MAPS C - D
75 files
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cm_funkhaus1
By kate
Author : Dan
Location : Malaysia
E-mail : [email protected]
Game : ET Legacy
Description
Axis communications outpost somewhere in the desert. Funk Haus translates to Radio Shack (sorta)
Allies are attacking.
Allied Objectives:
- Destroy the blast door
- Dynamite barricade is restricting access to the Generator
- Dynamite the Generator.
- (Optional) Construct CP
- (Optional) Construct Assault Ramp for easier route to the Axis Blastdoor.
Axis Objectives:
- (Primary) Defend the Generator
- Defend the Blast Door
- Build a secondary Barricade to restrict access to the Generator
- (Optional) Construct CP
- (Optional) Destroy the Allied Assault Ramp
Spawntimes:
Axis 10
Allies 10
Bugs
Assault Ramp construction marker at the world origin in the Command Map. \\*found 25/10/2016*//
//*fixed 27/10/2016*\\
9 downloads
0 comments
Submitted
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clavier
By kate
Author : Masterkiller(Qc)"
Email address : [email protected] or [email protected]
Webpage forum :
http://easymapping.free.fr/html/modules/newbb/viewtopic.php?viewmode=flat&topic_id=1307&forum=4
Map Information
Game : Return to Castle Wolfenstein: Enemy Territory
Title : Clavier
Filename : clavier.pk3
Release date : 2008-03-1
Decription : Axis have build a big trojan infection in all computer in America. Allied need to destroy the main computer to kill this trojan. Allied use "the Shrink-Gun2008 to shrink like a mouse to did the mission. Axis know Allied comming soon then use Shrink-Gun2008 to shrink too.
Program : Radiantgtk 1.4.0
Milkshape 3D
Jasc Paint Shop Pro 9
Fl Studio 5
Build time : 3 weeks.
Compile time : 1 hours
Compile machine : AMD Athlon 2200, 1024mb
Installation : Place the clavier.pk3 to your etmain folder, select it from the multiplayer->create server menu or
bring down the console and type: /map clavier to start the small campaign. (clavier, goldrush,clavier,oasis)
Textures : 100 new in the pk3 file.
Sounds : 47 new sounds.
Models : 12 new model. 2 from me, 10 from internet.(see thanks below)
Info!
#. This is a "FUN" map for the spring. Winter is so long and i have nothing to do so i did this map. The map is intended to be fun playing but also at the same time being competive. So that it can be used as a war map between clans.
Special thanks and Credits to:
Friend and tester:
Steven,Fred,Samuel,
from easymapping
psylopat,Brain-Storm,His-Infernal-Majesty
Website:
http://easymapping.free.fr/
http://wikimapping.free.fr/
http://www.enemyterritory-stuff.net/>>>https://ets-clan.com/
http://www.spyjuice.com/tutorials_et.html
http://www.heppler.com/shader/
http://www.splashdamage.com
Model:
-Oak-tree Mapmodel (c)GrimReaper
Krischan "GrimReaper" Makowka
E-mail: [email protected]
-Alpine Assault misc_models
-"Willy's" Jeep
-dt_oblitz
-Fire Fighting Accessory's
Model and textures by Detoeni
http://www.planetwolfenstein.com/detoeni
©Phil "Detoeni" Gresley 2005
Detoeni.uk
-GrandFather Clock MD3 model by rayban.
-models of documents for wolf:et
http://www.splashdamage.com/forums/viewtopic.php?t=17129
frames: 16
rayban ( [email protected] )
-zp_m3_flakpanzer38
-zpsm_m4_arado196 readme
original concept design by Shaderman. project adopted by zenith-ply.
technical name: Arado Ar 196
codename: ardo
contact: [email protected]
http://www.surfacegroup.org/forums/
© zenith-ply 2007
-wp_190
-wp_halftrack
Model by MuffinMan,
converted to md3 by Uberdave
textured by Detoeni
http://www.wolfproject.net/
Prefab special thanks
elevator:
wezelkrozum
Copyright © 2008 masterkiller(qc) 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.
18 downloads
0 comments
Updated
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cortex_who_antifronted + music
By kate
Modefiled by [aF]Vanhintn!? and [aF]StoerFaktor
I wait so long of new version oF cortex_who but that never happens, so i have change the textur and sounds.
I dont have change any think in the map
Original map by
masterkiller
scorp
woody
cR4ZyB3n
minus (mon frere)
//Visit us//
Visit us @ www.antifront.de
~cortex[AF]music-override in your mod folder
for silent mod i renamed it : z_cortex[AF]music-override.pk3
81 downloads
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calculus_b1
By kate
botfiles Path mapping and script by Mateos Correspondant WAY file size: -Last update: 26th June 2020
// Axis Objective Descriptions
1 "Primary Objective:**Protect the railroad manifest."
