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  1. md_bunker

    Axis Objective Descriptions
    1    "Primary Objective:**Prevent Allies from Destroying the power generator."
    2    "Primary Objective:**Prevent the Allies from stealing and transmitting the secret access codes."
    3    "Primary Objective:**Prevent the Allies from destroying the top secret missile."
    4    "Secondary Objective:**Prevent the Allies from destroying the tunnel fences."
    5    "Secondary Objective:**Prevent the Allies from destroying the tower access door."
    6    "Secondary Objective:**Prevent the Allies from destroying the flak gun access door."
    7    "Secondary Objective:**Prevent the Allies from building the construction tower."
    8    "Secondary Objective:**Build the command post."

    // Allied Objective Descriptions
    1    "Primary Objective:**Destroy the power generator and unlock secured door."
    2    "Primary Objective:**Steal and transmit the secret access codes to permanently unlocl the code doors."
    3    "Primary Objective:**Destroy the top secret missile prototype in the missile bunker."
    4    "Secondary Objective:**Destroy the tunnel fences."
    5    "Secondary Objective:**Destroy the tower access door."
    6    "Secondary Objective:**Destroy the flak gun access door."
    7    "Secondary Objective:**Build the construction tower."
    8    "Secondary Objective:**Build the command post."

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  2. mummies_lab_beta1

    The SS Paranormal division of the German Army have broken into an old temple in an attempt to resurrect dead mummies.  The Allies must escort a stolen Jagdpanther tank to the Temple entrance so the tank can blow the temple open.  The Allies must then destroy the Axis' experimental machine, codenamed Genesis

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  3. muehle_spiel_2

    Author: Fynbos
    http://www.vereinte-nationen.de/kw_joomla/content/view/40/68/lang,en/

    Description:
    Its a small 1on1 or 2on2 map, designed to train agility while moving under fire.
    The layout of the walkways is like the well known boardgame "Nine Men's Morris" (german: "Mühle") and falling off the walkways means instant death in the water below.
    Each round is 7 minutes, Axis have to blow a Gas Tank in the middle of the map with dynamit in order to win. If the Gas Tank isn't blown, Allies will win.

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  4. mtz_CloseCombat

    training map
    This map is designed for 2 players. For this map to be effective, please read training article at www.wolfstah.com under MedicMutz Guides

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  5. mt_whoverest_b4_6

    allied    Withstand the axis onslaught and prevent them from recovering their stolen documents."
    axis        Break into the well guarded allied base and recover some stolen documents.
    neutral    High in the alps a remote allied base, craftily hidden in the mountainside the allies attempt to decipher the contents of stolen axis documents.
    1    "Primary Objective:**Recover the stolen documents hidden deep within the allied outpost."
    2    "Secondary Objective:**Capture the forward spawn."
    3    "Secondary Objective:**Construct a command post."
    4    "Secondary Objective:**Destroy the main door."
    5    "Secondary Objective:**Destroy the vent grill."
    6    "Secondary Objective:**Open the electric doors by re-wiring the control panel."
    7    "Secondary Objective:**Prevent the allies from building a command post and destroy it if they suceed."
    8    "Primary Objective:**Prevent the allies from recovering the vital information."

    1    "Primary Objective:**Prevent axis from stealing some documents."
    2    "Secondary Objective:**Defend the forward spawn."
    3    "Secondary Objective:**Prevent the construction of the axis command post."
    4    "Secondary Objective:**Protect the main door from axis engineers."
    5    "Secondary Objective:**Ensure that the axis cannot destroy the vent access grill."
    6     "Secondary Objective:**Maintain the control panel and re-wire it incase axis manage to jam the electric doors open."
    7     "Secondary Objective:**Build a command post."
    8     "Primary Objective:**Recover the  vital information."
     
    Axis must fight their way into a remote but well guarded allied outpost set high in the alps and recover the secret documents.

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  6. mp_theriver_2nd + mp_theriver_2nd_etprocmshader

    TABLE OF CONTENT
    A - General info, credits, acknowledgements
    B - Installing and playing the map, known bugs
    C - Recommended Settings (Admins read this)
    D - Thanks
    E - Copyright
    F - Story and map features (text for advertising the map)
    G - testing history
    Contents of the zipfile
    ------------------------------------------------
    In this zipfile you find
    - the readme
    - the map (mp_theriver_2nd.pk3 >> put it into etmain-folder)
    - the shader for the commandmap icons
      (mp_theriver_2nd_etprocmshader.pk3 >> put it into ETPRO-folder)
    - a list with the spawnpoints u can use for your spawnscript
    >>> About the map
    ------------------------------------------------
    Map: The River II
    pk3: mp_theriver_2nd.pk3
    mapped by ]UBC[ McNite ([email protected])
    first day of mapping: July 6th 2004
    day of release: Nov 21st 2004
    >>> original map for RtCW
    ------------------------------------------------
    pk3: mp_TheRiver.pk3
    mapped by TanyaCheex
    All credits for gamelayout and objectives of the 2nd stage to go TC!
    Tanya if you ever read this, you made the best custom map for RtCW ever!
    >>> credits for models
    ------------------------------------------------
    truck Opel Blitz models by Detoeni (www.planetwolfenstein.com/detoeni/)
    >>> credits for command map
    ------------------------------------------------
    command map by Schaffer
    >>> credits for graphics:
    ------------------------------------------------
    - poster "Schlachtschiffe im Atlantik" taken from cover of
      Kriegsbücherei der deutschen Jugend, Heft 102
    - unicorn-emblem is after emblem of U1195 (www.uboat.net)
    //----------------------------------------------
    B - playing the map, known issues and bugs
    //----------------------------------------------

