MAPS K - L
37 files
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kta_massacre
By kate
allied "Steal the Gold and take it back to your truck! Use force, if the Axis are defending the Gold!"
axis "Your mission is to protect the Gold. Do not let the Allied Forces steal it and take it to the Allied truck!"
neutral "Axis and Allies battle over the Gold."
25 downloads
0 comments
Updated
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loffys_tram1
By kate
No airstrickes for this map
Author: Loffy
Axis Objective Descriptions
1 "Primary Objective:**Protect the gold!"
2 "Primary Objective:**Do not let the Allies take the gold to the truck!"
3 "Secondary Objective:**Capture and hold the Flag!"
4 "Secondary Objective:**Do not let the Allies construct the Assault Ramp!"
5 "Secondary Objective:**Protect the Generator!"
6 "Secondary Objective:**Do not let the Allies construct the Bridge!"
7 "Secondary Objective:**Construct and defend the Command post!"
// Allied Objective Descriptions
1 "Primary Objective:**Get the gold!"
2 "Primary Objective:**Run uphill with the gold, and jump into the truck with the gold to win!"
3 "Secondary Objective:**Capture and hold the Flag!"
4 "Secondary Objective:**Construct the Assault Ramp!"
5 "Secondary Objective:**Destroy the Generator!"
6 "Secondary Objective:**Construct the Bridge!"
7 "Secondary Objective:**Construct and defend the Command post!"
24 downloads
0 comments
Updated
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loderunner_v1
By kate
mapname: loderunner
version: release 1
filename: loderunner_v1.pk3
release date: 18/12-2005
map author: tbh|bloodwire
music by: Onkel Huff <URL:http://onkelhuff.no/>
The picture of Onkel Huff on stage was taken by Pål Kristensen. Both
music and picture were included here with permission from Onkel Huff
this is (C) Copyrighted material which may not be extracted from the
pk3 file, with the exception of running the map itself ingame. The
pk3 file is provided for free unlimited distribution aslong as it is
not changed.
thanks goes to: the splash damage forum community and beta testers on
arctic warfare alpha.
aw web-page: http://www.ekran.no/aw/
contact info: http://www.ekran.no/
guild site: http://www.tbhguild.org/
main game server: arctic warfare alpha (games.student.uit.no)
source: the source will be made available on ekran.no/aw
download:
http://www.student.uit.no/~paalde/games/aw/maps/etmain/loderunner_v1.pk3
tagline: loderunner is an old ladder type classic.
development time: about 2 weekends.
installation: just put the .pk3 file in your etmain folder
objective:
this map is a three stage ladder style game where allied forces has to
gather gold bars (white bars, they didn't have gold colours on the
computers back then.) at each level there are three gold bars which
needs to be brought down to the bottom east corner, when all three
bars are secured, a ladder to the next level will be constructed and
the barricade to the teleporter to the same level will be removed.
Axis Objective Descriptions
1 "Primary Objective:**Stop the Allies from stealing the gold on level 1!"
2 "Primary Objective:**Stop the Allies from stealing the gold on level 2!"
3 "Primary Objective:**Stop the Allies from stealing the gold on level 3!"
1 "Primary Objective:**Steal all the Axis gold on level 1!"
2 "Primary Objective:**Steal all the Axis gold on level 2!"
3 "Primary Objective:**Steal all the Axis gold on level 3!"
21 downloads
0 comments
Submitted
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kolding
By kate
Author : chuBBy
Real name : Gert Suik
Location : Estonia
E-mail : [email protected]
Game : Wolfenstein - Enemy Territory
Description
The Allies have to capture the Forward Bunker and breach the Main Entrance to secure
the Forward Bunker and gain acces to the Repository where they have to steal the Gold Crate
and place it onto the Escape Truck.
Axis objectives
- Don't let the Allies capture the flag.
- Don't let them destroy the Main Entrance.
- Stop the allies from destroyng the side planks.
- Don't let the Allies destroy the Repository Gate.
- Don't let the Allies construct the ramp.
- Construct the CP and don't let the Allies do the same.
- Construct the barrikade(west side of repository).
- Defend the Gold.
Allied objectives
- Capture the flag.
- Destroy the Main Entrance.
- Destroy the side planks.
- Destroy the Repository Gate.
- Satchel the barrikade to gain additional access (west side of repository).
- Construct the CP and don't let the Axis do the same.
- Construct the ramp.
- Steal the Gold.
Spawntimes:
Axis 30
Allies 20
Prefab Acknowledgements
- Radar
- FMC elevator tutorial prefab
Bugs
- haven't spotted any bugs yet
Special thanks to:
pl2tu (EE)
nUkits (EE)
manzz (EE)
piilupart (EE)
sarapik (EE)
bodyshooter (EE)
fate (EE)
Helping sites:
Splashdamage Forums
2Bit Enemy Territory
FMC(Fate mapping center)
Programs used
- Enemy Territory and ETPro
- GtkRadiant 1.5.0
- GtkRadiant 1.4.0
- Adobe Photoshop CS5
- Notepad
-Pakscape
20 downloads
0 comments
Submitted
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kungfugrip_converted2
By kate
// Objectives
1: Primary1 : Steal the Cd_key
2: Primary2 : Transmit the documents
------------i started to fix the missing file kungfugrip_converted2 in the maps pk3
allied "Don't let them steal the the CD-Key. Prevent transmission of the CD-Key over the Internet. Secure the Playboy to deter axis morale."
axis "Steal the CD-Key in the Fish Tank. Transmit the CD-Key over the Internet in the office. Destroy the North East and South Vent for heat duct access."
neutral "The allies have to Steal the CD-Key. Secure the Playboy to deter axis morale."
// Axis Objective Descriptions
1 "Primary Objective:**Steal the CD-Key in the Fish Tank."
2 "Primary Objective:**Transmit the CD-Key over the Internet, in the office."
3 "Primary Objective:**Destroy the North Vent for heat duct access."
4 "Primary Objective:**Destroy the East Vent heat for heat duct access."
5 "Secondary Objective:**Destroy the South Vent for heat duct access."
6 "Secondary Objective:**Secure the Playboy for team morale."
// Allied Objective Descriptions
1 "Primary Objective:**Prevent the theft of the CD-Key."
2 "Primary Objective:**Prevent transmission of the CD-Key over the Internet"
3 "Primary Objective:**Defend the North heat vent."
4 "Primary Objective:**Defend the East heat vent."
5 "Secondary Objective:**Defend the South heat vent."
6 "Secondary Objective:**Secure the Playboy to deter axis morale."
20 downloads
0 comments
Updated
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lp1_2 ( Pitch Black-Winter )
By kate
Axis Objective Descriptions
1 "Primary Objective:**Keep the Allies from stealing the Bomb Parts."
2 "Primary Objective:**Prevent the Allies from assembling the Bomb Parts in the Loading Bay."
