MAPS C - D
75 files
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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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craterlake_final
By kate
i been in this clan when i started to play ET :p
Map: Crator Lake Final
Type of Map: Objective
Author: Bus Tarbox
Website: www.az-linux.net
Description: On a secret base around Crator Lake, the axis learn of some valuable gold hidden in an allied command center attic.
The axis land at the airport in a stolen cargo plane. The allies think it's fellow soldiers until the axis army pours out.
The axis must infiltrate the allied commmand center, and steal the gold from the attic. The gold must be brought to the cargo plane
where an axis pilot is ready to take off and bring the gold to the Fuhrer.
New in this version: More sniper points, new structures, contructable bridge on both sides, improved FPS in map, better skybox background.
Radio broadcasts the voice of Axis Sally (look it up if your curious who she is).
Installation: Extract the cratorlake_final.pk3 file and put it in your /etmain folder.
18 downloads
0 comments
Submitted
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cortexREVISED
By kate
This map is the modded version of CORTEX BETA 5.1
It is put into the CORTEX BETA 4 folder b/c that is the version that pwns.
The origional map was made by the guys listed below.
I was able to get permission from the author so that i could MOD this map any way i wanted to.
There are newer tunnels, a maze, a slide, and it is harder to do the objective because most servers loop this map and that makes the objective pointless.
This is a great map that is why i felt that i had to mod it.
I am 14 years old, been playing ET for bout 1 1/2 years.
I noticed that once the axis captured the table flag that it was very hard for the allies to reclaim it so i made it a bit more even.
There are 3 teleporters too, one to open snipers, closed snipers, and panzer arena.
Open snipers = no cover, closed snipers = hiding spots
I have also fixed a few minor bugs in it.
My XFIRE is tannercollin655 if you want to add me go ahead
I really hope you enjoy this map as much as i have,
-teh_killah
cortex
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'esper avoir oublier personne
6 downloads
0 comments
Submitted
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codename_lachs
By kate
Codename_Lachs map created by : =BO= GanjaMan. 20-feb-2010
In BETA test 1
The Allies have to recover the jet fighter design plans from the axis workshop.
Axis forces are ready to counter attack the Allies to stop them getting the design plans.
Thanks to =BO= Stealth' for the scripting assistance.
2 models I have created myself, the statue and the sdKfz 2 ( kettenkrad )
I have used several prefab brushes in this map.
Thanks to :
Zenith-ply for the outstanding ME-262 and the BMW r75 models.
Hovel also prefab author unknown.( download from wolfmap.de ).
A very nice skybox by Necrom@ncer FR.( from 66 skybox_pack )
And I have made use of some original items from several of the original maps :
from Siwa/Oasis map a house/bunker, but heavily adapted, Thanks to their creator(/s).
from Goldrush map a house whith stairs and balkony Thanks to their creator(/s) too.
Special Thanks to ID-software and Splash-Damage for creating Enemy Territory.
This map is only for testing final map will come soon.
contact e-mail : [email protected].
This map was made with GTKRadiant 1.4 & 1.5 on win XP
compile pc info : AMD Phenom2 X4 945 ( 4 x 3.0 GHz ) 4 GB ddr2 and a geforce GTX 260 with 896 MB.
The map is suited to 32 (16/16) players but the best gameplay is probably 6/6 or 8/8.
11 downloads
0 comments
Submitted
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cluedo_130
By kate
map is more played like if it was an objective map
File type Map for "Wolfenstein - Enemy Territory"
Title Cluedo
File name Cluedo_130.pk3
Map name cluedo
Version 1.3.0 (Created Dec 2008)
Author 2Bit (www.tibetclan.com)
Nbr of players Recommended 3-12 per team
Installation Put the pk3 file into the etmain folder.
Scenario The Cluedo boardgame. This map is just for laughs and should last about 10 mins before one team wins.
Victory Secure 4 flags of the possible 7. A flag is secured when it is held for a total of 90 seconds.
v1.3.0 Extra bounce mats, easier to get up ladder from dining room.
Gamemodes Objective, Stopwatch.
Thanks to Splash Damage and Activision for everything.
Detoeni for his excellent models.
The textures were drawn from many sources, so I'd like to thank the following for
their invaluable contribution:
LeMog, DaveGH, BerneyBoy, Uchronic, Blushing Bride, Chavo One, Massive, StormShadow and Nightwolf.