    >>> To play the map on a server
    ------------------------------------------------
    1.) put the mp_theriver_2nd.pk3 into your etmain folder
    2.) put the mp_theriver_2nd_etprocmshader.pk3 into your ETPRO folder
    3.) run ET
    4.) join the server
    5.) have FUN!
    >>> To play the map alone
    ------------------------------------------------
    1.) put the pk3 into your etmain folder
    2.) run ET
    3.) go to HOST GAME
    4.) set it to STOPWATCH
    5.) choose "The River II" from the list of the maps
    6.) start and have a look around
    In case you can't see the map you might be having too many .pk3-files 
    in your etmain-folder and need to delete some.
    >>> Known Bugs & issues
    ------------------------------------------------
    - lift won't move when a body is sinking through its platform
    - tram: occasionally a player might get crushed, but its very rare
    - villa: not so good as a building, but hey, its not very important for gameplay
    - from certain spots on villa roof looking to allies first spawn parts of the map disappear
    - FPS: might drop to 35 in some places where you can see almost all of the terrain
    Bugs: there shouldn't be too many left. So if you find any, plz report them to
    [email protected] or post them in this thread:
    http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=10418&sid=c3b0e833a350ec592c72f4f40c18e06b
    C - recommended settings

    >>> gametypes available

    Stopwatch, Campaign, Objective (no LMS)
    >>> playerloads
    ------------------------------------------------
    This map is playable for 3on3, 6on6 and medium playerloads on publics.
    The original proved to be HUGE fun with 18 players.
    Tests have been successful with 24 players (no suffering in FPS noticeable).
    Maximum playerload is 40 (20 spawnboxes per team and spawn).
    Be aware that with lots of players the FPS might suffer because its a huge open map.
    >>> spawntime
    ------------------------------------------------
    Standard settings are: Allies 15 secs, Axis 20 secs which is slightly offense-bias.
    This is a fast map (where u can die fast too) so especially for publics short spawntimes 
    are preferable.
    These spawntimes have been tested for wars too (thx fr34k). They require good timing on 
    offense but are well playable. Very long spawntimes enable a team to set up 
    defense/crossfire too easily.
    >>> map playtime
    ------------------------------------------------
    This is a very fast map. 15 Minutes is the original playtime of the RtCW map and 
    proved to be still the right time when we playtested the map.
    A good team (or a lucky one) can win the map in less than 3 Minutes.
    >>> restrictions on player classes & promotions
    ------------------------------------------------
    I strongly recommend rtcw.no settings or even more restrictive ones for
    - Field Ops: because too much Artillery can block Allies in the castle too easily
    - Medics: full revive should be at 140XP because it makes defending at the documents too easy
    - Soldier: should not be able to get 2 stars, the first star shouldn't be too easy to reach
    >>> restrictions on weapons
    ------------------------------------------------
    Heavy Weapons: too many MG in the open areas and Panzerfaust in the castle can nip
        Allied offense in the bud. I recommend max. 2 Panzerfausts/MGs with restrictions on the promotions.
    Rifle Grenade: This is a very open map, and as rifle grenades are a weapon you can't really defend
        against it might be a good idea to limit them (max 1-2 per team).
        I wouldn't disable them though cuz engs need something to defend with against medic-whores ;-)
    //----------------------------------------------
    D - THANKS
    //----------------------------------------------
    ]UBC[ Enyo<>Phaz, ]UBC[BigCockapottamus and ]UBC[ TicTac who gave me my first 
    trashings on TheRiver on 4Netplayers... those were great games.
    All the other ]UBC[s and players that played along with me and made me have a 
    lot of good times on TheRiver on RtCW and on ET.
    >>> Help with mapping and scripting the whole mess:
    --------------------------------------------------------
    michi.be, Ron007, asw for running www.leveldesigner.de and doing that whole lot of fantastic tutorials (keep up the great work!!!)
    the SD crew for running the SD mapping forum
    all the helpful ppl that answered my posts on www.splashdamage.com and www.leveldesigner.de
    DemonEye, asw, Gringo Starr for looking at my map or helping me with problems
    Schaffer for the command map and help with command map icons
    >>> discussion & feedback about gameplay
    ------------------------------------------------
    ]UBC[ Aber (thx, ur suggestions made it a lot better)
    fr34k, JEDI*anakin, *bio* Sphere
    >>> design supervisor 
    ------------------------------------------------
    ]UBC[ $taTiK
    >>> hosting and testing the map
    ------------------------------------------------
    M8D Nephelim, M8D DrStock @ www.M8D.org
    {TibeT} SPudGun, {TibeT} Rock @ www.thetibetclan.com/index.html
    .AT* 13THKnight @ http://www.alliedteam.de/
    the clans (in no particular order)
    ]UBC[, M8D, lpk, NOOS, CoS, .AT*, {TibeT}
    and all the players who participated in one or more of the numerous playtests
    keep up the game, you guys are THE GAME    
    //----------------------------------------------
    E - COPYRIGHT
    //----------------------------------------------
    Copyright © 2004 Matthias "McNite" Neiss all rights reserved
    This level may be electronically distributed only at 
    NO CHARGE to the recipient in its current state. It must
    include this .txt file.
    NOBODY is allowed to 
    a) decompile this map 
    b) modify this map in ANY way
    c) distribute this map on CD-ROM or any other media without prior written permission
    d) use any custom textures/ sounds/ brushwork of this map without prior written permission.
    By safing this map on your harddisk/webspace/whatever-storage-from you accept these conditions.
    contact: [email protected]
    -------------------------------------------------
    //------------------------------------------------------------
    F - Story and map features (text for advertising the map)
    //------------------------------------------------------------
    Castle Silbereck, built in 1547, protected the local silver mine. 
    Abandoned in the 18th century, renovated by an eccentric Austrian 
    aristocrat in 1852 adding a tram but no bridge in order to better 
    enjoy his insanity in solitude... 
    Now Axis forces occupy the castle and have reactivated the old mine, 
    using it as a bunker complex to hoard treasure looted from 
    occupied Europe... 
    The Allies in an attempt to learn the secrets of the castle, launch 
    a daring raid to steal the treasure manifest, turning Castle 
    Silbereck into a place of furious battle..."
    Map Features:
    --------------------
    Fast and adrenalin-packed 2-stage map with a long document-run.
    Challenging fighting in various environments:
    Close quarter combat in tunnels, caves, stairs and a castle/bunker setting 
    as well as mid- and long-range fighting in open terrain.
    Several access routes to the primary objectives offer tactical variation.
    Game-layout is offense bias and offers both fast wins in less than 3 mins and 
    successful defense.
    first stage: 
    Allies have to get a forward spawn by repairing a broken engine control panel (Axis defends)
    second stage:
    Allies need to steal the treasure manifest (documents) and take them to the waiting
    escape truck (Axis better prevents this)
    The documents can be stolen by Allies without getting the forward spawn.
    secondary objectives:
    Capturable Flag as forward spawn for Allies (recapturable)
    Destructible Objectives (Allies): a wall for easy access/escape and
        bridge controls which will lower the bridge for access/escape
    Neutral Command Post
    //----------------------------------------------
    G - TESTING HISTORY & CHANGES
    //----------------------------------------------
    >>> testing history
    release of 6th play test - testversion 9: Nov 7th 2004 - M8D & TibeT testing
    release of 5th play test - testversion 8: Oct 6th 2004 - M8D & Allied Team & TibeT testing
    release of 4th play test - testversion 7: Sept 19th 2004 - M8D testing
    release of 3rd play test - testversion 6: Sept 10th 2004 - Allied Team testing
    release of 2nd play test - testversion 5: Sept 4th 2004
    release of 1st play test - testversion 4: August 16th 2004
    release of single person test 2: August 13th 2004
    release of single person test 1: August 8th 2004