3 "Primary Objective:**Stop the Allies from using the Handcar to escort the Bomb to the Depot Yard."
4 "Primary Objective:**Keep the Allies from escaping with the A-Bomb."
// Allied Objective Descriptions
1 "Primary Objective:**Steal the Bomb Parts and escort them by foot or boat to the Loading Bay."
2 "Primary Objective:**Assemble the Bomb Parts to prepare them to be escorted via the Handcar."
3 "Primary Objective:**Escort the Bomb to the Depot Yard."
4 "Primary Objective:**Escape with the A-Bomb by way of the Depot Yard."
19 downloads
0 comments
Updated
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lostchildren_et
By kate
neutral "The city of lostchildren is a movie by Jp Jeunet, The ambience of the film is dark. I know this movie isn't about ww2 but I love it and I think the gameplay can be enjoyable. Here alias GrEEn_Ruby-ROD"
// Axis Objective Descriptions
1 "Primary Objective:**Destroy the first barrier."
2 "Primary Objective:**Destroy the second barrier."
3 "Primary Objective:**Destroy the oldcity wall."
4 "Primary Objective:**Transmit the plan by radio to the Dr Krank."
5 "Primary Objective:**Construct all the bridge."
6 "Secondary Objective:**Open a second path to the boat."
7 "Secondary Objective:**Construct a command post."
8 "Secondary Objective:**Destroy allied command post."
// Allied Objective Descriptions
1 "Primary Objective:**Protect the first barrier."
2 "Primary Objective:**Construct the second barrier."
3 "Primary Objective:**Defend the old city wall."
4 "Primary Objective:**Protect the warplans."
5 "Primary Objective:**Destroy the old pool's bridge."
6 "Secondary Objective:**Block the second way to the boat."
7 "Secondary Objective:**Destruct axis command post."
8 "Secondary Objective:**Construct a command post."
16 downloads
0 comments
Submitted
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lp_cellout.
By kate
Kill opponents to send them to jail. Free teammates locked in their cell
15 downloads
0 comments
Updated
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kha_ran_than_vs
By kate
TABLE OF CONTENT
I. A brief history
II. Creation
III. Map & objectives
IV. Credit
V. Thanks
VI. Contact
VII. Further links
VIII. Extra and known issues
IX. Copyright
I. A brief history
This Kha Ran Than map was originally conceived as a complete and perfect reconstruction of Carentan, in order to pay tribute to this celebrated Call of Duty multiplayer map. In the mapping process, and with the consent of VS, the idea got adapted in honor of the alliance between SLUT and VS.
The map was to undergo a complete transformation, ultimately attempting to give the map a Vietnamese war atmosphere. Hence, the current map's name is a mere "vietnamization" of Carentan: "Kha Ran Than". Evidently, the map features the VS Vietnam mod textures and sounds. Also, beside the original Carentan setting, the map was enlarged with a beach landing and a town plaza to better suit the 40 slot VS server.
In an initial phase, Kha Ran Than will be provided exclusively to the VS clan to use on their VETERAN SOLDIERS-VIETNAM server. Later on, it could be made public for others when adapted to the original CoD Carentan setting.
II. Creation
Kha Ran Than was created by [SLUT]manwhore and [SLUT]Shagileo.
More info about them can be found on their clan's website: www.slutclan.tk or on the [SLUT] Forum: www.slutforum.tk
Later on, the map was send to Sage from S&M Mapping. He did the fps improvement (-vis).
The entire concept took about a half year of weekend work to become reality, from somewhere in September 2008 to June 2009. It must be emphasized the final result was achieved without ever decompiling anything from the original CoD map or any other map from any other game.
Map structure and idea by [SLUT] manwhore
Shaders and (re-)texturing by [SLUT] manwhore
Scripting by [SLUT] Shagileo
Compiling times:
-meta: 122 seconds
-vis: 2838 seconds
-light: (faster) 3241 seconds
On a:
Intel Pentium 4 ; 2.40 GHz ; Windows XP SP3 ; NVidia Gforce 4 MX 420
Radiant : 1.4
------------------------------
III. Map & objectives
------------------------------
1. Setting:
<<After their successful Ho Chi Minh campaign, North Vietnamese and National Liberation Front forces swiftly advance towards the South Vietnamese capital of Saigon to celebrate their late President's birthday by ultimately ending the war. US army forces infiltrate the capitalÕs fallen suburbs of Kha Ran Than in an attempt to retrieve vital information in order to safeguard the planned evacuation operation Frequent Wind.>>
Everything about this story is historically truthful, except for any supposed infiltration of US Navy Seals in a town called Kha Ran than - unless it did happen secretly...
The map features the original CoD town of Carentan, together with a small beach and a town plaza.
2. Objectives
- Neutral
<<US Navy Seals infiltrate the capitalÕs fallen suburbs of Kha Ran Than in an attempt to retrieve vital information in order to safeguard the planned evacuation operation Frequent Wind.>>
- Attacking team: US Navy Seals
<<The Viet Cong intercepted vital information, jeopardising our planned retreat out of Vietnam. Retrieve the intel so we can get our troops out safely!>>
=> Allies must steal the tank, escort it through the town, destroy possible obstacles, steal the top secret documents and escape with them by a huey.
- Defending team: Viet Cong
<<The Americans will risk everything to get back this piece of invaluable information. Hold off any attacks until complete transmission of the documents!>>
=> Viet Cong must prevent the documents from getting stolen.
3. Map and spawn times
Time limit: 30 minutes
Allied spawn time: 12 seconds
Axis spawn time: 15 seconds
------------------------------
IV. Credit
------------------------------
Credit goes to:
- Sage for the -vis improvements, misc editing and great support
- Menzel for his car model
- Pegazus for his helicopter model and great support
- Necromancer for his skybox pack
- VS Monkey and VS clan for their Vietnam mod textures, sounds, ...
- Official 6-maps source (for crates, radar house: allies first spawn (edited by us) and other
models that come default with the game)
- the original CoD Carentan creators for inspiring us with that great map
- Rayban for the treeline texture and shader
------------------------------
V. Thanks
------------------------------
Our thanks goes to:
- the [SLUT] clan
- Monkey for testing the first versions of the map and the helpful feedback
- the VS clan for such a great server, mod and hosting the map
- Pegazus and Sage from S&M mapping
- all mappers on the splashdamage forums who helped us in any way
- you who are reading this and will (hopefully) play Kha Ran Than
- our Nintendo Wii for entertaining us during compiling times (... long times it were)
- our PC for hangin' on
------------------------------
VI. Contact
------------------------------
For suggestions, recommendations, comments,... you can contact the map creators via:
[email protected]
[email protected]
http://www.slutclan.tk
http://www.slutforum.tk
or via the Splashdamage forums (infra)
------------------------------
VII. Further links
------------------------------
http://www.slutclan.tk
http://www.slutforum.tk
http://stefanpiot.googlepages.com
http://et.splatterladder.com/?mod=claninfo&idx=153264
http://www.hot.ee/smmapping
http://wharmy.bgdn.net
http://www.splashdamage.com/forums
http://www.ETnam.org
------------------------------
VIII. Extra and known issues
------------------------------
- This map has been fully re - textured for the Vietnam mod 0.0.1. Hence the long delay of the (first) release
- This map can be modified later on due to clipping issues. Spectators can see too much caulkwork when scouting the map. Other issues need to be spotted later on.