4 "Primary Objective:**Don't let them get the manifest and paintings to the truck."
3 "Secondary Objective:**Don't let them use the track switch to get the paintings"
2 "Primary Objective:**Don't let them steal the paintings with the train."
// Allied Objective Descriptions
1 "Primary Objective:**Steal the railroad manifest."
4 "Primary Objective:**Get the manifest and paintings to the truck."
3 "Secondary Objective:**Use the track switch to get the train to the paintings."
2 "Primary Objective:**Escort the train to the paintings, then to the truck."
36 downloads
0 comments
Updated
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canyon_depths_FINAL
By kate
Canyon Depths FINAL VERSION
Thanks for downloading & playing this map !
Large Map
Musics used :
Desert : Yoko Kanno - Digging My Potato
Castle : Django Reinhardt - Montmartre
Caves : Saint Seiya - Seiji Yokoyama - Shadow Is Approching
08/2007 - 02/2011 - 04/2014 - 01/2015 - 02/2015 (yeah, i know)
By Yatta_Yatta-O_o
[email protected]
Thanks to :
- people pushing me to add the last fixes, even years later : Aimbrosia, Happykillmore, Zacky, Blord, Alex, Blackbyte, Ailmanki ...
- all testers for sending bug reports & feedback,
- the ETF community & GoC clan for tests - special thanks to Nosi and RazorSword,
- the CFB and ROP clans for tests of the crippled early versions,
- the ET mappers community at splashdamage.com forums,
- WolfFiles, SplatterLadder,
- Chrucker for his ET scripting reference/tutorial website,
- Google for searching documentation, help & ressources.
No thanks to :
- Gtk Radiant for trolling me and fucking up my map more than once.
____________________
// Axis Objective Descriptions
axis_desc 1 "Primary Objective:**The tank needs fuel to start. Find some in the fort.\n\n^3Also, reports ANY bug to [email protected] !"
2 "Primary Objective:**Escort the tank into the canyon."
3 "Primary Objective:**Resupply the tank in the Canyon Depot."
4 "Primary Objective:**Get the tank past the river."
5 "Primary Objective:**Get the tank to the underground bunker."
6 "Primary Objective:**Get the tank past the twin security doors."
7 "Primary Objective:**Get the tank through the hangar doors."
8 "Primary Objective:**Find the secret in the laboratory safe !"
// Allied Objective Descriptions
1 "Primary Objective:**Protect the forts gate, stop the Axis from stealing the fuel.\n\n^3Also, reports ANY bug to \n^[email protected] !"
2 "Primary Objective:**Stop the Axis from getting in the canyon."
3 "Primary Objective:**Stop the Axis from resupplying their tank."
4 "Primary Objective:**Stop the Axis from getting past the river."
5 "Primary Objective:**Dont let the Axis reach the bottom of the pit."
6 "Primary Objective:**Stop the Axis tank from going past the twin security doors."
7 "Primary Objective:**Dont let the Axis tank past the hangar doors."
8 "Primary Objective:**Dont let the Axis discover the Laboratory secret !"
11 downloads
0 comments
Updated
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chess_v1
By kate
mapname: chess
version: release 1
filename: chess_v1.pk3
release date: 3/8-2005
author: tbh|bloodwire
voices: tbh|indomitable and tbh|icymist.
contact info: http://www.ekran.no/
web info: http://www.ekran.no/aw/
guild site: http://www.tbhguild.org/
server: arctic warfare alpha (games.student.uit.no)
source: the source code is embedded in the .pk3 file.
download:
http://www.student.uit.no/~paalde/games/aw/maps/etmain/chess_v1.pk3
tagline: hitler and churchill is playing chess, et-style.
development time: about 2 weekends.
installation: just put the .pk3 file in your etmain folder
objective:
Hitler and Churchill decided themselves to have a game of chess. The
objective of this map is for each time to destroy as many, or all of the
enemy chess pieces. The first team to destroy all the chess pieces are
victorious. If the time runs out, then the team who has destroyed most
chess pieces wins. If it is a tie, the team who last destroyed a chess
piece looses. If no chess pieces were blown apart, then the first team
to blow up one chess piece after the time run out wins.
25 downloads
0 comments
Updated
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dam_revengev2
By kate
This is a map conversion*of mp_dam originally de-*signed for RTCW by SD.*Please read the included*readme.txt** Tardis
Briefing:**Axis forces are attempting to re-capture the Bramburg Dam . Axis forces have to make there way through the Allied Defences, blow up the main doors and repair the Generator and Escape with the Documents, Allies must prevent this from happening!"
Axis Objective Descriptions
1 "Primary Objective:**The Tank must be stolen in order to blow open the doors of the Dam to get to the Allied Documents secured within."