    >>> final version
    ------------------------------------------------
    - removed the 2nd ladder at bridge
    - mines disabled on most of the terrain
    - small tunnel above Axis first spawn closes when Axis falls back
    - changes on the roof above Allied Castle Flag: whole wing accessible; this will
      encourage the use of snipers and require good teamplay, the area is not large
      enough to enable axis camping and dominating the map from up there (this is a result
      of fr34ks 5on5 testing under comp gaming settings)
    >>> public testversion 9
    ------------------------------------------------
    - a 2nd ladder at the bridge leading up to the bridge controls (tryout)
    - changes on the shed below allied flag in castle for more cover for allies
    - mines disabled again
    >>> public testversion 8
    ------------------------------------------------
    - destroyed the stonebridge (axis needs at least 17 secs to engine now - 
      and no trickjump possible)
    - moved allied first spawn towards villa (allies need 17-19 secs to engine now)
    - changed the lower access to the engine room into a hidden cave with large break 
      in the wall, both walls to be destroyed with fewer nades
    - allowed mines all over the grass (for testing of its effect on gameplay)
    >>> public testversion 7
    ------------------------------------------------
    - decreased the health of the 2 doors leading to the room of the tram engine
    - changed axis spawn to add about 2-3 secs of additional way to the docs room 
    - widened the gap that s left after parts of the stonebrigde are destroyed
    - water of The River is now opaque
    >>> public testversion 6
    ------------------------------------------------
    - closed the tunnel that leads straight into the engine-room with destructable doors 
      for better defense situation at start of the map
    - added a neutral command post in the radio room above allied flag in castle
    - moved the ammo cabinet in the castle yard to the ground next to the truck 
      for better reachability
    >>> public testversion 5
    ------------------------------------------------
    - the stone bridge from tram station to escape truck got arches for additional cover 
      but is still destructable
    - set up a hut at first axis spawn for cover
    - 2 mineable areas in the terrain (dark green patches)
    - general simplification of the buildings to make the gameplay more fluent
    >>> public testversion 4
    ------------------------------------------------
    - changes at the back part of the castle yard (ppl will die when they jump off
      the narrow passages that lead from axis spawn to lift and from axis spawn 
      to room at river stairs; this leaves fewer ways in and especially out)
    >>> public testversion 2
    ------------------------------------------------
    in general:
    - added trees in the open terrain for cover
    castle east wing: 
    - east wing tower is slippery, not usable by players (one wrong step and you end up 
      as grease several floors down)
    - it takes defenders 20 secs to reach the east wing roof from spawn
    castle west wing: 
    - roof is not slippery but can only be reached with the help of a teammate
    terrain at east rope bridge:
    - added a shed (partly destroyable) for cover
    - added several trees for blocking of view