And anyone else whose texture I may have inadvertently used.
TibeT Clan and associates for testing and feedback.
5 downloads
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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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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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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crph_BETA1
By kate
hunkmegs issues
TITLE : castle republican party headquarter
AUTHOR : Devils Right Hand
DATE : 22.11.2015
TYPE : OBJECTIVE
Release date : 8/06/2016
* LEVEL DESCRIPTION *
1944 plan a couple axis to kill hitler in his bunker
Version : beta1
Attacking : allies Objective
Timelimit : 20
Spawntimes : Axis 15 / Allies 5
* CONSTRUCTION *
MAP BASE : New Map
EDITOR(S) USED : gtkradiant 1.5
KNOWN BUGS :
COMPILE MACHINE : amd 6300 6x 3,5 ghz ,12 gb ram ddr3 ,video card nvidia 550 ti 1000 mb ram,win7 x64
COMPILE TIME : 23 min
COMPILE version :[q3map2] -light -fast -samples 2 -filter -bounce 8 -external -lightmapsize 256 "[MapFile]"[q3map2] -vis -saveprt -fast "[MapFile]"
brushes 7506
entities 801
* special thanks *
E.F EXTASY eurofighter admin
lucky luke grove guerrila
katja
k@rma
nemesis
es.hose
der bmx
Quake3world forums for support
twt thunder for support
twt teuthis for support
oVe twt for help with scripting
twt mateos for support
bug report feedback thewolfteam.org
Distribution / Copyright / Permissions
Copyright (c) 2016 Devils Right Hand
All rights reserved
Authors MAY NOT use this level as a base to build additional levels.
This level may be electronically distributed not-for-profit 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.
A pc game Magazine may put it on their cover or notebook CD / DVD without asking me
7 downloads
0 comments
Submitted
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ds_bunkers
By kate
"The Axis and Allies got together and planned out this arena for training their soldiers at. You are one of those soldiers."
// Axis Objective Descriptions
1 "Primary Objective:**Destroy the First Allied Supply Stash."
2 "Primary Objective:**Destroy the Second Allied Supply Stash."
3 "Primary Objective:**Prevent the Allies from destroying the First Axis Secret Weapon."
4 "Primary Objective:**Prevent the Allies from destroying the Second Axis Secret Weapon."
5 "Secondary Objective:**Capture the Forward Spawn flag."
6 "Secondary Objective:**Defend the Axis Main Hatch."
7 "Secondary Objective:**Destroy the Allied Main Hatch to gain another route into the Allied base."
8 "Secondary Objective:**Construct a Command Post."
// Allied Objective Descriptions
1 "Primary Objective:**Prevent the Axis from destroying the First Supply Stash."
2 "Primary Objective:**Prevent the Axis from destroying the Second Supply Stash."
3 "Primary Objective:**Destroy the First Axis Secret Weapon."
4 "Primary Objective:**Destroy the Second Axis Secret Weapon."
5 "Secondary Objective:**Capture the Forward Spawn flag."
6 "Secondary Objective:**Destroy the Axis Main Hatch to gain another route into the Axis base."
7 "Secondary Objective:**Defend the Allied Main Hatch."
8 "Secondary Objective:**Construct a Command Post."
11 downloads
0 comments
Submitted
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drush_b3
By kate
miss the objdata in the pk3
D-Rush beta 3
by: deep/mmysc
changelog:
-improved FPS
-landmines working
-new lightmap
-new side-route to objective
-axis respawntime 20
allied respawntime 15
"The Axis are guarding two Gold Crates in separate builings behind the city wall. The Allies must gain access to the other side by destroying the City Gate, then steal both Gold Crates and secure them to the truck near the cave entrance.**^
16 downloads
0 comments
Submitted
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doverbridge_final
By kate
Doverbridge
by [email protected] ( plus smidgen of help from caf :)
website : www.818clan.com
visit forum and let us know what you think of the map.
Title : Doverbridge
Filename : doverbridge_final.pk3
Release date : 06-04-2006
Gametypes : Objective,Stopwatch
Version : Final
Installation : Place the doverbridge_final.pk3 to your etmain folder,
select it from the multiplayer->create server menu or bring down the console and type: map doverbridge_final
Map name : doverbridge_final
This map was designed for a small server of 8 v 8 players.
The map timer will not end until either side blows the others radio equipment.
Briefing:
A renegade ss troop of axis have made it to the UK under to cover of darkness ....