2 "Primary Objective:**Blow Dam door."
3 "Primary Objective:**Blow Big door."
4 "Primary Objective:**Steal The Documents."
5 "Primary Objective:**Repair the Generator"
6 "Primary Objective:**Escape with the Documents."
7 "Primary Objective:**Blow Pressure Pipes."
8 "Secondary Objective:**Build Command post."
// Allied Objective Descriptions
1 "Primary Objective:**The Tank must be stopped from reaching the Dam and allowing the Axis to gain entry to the Dam."
2 "Primary Objective:**Prevent the Axis from using the Tank to blow open the Dam doors"
3 "Primary Objective:**Prevent the Axis from using the Tank to blow open the Big doors"
4 "Primary Objective:**Prevent the Axis Stealing The Documents."
5 "Primary Objective:**Destroy the Generator"
6 "Primary Objective:**Prevent the Axis Escaping with the Documents."
7 "Primary Objective:**Prevent the Axis from Destroying Pressure Pipes."
8 "Secondary Objective:**Build Command post."
17 downloads
0 comments
Submitted
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dutchhaze-v2
By kate
Made by : Blowfish
Date : 25-03-2009
Dutch Haze :
Allies have to destroy the power generator to the bunker forcefield. Then blow the bunker doors to the golden joint. Fight your way trough the streets and canals of Amsterdam. Dont get stoned on your way to the objective private ! Move.....
Credit for models - Made by Detoeni
DT Opelblitz model
Special Thanks to :
Sylar
The one who teached me how to map and helped me out manyyy times...
He also made the waypoints for omnibot and tweaked the entire map.
Scotchii*
He made two of the houses.
Magic (www.magics-territory.com)
He made the nice Church and used some textures of Mitchell. The window was changed by me again, to look more Amsterdam.
Splashdamage forum (www.Splashdamage.com)
For all the people helping eachother create maps and helped me create transparent windows.
2Bit (http://www.pythononline.co.uk/et/tutorial.htm)
For the great dummy proof tutorial they made. This helped me a lot !
Berzerkr of www.wolfmap.de
For the great resource of ET things. Like the good RSS feeds and prefab section. And also for the better Dutch Flag.
Niek
For getting me a new skybox, improved forcefield, some nice girls for the red light district, better lighting and more...
All the Blackops members who helped me testing and debugging.
16 downloads
0 comments
Updated
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distillery_beta2
By kate
Mapped by : HeX|Fate
Game : Wolfenstein Enemy Territory
Title : Distillery Beta 2
Filename : distillery_beta2.pk3
Release date : 24.12.2011
Installation : Place the distillery_beta2.pk3 to your etmain folder. You may have to raise your com_hunkmegs from the default "56" to atleast "128"
Requirements : ETjump 2.0.0 and UP
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Geeky stuff
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Final compiletime : 1536 seconds
Final BSP size : 19.1 MB (20111472 bytes)
Total Brushes : 22923 of 32768
Total Entities : 1677 (Func_group included)
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Visit HeX at www.hex.ee
CREDITS
Thanks to Zero for making ETjump.
Thanks to Avoc for high quality skybox.
Thanks to ischbinz for player model.
Thanks to Sock for making such great textures and plant .ase files.
14 downloads
0 comments
Updated
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campus_territory
By kate
. Follow the instructions at info signs and beware of hideuos KELA-workers who are trying to do your mission impossible.**Simo Lintunen, Juha Luomala, Antti Myöhänen, Varja-Riina Siirtola and Janne Suhonen."
// Axis Objective Descriptions
axis_desc 1 "Primary Objective:**Prevent the documents from being stolen."
axis_desc 2 "Primary Objective:**Prevent Allies to build credits in the Library."
axis_desc 3 "Primary Objective:**Defend the T-building from being destroyed."
// Allied Objective Descriptions
allied_desc 1 "Primary Objective:**Search and steal a document which is worth of one credit. The document is red and it has Campus Territory-logo on frontpage."
allied_desc 2 "Primary Objective:**Build a construction inside the library to earn two credits. "
allied_desc 3 "Primary Objective:**Plant explosives and destroy the T-building."
12 downloads
0 comments
Updated
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Desert Base
By kate
Desert_base by Cousinmuscles
(Julian)
I made this map only for testing, since it is my first map. I hope someone can have as much fun as I did while creating it. The setting is in abandoned bases in the desert. If there are a few errors, they are ignorable, so try to ignore them, sorry. Last, I am fairly new to this, so I did not know how to set this up as a capture the flag.
Size: Tiny
Contact info: [email protected]
To install the maps to your game, the preferred way is to put the Desert_base.pk3 into your etmain folder in your wolfenstein folder.
In game, press the ~ key and type devmap desert_base
if this is your choice.
