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  2. kate

    et_brewdog_b3

    Version 1.0.0

    3 downloads

    This is a conversion of RTCW map mp_base to a new documents running map by crumbs, ported to Enemy Territory by x0rnn. Axis Objectives: Primary Objective: Defend the Quiz Answers. Secondary Objective: Defend the Bunker Door. Secondary Objective: Defend the Inner Compound. Allied Objectives: Primary Objective: Steal the Quiz Answers. Secondary Objective: Destroy the Bunker Door. Secondary Objective: Capture the Inner Compound. Axis spawntime: 30 Allied spawntime: 25 Axis spawn lower: Barracks Allied spawn back: Sniper Hill
  3. Version 1.0.0

    3 downloads

    good design but for guys having a poor connection will be hard to can download this map 42 mb from the server url ... "The Axis are temporarily storing a number of gold crates in a fortified storehouse while they await their transfer to a more secure location. Allies must first gain control of the storehouse by damaging the forward bunker's East and West Walls, then with their forward spawn secured they must escape with a number of gold crates using the Axis' very own cargo trucks for transportation.**Version 2**Original map by*Apple, GW, jump3r, eiM & Snake*Overhaul by Aciz" Axis Objective Descriptions 1 "Secondary Objective:**Prevent the Allies from destroying the East Wall!" 2 "Secondary Objective:**Prevent the Allies from destroying the West Wall!" 3 "Secondary Objective:**Defend the Forward Bunker!" 4 "Secondary Objective:**Prevent the Allies from stealing any of the Gold Crates stored inside the Vault!" 5 "Secondary Objective:**Prevent the Allies from constructing the Loading Door Controls!" 6 "Primary Objective:**Don't let the Allies escape with the first Gold Crate!" 7 "Primary Objective:**Don't let the Allies escape with the second Gold Crate!" Allied Objective Descriptions 1 "Secondary Objective:**Destroy the East Wall!" 2 "Secondary Objective:**Destroy the West Wall!" 3 "Secondary Objective:**Capture the Forward Bunker!" 4 "Secondary Objective:**Break into the Axis Vault and steal the Gold!" 5 "Secondary Objective:**Construct the Loading Door Controls!" 6 "Primary Objective:**Get the first Gold Crate and secure it in a Truck!" 7 "Primary Objective:**Get the second Gold Crate and secure it in a Truck!"
  4. Version 1.0.0

    0 downloads

    2.79.0 (realeased 23/12/2021) Thank you for installing ET: Legacy stable release 2.79.0 - Yule log Revive the old fps and have fun! Android Engine Added cvar_trim command Fixed Q_ColorizeString overflowing Fixed pk3 locations loading from filesystem Fixed the mounting of the dlcache folder instead of the files inside of it Client Fixed directional sound issue with SDL2 backend Fixed demo folder deletion Fixed defaultprofile.dat file not properly created Moved the local directories to the top of the search path Server Enhanced server demo record Removed server side GUID check (moved to mod side) Allowed large amount of pk3 files on the server without breaking sv_pure Renderer Fixed bit shifting bug causing a black map Fixed screenshot filaname with duplicate extension Fixed screenshot command wasn't using correct format Mod Enhanced shoutcaster mod Fixed knockback for dead framerate independent Added reset stats and stop recording on map restart / match reset Changed cg_skybox from CVAR_CHEAT to CVAR_ARCHIVE Fixed missing map_restart reset when loading config Fixed dynamite/landmines/satchel hitbox for pliers (missing link entity) Added g_guidCheck for mod side GUID check Fixed wounded players collision issues Fixed losing keyboard and mouse input after intermission Allowed shoutcasters to use setviewpos Added cg_popupShadow Fixed client crash when dynamite explodes Fixed vote timeout logic Fixed client crash due to name length Added automatic vertical scrolling Added map description on map vote debriefing page Fixed 'Details' map description in 'Host Hame' menu exceeds its box Fixed spread bar not draw while firing with scoped weapon Added custom map location editor Added prone animation transitions through crouching Added cancel start match vote if countdown starts Removed g_playerHitBoxHeight Fixed losing mouse input after intermission on demo playback Added selection of minor spawnpoint per major spawnpoint Fixed constructions decaying after pause Fixed gib stats from explosions when player was still alive Allowed moving when using scoped weapon but cap speed to walking 128u speed Increased FG 42 scoped fire rate from 400ms to 200ms Decreased scoped Garand/K43 spread scale from 10 to 5 (half the spread recovery time) Fixed speakereditor axis picking not supporting widescreen Fixed wounded players not dropping down when on ladders Added usage of square minimap for compass (merge from shoutcaster minimap) Fixed voice chat position and drawing outside of command map Fixed objective icons being affected by picmip Added camera editor Fixed demo freecam Fixed rotate player's view only when ON rotating mover Changed movers to not kill players or destroy items Added SVG weapon icons files Disabled activatelean by default, and add a switch to the menu Adjusted engineers to pickup up to 8 grenades even without any level upgrades Read the ET: Legacy FAQ, consult our WIKI or join us on our IRC channel #etlegacy @ Libera.chat or on our Discord channel if you are running into trouble. Docker hub also contains a dedicated server image for quickly setting up a dedicated server: etlegacy/server There is also a Flathub package available We have a last gift for you for this year: ET: Legacy 2.79 'Yule log' release. It comes bundled with a shorter, but all the more efficient changelog. We want to thank everyone for all your support this year. Additional helping hands have joined the team and made it possible to actually implement shorter release cycles, so those of you that are not using the snapshot builds can still enjoy the newest features and fixes on a more regular basis. Utmost respect and thanks also goes out to the admins of the ET: Legacy Competitive community. The effort put into this is incredibly motivating and a huge help. Your regular scrims combined with proper organised cups provides so much valuable hands-on feedback to this project, enabling us to prioritise and tailor features and fixes for the best ET: Legacy experience possible. If some of you, dear ET fans, have not joined the ET: Legacy Competitive Discord, but are looking for regular matches, events and friendly banter, make sure to join the lovely folks over at ETL Comp. Discord channel. It may help in avoiding a quadra-panzer wipe withing the first 10 seconds of a match, basically handing the opponent the win. Not that this happened or anything. Just....hypothetical....you know? cough This is all for this year. But honestly, the future of this project has never looked more promising as going into 2022. There are so many great things on the horizon for ET: Legacy, so make sure to keep an eye out for news in our Discord, as well as the Competitive one. All that's left for us to do is wish you all happy holidays and a pleasant start to 2022. Grab the latest release in our Downloads section. written by WuTangH 3 weeks ago
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  6. kate