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  7. mp_sub_rc1

    Axis Objective Descriptions
    1    "Primary Objective:**Protect the Axis Submarine."
    2    "Secondary Objective:**Protect Main Door."
    3    "Third Objective:**Protect Filtration Door."
    4    "Fourth Objective:**Control the Allied Forward Spawn Point."
    5    "Fifth:**Construct the command post."
    Allied Objective Descriptions
    1    "Primary Objective:**Destroy the Axis Submarine."
    2    "Secondary Objective:**Destroy the Main Door."
    3    "Third Objective:**Destroy the Filtration Door."
    4    "Fourth Objective:**Control the Allied Forward Spawn."

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  8. mp_sub_fal

    Axis Objective Descriptions
    1    "Primary Objective:**Protect the Axis Submarine."
    2    "Secondary Objective:**Protect Main Door."
    3    "Third Objective:**Protect Filtration Door."
    4    "Fourth Objective:**Control the Allied Forward Spawn Point."
    5    "Fifth:**Construct the command post."
    Allied Objective Descriptions
    1    "Primary Objective:**Destroy the Axis Submarine."
    2    "Secondary Objective:**Destroy the Main Door."
    3    "Third Objective:**Destroy the Filtration Door."
    4    "Fourth Objective:**Control the Allied Forward Spawn."
    5    "Fifth Objective:**Construct the command post."

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  9. mp_rocket_et_a1

    The Axis have developed a new, longer ranged, more accurate V2 Rocket.  A prototype is will launch from a hidden base buried deep beneath the mountains.  If successful, this could well mark the turning point of the war. The Allied forces have learned of the launch location and detached a crack group of commandos to ensure the test launch fails ...**Allies must gain access to the control room, steal the override key, then take it across the launch pad to the override console to shut down the launch.

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  10. mp_pow

    Prisoner of War - Finalversion 1.0
    POW for Enemy Territory
    presented by asw
    5.03.2004
    Dezember 1942
    Die Deutsche Wehrmacht hat ein amerikanisches Flugzeug abgeschossen.In diesem Flugzeug war ein Geheimagent der einen Mirkoflim bei sich hat.Nach dem die Deutschen den Überlebenden Agenten gefangen genommen haben,konnte dieser vor den Verhöhren den Geheimfilm in dem Gefangenenlager verstecken.
    //Aufgaben der Allies:
    - Wiederbeschaffen des Geheimfilmes
    - Stahlbrücke aufbauen
    - Holzbrücke aufbauen
    - Sprengen des Haupteinganges des Tunnelbunkers
    - Sprengen der Eingänge in das Gefangenenlager (4 Stück)
    - Übernehmen der Respawnflagge im Tunnelbunker
    - Aufbauen des Commandpost
    - Sprengen des Geheimeinganges
    - zerstören der Wachtürme und der Straße am Minenfeld (optional)
    - entkommen mit dem Mikroflim zum Abgabepunkt
    ------------------------------------------------------------------
    //Aufgaben der Axis:
    - Stahlbrücke sprengen / Aufbau verhindern
    - Holzbrücke sprengen / Aufbau verhindern
    - Verhindern das die Allies in das Gefangenenlager eindringen
    - Sichern des Haupteinganges und Geheimeinganges 
    - Aufbauen der zerstörten Straße am Minenfeld
    - Übernehmen der Respawnflagge im Tunnelbunker 
    - Aufbauen des Commandpost
    - Aufbauen der Wachtürme im Gefangenenlager
    - Bewachen des Mikrofilmes
    - Verhindern das die Allies mit dem Mikrofilm entkommen
    ------------------------------------------------------------------
    Dezember 1942
    The german Wehrmacht (Army) have an allied Aircraft shoot down.Inside this aircraft where an agent with an Microfilm.The German Wehrmacht (Army) have catch the agent and before they interrogate him, he hide the Mircofilm at the camp