I am fine is this is modified, somehow. Thank you!
A scratch force of Allies desperately struggle with the Axis forces.**They must overcome the defences and emerge victorious
7 downloads
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decrypted
By kate
Fx's specials thanks goes to :
_Dersaidin
_Nerve
_Gray Matters
dFx's thanks goes to :
_wolfensteinx and their tutorials.
_Francesco <Nemo> Bancalà for his software known as easygen.
_SplashDamage for their mapping documentation and their support in the forum.
_Thanks to ID Software for their engine and their support in community.
_whole epona team and satoshi for their support.
Axis Objective Descriptions
1 "Primary objective**Take Decrypted Documents"
2 "Primary objective**Transmit Decrypted Documents"
3 "Secondary objective**Dynamight the Main doors to get one more access"
4 "Secondary objective**Take the Froward flag to respawn closer"
5 "additionnal objective**Dynamight the Brick wall to get one more access to the transmitter"
6 "additionnal objective**Construct the Command post to get faster charge times"
// Allied Objective Descriptions
1 "Primary objective**Take Decrypted Documents"
2 "Primary objective**Transmit Decrypted Documents"
3 "Secondary objective**Dynamight the Main doors to get one more access"
4 "Secondary objective**Take the Froward flag to respawn closer"
5 "additionnal objective**Dynamight the Brick wall to get one more access to the transmitter"
6 "additionnal objective**Construct the Command post to get faster charge times"
21 downloads
0 comments
Updated
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canyon_depths_b7
By kate
For testing purpose.
Please send bug reports to [email protected] (mail, msn).
08/2007 - 12/2010
By Yatta_Yatta-O_o
[email protected]
Thanks to the ET mappers community at splashdamage.com forums,
Chrucker for his reference/tutorial website, the CFB and ROP
teams for pre-public beta-testing and for their patience, and
google for additional help & ressources :)
"A large, mysterious, and over-armed allied outpost has been spoted in North Africa. A panzer division was sent to assault but got caught in a sand storm just before the attack, sparing a single supplyless Jagdpanther. Allies must defend their secret from whats left of the axis assault force.\n\n^3 BETA 7 ^7- ^3PUBLIC\n\n Please send bugs suggestions and general feedback to ^[email protected]^0, thank you for testing.\n\n^7Cant run the map ? set com_hunkmegs to 100 in your console or your cfg file !"
27 downloads
0 comments
Updated
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cortexbeta_who
By kate
ortex
beta5.1
il manquait un cd dans la dernier vertion
beta5
sette vertion a surtout été aleger pour les serveur car elle utilisait trop de conection
+une petit modification tactique
beta4
modification plus de passage posible pour les 2 ecipe + un elicopter
beta3
corection de bug
beta2
corection de bug
beta1
1er vertion proposer en telechargement
voila ici je present les person et sit qui mon aider
cortex oups s'est mois sa le createur de la map
masterkiller ben ma pas aider dans des chose particulier
mais dans boucou de petit chose
et possede boucoup de lien util
il ma evite de long recherche
scorp je tien specialement a le remercier
pour la porte de minus
qui souvre a la dinamit
il ma juste expliquer comment
fair un func explosive
mais sans luit j'aurait abendoner
il fait partie de le team Mjx
woody il vien de lencer un sit avec un forum
il fait parti de la team CLMR
le sit va biento changer d'addres mais le voici
http://membres.lycos.fr/portailclmr/pwsphp1.1/
cR4ZyB3n Webmaster de http://easymapping.free.fr/html/
il ma aider pour fair une vertion englaise et
coriger la frençaise ( pas se txt)
minus (mon frere) il est loi d'ètre un pro sur wolf et en maping
mais ma donner des idé et des conseille
le groupe pression qui a crée la musique
je remerci aussi les personne qui socupe de http://www.wolfarea.com/
leutr forum ma boucou aider
j'invite tout persone qui voudrait
mapper a me retrouver sur ce forum
voila j'espere avoir oublier personne
_________________
allied "Le but des alliés est d'empecher les Axes de ramener les CD avant les 12 coups de midi."
axis "Le but pour les Axes est de ramener 3 CD vers le pc pour les graver."
neutral "Bienvenue sur la map de Cortex, le but pour les Axes est de ramener 3 CD vers le pc pour les graver. Le but des Alliés est d'empecher l'Axe de ramener les CD avant les 12 coups de midi."
30 downloads
0 comments
Updated
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desertrats
By kate
Blackops Desert rats
version : 1.0
Made by : Sylar and Blowfish
website : Blackops Clan - http://www.enemyterritory.biz
Date : 15-05-2010
Desert Rats
The 7th Armoured Division was a British armoured division which saw service during the Second World War where its exploits made it famous as the Desert Rats.