    ctf_pool_v2

    Version 1.0.0

    0 downloads

    Author : Red (J.Le' Vesconte) Email address : [email protected] Webpage : http://www.clanaod.us/www.clanofidiots.com Map Information Game : Return to Castle Wolfenstein: Enemy Territory Title : Ctf_pool_v2 Filename : ctf_pool_v2.pk3 Release date : 2005-01-14 Decription : Changes to V2 are more exits from spawns, 2 more moving balls Pictures of the command maps snaffer done for me on the wall, a jack daniels pool lamp shaed over the table , and a plane on a bombing run to cut down on the sniper on the shelfs Set on a giant pool table the allies and axis are after that gold!. Program : SDRadiant 1.40 Build time : around on off around 2 weeks Compile time : a couple of minutes Compile options : -meta -vis -light -fast -filter -samples 2 Compile machine : P4 3.2ghz 2048 ddr400 Installation : Extract the pk3 to your etmain folder, select it from the hostgame menu or bring down the console and type: map ctf_pool Textures 28 new textures. Special thanks to big thanks to LOWLIFE!!!!!! for the scoreboard and script help thanks to lagging tom for more script help Thanks to heirpie for the idea, server testing and sourcing of textures Snaffer for his sweet command maps Turbo and pointy for the .roq video and me262 mdel Erik_tfn for his entity.def work aron for the taxi model And the idiot comunity where i live :) http://www.clanofidiots.com All the helpfull people @ SD forums Iffy, Redfella,surface gdconnect and many others for tuts etc.... Drakir for his prefabs And the mrs for putting up with me doing this shit all hours ;) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Copyright © 2005 John Le' Vesconte 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.
  7. Version 1.0.0

    0 downloads

    VERSION: 2.0 See Change Log file included in this pk3. NOTES: Feedback can be sent to [email protected] Also feedback can be posted on the forums at http://bunker.aaxxss.com. Direct link to the Map Areana section on Bunker Forums --- http://bunker.aaxxss.com/forums/index.php?showforum=5 Basic Information Author : Jecoliah Email address : [email protected] Map Information Game : Return to Castle Wolfenstein: Enemy Territory Title : XF5U Filename : xf5u_2_0.pk3 Version : 2.0 Release date : Feb 24 2007 Decription : Version 2.0 Program : SD Radiant 1.5.0. Compile time : 1 hr Compile machine : Bilt myself, P4 2.4Ghz, 1.5Gigs ram, Ati 256mb. Objectives See Change Log included in this PK3 for 2.0 Version. Axis Must destroy the Three XF5U Prototypes and steal the Schematics as well as the Fuel Formula and transmit to Axis Command. Allies must stop the Axis from accomplishing the above objectives. ------------------------------------------------- Special thanks and Credits to: ------------------------------------------------- Detoeni, WeblionX and zenith-ply over on Surface forums for all the help. Also Special Thanks to Detoeni for the use of his models and his tutorials. Also want to thank the guys over at Splashdamage.com for all the useful information located on their forums. And last but certainly not least I.D. Software, Splash Damage and Activision for this Great Game and also for releasing and updating the GTK Radiant application which was used to create this map. ------------------------------------------------- Texture/Shader Notes: ------------------------------------------------- If authors wish to use textures or models from this level you must ensure you get the permission of the origional author first. I changed the name of some textures so that my Shader Files would be used and therefore the name of the texture IS NOT a claim by myself as to the creation of the texture. Several of the Textures are my own Custom textures or free textures that I modified. Also Some of the scripts and shaders I made myself. Request to use any part of the Map or contents of the operation_v2_beta.Pk3 file should be E-Mailed to [email protected] ------------------------------------------------- Copyright © 2006 ------------------------------------------------- Jecoliah This level may be electronically distributed only at NO CHARGE to the recipient in its current state, MUST include this .txt file, and may NOT be modified IN ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR WRITTEN PERMISSION. Copyright Permissions. ID, Activision & Splash Damage. Original game rights. END:
  8. Version 1.0.0