- There are several funny features in this map, such as a secret place featuring some real slut members (modified with their permission) and a picture of the mappers with Ho Chi Minh having a great time. Have fun searching :)
- a Huey helicopter model was created by Pegazus. Due to a bug, we unfortunately could not implement it in our first version.
- Terrain blending still needs to be done
- The tank movement is sometimes rather shaky. This could be fixed in a next release
- ...
------------------------------
IX. Copyright
------------------------------
Copyright © [SLUT]manwhore and [SLUT]Shagileo, 2009
All rights reserved.
Textures and Vietnam models copyright. Copyright © -Veteran Soldiers - Clan. Textures by VS Borg and VS Monkey. Tank Model by VS Borg and VS Monkey, 2009
All rights reserved. Consult the Vietnam Mod 0.0.1 packs for full Mod copyrights.
Helicopter, Huey, copyright. Ownership to SLUT SMB, SLUT Mapping Bunker, by S&M Mapping, 2009
All rights reserved.
You are BY NO MEANS allowed to
- decompile this level
- modify the kharantan.pk3 file
- copy, modify or distribute any of the file's components, notwithstanding possible rights granted from creators of some of the map's components
- distribute kharanthan.pk3 for usage other than playability on the VS VETERAN SOLDIER-VIETNAM server.
- use any of the models inside the map. The following models are NOT ours and therefor you can be granted usage: menzel car model, default ET models.
Contact the respective owners for usage.
By downloading kharanthan.pk3 you are deemed to have agreed to all of these conditions.
If you are interested in any of the models we use, consult the following website: http://slutforum.forumcircle.com and submit
a request there.
15 downloads
0 comments
Updated
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low_tram aka mp_tram
By kate
large map
mp_tram for Enemy Territory v2
ALL CREDITS GOES TO THE AUTHOR OF THE ORIGINAL mp_tram.
Big thanks to Activision - GrayMatter - SplashDamage.
Conversion : LowLife - Lefty - Heirpie
Command map: Gerth6000 - Lowlife
Filename : low_tram.pk3
Editor : Gtk Radiant 1.3.8 ET
1 "Primary Objective:**Defend the door to the Outpost Supply Room."
2 "Primary Objective:**Prevent the Allies from retrieving the Radio Codes Booklet."
3 "Primary Objective:**Stop the Allies before they use the Radio Transmitter."
4 "Secondary Objective:**Secure the Village Tram Tower."
5 "Secondary Objective:**Defend the Lower Outpost Access Door."
6 "Secondary Objective:**Defend the Castle Basement Door."
7 "Secondary Objective:**Dont let them build the Outpost Bridge."
8 "Secondary Objective:**Dont let them build the Castle Bridge."
1 "Primary Objective:**Break into the Outpost Supply Room."
2 "Primary Objective:**Retrieve the Radio Codes Booklet."
3 "Primary Objective:**Send message from Radio Transmitter using the Radio Codes."
4 "Secondary Objective:**Secure the Village Tram Tower."
5 "Secondary Objective:**Destroy the Lower Access Door to gain entry to the Outpost engine room."
6 "Secondary Objective:**Destroy the Castle Basement Door to gain entry to the Castle basement."
7 "Secondary Objective:**Build the Outpost Bridge."
8 "Secondary Objective:**Build the Castle Bridge."
14 downloads
0 comments
Submitted
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kerkyra_b1
By kate
Mapname : Kerkyra B1
BSPname : kerkyra
Released: December 2016
Version : Beta 1 //Version 8
Map made by: -SSF-Sage and Pegazus from SM-Mapping
Contact Sage : ssf.sage at gmail dot com //-SSF-Sage @ splashdamage.com/forums (prefered)
Contact Pegazus : Pegazus @ splashdamage.com/forums
SM-Mapping site: *Not active*
Please contact us for any feedback, suggestions, constructive critisism, bug report etc.
Story:
In the year 1941 a group Italian archaeologists found a buried stash of ancient writings. One of the documents mentioned a lost mythology. It stated if an army chief used three charmed artifacts, his fighters would become invincible.
These artifacts were the unstoppable Achilles' Sword, the impenetrable King's Crown and the Emperor's Chalice that gives drinkers bulls' strength.
Another legend tells about an Empress bragging about similar items. The archaeologists believe the items are same and their secret unknown. A group of Axis soldiers is sent to inspect the Empress' old Palace at The island of Corfu.
Objectives:
Axis:
1] Escort the SdKfz 234
2] Breach the Palace Gates
3] Steal the Emperor's Chalice
4] Steal the Achilles' Sword
5] Steal the King's Crown
6] Escape with the SdKfz 234
7] *Side Objective: Destroy the Tunnel Door
8] *Side Objective: Establish a Command Post to gain Spawn
Allies:
1] Stop them from escorting the Vehicle
2] Defend the Palace Gates from being breached
3] Stop them from stealing the Emperor's Chalice
4] Stop them from stealing the Achilles' Sword
5] Stop them from stealing the the King's Crown
6] Stop them from escaping with the Vehicle
7] *Side Objective: Keep the Tunnel Door intact
8] *Side Objective: Prevent Axis from establishing a Command Post Spawn
Disclaimer:
We can not be held responsible for anything.
Credits:
http://www.cgtextures.com
"One or more textures on this map have been created with images from Textures.com. These images may not be redistributed by default. Please visit www.textures.com for more information."
Avoc
For a flower texture
Rayban
For an alpha tree texture
GANG$TA
For great bot files
Achillion Palace
For welcoming visitors
Sage's Camera
For working while needed
Sage's parents
For paying the holiday so many years ago
=======================================================
Map testing:
//////Big thanks to testing
///We owe you guys for all the help, testing and feedback!
Members and players from:
{WeB} Clan
http://webclan.freeforums.org/
Dark Alchemy Community
http://www.dark-alchemy.com/
UJE Clan
http://www.ujeclan.com/
Ets| Community
https://ets-clan.com/
Special thanks to:
GANG$TA from {WeB} Clan
Dogster from {WeB} Clan
Old-Owl from DA Community
Niek from [UJE] Clan
Kate from Ets| Community
Installation:
Put the pk3 file into your Etmain folder.
Uninstallation:
Delete the pk3 file from your Etmain folder.