After the Munich Crisis, the division was formed in Egypt during 1938 as the Mobile Division (Egypt) and its first divisional commander was the acclaimed tank theorist Major-General Sir Percy Hobart. During January 1940, the name of the unit was changed to the 7th Armoured Division. It was during this period that the nickname "Desert Rats" was coined.
The division fought in every major battle during the North African Campaign; later it would land and fight in Italy before being withdrawn to the United Kingdom where it prepared to fight in North West Europe. It began landing in Normandy during the afternoon of June 6 and fought its way across Europe ending the war in Kiel and Hamburg, Germany. The 7th Armoured Brigade was detached from the division during early 1942 and fought the Japanese during the fighting in Burma before it returned to the Mediterranean Theatre and fought in Italy.
Although the division was disbanded during the 1950s, the history, name and the famous 'Desert Rat' flash is carried on by the 7th Armoured Brigade.
Source : wikipedia.org
Designed for 10 vs 10 players
Models
Camel
Author : Vicekc
Model origin : http://www.turbosquid.com/Search/Artists/vivekc
FREE to use.
Special Thanks to
The designers of Enemy Territory, since I copied a few things from the original maps and modified em.
Splashdamage forum (www.Splashdamage.com)
For all the people helping eachother create maps.
2Bit (http://www.pythononline.co.uk/et/tutorial.htm)
For the great dummy proof tutorial they made. This helped me a lot !
Berzerkr of www.wolfmap.de
For the great resource of ET things on that website (like the good RSS feeds and prefab section).
Erik-Ftn, [email protected] for creating the rtcw_ent_in_et_beta2.pk3 which I used for some nice extras.
Backsnipe for helping me doing some final debugs and tips.
All the Blackops members who helped me testing and debugging.
25 downloads
0 comments
Updated
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dm_hillb2
By kate
Author : Antti "seven_dc" Suuronen
Email address : [email protected]
Map Information
Game : Return to Castle Wolfenstein: Enemy Territory
Title : dm_hill_b2
Filename : dm_hill_b2.pk3
Release date : 15.2.2004
Decription : The bunker uphill is crucial for both parties
for transmission of enemy positions. Keep the
hill fortified for 10 minutes to gain victory.
Program : SD Radiant 1.4, q3map_2.5.12 unstable.
Build time : 6 days.
Compile time : meta 42 s, Vis 141 s, light 177 s
Compile machine : AMD 1800+ XP, 512mb
Installation : Place the dm_hill_b2.pk3 to your etmain folder,
select it from the multiplayer->create server
menu or bring down the console and type:
"map dm_hill_b2" .
-------------------------------------------------
Special thanks to
-------------------------------------------------
All SD people for textures and brushwork.
-Sock. thx, thx thx! I preciate your work.
-ydnar. I love my q3mqp2!
Drakir for brushwork.
Go_Gerbil for brushwork.
S.S Herpie for hosting the beta tests.
Ifurita for his map in a box!
SCDS_reyalP for script!
Aleksi for beeing my son
-------------------------------------------------
Further development
-------------------------------------------------
This is a beta you know..
-Fueldump like fence around the fueldump and
generator to provide cover to attack team + maybe
simple stucture
-VO change the "depod yard" to bunker.
-Make the doors make sound.
-Make allied team door texture.
-If performance is very good make hills better.(partly done)
-spectator clipping (partly done)
-light leakage
-Bunker door names..
-TOI for the upper bunker
-------------------------------------------------
Copyright © 2003 Antti Suuronen 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.
15 downloads
0 comments
Updated
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decay_b7 + waypoints
By kate
About This File
Author :Dynasty
The latest version of decay!
B7 Changelog
Fixed the hunkmegs. Total hunkmegs in use is now 44mb instead of 52mb. It should be good for any player to connect on the server while the map is on.
back to 15 minutes total
Added new settings for lighting and should make a difference for those complaining it was too dark.
New waypoints available.
Thank you @Smileyyy for helping me out testing and fixing it.
B6 Changelog
- Lighting has been completely reworked and optimized.
- Changed the skybox.
- Map is now 20 minutes instead of 15
- Added ambient war sound at outdoor locations.
- New temporary barrier at Flag entrance. Will go down by arty and nades and is not reconstructable.
- Side gate location was retextured, added a new axis team door and more cover.
- New route to gold room for allies. Accessible after the generator is blown up or by a coverops in disguise.
- New health and ammo cabinets located between new route and gold room.
- More cover added at truck location and small bunker roof top is now easily accessible.
- Axis spawn room made a bit larger and spawn entity were spaced out.