    0 downloads

    VERSION: 2.0 See Change Log file included in this pk3. NOTES: Feedback can be sent to [email protected] Basic Information Author : Jecoliah Email address : [email protected] Map Information Game : Return to Castle Wolfenstein: Enemy Territory Title : XF5U Filename : xf5u_2_0.pk3 Version : 2.0 Release date : Feb 24 2007 Decription : Version 2.0 Program : SD Radiant 1.5.0. Compile time : 1 hr Compile machine : Bilt myself, P4 2.4Ghz, 1.5Gigs ram, Ati 256mb. Objectives See Change Log included in this PK3 for 2.0 Version. Axis Must destroy the Three XF5U Prototypes and steal the Schematics as well as the Fuel Formula and transmit to Axis Command. Allies must stop the Axis from accomplishing the above objectives. ------------------------------------------------- Special thanks and Credits to: ------------------------------------------------- Detoeni, WeblionX and zenith-ply over on Surface forums for all the help. Also Special Thanks to Detoeni for the use of his models and his tutorials. Also want to thank the guys over at Splashdamage.com for all the useful information located on their forums. And last but certainly not least I.D. Software, Splash Damage and Activision for this Great Game and also for releasing and updating the GTK Radiant application which was used to create this map. ------------------------------------------------- Texture/Shader Notes: ------------------------------------------------- If authors wish to use textures or models from this level you must ensure you get the permission of the origional author first. I changed the name of some textures so that my Shader Files would be used and therefore the name of the texture IS NOT a claim by myself as to the creation of the texture. Several of the Textures are my own Custom textures or free textures that I modified. Also Some of the scripts and shaders I made myself. Request to use any part of the Map or contents of the operation_v2_beta.Pk3 file should be E-Mailed to [email protected] ------------------------------------------------- Copyright © 2006 ------------------------------------------------- Jecoliah This level may be electronically distributed only at NO CHARGE to the recipient in its current state, MUST include this .txt file, and may NOT be modified IN ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR WRITTEN PERMISSION. Copyright Permissions. ID, Activision & Splash Damage. Original game rights. END:
  9. Version 1.0.0

    0 downloads

    Battle of Wolken 3 [Final] Author: Chr1s http://www.splashdamage.com/forums/showthread.php?t=17728 -------------------------------------------------------------------------------- Final Version of Wolken3 complete with new layout, I decided to release it as final as I wont be working on it anymore and as far as I'm aware they no big issues. Battle of Wolken3: Axis Strike Background After the embarrassing defeat in the outer regions of Wolken, Axis forces plan to attack and Allied controlled area where Axis intelligence have indicated that Allied forces have gathered information about how to get out of Wolken and return home. The Axis are planning to steal the documents from the Allied controlled region of Wolken and escape with these documents by any means possible. Objectives 1.Capture the Forward Spawn 2.Destroy the Main Entrance 3.Destroy the Side Entrance 4.Build the Command Post 5.Refuel the Airplane 6.Deliver the Documents to the Airplane
  10. Version 1.0.0