Changelog:
Concept2:
-World
First Playable:
-Removed Flag from city
-Added Vehicle
-Made the gate not dynomitable
FP2:
-New route into palace (basement)
-Tank blows a hole in the wall
-Tank takes 2 nades to damage
-New Health and ammo at the tunnels
-Allies spawntime 10->15
-Timelimit 20->30
-Better signs
-Objective not stealable before gate is blown
-Changed some doors (force open etc.)
FP3:
-Timelimit split -> 20+10
-Tunnel door charge 1->0.75
-Moved Barriers
FP4:
-Added Axis CP at tunnel (active once gates are blown)
-Moved tunnel door to the wine cellar
-Moved tank start point closer to spawn
-Removed timelimit split. Remove // to re-enable
-Spawnpoint for Allies at the tunnel (until gate is blown)
-Once Axis starts escaping Allies reclaim tunnel spawn
FP5:
-More varied bot files
-Locations
-Clipping and easying travelling
-Small tweaks, cosmetics and optimisations
-LMS script
-Removed 60 entities for performance
-Improved some routes and spawn exits
-Changed Barrier #1 area for better coverage + new route
-Added balcony MG and 3rd floor health&ammo for better defence
B1:
-Improved bot files
-Allies regain tunnel spawn 1 spline earlier
-Clipped some walls
-Random minor fixes
-Attempted improving of FPS at Barrier 2 area
13 downloads
0 comments
Submitted
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kolding2fixed
By kate
Author : chuBBy
Real name : Gert Suik
Location : Estonia
E-mail : [email protected]
Game : Wolfenstein - Enemy Territory
Description
The Allies have to capture the Forward Bunker and breach the Main Entrance to secure
the Forward Bunker and gain acces to the Repository where they have to steal the Gold Crate
and place it onto the Escape Truck.
Axis objectives
- Don't let the Allies capture the flag.
- Don't let them destroy the Main Entrance.
- Stop the allies from destroyng the side planks.
- Don't let the Allies destroy the Repository Gate.
- Don't let the Allies construct the ramp.
- Construct the CP and don't let the Allies do the same.
- Construct the barrikade(west side of repository).
- Defend the Gold.
Allied objectives
- Capture the flag.
- Destroy the Main Entrance.
- Destroy the side planks.
- Destroy the Repository Gate.
- Satchel the barrikade to gain additional access (west side of repository).
- Construct the CP and don't let the Axis do the same.
- Construct the ramp.
- Steal the Gold.
Spawntimes:
Axis 30
Allies 20
Prefab Acknowledgements
- Radar
- FMC elevator tutorial prefab
Bugs
- haven't spotted any bugs yet
Thanks
Special thanks to:
pl2tu (EE)
nUkits (EE)
manzz (EE)
piilupart (EE)
sarapik (EE)
bodyshooter (EE)
fate (EE)
Helping sites:
Splashdamage Forums
2Bit Enemy Territory
FMC(Fate mapping center)
Programs used
- Enemy Territory and ETPro
- GtkRadiant 1.5.0
- GtkRadiant 1.4.0
- Adobe Photoshop CS5
- Notepad
-Pakscape
12 downloads
0 comments
Submitted
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le_lac
By kate
Map by: Masterkiller(qc) (Hobbie)
release: 13/06/09
Email address: [email protected]
description "Allied need to Steal The Axis Boat first. Then escorte The Explosives to reach The Prototype Missile then plante a dyno to blow it all!!"
description Axis "Axis need to stop allied to reach The Prototype Missile whit The Explosives.If they planted all 4 Explosives dont let it blow up!!."
description Allied "Allied need to steal The Axis Ship then escort it to the Port Station whit The Explosives. Allied Need to reach The Prototype Missile whit The Explosives then hold the countdown for 3 min before explosion."
// Axis Objective Descriptions
1 "Primary Objective:**Dont let Allies stealing and escorting the Big Boat to the Port Station. Destroy it!."
2 "Primary Objective:**Dont let Allies loading the 4 explosives drop by the Plane on the Lighthouse Port to the Big Boat."
3 "Primary Objective:**Dont let Allies stealing the Gaz Tank then reaching the Canal Boat to the Port Station."
4 "Primary Objective:**Dont let Allies escorting the Canal Boat to the Beach. Destroy the Canal Boat to make Allies restart the Canal Boat run."
5 "Primary Objective:**Dont let Allies planting the 4 Explosives to the Secret Launcher Missiles.."
6 "Primary Objective:**Dont let Allies activating The Explosives then destroyed The Secret Launcher Missiles.."
7 "Secondary Objective:**Build and use the Anti-Boat Gun to destroy the Big Boat."
8 "Secondary Objective:**Dont let Allies desroying the Backdoor and Sidedoor.You can rebuild it!!"
// Allied Objective Descriptions
1 "Primary Objective:**Steal and Escort the Big Boat to the Port Station."
2 "Primary Objective:**Load the 4 explosives drop by the Plane on to the Big Boat."
3 "Primary Objective:**Steal the Gaz Tank to start to build the Canal Boat on the Port Station."
4 "Primary Objective:**Contruct the Canal Boat. Escort and Protect the Canal Boat to the Beach!"
5 "Primary Objective:**Escort the 4 Explosives to the base of the Secret Launcher Missiles ."
6 "Primary Objective:**Activated The Explosives whit a small dyno to destroyed The Secret Launcher Missiles and finish your mission."
7 "Secondary Objective:**Destroy the Anti-Boat Gun.(you can use the rocket missile in the Copter)"
8 "Secondary Objective:**Destroy the BackDoor or Sidedoor side to open the Side Way to the Secret Launcher Missiles."
==========================================================
**Map Info
Title: Le Lac
Filename: le_lac.bsp
Game/mod: ET - wolfmp/wolfsw/wolflms
Author: masterkiller
==========================================================
**Build Info
Editor(s) Used:
Wolf Radiant1.4 and 1.5,
photoshop,
MilkShape 3D 1.8.4,
Q3Map2Toolz,
audiocity,
ET_Model_Tool_v140 (5*)
easygen
Build time: 4 months.
Pause time: more 8 months.
Compile time: about 1 hour
==========================================================
**Installation
Extract le_lac.pk3 into your (wolfet)\etmain directory.
Host a game whit le_lac map or le_lac_campaign
You can launch the game by tipping this command on the console game. map le_lac
==========================================================
**Play Information
Single Player: NO
wolfmp: YES
wolfsw: YES
wolflms: YES
==========================================================
**news stuffs
New Sounds: YES (35 wav)
New Graphics YES (82 textures)
New Models YES (48 models)
==========================================================
Forum tread link:
masterkiller.hostarea.org/phpBB3/
http://easymapping.free.fr/html/modules/newbb/viewtopic.php?topic_id=1420&forum=4
http://www.splashdamage.com/forums/showthread.php?t=16791
==========================================================
**Special Thanks that help me to do and learn more about scripting
-Saberpeak source ( http://home.comcast.net/~saberpeak/ )
-Daybreak source ( http://www.gd-experience.eu/index.php?section=1)
-Rayben for the plane parachute drop prefab
http://www.splashdamage.com/forums/showthread.php?t=16177
-UJE UJE_warzone_sniper for the parachute spawn
Avoc (sky base ad shadder)
http://www.eft-clan.com/~avoc/arabian_nights.zip
**Special Thanks to this website:
http://www.splashdamage.com
http://www.wolfensteinx.com/surface/tutorials.html
http://easymapping.free.fr/
http://www.simonoc.com
http://www.blackrayne.net/models_1.php ( good models)
Mail me suggestions, bugs, complaints, comments and or ideas for improvement.