    // Allied Objective Descriptions
    - Serach for the Mircofilm and take it back
    - Construct the Wood Bridge
    - Construct the Steelbrigde
    - Construct the comandpost at the Tunnelbunker
    - Destroy the Main Entrance
    - Destroy the Camp Entrances ( there are 4)
    - Destroy the secreat Entrance
    - Capture the Spawn Flag of the Tunnelbunker
    - Escape with the Mircoflim to the broken Gun
    ------------------------------------------------------------------
    // Axis Objective Descriptions
    - Stop the Allies from seaching for the Microfilm 
    - Stop the Allies from escaping with the microfilm to the broken gun
    - Prevent the Allies from constructing the Steel-Brigde
    - Prevent the Allies from constructing the Wood-Brigde
    - Defend the Main Entrance
    - Defend the camp Entrances ( 4 times)
    - Defend the secret Entraance
    - Capture the Spawn Flag at the Tunnelbunker
    - Stop the Allies from constructing a Command Post at the Tunnelbunker
    - Construct the watchtowers and repair the broken street at the mine-field
    - Prevent the Allies from establishing a Wood Bridge
    ------------------------------------------------------------------
    - die rundenzeit ist auf 30 minuten eingestellt.The Time for each Round is 30 minutes 
    ------------------------------------------------------------------
    - Scripting by asw  and spezil thx to Ron-007 for his help
    - Mapping: SD ET Radiant 1.3.8 + 1.4.0 - EasyGen
    - Mappingtime: 10.Aug. 2003 - 5.March 2004
    - Brushes: 12.436
    - Entities: 2278
    - Compiletime Q3map2: 4 h
    - Parameter: bsp-meta, vis, light-fast, samples2, filter, bounce 4
    ------------------------------------------------------------------

    thx @ll tester 
    and @ll member to level-designer / www.level-designer.de
    and @ll member to [EGN]Clan / www.egnclan.de for testing the beta-maps
    ------------------------------------------------------------------
    spezial thx to @Ron-007 !!!!
    ------------------------------------------------------------------
    Feedback:
    contact me:
    [email protected]
    visit my Page:
    http://www.as-w.de

    Copyright © 2004 by asw   all rights reserved
     

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  11. mp_heist_beta9

    The Allies and Axis are put face to face in Tobruk. They fight for the total control of the city center, it's an all-or-nothing battle."
     

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  12. mp_forum_b1

    Away from the main body of troops, an Allied battalion has captured a large secret
    Axis testing compound.
    Their resources are stretched dangerously thin as Axis attempts a fierce
    counter-attack to secure crucial documents before the Allied reinforcements arrive.
    INFO:
    This is a BETA version and is intended for public server use and public release,
    with the aim of bug-hunting and playtesting.
    Any all all feedback is welcome, either by emailling me:
    [email protected]
    or posting in one of the following forums' relevent threads:
    THEBURROW    - http://theburrow.rtcwfiles.com/forums/viewtopic.php?t=94
    RTCW.co.uk    - http://forums.jolt.co.uk/showthread.php?s=&threadid=195173
    Splash Damage    - http://www.splashdamage.com/forums/viewtopic.php?t=4929
    ---------------------------------------
    KNOWN BUGS / ISSUES:
    ---------------------------------------
    - Attempting to lay mines in much of the map does not work. THIS IS A BUG IN ET - NOT THE MAP.
    - If you jump near the team door you can get the 'you are near the first aid post' message.
    - SCDS_reyalP's section needs work doing on some sparklies.
    ---------------------------------------
    EXTRA NOTES:
    ---------------------------------------
    - It has at least 32 spawns a side, so should be able to run on 64 player servers eventually.
    - Documents can be transmitted in either of the two locations - the message reflects what was
        transmitted and where.
    - When axis wins, final view (behind scores) will reflect last place a document was transmitted
        from.
    ---------------------------------------
    Copyright:
    ---------------------------------------
    Authors MAY NOT use this level as a base to build additional levels.
    It may NOT be reverse engineered, decompiled or any other method of getting at the source.
    This file may not be distributed with any modifications. 
    This BSP may be distributed ONLY over the Internet and/or BBS systems.
    You are NOT authorized to put this BSP on ANY CD or distribute it in any way without explicit
    permission from me.
    Some textures are by Ydnar from www.shaderlab.com - specific copyright / usage text is:
    All content copyright © 2000-2003 Randy Reddig.
    Usage and redistribution policy: Textures may be freely downloaded, modified, and used in free
    maps, mods or total conversions provided this copyright notice is left intact and a link to
    Shaderlab is provided in the credits or read-me file.
    Other non-commercial applications are considered on a case-by-case basis via e-mail.
    All other usage requires written permission.
    Bulk redistribution or archival of the textures in any medium, digital or otherwise
    (except mapping packages for mods) is prohibited.
     

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  13. mp_communique_b1 + botfiles

    MP_Communique convert from RTcW to ET
    Convert and Edit by 'StoerFaktoR
    Idea by d3xter
    Thnx for testing to the GTH-Clan 
    Bugs & Suggestions
    chris-s.de (StoerFaktoR)
    rtcw4ever.de 
    gth-clan.de
    wolffiles.de
    et.splatterladder.com
     
    The Allies must destroy both the North and South Radar Controls. The Axis must defend them until the 'top secret' message is finished transmitting.

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  14. mp_checkpoint

    No Readme
    https://forums.splashdamage.com/t/new-map-mp-checkpoint-axis-rail-checkpoint-released/119785

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  15. mp_assault_rc1

    briefing        "The Allied forces have taken over and secured what was once an Axis Communications Tower.