    0 downloads

    Author: Chris Turner (chr1s) Email: tu[email protected] Map name: Battle of Wolken1 (First Encounter) Map version: Beta 1 ***WOLKEN BACKGROUND*** These maps are set in the vast land of Wolken, the soldiers were dumped in this mysterious land after an incident during an Allied investigation into the production of experimental technologies by Axis forces. Firstly equipment and weapons vanished into thin air, then vehicles started to disappear and finally the soldiers themselves vanished, all of which were deposited in what was named Wolken by the German soldiers, this name was also adopted by the Allies. Wolken is made up of various islands and each island may have a different climate of it's neighboring islands, making Wolken a strange place to live and fight in. However these islands aren't floating around in some grand sea, oh no, they are floating in what seems to be clouds but it was soon found out that these clouds are dangerous as there is immense pressure contained beneath the surface that can crush a man as one unlucky pilot found out. Amungst the many mysteries of Wolken is what happened to the people that once lived in this land who built the vast structures and towns that occupy the islands. ***MAP INFO*** After a month of exploring the land of Wolken, Allied forces have uncovered an Axis base in the Southern regions. Located within this base is a prototype of a new weapon named Turmfaust, first seen in development back on Earth before the 'incident', which is to be test fired some time today. Allies are planning to sabotage this test fire and try halt the deployment of this new weapon on the battlefield. ***OBJECTIVES*** Allies: 1) Capture the Forward Bunker. 2) Destroy the Main Entrance. 3) Destroy the Side Entrance. 4) Build the Command Post and Prevent Axis doing the same. 5) Destroy the Turmfuast test cannon. Axis: 1) Defend the forward bunker. 2) Defend the Main Entrance. 3) Defend the Side Entrance. 4) Build the Command Post and Prevent Allies doing the same. 5) Defend the Turmfaust test cannon. ***ADDITIONAL INFO*** Beta version, anything that needs changing just address the changes to the email above and ill get it done before next version. ***CHANGE LOG*** *Alpha 1/CPC: Spawn times made to 25/20, Axis/Allies. Third route to Turmfaust added neer the tank. Additional ladders over the wall at Axis 2nd Spawn. Second spawn exit at Axis 2nd spawn going to Turmfaust. Top Bunker added to complex. Fog/clouds replaced for water for benifit of competition configs Two team doors for axis at main entrance added. Clipping removed on some roofs on the side route. Stone ramp added to side entrance to prevent mine placement. Axis Spawn points fixed at their 2nd spawn. Missing light models corrected. Cushion added to ground on other side of wall at 2nd Axis spawn. The small building on side route given an inside next to the wooden platfrom. *Alpha 2: Hatch added to the third route that was added in alpha 1. Map time limit made to 20 minutes. Allies first spawn moved backwards into the building it once was. Ladders in the complex fixed from the faults found with them. Very top of the complex was clipped properly and texture leak fixed. Drop down ladder from garage area removed. A route from main to the side entrance added with axis team door. Turmfaust objective room drastically re-designed with two floors and the plant location moved from controlls to the gun it self located on the lower level. *Beta 1: Spawn times set to 30/20 Axis/Allies. Map time limit rediced to 15 minutes. Hatch at alternate route removed. The crouching bug near mean entrance fixed. One of the two team doors at main entrance removed. *Final Additional details in the underground passage. Moved end of round camera to face the cannon for Allies winning. Added destroyed state for cannon for end of round. Removed textures from areas of map not seen by players or spectors. ***TESTING*** #Newmaps.et Vowel, Kesnel, Splodge, Bobz, Photon, Bidy, Bulld0g, Danl, Domi, FranQ, Burniole, wAndAA, Robot, Pab, Adacore, R3ap4r, Azrael, lawley, Cypher, Antalis, if your not here and feel you should, don't take offence I just forgot you. ***CUSTOM TEXTURES*** Some signs were made using Ifurita's blank sign collections. Other signs made by myself using ET textures and editor images. Windows and wooden frames from McNite's map Warbell. Command map icons built myself with help of Burniole. ***SPECIAL THANKS*** Burniole for the grand command map. any suggestions please feal free to email me.
  11. kate