E-mail me at [email protected]
12 downloads
0 comments
Submitted
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Ia_drang
By kate
briefing I
la_drang valley near pleiku.the allied forces is fighting to gain control over this area and vietcong forces will do anything to force them out ... map by thunder
11 downloads
0 comments
Submitted
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kastellederhennes
By kate
Axis
1 "Primary Objective:**Blow The Primary Bridge to slow the Allied assault down!"
2 "Primary Objective:**Destroy The Secondary Bridge too to stop the Allied escape!"
3 "Primary Objective:**Rebuild the Radio Tower to call in reinforcements!"
4 "Primary Objective:**Stop the Allies from Finding and Rescuing the French servants!"
5 "Secondary Objective:**Capture The Command Post to slow the Allied attack down!"
6 "Primary Objective:**Stop the Allied Escape with The Silver Box!"
7 "Primary Objective:**Rebuild the Gas Chambers with the Evil Relic!"
Allies
1 "Primary Objective:**Rebuild The Primary Bridge too, to successfully attack!"
2 "Primary Objective:**Rebuild The Secondary Bridge to help Allied escape in vehicle!"
3 "Primary Objective:**Blow up The Radio Tower to stop Axis communices!"
4 "Primary Objective:**Find and Rescue the French servants!"
5 "Secondary Objective:**Capture The Command Post to hasten the Allied attack!"
6 "Primary Objective:**Escape with The Silver Box over The Secondary Bridge!"
7 "Primary Objective:**Destroy the Gas Chambers with the Evil Relic!"
by Kyle Lance Proudfoot copyright 15032004
11 downloads
0 comments
Submitted
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ludendorff_110
By kate
Title Ludendorff Bridge
File name ludendorff_110.pk3
Map name ludendorff
Version 1.1.0 (Created Jan 2006)
Author 2Bit (www.tibetclan.com)
Other maps The Breakout, Glider Assault, TankBuster, British Bulldog, 6Flags, 2Tanks, 110 Factory
- available from www.tibetclan.com or www.pythononline.co.uk/et
Nbr of players Recommended minimum team size: 4 players
" optimum team size: 8 players
" maximum team size: 16 players
Installation Put the pk3 file into the etmain folder.
Description This is a brief, fierce fight on the Ludendorff Bridge, also known as the bridge at Remagen.
The game ends when the map timer expires (20 mins), no sooner and no later.
At game end:
Axis win if both bridge supports have explosives planted on them
Allies win if neither bridge supports have explosives planted on them
If one bridge support has explosives planted, the winning team is picked randomly
The map has many novel non-standard features:
The Tank can be damaged, repaired and driven by both teams.
If controlled by Axis, the tank will advance westward across the bridge.
If controlled by Aliies, the tank will advance eastward across the bridge.
If players from both teams are beside the tank, it will stop.
There are 3 forward spawn flags across the span of the bridge. Forces can only respawn at the
furthest flag in an unbroken chain of flags - that is, if the enemy retake a flag between your
base and the furthest flag your team has captured, the flags beyond the one just lost are cut off
and your team cannot respawn at them.
Eg in this example, the Allies can only spawn as far forward as flag 1:
Allied Base Flag 1 Flag 2 Flag3 Axis Base
(allied) (allied) (axis) (allied)
For each flag captured, the capturing team's respawn time increases by 5 secs.
For each flag lost, the losing team's respawn time decreases by 5 secs.
This represents the difficulties in maintaining supply lines, and assists the weaker team which
has been beaten back to its starting point. Now its respawn time is 10 secs and the enemy's is 25 secs,
aiding the weaker team in fighting back.
Gamemodes Objective, Stopwatch.
Thanks to Splash Damage and Activision.
Detoeni and Drakir for the excellent vehicle models.
Amethyst7 for the great skybox.
Anyone else I've missed who may be the author of bespoke textures that have found their way into the map.
TibeT Clan for invaluable testing and feedback.
This webpage has been created to provide a description of the gameplay in Ludendorff Bridge (the bridge at Remagen). There are enough novel gameplay features that I thought it worth explaining them here, so that readers will immediately know how to play the map if they encounter it. Please visit www.tibetclan.com for details of TibeT servers that the map may be playing on. ET elements used in a non-standard way are highlighted with this: http://www.pythononline.co.uk/et/images/tutorial/alert.gif
Scenario http://www.pythononline.co.uk/et/ludendorff/intro.jpg The Allies wish to capture the bridge intact to allow their armour to cross the Rhine. The Axis must destroy the bridge to prevent this, but not so soon that their own troops cannot retreat across it. The action takes place mostly on the bridge, which has been built to scale. http://www.pythononline.co.uk/et/ludendorff/ludendorff0_sml.jpg
Click for a larger image Winning the game http://www.pythononline.co.uk/et/images/tutorial/alert.gifThe game only ends when the timer (20 mins) expires - no sooner and no later. AXIS WIN: if at game end, they have planted explosives on both bridge supports. ALLIES WIN: if at game end, there are no explosives planted on the bridge supports. http://www.pythononline.co.uk/et/images/tutorial/alert.gif If at game end there are explosives planted on just one bridge support, the winning team is chosen randomly. This is because neither side knows whether one set of explosives is enough to destroy the bridge. It also ensures both teams don't camp defensively - they need to get both supports secure to ensure a victory. When explosives are planted on a bridge support, a large flag is erected on one of the Axis towers, and the corresponding flag on the Allied tower is taken down. Similarly the opposite happens when the Allies defuse the explosives. The game starts with one set of explosives already planted. http://www.pythononline.co.uk/et/ludendorff/ludendorff1_sml.jpg
Click for a larger image Spawn flags There are 3 spawn flags along the bridge. http://www.pythononline.co.uk/et/images/tutorial/alert.gif Your forces can only spawn at the farthest flag in an unbroken line of friendly-controlled flags. For example, if your team controls all 3 flags, you can spawn at any of them, including the farthest from your base. If the enemy then takes the flag nearest to your base, the chain is broken and the two flags further foward are cut off. You would then only be able to spawn at your base. Starting respawn times are 10 seconds for each team. http://www.pythononline.co.uk/et/images/tutorial/alert.gif When your team captures a flag, you may or may not be able to spawn there (see above). However your respawn time increases by 5 seconds for each flag captured. This represents the problems of supply lines, and has the effect of aiding the defender who has been beaten back to his starting point by making it progessively harder for the aggressive team, the further they advance. When a team loses a flag, their respawn time drops again by 5 seconds. The {TibeT} Tank http://www.pythononline.co.uk/et/images/tutorial/alert.gifThe tank on the bridge can be damaged, repaired and driven by both teams. If accompanied by Allies, it will advance West. If accompanied by Axis, it will advance East. If players from both teams are near the tank, it will stop. The tank has a number of uses. It provides mobile fire support with its MG42. It provides mobile cover for advancing troops. When it is halted by a tank barrier near the ends of the bridge, it turns sideways to give following troops maximum cover from enemy fire. It acts as a minesweeper to clear enemy mines from the gravel paths alongside the railway tracks. Gameplay This is intended to be a brief, fierce battle on a long bridge, in which teamwork will be vital for success. There is a lot of cover provided in the shape of wrecked vehicles, sandbags, crates and improvised defensive barriers built by engineers, all of which makes the snipers' job harder. The constructed barriers can be destroyed by satchel charges. The crates provide good cover but can eventually be destroyed by gunfire. I hope you'll enjoy the map :)
11 downloads
0 comments
Updated
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king_of_the_hill (over the top)
By kate
Axis Objective Descriptions
1 "Primary Objective:**Prevent destruction of the security door."