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  16. mp_assault_fal

    File:            mp_assault_fal.pk3
    Map:            Assault (RTCW Port)
    Mod:            FaL-Clean-Version
    Author(Original):    Horus
                (www.teamwarfare.com)
    Author(Modifikation):    |FaL|*RollerCoaster
                (www.fraggers.tk)
    Dies ist eine NS-freie Version der Map Assault, welche
    eine ET-Umsetzung der bekannten RTCW-Map ist.
    Die Map wurde nicht von mir erstellt, sondern von
    Horus (www.teamwarfare.com).
    Genauer gesagt handelt es sich um den Release Candidate 1:
    mp_assault_rc1.pk3
    Da in der Map, wie in der originalen RTCW-US-Version,
    Nazi-Symbole verwendet worden sind, ist diese Map leider
    in der Bundesrepublik Deutschland verboten. Somit darf sie
    nicht auf ET-Servern gespielt werden die ihren Standort in
    Deutschland haben, ebenso darf sie nicht auf deutschen
    Internetseiten zum Download angeboten werden.
    (In der Realität sieht das zwar anders aus, aber das haben
    die entsprechenden Admins und Webmaster mit sich selbst
    auszumachen.)
    Da ich die Map aber sehr gut finde (Habe sie schon in MP von
    RTCW gespielt...) und auch gerne auf unseren Clan-Server 
    laufen lassen würde, mussten einige kleine Veränderungen 
    vorgenommen werden.
    An den Scripten usw. habe ich nichts verändert, es wurden nur
    die Texturen mit NS-Symbolen gegen die der deutschen RTCW-
    Version ausgetauscht. Somit kann die Map nun auch in Deutsch-
    land gespielt und verbreitet werden, ohne gegen geltendes
    Recht zu verstoßen.

    Bugs:
    Wenn die mp_assault_fal.pk3 im ETMAIN-Ordner liegt sollte 
    die mp_assault_rc1.pk3 (falls vorhanden) gelöscht werden, da
    beide Files den selben Namen für das Texturenverzeichnis be-
    nutzten. Falls dies nicht passiert können ggf. Darstellungs-
    fehler oder Fehlermeldungen über defekte PK3s hervorgerufen 
    werden. Ich bin leider ein Mapper-Noob und habe mich hiermit 
    zum ersten Mal an PK3-Files getraut.
     

    2 downloads

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  17. mp_assault_etversion

    Title                   : mp_assault
    BSP Name                : here_mp_assault
    Author                  : Here (just remaking)
    Email Address           : [email protected]
    Home Page               : http://www.planetquake.com/here
    Game                    : wolfmp Enemy territory
    Description             : A remake of an RTCW map
    Additional Thanks to    : AEGIS (command map author)
    Beta testing        : http://www.lavite.net
                  
    Other stuff             : 
                                              
    Other work           :
                heresp1-hyperevolt
                heresp2-bulls on parade
                heresp3-castle of pain
                heresp4-beyond the black sun
                here3dm3-temple against humankind
                here3dm4-stroggs lead smelting
                here3dm5-the mark has been made
                here3dm6-individualistic men's world
                here3dm7-upper agony
                here3dm8-final hero arena
                here3dm9-gergow station
                here3domectf-the viandox dome
                here3deep-the dismal deep
                Peak-Peak monastery
                Lostchildren-city of lostchildren
     
    * MAP Information *
    New Textures            : none
    New sounds              : none
    * Construction *
    Base                    : none 
    Construction Time       : 3 months
    Build programs          : q3map =)
    Build Time              : 2 hours
    Compile machine         : 3.0ghz 2048mo cg geforce6600 GT 128 Mo
    Editor used             : q3radiant!
    Other programs          : bspc-gui
    Known Bugs              : none
    * Copyright / Permissions *
    All textures in this level remain property of their respective owners.
    You may NOT use this level as a base to build additional levels without
    explicit permission of the author!
    You may distribute this BSP in any electronic format (BBS, Internet,
    CD, etc) but u may NOT by any means use it to gain money.
    If u paid to get this, then u got totally riped off! =)

    1 download

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  18. Mountain_Of_GoD_unlag

    README FOR GOD SNIPER FINAL.
    MAP BY LEVYBREAK.
    COMPILE TIME: 12 HOURS.
    YOU MAY REDISTRUBUTE THIS MAP FREELY SO LONG AS THERE ARE NO CHANGES TO IT, AND NO PROFIT IS MADE. ALSO, IF YOU PLAN TO HOST THIS ON YOUR SERVER YOU MUST ASK EITHER MYSELF OR MOREFIEN, UNDER PENALTY OF LAW!
    YOU CAN CONTACT ME AT [email protected]
    OR PM ME AT HTTP://FOURMS.FRONTLINECLAN.COM
    HAPPY SNIPING!
    GoD Sniper, Ideas by Morefien, Mapping by Levy.                                                          The Temple of GoD has been Raided and the GoDs are awakening from their mountain hungry for War." 
    briefing "GoD Sniper, Ideas by Morefien, Mapping by Levy.                                                          The Temple of GoD has been Raided and the GoDs are awakening from their mountain hungry for War." 