- Many other minor fixes and details
___________________
Axis Objective Descriptions
1 "Primary Objective:**Protect the access codes"
2 "Primary Objective:**Don't let the Allies Transmit the access codes to open the main gate"
3 "Primary Objective:**Hold the forward spawn"
4 "Primary Objective:**The Allies may attempt an attack through the Side Entrance. Don't let them destroy the side gate."
5 "Primary Objective:**Defend the command post."
6 "Primary Objective:**Stop the allies from destroying the generator. Defend the vault."
7 "Primary Objective:**Defend the gold crates"
8 "Primary Objective:**Prevent Allies from securing the gold crates"
Allied Objective Descriptions
1 "Primary Objective:**Steal the access codes"
2 "Primary Objective:**Transmit the access codes to open the main gate"
3 "Primary Objective:**Take control of the forward spawn"
4 "Primary Objective:**Blow open the Side Entrance to gain additional access."
5 "Primary Objective:**Construct the command post to activate a forward spawn."
6 "Primary Objective:**Blow up the generator to open the vault doors."
7 "Primary Objective:**Steal the gold crates"
8 "Primary Objective:**Secure the gold crates at the getaway Truck"
46 downloads
0 comments
Submitted
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cathedral_te_treefix
By kate
Author:Jo0f
So after having to much free time lately the result was me finishing up my mapping project of cathedral. Cathedral was released in 2004 by Blushing_Bride and later in 2006 a SW version was released where this TE version is further based on. The overall map style can be compared to radar and is suitable for 5on5 and 6on6.
Quote: Objective Axis have captured two experimental radar modules from a top secret listening post and retreated to a nearby cathedral where they await extraction. Allies must get the Radar parts back from the Axis raiding party. The Axis must hold the Radar parts until their extraction team arrives to spirit them to safety.
Changes:
In general the changes I made are in favour of faster and more intense 5v5/6v6 gameplay.The map is now more compact
Cathedral_Te Treefix
by
'StoerFaktoR
This package fix the small tree errors which had wrong alpha layers.
;)
-----------------
"Axis have captured two top secret radar modules and retreated to a nearby cathedral where they await extraction. **Allies must get the Radar parts back from the Axis raiding party before they are taken to Germany for analysis.**"
21 downloads
0 comments
Updated
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der_Fabrik
By kate
axis
1 "Primary Objective:**Construct the Corridor Gate"
2 "Primary Objective:**Build an Axis Command Post."
3 "Primary Objective:**Protect the Generator at all cost."
allied
1 "Primary Objective:**Capture the Corridor Gateway and dynomite the gate if constructed."
2 "Primary Objective:**Build an Allied Command Post."
3 "Primary Objective:** Dynomite the two hubs attached to the Generator to disable the Factory."
21 downloads
0 comments
Updated
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caen_4 + z_caen4_fixes + caen4_fixes
By kate
File........: caen_4.pk3
Mapname.....: caen_4
Map for.....: Wolfenstein: Enemy Territory
Author......: Zig-Zag
E-Mail......: [email protected]
Build time..: 8 weeks
Release date: 11/04/03
Reworked by.: Sid & Etch in 2009
Description:
------------
The Allies have occupied the town of Caen and have set up a Battalion headquarters. The Axis must push the Allies back across the river, get a tank across to break into the battalion headquarters, and steal their maps.
Instructions:
-------------
Place caen_4.pk3 into you "Wolfenstein - Enemy Territory\etmain\" directory.
Gamemodes supported:
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Objective, stopwatch. LMS not supported
Tools:
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GtkRadiant 1.3.8-ET, Q3map2 2.5.7, Photoshop 7.0, Project Dogwaffle
Thanks:
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Splash Damage and Activision for the free game, DragonFly @ Rtcwfiles.com, the folks on the Splash Damage forums for posting their wealth of knowledge. The following for map suggestions and beta testing feedback: AceAlive, Schaffer, ChumChum, Crimson Pig, [AE]Northerner, LoT-Blue, the members on Rtcwfiles.com and probably a few others I'm forgetting.
63 downloads
0 comments
Updated
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castle_del_monte_beta
By kate
Beta release, fixed the courtyard door and a few cosmetic changes.
IMPORTANT: HUNKMEGS
*** IMPORTANT!!! *** Hunkmegs must be set to atleast 128!
Not recommended for players that have less than 256mb of RAM!
You can check your Hunkmegs setting by starting ET and typing "com_hunkmegs" In the Console, Press Enter.
You will get a message telling you what your current hunkmegs setting is.
You can change it by typing "com_hunkmegs 128" in the Console, Press Enter.
You will be prompted to restart ET for the change to take effect.
The Change will only take effect for the particular Mod that ET defaults to.
To change the hunkmegs setting for a different Mod you must either choose that Mod from the Mod selection menu or connect to the server that is running the Mod that you want to use and Enter the above commands in the Console.