    wolken6_b1

    Version 1.0.0

    0 downloads

    Author: Chris Turner (chr1s) Email: [email protected] Map name: Battle of Wolken6 (Portal) Map version: Beta 1 ***WOLKEN BACKGROUND*** These maps are set in the vast land of Wolken, the soldiers were dumped in this mysterious land after an incident during an Allied investigation into the production of experimental technologies by Axis forces. Firstly equipment and weapons vanished into thin air, then vehicles started to disappear and finally the soldiers themselves vanished, all of which were deposited in what was named Wolken by the German soldiers, this name was also adopted by the Allies. Wolken is made up of various islands and each island may have a different climate of it's neighboring islands, making Wolken a strange place to live and fight in. However these islands aren't floating around in some grand sea, oh no, they are floating in what seems to be clouds but it was soon found out that these clouds are dangerous as there is immense pressure contained beneath the surface that can crush a man as one unlucky pilot found out. Amungst the many mysteries of Wolken is what happened to the people that once lived in this land who built the vast structures and towns that occupy the islands. ***MAP INFO*** Allied forces are preparing to launch a major attack on one of the 3 Portal sites that are located within Wolken, currently under Axis occupance. In order to succeed they must first knock out the reinforced anti-tank gun. Under the cover of darkness Allied engineers where able to construct a special explosive device in order to do this, but the Axis managed to stop them arming it. Now Allies must find a way of getting the deivce operatioal again and blow the antitank gun in order to gain control of the site. ***OBJECTIVES*** Allies: 1) Capture the Forward Bunker. 2) Destroy the Main Entrance. 3) Destroy the Side Entrance. 4) Build the Command Post and Prevent Axis doing the same. 5) Capture the Explosives and plant them at the Explosives Device. 6) Steal the Keycard in order to arm the Explosive Device. Axis: 1) Defend the forward bunker. 2) Defend the Main Entrance. 3) Defend the Side Entrance. 4) Build the Command Post and Prevent Allies doing the same. 5) Defend the Explosives from Allies troops. 6) Prevent the Allies from taking the Keycard to the Explosive Device. ***ADDITIONAL INFO*** Beta version, anything that needs changing just address the changes to the email above and ill get it done before next version. ***CHANGE LOG*** *Beta 1: Added team door above side entrance Door bug at main fixed (hopefully) Added voice announcements for flag captures and entrances destructions. Extended rim around temple spawn balcony to remove easy MG possition. Wall from main to side on last stage altered to close the area a bit. Main entrance building extended into hill side by the 3 houses on the West. Flag pole stand altered to prevent unwanted bouncing away from flag when trying to capture it. Sandbag possitions added along main road. Some roofs have been better clipped to prevent problamatic camping. ***TESTING*** Dooc clan m8d clan #xfire-project play tests ***CUSTOM ASSETS*** Some signs were made using Ifurita's blank sign collections. Other signs made by myself using ET textures and editor images. Master Sword taken from Commander Link's JK3 weapon mod. Hylian Shield from Twilight Princess. Barrel models made by Rayban Halftrack model made by Detoeni ***OTHER NOTES*** Map intended for 6v6 competitive play although this is first public version so suitability for such play may need looking at still. Any suggestions please feal free to email me.
  12. Version 1.0.0

    0 downloads

    Author: Chris Turner (Chr1s) Email: [email protected] Map name: Battle of Wolken4 (Wolkenkanone) Map version: Final ***WOLKEN BACKGROUND*** These maps are set in the vast land of Wolken, the soldiers were dumped in this mysterious land after an incident during an Allied investigation into the production of experimental technologies by Axis forces. Firstly equipment and weapons vanished into thin air, then vehicles started to disappear and finally the soldiers themselves vanished, all of which were deposited in what was named Wolken by the German soldiers, this name was also adopted by the Allies. Wolken is made up of various islands and each island may have a different climate of it's neighboring islands, making Wolken a strange place to live and fight in. However these islands aren't floating around in some grand sea, oh no, they are floating in what seems to be clouds but it was soon found out that these clouds are dangerous as there is immense pressure contained beneath the surface that can crush a man as one unlucky pilot found out. Amungst the many mysteries of Wolken is what happened to the people that once lived in this land who built the vast structures and towns that occupy the islands. ***MAP INFO*** To the horror of the Allied forces the Axis have managed to construct a monster sized cannon in the same vain as the Dora railgun back on Earth, only difference is that this new weapon named wolkenkanone runs on tank style treds rather than rail track. A test fire of this weapon is due later tonight if succesfull it wont be long till the tred system is operational and the weapon deployed on the battlefield. Allies must knock out this weapon before the test fire to avoid certain doom. ***OBJECTIVES*** Allies: 1) Destroy the Turmfaust to allow safe passage for the tanks. 2) Breech the Main Entrance with the remaining tank. 3) Deliver the spare parts to the damaged plane. 4) Repair the plane and steal it. 5) Use the plane to clear an opening into the buildin site. 6) disable the Wolkenkanone by dynamiting the controls. Axis: 1) Defend the Turmfaust to keep it operational. 2) Defend the Main Entrance. 3) Prevent Allies from delivering the spare parts to the plane. 4) Stop the Allies from repairing the plane. 5) Dont allow Allies access to the building site. 6) Defend the Wolkenkanone from Allied sabotague. ***ADDITIONAL INFO*** Final version, no changes from now on. ***TESTING*** DooC clan M8D clan GDO Staff WF clan CCCP clan I honestly can't remember the individuals not associated with clans that tested the map so if you tested the map and feel you deserved to be here, email me. ***CUSTOM ASSETS*** Some signs were made using Ifurita's blank sign collections. Other signs made by myself using ET textures and editor images. A number of models where made by Detoeni (http://detoeni.planetwolfenstein.gamespy.com/) Command map icons built myself with help of Burniole. ***SPECIAL THANKS*** Burniole for the grand command map. any suggestions please feal free to email me.
  13. Version 1.0.0