    1 download

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  19. mountain_v2

    author:Moedervlekje 
    http://www.splashdamage.com/forums/showthread.php?t=16993
    As I started following tutorials for mapping I came up with the idea of making a map with a hill or mountain in the middle. Certain aspects of tutorials gave me ideas, and now here it is, My first finished map: Mountain.
    I don't have much scripting skills, so I asked Wezelkrozum his help. He kinda helped me finishing the map, and did kinda all the scripting.
     

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  20. moscity_ofe

    MOS Clan's City Only for Fragz Edition ==
    ?
    Mapka do fragowania.
    Made by: [PL] Stilo
    Clan: TeamMOS

    Bledy i propozycje mozecie pisac na forum: http://teammos.forumer.com/

    --
    www.stiloman.prv.pl
    www.enemyterritory.pl 
     

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  21. mortalarena-v1

    frag map

    0 downloads

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  22. moquette_v1

    frag map

    0 downloads

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  23. MONTEZUMA

    Overview
    Map Name                : Monezuma's Revenge
    Mapper and Scripter     : OSIAS
    Release Date            : December 27TH 2002
    Email Address           : [email protected]
    Home Page               : http://www.tramdesign.net
    My Web Page             : www.screammachines.biz
    * Installation Information *
    - Unzip to your X:\Return to Castle Wolfenstein\main folder where X = the drive you installed RTCW on. ===
    * Story *
    The Axis in the never ending struggle for the powerful relics have stumbled across
    Montezuma’s Resting place. A supposed Cursed set of catacombs.. Our undercover allied agents
    reports to us that the axis has lost countless lives trying to extract his golden remains.
    His remians hold great physic powers. This relic cannot fall into the hands of the axis.
    Your mission is to infiltrate the Catacombs and extract Montezuma’s golden remains out from
    the nose of the Axis. Be Warned! These shafts have danger around every comer..
    WILL YOU MAKE IT OUT ALIVE !!! OR WILL MONTEZUMA HAVE HIS REVENGE !!!
    * Thanks to *
    Mike Denny and Demoneye for helping me with the script.
    To Tical for the model of the statue
    To Rummie for making the ROQ video, Teaser trailer and objective and loadup pics.
    To all the admins at www.tramdesign.net 
    to www.screammachines.biz
    to all the people that showed up to the beta test 
    =TRAM=CLAN=
    =MX=CLAN=
    to demonspawn for helping fix a last second bug.
    * About me *
    This is my second RTCW release. I plan on having more. please email me feedback
    [email protected]
    This is a final copy !! only 2 bugs I know of is a spawning problem and a fireball that disapears behind the pool of water..
    Finally please enjoy this i would love to have any feedback positive or negative @.
    [email protected]

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  24. monte_cassino

    monte_cassino - Monte Cassino für ET - neue Finalversion 2.0 
    18.03.2004
    presented by [EGN]Ron-007
    Story:
    Das von dem heiligen Benedikt um das Jahr 529 der christlichen Zeitrechnung gegründete Kloster Monte Cassino entstand
    an der Stelle einer früheren römischen Befestigungsanlage,
    des Municipium von Casinum: auf diesem Berg übte man noch einen heidnischen Kult in einem dem Apollo geweihten Tempel
    und in einem heiligen Wald mit angrenzendem Terrain für die Opfer aus
    Während des nachfolgenden Wiederaufbaus wurden verschiedene Ergänzungen und Verschönerungen vorgenommen,
    die dem Kloster sein stattliches Aussehen verliehen, das es bis zum 15. Februar 1944 beibehalten hat.
    Damals befand sich Montecassino, ein Ort des Gebets und geistiger Studien und unter den vorherrschenden politischen Verhältnissen
    der Endphase des 2. Weltkrieges auch Zufluchtsort für Hunderte von unschuldigen Zivilpersonen, 
    im Schußbereich der aufeinandertreffenden Heere und wurde innerhalb von drei Stunden dem Erdboden gleichgemacht, 
    wobei viele der Flüchtlinge in den Trümmern den Tod fanden.
    An der Schlacht von Cassino waren Armeen verschiedener Länder beteiligt und auch diese bewahren die Erinnerung
    und ein grosses Interesse für jene geschichtliche Ereignisse.
    --------------------------------------------------------------------
    // scenario information
    Januar 1944. Die Alliierten belagern das Kloster Monte Cassino in Italien . Sie dringen in das Kloster ein. Die Achsenmächte lagern dort ihre erbeuteten Goldvorräte. Die Alliierten entwenden 2 wichtige Goldkisten und transportieren diese zurück zum Ausgangspunkt.
    // Axis Objective Descriptions
    Stop the Allies from stealing the Gold Bars from the Monastery Monte Cassino
    Stop the Allies from escaping with the Gold Bars from the Monastery Monte Cassino
    Prevent the Allies from constructing an Assault Ramp up the West and East side of the Mountain
    Defend the Main Entrance
    Defend the Side Entrance
    Capture the Forward Bunker in a Church
    Stop the Allies from constructing a Command Post
    Prevent the Allies from establishing a Water Pump