Both teams must transmit this information to their superiors. Each team must defend their radio equipment at all costs.
If the other team mangages to cross the Doverbridge and dynamite the radio equipment they will win the war !
Allies:
Primary Objective: Establish a Command Post to increase your charge speed
Secondary Objective: Blow the axis main door to gain access to their Radio Equipment
Third Objective: Blow the Axis Radio Equipment
Forth Objective: Be nice and friendly this is a happy server
Axis:
Primary Objective: Establish a Command Post to increase your charge speed."
Secondary Objective: Blow the Allies main door to gain access to their Radio Equipment."
Third Objective: Blow the Allies Radio Equipment."
Forth Objective: Be nice and friendly this is a happy server."
Thanks : Splash Damage and Activision for the best (free!!) game I've ever played.
http://amethyst7.gotdoofed.com/env.htm for fantastic skyboxes! Please visit the site.
Drakir, Iffy, Marko, and Detoeni for various neat prefabs to use.Everyone on Splashdamage forums for their valuable help :)
{TiBeT}2bit for his endless help and fantastic tutorials :)
Plus any other prefabs found on the net, sorry if I but I can't remember all the sites I visited !
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.
whats in Final
------------------------------------
# Added health to underground tunnel
# Added barrels on bridge for defence
# Made it easier to get across balconys
# Put door on top floor spawn side of buildings
# Made it easier to break boxes and grill on tunnel entrances
# Added skybox scenery
# Fixed limbo cameras
9 downloads
0 comments
Submitted
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doc_base_b2
By kate
allied "Destroy the main entrance!**Run through the opening and laugh madly!"
axis "Don't let them destroy the main entrance!"
neutral "The Allies must blow the main gate."
// Axis Objective Descriptions
axis_desc 1 "Primary Objective:**Don't let them destroy the main entrance.**This will lose the forward bunker and give them access to the factory."
Allied Objective Descriptions
allied_desc 1 "Primary Objective:**Destroy the main entrance.**This will capture the forward bunker and give you access to the factory."
12 downloads
0 comments
Submitted
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document_raid_final
By kate
This is Final version of Document Raid map. It's avaible in Wolfstuff's download section at www.wolfstuff.org
Map Objectives
Allied:
Primary:
1)Repair and escort tank in position
2)Steal Docs and take them back to tank
3)Escort tank back home
Secondary:
1)Build CP (gives extra spawn)
2)Build and protect bridge to allow tank pass it
Axis:
Primary:
1)Stop Allies stealing the tank
2)Slow down tank
3)Protect Docs
4)Stop allied team escaping with docs
Secondary:
1)Build CP (gives extra spawn)
2)Keep bridge unbuild and sacthel it if it's built
CREDITS
All people involved testing the map and who gave me nice feedback about map :)
BattleRat for placing very buggy first test release on public server to get it properly tested.
J4M32 for advicing me with pk3 package thingys and all stuff that should be inside package. He also compiled first versions of the map before i got my radiant working properly.
Polter for pointing some major bugs and gameplay problems in early versions.
Anakin for some nice ideas for map :-P also made me realise few more bugs and how to solve them :)
Creators of all tutorials i used to learn mapping :-) Some REALLY nice help in them.
7 downloads
0 comments
Submitted
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dm_metro_te
By kate
Author : Qualmi
Location : Germany
E-mail : [email protected]
Game : Wolfenstein - Enemy Territory
Date : 24.03.2009
Information
Metro: Deathmatch.
Credits
- SD for this great game
- the ppl of radiant
- Texturemakers
- The ppl who created all those tutorials:
http://s49.deinprovider.de/vbarticles.php
http://www.pythononline.co.uk/et/tutorial.htm
http://www.nibsworld.com/rtcw/
me also wrote a german scripting tutorial. check it out:
http://s49.deinprovider.de/showthread.php?t=15892
- Berzerkr for offering and remaking the commandmap
- Splashdamage forum for all the help
11 downloads
0 comments
Submitted
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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
-------------------
Geeky stuff
-------------------
Final compiletime : 1536 seconds
Final BSP size : 19.1 MB (20111472 bytes)
Total Brushes : 22923 of 32768
Total Entities : 1677 (Func_group included)
-------------------
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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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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duel_site
By kate
Released: Final Version, 19th January 2008.