    0 downloads

    April 19, 2004 -------------------- Chateau Voilegarde Beta 3 -------------------- Map by: Tasian Description: Allied intelligence recently discovered a research facility hidden in a secluded french castle called Chateau Voilegarde. They must break into the lab and steal the radar parts. Axis must hold off the attackers. *** Beta 1 Released 3/17/04 - First version, fresh out of the oven! You can practically smell that new car smell... *** Beta 1.1 Released 3/19/04 - Fixed up places where textures are z-fighting - Widened the vents and retextured them for easier dark navigation - Made the grass and dirt able to support landmines - Straightened out a few unaligned textures - Clipped a few more things - Made the boundary mountains impossible (or at least much harder) to climb up on... hopefully. Also clipped a major gameplay leak on said mountains. (Thanks Crazysmuk!) - Took care of the Allied Commander saying "Destroy the Controls" instead of "Controls repaired" - The tank model have a problem with defying gravity, took care of that. (Thanks Brit!) - The truck barrier CAN'T be constructed anymore when the truck gets past it. - Commander now says "Assault Ramp destroyed" instead of "Assault Ramp Constructed"... in the right part, of course. (Thanks Crim!) ** Beta 2 Released 4/2/04 - Axis Commander said "Controls Repaired" when it gets destroyed and the Allied Commander says "Generator Destroyed" when the assault ramp is kaput. Oops. Fixed those. - Modified the mountains some more for making it impassible. - Put some lights in the un-lighted area in the research center. Oops! Also modified the stair lights a bit. - Now a warning of "You are near the Lethal Electric Floor" appears when you're near the active floor of death. It disappears when the floor is safe. - Lowered the moat entrance a bit for easier swimming. (Thanks prog!) - Major goof-up, the news reel doesn't play in Beta 1.1! I kicked that problem's butt. - Added some corona effects to the electric floor lights so they're easier to see. Plus they're shiny, oooo! - The lab exit bunker now has a 2nd floor and 2 more exits, given that the Allies can easily beat the Axis back with the current bunker floor plan. (And I threw in some more boxes up there, 'cause... um... Axis... like... boxes.) - Now Axis can blow up the Assault Ramp by place the explosive on the floor of the wall, as opposed to directly on the ramp. It plain looked silly to see the dynamite explode right next to the ramp and the ramp was still standing. (Thanks pookie!) - Axis now have pictures on the command map (not matching, exactly, but I'm not a good graphics person) of the thingies they need to defend: Main Entrance, Side Entrance, Generator. - Modified the Laboratory Axis spawn for easier access of the stairway. Also there is a vent by the jail-like blocker that leads over to the place before the Radar Room. - The generator is now located in the lobby for better Axis defense. Speaking of better Axis defense, there's now a constructible MG nest where the generator used to be, plus a mounted MG on the 2nd floor balcony of the eastern lab exit bunker. - There is a pathway that leads from the Axis laboratory spawn to the big picture in the castle lobby. - Added an extra room to the facility warehouse to make spawn camping harder for the Allies. - Truck is 25% slower now to give the Axis a fair chance. - Plus, more pictures 'n' fun stuff. :) ** Beta 3 Released 4/19/04 - The truck was moved from the front of the castle to a driveway next to the Allied first spawn. The truck drives at an okay speed until it reaches the tunnel, then it slows down. 'Cause it's evil like that. - The jail-like blocker in the facility has been moved to prevent very easy escapes with the Radar Parts. - Added more rooms to the research facility to help balance the blocking of the easy escape route. - Truck barrier has been moved to the middle of the field to give the Axis a better chance. - Speaking of stronger Axis defense, time has been extended to 25 minutes. - Cut out a bunch of bloat and corrected the mistakes of the sound files. (Thanks SiliconSlick!) - Tweaked the elevator to go a tiny bit faster. - Heard there was a problem with the map not ending when the truck reaches the final point... did a bit of 'fail-safe' scripting to try and counter that. - Changed the Axis Exit Bunker a bit more, extended a balcony, hallway route a bit shorter. - There's an Axis-ONLY door (red symbol, even disguised Coverts can't open it) that connects the Chateau and Laboratory... just so the Axis aren't 'locked-out' of their own place. :P - More texture straightening and brush goof-ups fixing. ========================================================== Known Bugs: * I've been told that if you go prone while the elevator is moving, you get crushed. I tried it get crushed for 5 minutes, but no luck. So if you're paranoid, please remain in the upright position until the elevator comes to a complete stop. And take a bag of peanuts. ========================================================== Objective Data: **Allies (The Good Ol' American Boys)** - Gain Access to the Castle by Destroying the Main Entrance, Building the Assault