    // Allied Objective Descriptions
    Steal two crates of Gold from the Monastery Monte Cassino
    Escape with the crates of Gold to the Alliies Startpoint
    Construct an Assault Ramp up the West and East side of the Mountain
    Destroy the Main Entrance
    Destroy the Side Entrance
    Capture the Forward Bunker in a Church
    Stop the Axis from constructing a Command Post
    Repair the Water Pump
    ------------------------------------------------------------------
    - die rundenzeit ist auf 25 minuten eingestellt. 
    ------------------------------------------------------------------
    - Mapping by Ron-007
    - Scripting by Ron-007
    - Mapping: SD ET Radiant 1.3.8 - EasyGen
    - Mappingtime: Februar. 2004 - März 2004
    - Total Brushes: 10.556
    - Total Entities: 1702
    - Comp. Time: 3h / 40 min.
    - Comp.: Q3Map2 bsp - meta, vis, light - fast - filter - super2, bounce8
    ------------------------------------------------------------------
    thx to all members @ the www.level-designer.de
    thx to all members @ the www.egnclan.de 
    thx to @[EGN]Viper888 for levelshots
    ------------------------------------------------------------------
    spezial thx to @ASW  
     
    ------------------------------------------------------------------
    Zur ersten Final wurden einige Bugs beseitigt und neue Spielelemente 
    hinzugefügt.
     
    - bug bei einer der rampen beseitigt [klettern auf den berg]
    - texture fehler behoben, texturen getauscht und angepasst
    - fehlerhafte brushes beseitigt
    - neue respawnflagge aufgestellt, [für beide seiten nutzbar] 
    - respawnflagge nun auf der commap für das jeweilige team auswählbar
    - vis und fps optimierung durch getrennte skyboxen
    - objective und ziele im limbomenü sichtbar gemacht
    - zusätliches objective eingebaut, [dokus raus - 2x gold rein]
    - rundenzeit auf 25 minuten angehoben
    - einen neuen allies zugang über eine wasserpumpe eingebaut
    - das legen von minen in den unteren gängen, ist NICHT mehr möglich
    - nebeleffekte eingebaut
    - tunnelsystem überarbeitet
    - soundeffekte überarbeitet
    - alle schalter der gittertore stehen nun auf "touch"
    - commandmap überarbeitet
    -------------------------------------------------------------------
    contact me:
    #level-designer [Qaukenet]
    mail:
    [email protected]
    visit my page:
    www.ron-007.de
    visit the clanpage:
    www.egnclan.de
    visit the best editing site:
    www.level-designer.de
    Copyright © 2004 Ron "Ron-007" Young all rights reserved
     

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  25. monkey_island

    Author        : Rolator
    Email address    : [email protected]
    Webpage        : http://www.rolator.de.vu
     Map Information
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : Monkey Island Final
    Filename    : monkey_island.pk3
    Release date    : 2004-04-01
    Decription    : 
    Program        : SD Radiant 1.4.0-rc2
    q3map2 parameter: (Final) BSP -meta, -vis, -light -fast - filter -samples 2 -bounce 8
    Build time     : (with breaks) 5month
    Compile time    : 20 minutes
    Compile machine    : AMD Athlon XP2800, 512mb
    Installation    : Place the monkey_island.pk3 to your etmain folder, select it from the multiplayer->create server menu or
                      bring down the console and type: map monkey_island.
    Custom Textures    : no
    Sounds        : the monkey;)
    Custom Models    : no 
    Patrol Points    : yes

    -------------------------------------------------
     Info!
    -------------------------------------------------
    Release note Final:
    It`s done... ;) the f***in fog-bug (kick and cab u know what i mean) had waste a lot of time and nerves.
    Release note b6:
    Due to some suggestions and some practical (thx to my clan "blackSheeps" for server hosting) i have chanced the
    ammo cabinets to medic cause its a small fun-trainingsmap and the most players dont chose a medic for 1on1. if u like the 
    ammo cabinets take the version b4!
    This is a small fun map for 6 players at most I think
    I was bored of little "fun" maps (i play to have fun;) without objectives, that makes ET for me attractive! So the flag holding team 
    spawns right away and wins at the end of the roundtime!
    And as a special feature: Patrol Points. Stay 15 sec on the roof-top of ur bunker and dislock a medic cabinet. The First time i tryed
    this.... i think a nice feature. 
     
    I hope u enjoy playin this map.
    Play fair and cheating sucks!
    -------------------------------------------------
    Thanks to:
    -------------------------------------------------
    ydnar for the shaderlab_1337 pak
    G0-Gerbil for his exellent PatrolPoint SampleMap
    http://theburrow.fragland.net/tutorials/downloads/patrolpoints.zip
    -------------------------------------------------
     Special thanks and Credits to:
    -------------------------------------------------
    KaschZappa for test´in and hardware;)... "bS.cab","[email protected]","bS.dr4z43l","bS.K!ck" and the rest of my clan
    And all the Guys @ www.level-designer.de specally: michi.be,Ron-007,asw,BeoWulf...
    --> Good Job! Without them I would never start to make Maps.

    -------------------------------------------------
    Copyright © 2004 "Rolator" all rights reserved
    This level may be electronically distributed only at 
    NO CHARGE to the recipient in its current state, MUST 
    include this .txt file, and may NOT be modified IN 
    ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE 
    DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR
    WRITTEN PERMISSION.

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