2 "Primary Objective:**Prevent the allies from stealing the truck keys."
3 "Primary Objective:**Prevent them from stealing the truck."
4 "Primary Objective:**Dont let them dynamite the dungeon door."
5 "Primary Objective:**Prevent intruders in stealing the Antrax."
6 "Primary Objective:**Dont let them open the tunnel gate."
7 "Primary Objective:**Prevent the allies from driving the truckload through the tunnel, and out of the valley."
// Allied Objective Descriptions
1 "Primary Objective:**Dynamite the security door."
2 "Primary Objective:**Steal the truck keys."
3 "Primary Objective:**Steal the truck."
4 "Primary Objective:**Dynamite the dungeon door."
5 "Primary Objective:**Steal the Antrax."
6 "Primary Objective:**Open the tunnel gate."
7 "Primary Objective:**Drive the truckload through the tunnel, and out of the valley."
10 downloads
0 comments
Updated
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lays_of_schwarzwald_b1
By kate
Author: -)A(-WuTang**
Version: Beta 1 (B1)
Released: 31st August
Contacts:
Email: [email protected]
Discord: WuTangH#7270
Websites: www.moddb.com - user WuTangH
www.splashdamage.com - user WuTangH
About:
Lays of Schwarzwald is a custom ET map situated in the middle of nice, famous region of Blackwood (schwarzwald..)forests.
Story:
Information about advanced progress of Axis in the Rocketbomb research were true.
Allies are on a mission to ambush their Weapon factory in the middle of huge Schwarzwald forest and destroy everything whats worth.
Objectives:
Allies:
Primary Objective: Escort the Tank through the Village and destroy the Tunnel Gate.
Primary Objective: Escort the Tank through the tunnels to parmanently push Axis to the Rocket Base.
Primary Objective: Bring all four Explosion Materials to the Rocket.
Primary Objective: Build the Detonator to blow up the Rocket Base.
Primary Objective: Blow up the Rocket Base using the constructed Detonator.
Secondary Objective: Do not let Axis construct the Tank Barrier.
Secondary Objective: Construct the Command Post to take partial control over the tunnels.
Axis:
Primary Objective: Prevent Allies from completing their objective.
Secondary Objective: Construct the Tank Barrier.
Secondary Objective: Construct the Command Post.
Programs used:
GTKRadiant 1.5
Notepad++
Adobe Photoshop CC2017
Blender 2.79
MilkShape 3D
Audacity
Credits & such:
Textures: dirt_m03icmp_brown.tga - from ET:L texturepack made by Kemon.
Missing images to original ET shaders were found in custom packs..
Other than that, textures were downloaded for free, or made by me.
Websites: https://www.textures.com/
http://texturer.com/
http://mb3d.co.uk/mb3d/maxTextures_Home_-_Free_Seamless_and_Tileable_High_Res_Textures.html
Models: Rocketbomb, trees and foliage models - made by me.
Big dynamite - made by MLB guys.
Sounds: Sounds included in pk3 are made out of ET original sounds.
You can use all textures and models from this pack. Those downloaded are free, and those made by me are totally free too.
Thanks to C from UJE Clan for their tank generator.
Special thanks for help and feedback:
Kemon, Mateos, Thunder, [UJE]Niek, Ray, Loffy, Macchute, ryven, Ensiform, Aranud, Aciz, hatcher, JoNny, Old-Owl and others.
------------------------------------------------------------------------------------------------
You may not include or distribute this map in any sort of commercial product without
permission from the author. You may not mass distribute this level via any
non-electronic means, including but not limited to compact disks, and floppy disks.
You may not Redo/reproduce/update this map in any way without permission from the author.
This will change after map source file will be released to public.
10 downloads
0 comments
Submitted
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library_b3
By kate
Author : BlAcky
Location : Austria
E-mail : [email protected]
IRC : #Library @Quakenet
Project start : 01-07-2009
beta 1 release : 08-02-2012
beta 2 release : 15-02-2012
beta 3 release : 21-02-2012
Description
Allies are attacking.
The allies have to take over a flag and escort the tank to destroy the generator which
will give access to the Library. Steal the secret documents and transmit the strategic
view of the surrounding mountains helping the allies forces to coordinate their attacks.
Spawntimes:
Axis 30
Allies 20
Thanks
- PZY-Q
- seilbil
- Quarki
- crush3r
- attack
- ScaTmaN_
- SPU9
- urtier
- sToWnaGe
- FLoPJEHZ
- zabija
- KRESTi
- Bl4d3
- DerSaidin
- eiM
- R0SS
- TimeN
- antman
- SIMONKINSLER
- Goku
- kikzzzzz
[www.team-aow.de] - for use of their gameservers and their support.
[www.level-designer.de] - for the nice tutorials and their forum.
[www.splashdamage.com] - for making this awesome game.
Thanks to everyone who gave feedback. Your contribution has improved Library immesureably.
Programs used
- Enemy Territory and ETPro
- GtkRadient 1.5.0
- Adobe Photoshop CS3
- Winrar
- Notepad++
Changelog
b1 -> b2
- removed the lower axis-library-entrance
- removed the stairs near the tank-start/gun
- removed the broken table near the transmitter
+ added a door with a little window at the bridge
+ added a ladder near the tank-start/gun
+ added signs to find the right way :)
+ added transmitter and docs icons to the commandmap
+ added a window at the upper axis-library-entrance
+ added some light to dark places of the map
+ added all objective-informations to the limbo-menu
* fixxed the tank-script
* tank-turret is now turning before shooting
b2 -> b3
+ added lamps/lights
+ added details (to the whole map)
+ added sounds (generator, ocean, transmitter)
* changed the skybox
* rebuilt the flag-house
* rebuilt the roadway (1st stage)
* rebuilt the tank-barrier
* bug fix
10 downloads
0 comments
Submitted
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lmsm_final ( le mont st Michel final)
By kate
Author : Massive
Email address : [email protected]
Map Information
Game : Return to Castle Wolfenstein: Enemy Territory
Title : Le Mont St Michel beta2
Filename : lmsm_final.pk3
Version : Beta Version
Release date : 22/01/2006
Decription : A medium / large sized map designed for public play, reomended for 7 to 20 a side.