Map made by: {SSF}Sage
Contact Sage @ [email protected]
Introducion:
Duel Site is a small valley, with 2 cottages and a destroyed concrete building between them.
The cottages are team spawnpoints. The map has been designed for duel
(1vs1) but it can be used just to fool around with even 3vs3.
Ideas behind the map:
To produce nice look with good atmosphere on good fps. You'll be the judge. :)
A little more practise on making a terrain by hand.
To give both teams no advantage, the reason why it's so symmetric.
Little map with a few trickjumps.. ;)
And the most important: to have fun.
Objective system is quite simple: kill the enemy..
Tips:
Use the rocks, bushes and trees to hide your self. Rocks are good for cover.
Use the concrete building. It's a good place to go around the corners,
go in and shoot from there etc.
Credit:
Rayban for the foliage models
]UBC[ McNite and Obsidian for shader help
SD for the game etc.
13 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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chariot_120 aka operation chariot
By kate
File name : chariot_120.pk3
Map name : chariot
Version : 1.2.0 (Created Oct 2007)
Authors : 2Bit and Avoc
(www.tibetclan.com and www.eft-clan.com)
Description :
In 1942 the greatest threat to allied shipping was the mighty German battleship, Tirpitz. Her vast size meant that the only dock on the Atlantic seaboard that could accommodate her was at St Nazaire.
So Operation Chariot was born, its mission to blow up the dock and neutralize the threat of the Tirpitz.
The game commences with the allies having rammed the south gate with the destroyer HMS Campbeltown. They must now attempt to destroy as many of the 6 main dockyard facilities as possible.
There are 6 objectives to destroy, with victory being achieved to differing degrees at game end:
0-1 objectives destroyed DECISIVE Axis victory
2 objectives destroyed Major Axis victory
3 objectives destroyed Marginal Axis victory
4 objectives destroyed Marginal Allied victory
5 objectives destroyed Major Allied victory
6 objectives destroyed DECISIVE Allied victory
The map is very open and the allies can attack the objectives in any order - however, for the sake of gameplay, they don't have it all their own way.
The Allies must deliver a demolition charge, taken from the ship's hold, to any objective before it can be dynamited and destroyed. Two demolition charges are initially available, and when the first two objectives have been destroyed, another two demolition charges are made available in the ship's hold. When the fourth objective has been destroyed, the final two charges become available.
This allows the allies to choose their targets, but limits them to attacking up to two at a time.
In addition, the axis have two barracks for their spawning. One is near 3 objectives and the second near the other 3 objectives. Axis players always spawn in the South Barracks, but have a passage that links the two barracks instantaneously - that is, an axis player at the South Barracks can move immediately (teleport) to the East Barracks and vice versa.
This is like having a choice of 2 spawn points, but without the bother of selecting them on the command map.
To guide axis players to the objectives under threat, there are ingame command maps in each Barracks. Indicators on these maps show which objectives are under attack, and which ones are especially in danger because demolition charges have been placed.
By checking this map on spawning, axis players can take themselves immediately to the action.
v1.2.0 Changes:
1) Improved end game display so that the degree of victory can be seen.
2) Fix to prevent carried obj icon from being visible through walls.
3) Map timing changed to start at 10 mins with +2 mins per obj destroyed.
v1.1.0 Changes:
1) A Battle map has been included inside the ship, so that Allied players can see which objectives have been destroyed, which have had demolition charges placed, and which remain as targets.
2) Time limit reduced from a maximum time of 25 mins, to 21 mins.
Installation: Put the pk3 file into the etmain folder.
Num players : recommended 6+ per team, the more the merrier.
2Bit maps (available from www.pythononline.co.uk/et) site down now
Breakout
Glider
TankBuster
British Bulldog
2tanks
6flags
110 Factory
Ludendorff Bridge
Tiger
Chartwell
Cluedo
2Bit conversions
Radar Summer
Battery Recharged
RTCW Depot 2
Avoc maps
Nemo
Gamemodes : Objective, Stopwatch.
Thanks to :
Splash Damage and Activision for the best (free!!) game ever released.
Drakir, Iffy, Detoeni, Ausman, redRum, Kat, RayBan, StormShadow, Massive and Zenith-ply for the excellent models and textures that make all the difference to how the map looks, plus any others whose models/textures have been included without our knowing the original source, but thanks anyway.