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More Help:
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If all else fails you can change it Manually by navigating to the Mod folder and Modifying the file named "etconfig.cfg"
Open this file in Notepad and click Edit in the menu and choose "Find" and enter "hunkmegs", it will find that setting and you can change it to 128, Save it and then the hunkmegs is now set for that Mod.
Examples:
This one is my Default ET Mod...
C:\Program Files\Wolfenstein - Enemy Territory\etmain\profiles\Jecoliah\etconfig.cfg
This one is my ETPUB Mod folder...
C:\Program Files\Wolfenstein - Enemy Territory\etpub\profiles\Jecoliah\etconfig.cfg
This one is my ETPRO Mod folder...
C:\Program Files\Wolfenstein - Enemy Territory\etpro\profiles\Jecoliah\etconfig.cfg
You get the Idea.
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NOTES:
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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
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Basic Information
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Author : Jecoliah
Email address : [email protected]
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Map Information
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Game : Return to Castle Wolfenstein: Enemy Territory
Title : Castle Del Monte
Filename : castle_del_monte_beta.pk3
Version : Beta
Release date : June 28th 2006
Decription : fixed a few things for the Beta
Program : SD Radiant 1.5.0, Mar 25 2006 release.
Compile time : 3 hrs
Compile machine : Bilt myself, P4 2.4Ghz, 768mb ram.
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Objectives
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Allies Spawn originally inside the mountain at the bottom of a hill and need to capture the Guardhouse Flag to Spawn there. The Guardhouse spawn is much like the one on Oasis.
Axis Spawn originally in the Guardhouse infront of the Castle and must build the Drawbridge Lever Access Door in the opposite Guardhouse and the netural command post located there as well.
Allies need to capture the Guardhouse, Dyno the Drawbridge Lever Access Door, construct the command post and Build the Bridge across the Mote, also lower the Drawbridge.
Once Allies capture the Guardhouse the Axis Spawn inside the Castle Courtyard and must keep the Allies from entering the Castle and from Blowing the main Gate.
The Allies need to enter the Castle and Blow the Main Gate and capture the Courtyard.
Once the Main Gate is Blown the Guardhouse Spawn becomes permanent for the Allies.
On top of the Castle Roof is where the Key to the Heavy Water Facility Door is. Allies Can Not enter to get the Key until the Main Gate is Blown!
Once the Main Gate is Blown Allies need to Capture the Courtyard to make the Assault on the Roof easier. (This is a capturable flag that can be held by either team until the Key is taken to the Heavy Water Facility Door at which point the Courtyard becomes a permanent Allied Spawn).
Note: The Main Gate does not have to be Blown for the Allies to be able to capture the Courtyard, there are other entrances, once inside the Castle, for allies to get to the courtyard however the Main Gate can only be blown from the Drawbridge Side of the Gate.
If Allies capture the Courtyard then the Axis spawn on the Third floor in the Back of the Castle with access to the roof and the rest of the Castle.
Inside the Building on top of the Roof Allies can go inside the first floor of that building but Can Not enter the second floor where the Obj (Key) is until the Main Gate is Blown, i have it set up where the doors remain Locked untill the Gate is blown.
Once the Main Gate is Blown the Allies must press a button to unlock the doors to gain access to the Obj area. (there are 2 doors on the first floor of the Obj building and the buttons are located right next to the doors).
Once Allies get the Key Obj they must take it from the Roof to the First Floor of the Castle to the Back of the Castle where the Heavy Water Facility Door is located.
When the Allied Player reaches the Door with the Key Obj then that door is unlocked and the Player must press the button located on that door to open it.
Note: When the Key Obj is successfully taken to the HW Door then the Courtyard Spawn becomes permanent for the Allies and the Axis Spawn underground with access to Both Heavy Water Machines for defense.
The Allies Spawn at the Courtyard Spawn and must go to the underground area and Dyno Both of the Heavy Water Machines to win.
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Special thanks and Credits to:
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Detoeni, WeblionX and Massive over on Surface forums for all the help. Also Special Thanks to Detoeni for the use of his models and his tutorials on ASE models.
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.
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Texture/Shader Notes:
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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 castle_del_monte_alpha.Pk3 file should be E-Mailed to [email protected].
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Copyright © 2006
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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:
5 downloads
0 comments
Submitted
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Dingenskirchen B7
By kate
Dingenskirchen B7
Release Date: MARCH 2020
http://forums.warchest.com/showthread.php/39432-MAP-RELEASE-Dingenskirchen-a-tribute
This map started as a collaboration between phisherman and me and was created as a tribute to the good old times of RtCW.
We hope it will bring back some memories to the old-schoolers among you.
NOTE: Dingenskirchen beta 3, 4, 5 and 6 were semi-private releases for playtests on UJE, which is why they were skipped in the public release versioning.