Ramp on the East Side, and/or Destroying the Side Gate in the Basement Warehouse of the Chateau - Capture the Forward Spawn in the Castle Courtyard shed to make the assault that much easier. - Dynamite the Generator (located in the lobby) to gain access to the research facility and to secure the Courtyard Spawn. - Disable the Electric Floor Controls to gain access to the radar part. Otherwise, anyone stepping into the radar room will get a "shocking" surprise. - Take the Radar Part and secure it to the truck outside the castle wall, near the main gate. - If constructed, dynamite the Truck Barrier, and escort that truck out of there to win the match. - Build a Command Post, located very close to the western wall on the first floor. **Axis (Those Jahahaa-ing Trench Coat Krauts)** - Defend the Castle's Walls by preventing the destruction of the Main Entrance, rebuilding the Side Gate if compromised, and destroying the Assault Ramp if constructed. - Defend the Forward Spawn in the Castle Courtyard shed to continue defending the castle walls. - Prevent the destruction of the generator (located in the lobby) to keep the facility within the castle locked down and the Courtyard Spawn under Axis control (if captured, of course). - Maintain the Electric Floor Controls so the Allies can not take the Radar Part. - Don't let the Allies steal the Radar Part and take it to the truck outside the castle, near the main gate. - Disable the truck and build the truck barrier to prevent the Allies from escaping with the Radar Part. - Build a Command Post, located very close to the western wall on the first floor. ========================================================== **Map Info Title :Chateau Voilegarde Filename :voilegarde_b3.bsp Game/mod :ET - wolfmp/ wolfsw Author :Tasian Email address :[email protected] Not-Clan Web Address :http://goat1.proboards26.com ========================================================== **Build Info Base :Scratch Editor(s) Used :Wolf Radiant, Paint Shop Pro Build time :About 8 months Compile time :30 minutes ========================================================== **Installation Put voilegarde_b3.pk3 into your (wolfet)\etmain directory. ========================================================== **Playing Run wolfet bring down console "~" and type... /g_gametype 2; map voilegarde_b3 ========================================================== **Play Information Single Player : No wolfmp : Yes wolfsw : Yes wolflms : No New Sounds : Yes New Graphics : Yes New Music : ... ... Why would there be music in the background? I wish my life has a musical score. Like the Simpsons. Doh! ========================================================== **Special Thanks to... - First and foremost, the Splash Damage team for making one of the best multiplayer games ever. Period. :D - The fine folks at Goat's Bar and Grill, you guys are the best! Some special-special thanks for the following: - GyverX for making the commandmap and the custom textures, and for testing out the map and trying very hard to get his server up and running just to test me l'il map. Plus making one of the best ET images I've seen! - InThrees for his special graphic as well. - HaB aka Brit for doing a fantastic job with his multiple(!) news reels. I can proudly say that they are JOLLY GOOD! Also for testing the map. - Crimson Avenger, prog, pookie, Crazysmuk, and Bullet Magnet for checking out my map and putting up with my annoying voice on Teamspeak. :P - Syma, Englander, Porky, miky, Mycroft, NA*IL, Chiemseeman, JamesBOMB, Radd, the **NameGoesHere** guys, Arctic_Wolf, The >DD< Clan, randall, all the people I pushed into the ground while they were on 999 ping, everyone else I missed (there's just so many, sorry about that! Me brain is going, thanks to age, I think) ... well, you didn't really help with the map, but thanks for all the fun and experiences I had with you guys! - And of course, Goat for letting us play on the server he pays for, we all appreciate it! ... Except the people that get banned. :P - Chavo_one, for letting me use his beautiful Venice sky and helping me with getting it to work. - Drakir for some of his textures and his nice webpage and tutorials. - Jon Swenson (Creator of Axis Lab) for his information about using game_models. - And the Splash Damage forums for having some extremely helpful people there. - Bob Seger for his ol' time rock 'n' roll. - Buckwheat Boys for making one of the most annoying and catchy songs ever. (If you know of the dancing banana, you know the song) - The LTC Clan (www.ltcclan.com) for their praises on my map and for picking it for their start-off party night. ========================================================== Any suggestions, compliments, criticisms, bugs, questions, send 'em my way. :) [email protected] =========================================================== "Give me goomba or give me death!" -Crazysmuk ---- Happy Fun Time Bonus Tip for those that reached the end of this long, long readme!!!!!111oneon: Yes, there is a secret room. How does one reach it? No hand icon will show up near the button... let's just say that it's on the edge of the map. And you need to press a bird in the shadow.
  14. kate