Installation : Place the lmsm_beta2.pk3 to your etmain folder, select it from the multiplayer->create server menu or
bring down the console and type: map lmsm_beta2.
: NOTE : Reduced HunkMeg usage - Beta1 required seta com_hunkMegs "265" ] in autoexec.cfg Beta2 should use a lot less - it will run standalon in the default setting of 56, although you may need to optimize your server settings to enable players with defualt settings. Please let me know of any hunkmeg issues and solutions omn the forums. I could possibly optimise further in the final release if there are still problems.
Objectives
# The Allies need to secure the town by taking the church; gain entry to the abbey by blowing the abbey doors or any other means; Locate the Axis Normandy Defence Pans and Take them to the Gun Boat waiting on the North Side of the Island
# The Axis need to prevent the Allies establishing a foothold in the Town by holding the Church. Do not let the allies into the Abbey; if they get in protect the normandy defence plans at any cost, do not let them get them off the Mont.
Additional Map Information/Credits
Thanks & Credits
Blushing Bride, Kevin "chavo one" Ferree and NOP for allowing me to borrow & adapt various elements of their map - Cathedral, Venice and saberpeak.
Special thanks to the guys on the Wolfensteinx Surface forums, especially Detoeni & WeblionX who put in effort and time to help me learn & solve mapping problems.
Thanks also to Jecoliah for his debugging and the exchanges we had whilst learning together.
Many thanks to everyone at http://www.splashdamage.com/ for information about mapping & their help on the forum.
Thanks to Ydnar for the sky and sea merge stuff from his example shaderlab map.
Thanks again to Detoeni for access to his alpine assault search light models.
ken 'kat' beyer for the ladders & I really wanted to work in your kubalwagon, but size restrictions meant cutting the raod entrance to the town :-(.
Thanks to to the guys at DooC clan for helping with playability testing as well as Shunter and other PIT members & friends.
And thanks to anyone else who feels that they deserve thanking who i might have forgotten. Send me an email and ill make a big thanks to you in the next release.
If you put this map in rotation, I would love to know about it, please post on the forum where you linked to this map, or message me on XFire.
Feel free to discuss this map at http://www.wolfensteinx.com/surface/forums/showthread.php?s=&threadid=1587 and leave feedback
Major changes in Final
*Increased areas for mining.
*Have to now get onto the boat with the objective, not just near it
*New buildable fence at the top of the escape stairs.
*New Buildable fence with door in the highsteet before the church.
*When Abbey doors are blown, the spawn does NOT auto switch.
*Need to now build a command post to enable the allied spawn in the abbey.
*Found the "door to nowhere" & fixed.
Major fixes in Beta 2
*Lots of brush simplification & technical jiggery pokery to reduce BSP size & Hunkmag usage
*FPS improvements : 15%+ by my measurements
*A large but'dead' game area removed
*Rope access to abbey removed (I can re-introduce the feature if enough people ask,though it will need to be at a different part of the wall)
*Street signs added + subtle indicators & hints for direction finding
*Some texture tidying & clipping to smooth plaeys passage
*Some door widening to ease gameplay
*Filled out ambient sounds to cover whole map
*Unwanted ww11 sybolism removed
*Exploit where players could walk into pillers fixed (thanks Jec)
*Blocked door at abbey - unbloacked
*Stretched windows - unstretched
*Malfunctioning boat guns removed
*Many gaps in brushes fixed
*Noise added to doors
*Z fighting on stairs to abbey allied spawn
*Missing caulk on abbey church tunnel entrance.
Fixed in Beta1 - after Aplha v1 Release.
*Ladder near green restaurant lengthened so you can get out.
*barbwire added to wall underneath cloister - to increase difficulty og allies escape jump. Also crates added & some walls lowered
*Offensive Poster removed (appologies for my ignorance)
*Added texture to rocks (& changed from desert to temperate, not that anyone will notice)
*Axis door in Abbey door changed to swing the other way.
*Ship fixed - ladders climbable all clip brushes in place etc also includes front firing mounted heavy MG - thanks NOP.
*when abbey doors are blown - axis now auto spawn at abbey & not the church if they still hold it
*the cliffs can now be landmined
*Put a ladder in the pit Gauki (I think) said he couldn't get out of
*more lights added
*I found the bread to go with the sausage.
*Many minor texture glitches
*I had to add a clip to prevent access to some of the abbey roofs, all town roofs should be accessible as before.
*There was a request to widen the window above the abbey doors, which I've done.
Copyright © 2006
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.
If authors wish to use textures or models from this level you must ensure you get the permission of the origional author first. My origional textures are limitted to the coloured windows & these may be re-used.
9 downloads
0 comments
Submitted
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loffys_tram_prefab
By kate
Objectives
1: Primary: Steal/Protect the gold.
2: Primary: Run with the gold to the truck/Don't let the enemy run away with the gold.
3: Secondary: Capture and hold the Flag.
4: Secondary: Destroy/Protect the Generator.
5: Secondary: Construct the ammo and health dispenser.
6: Secondary: Construct and defend the Command post.
// Axis Objective Descriptions
1 "Primary Objective:**Protect the gold!"
2 "Primary Objective:**Don't let the enemy run away with the gold to the tower! It's Game Over, if you let the Allies do that!"
3 "Secondary Objective:**Capture and hold the Flag!"
4 "Secondary Objective:**Protect the Generator!"
5 "Secondary Objective:**Don't let the enemy construct the ammo and health dispenser!"
6 "Secondary Objective:**Construct and defend the Command post!"
7 "Secondary Objective:**Construct the Axis Wall!"
// Allied Objective Descriptions
1 "Primary Objective:**Steal the gold!"
2 "Primary Objective:**Run with the gold to the tower, to win the game!"
3 "Secondary Objective:**Capture and hold the Flag!"
4 "Secondary Objective:**Destroy the Generator!"
5 "Secondary Objective:**Construct the ammo and health dispenser!"
6 "Secondary Objective:**Construct and defend the Command post!"
7 "Secondary Objective:**Don't let the Axis construct their Wall!"
9 downloads
0 comments
Updated
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katastrophie_b1
By kate
Kernel's Katastrophie:
Dateline: 1944
Axis forces have used the theories of Nickola Tesla and rumors of the Philadelphia Experiment to fuel their own experiments into the possibilities of electromagnetic forces.