-----Story-----
December 1944: The noose tightens around the Reich's neck as Allied forces threaten to cross the Siegfried Line and advance into Germany.
In a strategy meeting in an Eifel castle, Kraut high command has worked out plans on how to repel the invaders.
Allied intelligence wants these plans destroyed before they can be distributed to the front line.
-----Beta 7-----
• One area of complaints about the second beta were still low FPS in certain areas, which rendered the map unplayable with larger player counts.
Due to the initial openness of the map, a substantial rework of the basic layout and terrain was necessary.
It was an intentional design choice to keep the castle visible in both outer parts of the map. The castle Bergfried has been closed off, because players would have terrible performance on top of it.
• The castle interior has received another complete makeover to streamline the gameplay flow further.
• We have also received complaints about the Nazi symbolism in the map.
While it was a design decision to keep them in the first two beta versions, we have decided to remove swastikas in this beta.
The red banners have been replaced with red curtains, which hopefully preserve some of the original atmosphere.
-----Thanks to-----
• The UJE clan for play-testing beta 1, 2 and 3 and 4 on their server and substantial feedback.
• acQu for his most amazing blender model tool enabling the display of the officers in the conference room.
• ryven, acQu and thunder for helping debug the officer models.
• WuTangH for his superb suitcase and light models.
• Mateos for omnibot waypoints.
• ryven and hatcher for gameplay feedback.
• hatcher for support for 'floodlight' map lighting.
• ischbinz for direct support and his most awesome Tiger Tank.
• Backsnipe for his eagle model + direct support in beta1, suggestions & feedback.
• FireFly for direct support in beta1 + textures.
• Gordon 'digibob' Biggans [SD] for his purely magical MD3-to-TAG tool.
• Detoeni for the animated Tiger tag from Breakout 2.
• hipshot for his "stormy days" skybox.
• WL6 for textures.
• McNite for textures.
• Diego for textures.
• The {WeB} clan for play-testing beta 1 and 2 on their server.
• Everyone else who played previous betas, gave feedback and suggestions or helped in any other way. You made this map possible!
15 downloads
0 comments
Submitted
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0 comments
Submitted
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citycontest
By kate
Designer : Hank_officer
Tester : the people who visited [Fight to Victory!!]
Contect auther : [email protected]
Forum(Chinese) : http://hank.everinfo.com.tw/ettw/
Map Type : Battle
Story : The Axis depot was captured by Allies Force.
Axis have to go back and take their secret box to
escape.
Axis :
[Primary Objective]
1. Escort the truck.
2. Turn on the band.
3. Open the gate.
4. Build the camp
[Secondary Objective]
1. Reclaim the city.
2. Construct the command post.
3. Disable enemy's command post.
Allies :
[Primary Objective]
1. Stop the truck.
2. Stop enemy turn on the band.
3. Close the gate.
4. Stop enemy to build the camp
[Secondary Objective]
1. Capture the city.
2. Disable enemy's command post.
3. Construct the command post.
Known bug :
Objective will gone on some places on truck.
Beta 3 change log:
Round time change to 20 mins. (origin 30 mins)
Added new areas.
Depot tank changed to truck.
Added a dammaged truck on north gate. (cover)
Added new texture. (cc_wall01.tga)
Fixed truck wheels rotating at end.
Added Ammo & Health cabinets at the depot.
Version 1 change log:
Fixed light bugs.
Map crushing bug. -.-"
Version 1.1 change log:
Fixed Mortar bug.
Version 1.2 change log:
Allies spawn time change to 30 seconds.
Allies spawn time change to 25 seconds when command post bulit.
Version 2 change log:
Added more things.
Version 2.1 change log:
Fixed Switch bug.
15 downloads
0 comments
Submitted
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complex_b3
By kate
Axis Objective Descriptions
1 "Primary: Stop the Allies from breaching the Main Complex Gate with dynamite."
2 "Primary: Stop the Allies from breaching the Side Entrance with dynamite."
3 "Primary: Stop the Allies from breaching the garage door.
4 "Primary: Prevent the Allies from stealing secrets documents."
5 "Primary: Prevent the Allies from tramittings the documents."
6 "Secondary: Prevent the Allies from constructing a command post."
7 "Secondary: Build a the command post and prevent allies from destroying it."
// Allied Objective Descriptions
1 "Primary: Breach the Main Complex Gate with dynamite."
2 "Primary: Breach the Side Entance with dynamite."
3 "Primary: Breach the garage door to secured the flag area.
4 "Primary: Steal the secrets documents in the research room."
5 "Primary: transmitted the documents at the radio transmitter."
6 "Secondary: Build a command post to enable a new spawn area."
7 "Secondary: Destroy the Axis Command Post."
14 downloads
0 comments
Updated