    xobj_beach

    Version 1.0.0

    0 downloads

    Beach v1.2 by VMMS Visit voiseymms.com/kommando.htm for more info
  15. kate

    xso_frag

    Version 1.0.0

    0 downloads

    beta_1* objective is to kill your enemy!!
  16. Version 1.0.0

    0 downloads

    "The Allies are attacking an Axis fuel depot and must escort their Churchill AVRE Demolition Tank as it blasts through the defences. The Axis can disable and delay the Tank with Panzerfausts, grenades, mines or explosives."
  17. kate

    zeus2vs2

    Version 1.0.0

    0 downloads

    Map by Blazer alias YaOuh du clan ZeuS Map : Duel. Map objectif : frag!
  18. Version 1.0.0

    0 downloads

    MAP by Tyrlop, made for zombie mod note : u can use what ever u want in this map... :) thanks to TNR360 for his map coordinates thanks to Loffy for helping thanks to Blitz for scripting thanks to Splash damage becaus they rocks and u socks aug 2007 A HUGE tower is where the humans hold, the zombies are trieng to take the tower, so they can rule the world!! LOL -_- this briefing sucks ha, but nevermind : made for the zombie mod and this map is also made by Tyrlop
  19. Version 1.0.0

    0 downloads

    This pack is a collection of fixes made for Caen. Please keep in mind that this is an ETPRO-Mapscript and will only work with mods that support it! (ETPRO, NQ, Jaymod...) There are two versions of this script. If you do not want to add additional filesize to your server, use the non-pk3 version (caen_fixes.zip). If you want some visual/acoustic improvements, use the pk3. There are scripts available for all 5 Versions of Caen. You can find them in the particular map-pk3 at Wolfmap.de Changes: Phishermans Phriend: - Added a teamdoor to the Upper Entrance of the Battalion Headquarters to prevent the Axis from stealing the OBJ before the entrance is blown (teamdoor.jpg) - The Tank now has a Temperate Skin instead of the Desert Skin (river.jpg) - Tank does no longer drive through the built barrier (Caen1/4 only) - City is now perma-owned by Axis when the Tank is moving - The Battalion Headquarter Teamdoors now dissapear when the Wall is blown - The Weak Wall can now be dynamited when the Antenna is blown ( Caen2_rev1 only ) - The Bridge can now be constructed by the Axis for better attacking ( Caen2_rev1 only ) - Fixed and added some (Voice)-Announcements - All constructibles now have shortnames rockst*r: - The River is now clean and transparent (pk3 only, thanks to Diego for the textures, river.jpg) - 17sec attacker, 23sec defender respawn time - Fixed and added Voice-Announcements (pk3 only, MLB sounds with Marko's permission) mortis: - Fixed MG Lean Exploit Ragnar: - Fixed City Pillar Exploits
  20. kate

    etc_race_b1c

    Version 1.0.0

    0 downloads

    Steel the Gold and take it to your Carpet, first Team that reach the finish has won
  21. kate

    Welcome to ETS Community. Please feel free to browse around and get to know the others. If you have any questions please don't hesitate to ask.

  22. Welcome to ETS Community. Please feel free to browse around and get to know the others. If you have any questions please don't hesitate to ask.

  23. Version 1.0.0

    5 downloads

    June 2021 (and still making ET maps) | Title : radar_tank_b1 | file Name : radar_tank_1.bsp | Version : beta 1 (purely a test map) | Author : Teuthis | email : [email protected] Storyline Axis are transmitting enemy troop activities via a heavily secured Radar device. Allies want to destroy the Radar but two heavily secured anti-tank guns are protecting the area. Allies must first destroy the guns to escort their tank to blow the radar. | Story short and punchy: | Allies have to escort a tank to destroy the Radar. | Objectives:.. | Allies:.. | 1:..Steal the Tank. But keep in mind that the anti-tank guns will prevent the tank from reaching the radar | 2:..Destroy the Main Entrance | 3:..Destroy the North Anti-Tank gun | 4:..Destroy the South Anti-Tank gun | 5:..Escort the Tank and destroy the Radar || Secondary objectives | - Destroy the Side Entrance | - Built the command post | - Prevent the Axis from constructing the Command Post | Miscellania:.. | :..build time : a bit more than 2 weeks | Credits | :..most importantly the folks making radar, great map! | :..Simonoc for great tutorials on alpha blending and for shaders and textures (please check his website for license agreement when using his textures) | :..for technical support Niger, Aciz, Kemon, Thunder, Mateos | :..Kate, Cyberwolf and the Crew of ETS for testing the map and for great support and ideas | Noteworthy:…... | | :..There are some models in the map that carry TheWolfTeam (TWT) logo. It is important to understand that TWT is not a clan and that I'm not advertising a clan here. The reason I put the TWT logo in is because I want to encourage every person mapping for ET to join this team and to benefit from the help that is offered here. Without the help from TWT this map would not exist the way it is. So more mapper at TWT means more great maps for you all. |-----------------------------------------> | Copyright :.. | :..Copyright (c) 2021 by id software | :..all laws from ID software and splash damage / activation that apply for enemy territory also apply to this map. |-----------------------------------------> | Permissions:..You may not include or distribute this map in any sort of commercial product. | :..distribution is only allowed without any charge for the recipient. This map is for non-commercial use only. Nobody is allowed to make profit from this map. |-----------------------------------------> | Last note from Teuthis | :..as with all maps from me, this map is free of Nazi symbols. The world is a better place without those symbols. |-----------------------------------------> so now fire it up and have fun. And giving me feedback is very welcome. Also if you have ideas for future maps, let me know
  24. Welcome to ETS Community. Please feel free to browse around and get to know the others. If you have any questions please don't hesitate to ask.

  25. kate

    Welcome to ETS Community. Please feel free to browse around and get to know the others. If you have any questions please don't hesitate to ask.

    very huge pk3 and hunkmegs issues
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