Rumors abound that they have advanced to a dangerous level that could decide the outcome of the war.
These experiments are being conducted at a top secret base.
www.prisoners-of-war.com
This is my first attempt at mapping.
The first BIG mistake was mapping on a system that was not "clean".
I owe many people a debt of gratitude for their textures and shaders.
I don't know who they are but if you do, go to www.prisoners-of-war.com and look for
the Katastrophie section on our forums (or start a post, or send me a P.M.).
I will gladly add their name to the credits.
Special note to server admins:
This version is designed to provide a 15 minute objective lock out (and 30 minute play clock) when the sv_keywords cvar is set to:
/sv_keywords 123
This will give players 15 minutes to screw around exploring the map and gathering XP before the generator is able to be blown.
Without this cvar set to 123, this map will play normally with a 25 minute clock and objectives enabled at the start.
CREDITS:
A big thanks to Erik for his RTCW entities in ET.
Shout out to Hank since I borrowed many dimensions from some of his Hankjump maps.
Many thanks to Chruker who answered lots of my questions and for his excellent website or mapping info.
Thank you Spalsh Damage forum members for your answers and informative posts.
You can contact me at: www.prisoners-of-war.com
=PoW= Kernel 2.6.5
______________________
Axis Objective Descriptions
1 "Primary Objective: Defend the EMF inducer at all costs."
2 "Secondary Objective: Defend the shield generator. Rebuild it if necessary."
3 "Stop the allies from destroying the vent house."
4 "Stop the allies from destroying the vent cover and getting inside."
5 "Follow the arrows to the objective area if you are lost. There are reports of many secret passages."
6 "Allies may try to breach the bunker to gain additional access. STOP THEM!"
// Allied Objective Descriptions
1 "Primary Objective: Destroy the EMF inducer."
2 "Secondary Objective: Destroy the shield generator."
3 "Destroy the vent house to gain another access route."
4 "Destroy the vent cover to get inside."
5 "Follow the arrows to the objective area if you are lost. There are reports of many secret passages."
6 "Breach the bunker to gain additional access."
9 downloads
0 comments
Submitted
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lighthouse2
By kate
Lighthouse: October 2007
Note - first release of lighthouse2 was on 9.11.07
Thing is I forgot something and had to recompile.
Rerelease was on Saturday 10.11.07.
So if the version you have doesnt have this readme it's the wrong one!
Basically the pk3 updated on the 10 is the right one
email: [email protected]
Map details:
Allies have set up a radar command centre on a small chalkstone island,housing a lighthouse off the South coast of England.
Axis are attempting to dissable it.
Objectives:
1. Blow up Light at the top of the lighthouse tower
2. Blow up command bunker comms room
3. Blow up anti ship gun emplacement
There are also 3 entrances that need to be breached.
1. The lighthouse compound wall
2. The main entrance
3. The compound gate
Constructibles:
1. 2 Ropes for scaling the West and south cliff
2. Ropes for scaling the tower
3. Neutral Command Post
There are 32 player slots on each team although half this number of players is more than enough for this map as it is small
Many changes since last supposed 'final' version (ooops) - Main Changes are:
More cover outside for axis team
Cover fire positions made for axis covering fire
1 more set of cliff climbing ropes
New route to light tower via mast
Taken out the 'vent' route into bunker from gun area. Now axis need covert ops. to
access new passageways in.
New allied only route from allied spawn building directly to command bunker.
Whole bunch of other physical changes.
Credits:
Thanks are in order to many - to the developers/creators of RTCW, ET, RADIENT, EASY GEN
.... a long list. Thanks all for the brilliant work, resulting toys and tools.
Thanks again to those from the Splash Damage ET level design forum for their patience and help.
Many thanks again to Nick aka. Schaffer who kindly made the lighthouse Command Map...
To all the server admins and players that have tested the versions and to players who have demanded another version of the map - cheers!!
legal:
As far as copyright goes all I can say is that nearly all of this map is made using assets from ET - textures, models, sounds etc. and these belong their rightful owners.
However, the actual map is a creation of mine - so please DO NOT alter it without asking me first.
The map is also free for all those in the online gaming community and should not be used in any way for commercial gain.
Anyhow - I Hopy you enjoy it :)
Mrfin aka. Neil
9 downloads
0 comments
Submitted
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leningrad_b2
By kate
Mapname : Leningrad April 2006
Release : Beta 2
By : Gnoun
Website - More infos - http://www.gnoun.info/mapping/
Background :
The allies are besieged in Leningrad and the Axis have planned a attack.
The allied objective is to :
#1 - Steal the documents of this attack
#2 - Transmit the content of these documents via radio to the HQ
To breach the axis defenses, the allies have a tank. They can also disable the
communication means of their enemies to handicap them!
The Axis team can build barriers to slow down the allies.
Objectives
Allied
Main objectives :
#1 - Escort the tank to the tunnel
1.1 - Destroy the tank barrier #1
1.2 - Drive the tank behind the security gate
1.3 - Destroy the tank barrier #2
#2 - Steal the document and bring it to the radios in the park
Secondary objectives :
#1 - Destroy the radio #1 to disable the artillery fire
#2 - Destroy the radio #1 (lengthen the axis spawntime)
#3 - Destroy the generator (lengthen the axis chargetime)
#4 - Build the assault ladder for a new way to the objective
#5 - Destroy the brick wall for a new way to the objective
#6 - Destroy the axis command post & build your own!
Axis
Slow down the tank & protect the documents at all cost!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Some details
Each team has a maximum of 3 respawn
- The respawn near the 1st tank barrier no longer belong to the axis team as
soon as the tank passes the 1st tank barrier. It becomes allied when the
command post is built.
It is definitively allied if the command post stays allied 2 minutes, or the
tank passes the 2nd tank barrier.
- There is a flag in the bunker in the cemetary. This respawn first belong to
the axis team.
- For gameplay reasons, the assault ladder can be built only when the tank
passes the 2nd tank barrier.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Thanks to :
> Chruker for his Churchill tank prefab
> Sock for his alpha blending tutorial
> Drakir, marko & others i forget for prefabs
* Thanks to wolfmap.de for a news about a wonderfull pack of textures
* Thanks to those who helped me testing the map,
in particular the teams LoD & Yep
* Thank to the French mapping community : http://easymapping.free.fr/html/
Gnoun
9 downloads
0 comments
Updated
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KoB_Bridge
By kate
lil Fights map
This Map was created exclusively for the use by B.Tuned, (C) 2004 by B.Tuned (www.btuned.net, #B.Tuned @ Irc.Quakenet.org). No League/Cup is allowed to use the Map Fun_Tennis, without the permission of B.Tuned|Zony-X.Map created by\nKoB_NoVaPH\nKoBNeXuSPH\nKoB_GateK!LLer´PH"
8 downloads
0 comments
Submitted