12 downloads
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cathare
By kate
Author : Wezelkrozum (Wessel Kroos)
Email address : wessel_kroos[at]hotmail.com
Map Information
Game : Return to Castle Wolfenstein: Enemy Territory
Title : Cathare
Filename : cathare.pk3
Filesize : 10,839 MB (11098905 Bytes)
Release date : 18/12/2009
Decription : Southern France, 1942. The Axis has discovered the Cathare ruine
which is perfectly for their headquarter. The Allies noticed the Axis
soldiers comming slowly towards this destroyed castle and try to
prevent them from capturing it. Kill the Enemy and you will victory!
Installation : Place the cathare.pk3 into your etmain folder,
select the map from the "host menu" or bring down the console
and type: /map cathare.
: If you are using omni-bot (0.71) on your server you can copy
the waypoint-file from the omni-bot folder into your nav folder.
GameTypes : Objective
: Deathmatch
: LMS
: NOTICE! This map has no objectives and will run like a
deathmatch gametype.
Additional Map Information/Credits
Textures : I edited some of the original textures + shaders.
Trunk texture author: Berzerkr
Special Thanks
Special thanks to Berzerkr and Ghostcarrot for the testing-procedure.
Copyright © 2009-2010 Wezelkrozum. 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 devices) WITHOUT PRIOR
WRITTEN PERMISSION.
6 downloads
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castleattack_b5
By kate
Release Date: 26/Sept/06
file : castleattack_b5.pk3
author : []v[]
email : [email protected]
WebPage : http://www.mannsreality.co.uk/
Construction :
editor : GTK Radiant 1.4 and 1.5
programs : Terrain generator by Nem, easygen, Terragen
build time : too long and a bit..
Installation :
castleattack_b5.pk3 : goes in the "/etmain" folder
Scenario :
Axis forces have set up a secret base in a castle in
the french region of Loire.Steal whatever documents you
can find and steal the radio parts to enable you to
transmit the documents. The radio is located in the village.
A group of Allied soldiers have been air-dropped into the
village, they will hope to gain the radio parts and documents,
then repair the radio and transmit the documents from the
damaged village radio.Defend the castle at all costs. And
prevent the allies from transmitting the documents.
Objectives :
ALLIES :
******
- Destroy the first tank barrier.
- Destroy the entrance to the castle.
- Use the tank to destroy the memorial.
- Capture the radio parts.
- capture the secret documents.
- capture the forward spawn.
- Build the command Post.
AXIS :
****
- Build the first tank barrier.
- Build the second tank barrier.
- Defend the memorial in the castle.
- Defend the radio parts.
- Defend the secret documents.
- Defend the forward spawn.
- Build the command Post.
Thanks :
- MoP's wine bottle model.
- Splash Damage for making ET and the SD forums and search button.
- EB's spawn script and objective script, modified to suit.
- MrFin and Loffy for feedback
- gollums modified skeleton pack.
- kamikazee,allanon,[Cerberus],Shaderman,Codename Ty,die die : feedback and support
- plus anyone who's ever answered questions on splash damage forums.
Changes since b3 :
- Updated Command Map
- Altered terrain and alphamap
- Reduced file sizes and removed waste
- Fixed Memorial CM marker now disappears when its destroyed.
- Fixed unclipped curve at bunker gate.
- New tunnel from bunker to castle turrets.
- Extra passage in dungeon.
- Dynomitable wall in dungeon.
- Better access to roof and terrain all round.
Copyright and permissions :
This level may be electronically distributed only at
NO CHARGE to the recipient in its current state, and
MUST include this readme 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.
You may not disassemble this map to form new maps.
copyright for map design and layout belongs to the author
8 downloads
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castle_victonstein
By kate
allied "The Axis have taken control of castle Victonstein and have set up a secret radio base within it. Allies must force their way through the village and into the castle, then destroy the radios!"
axis "The Axis have taken control of castle Victonstein and have set up a secret radio base within it. Allies must force their way through the village and into the castle, then destroy the radios!"
neutral "The Axis have taken control of castle Victonstein and have set up a secret radio base within it. Allies must force their way through the village and into the castle, then destroy the radios!"
8 downloads
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castle_trap
By kate
Its a nice 1vs1 Map but you can play with more players too.
To install put in etmain and start server with /rcon <password> map castle_trap
axis "Kill the opponent!"
allied "Kill the opponent!"
thanks to Dr.J@cka$$ and to BL@CKY for making Grapics
16 downloads
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