the roof accessible, but rambos will have a hard time using it.
    6. Created VOs for 'breached East Gate' and 'breached West Gate'
    7. Expanded TOIs for dyno targets. You can blow gates from Axis side
    8. Removed dyno delay when key card is capped
    9. Made access to tank depot roof a little easier for allies, but you still need a boost to get to roofs
    10. Made the upper floor of the axis spawn selectable
    11. Adjusted ladders so that you don't pop up so high when you get to the top of the gates
    12. Fixed terrain behind key card building
    13. Added detailing in most buildings
    14. And a couple of other things you'll have to figure out for yourself

    Changes from _b2 to _b3

    1. Turned night to day
    2. Drastically improved amount of information presented on the command map
    3. Eliminated both constructible MG positions
    4. Changed general door at tank depot to allies only door upon construction of CP
    5. Added more signage to the forward spawn area

    Changes from _b3 to _final

    1. Made a cp controlled forward spawn
    2. Made key card building a little more accessible
    3. Moved cap point from left of door to right of door
    4. Added a truck to block some direct fire from axis spawn vs obj runners
    5. Eliminted roof ledges from a couple of key buildings

    18 downloads

       (0 reviews)

    0 comments

    Updated

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