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  1. mo_decerto_b2_0505

    Decerto: v. (Latin) to contend, fight to the finish
    Overview:
    Time Limit:  60 minutes
    Map Name:  mo_decerto_b2 (NOT mo_decerto_b2_0505)
    Ideal team size:  1 v 1 and 2 v 2
    Modes supported:  Stopwatch, Objective, Campaign
    Credits:
      
    - Concept development and extensive testing:  Demanufacturer and the Modus-Operandi team
    - Frostbite extract:  Moonkey for the original and permission to include it 
    - Supply Depot extract:  Ginc for the original and permission to include it  
    - Menzel, Mean Mr. Mustard, Cptn Triscuit, and Seven_DC for other original work from Vengeance, Breakout, Rommel, and Reactor which was used in the 4 arenas
    - WP 222 model and permission to mod the skins:  Detoeni
    Instructions:
    - Find a duel partner and choose an arena
    - Stand in the staging area, and activate the panel to ready up
    - Once the second player readies up (or you ready up a second time) the combatants will be teleported into the arena
    - If you are a solo player, you will need to wait 5 seconds before readying up a second time
    - Once all players leave an arena, the staging area will reset
    Known issues:
    - Sometimes you can see parts of other arenas - do not be frightened
    - On occassion, two people will ready up, you will hear all the prompts, but the teleporters will not fire and the gates will drop.  Just ready up again.
    Change Log:
    B1 to B2
    - Balanced all 4 arenas
    - Added objectives to the Supply Depot and Frostbite extracts, which will make the arena reset once completed
      = Supply Depot, allied engy must build crane controls
      = Frostbite, allies must grab documents and take then to a return point under the arch or by the allied spawn
    - Added a hidden arena for people to tweak sensitivities and practice target tracking
    - Other little things here and there
    - ETPro shaders baked into main pk3 file.

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  2. 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." 

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  3. 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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  4. 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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  5. mortalarena-v1

    frag map

    0 downloads

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  6. moquette_v1

    frag map

    1 download

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  7. 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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  8. 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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  9. 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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  10. 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! =)

    3 downloads

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  11. mml_minastirith_fp3 + scripts

    Installation instructions:
     
    First you should delete any other version of MML_MINASTIRITH in your
    ETMAIN/ directory.
    Then place MML_MINASTIRITH_FP3.PK3 in your Enemy Territory's
    ETMAIN/ directory.
    Story:
    The Axis forces, in their desperate search for power to stop the
    inevitable Allied onslaught, have been working on the ability to
    travel in time.
    The Allies, learning of these plans, create a force to storm and
    capture the Axis laboratories where the research is being done.
    Unfortunately, the Allies attack during a crucial experiment, and
    the resulting fighting causes an uncontrollable surge in the
    equipment, throwing everyone in the immediate area back in time!
    Appearing six thousand years ago, in a history that was only
    thought to be mythical, both sides now have a new battleground to
    continue their war in.
    Allies must defend Minas Tirith and prevent Axis from stealing
    the Palantir, a device they could use to communicate with the
    remnants of the Great Evil that onces plagued this land.
    ---------------------------------------
    Level info:
    ---------------------------------------
    This map is in FIRST PLAYABLE mode.
    It is unfinished, the map layout and objectives are all
    temporary.
    Objectives are not marked properly in the limbo text, but Axis
    must fight their way to the top of the city, then steal the
    Palantir from the Tombs behind the city, and deliver it to the
    entrance of the Great Hall.
    To give me feedback, post at:
    http://theburrow.neohosted.co.uk/forums/
    ---------------------------------------
    Objectives:
    ---------------------------------------
    AXIS:
    1) Fight your way up the city, and take the Palantir to the Great
    Hall.
    ALLIES:
    1) Prevent Axis taking over the city and capturing the Palantir.
    ---------------------------------------
    Change log:
    ---------------------------------------
    First playable 3:
    - Level 1 detail fleshed out
    - Level 2 gate area fleshed out
    - Certain choke points elsewhere have more cover / alternative
        routes
    - Allies can no longer get outside the city via dropping down the
        turrets. To make up for this...
    - The main City Gate starts open. This allows Allies to rush
        outside but only for the first few respawns - after this the
        gate closes. It should NOT be possible for Axis to run straight
        to the gate and run inside while it's still open - I have timed
        it to ensure this is not possible
    - More detail in the odd spot here and there (eg newer White Tower).
    First playable 2:
    - Allied spawn cock-up on start of round fixed. Sorry!
    - Level 5 gate is now satchelable.
    - Level 4 ammo / health racks moved further around.
    - Final objective changed to be delivering the Palantir.
    - Whenever Axis blows a gate, Allies get an immediate respawn at
        their next spawn locations, except for the City Gates - when
        this is blown, Allies get a single instant respawn in level
        1. This is to make sure Axis does meet some resistance in the
        first half of each level, and to make more of each level see
        action.
    First playable:
    - No changes, first public release.
    ---------------------------------------
    Playing instructions:
    ---------------------------------------
    To join a server playing this map:
    1) Join as normal - ET will load the map up automatically
        (assuming you have installed it correctly).
    To set up a server:
    1) Load up ET in MP mode.
    2) Choose 'Host Game'.
    3) Find MML MINASTIRITH (FP3) in the list of SW / MP maps.
    4) Set server options according to how you wish them to be.
    5) Choose 'Accept'.
    ---------------------------------------
    Level technical info:
    ---------------------------------------
    Name:        MML_MINASTIRITH_FP3
    Type:        MP / SW
    Stage:        First playable
    Revision:    3
    Time taken:    16 months
    Compile:    BSP -meta, -vis, -light -fast -samples 2
    ---------------------------------------
    Author info:
    ---------------------------------------
    Author:        [MML]Gerbil / zero.Gerbil
    Real name:    Barry Swan
    Wolf WWW:   http://theburrow.neohosted.co.uk
    Clan WWW:   http://www.zerogaming.co.uk
    E-mail:        [email protected]
    ---------------------------------------
    Special thanks:
    ---------------------------------------
    - Detoeni - who stepped in with a rather quick Palantir model for me.
    - Everyone at my forums - for bearing with me on the long slow journey!
    - Zum and SiliconSlick - for hosting my server and helping (along with
        their forum members) to bugfix.
    ---------------------------------------
    Copyright:
    ---------------------------------------
    Consider everything in this file copyright - you may NOT use
    any of it without express permission from myself.
    _____________________
    Scripts Author: 2Bit 
    I changed the minas tirith script to make the game faster moving, and reduced the map time from 60 to 30 mins.
    Some script changes made to speed up the gameplay"
    Game starts with Axis inside the Main Gate"
    Map time limit reduced to 30 mins"
    All gate objectives changed from dynamite to satchel"
    Spawn times reduced by 5 secs"
    I've put the script file here for you: 
    www.pythononline.co.uk/et/sundry/TibeT_mml_minastirith_fp3.pk3
    You will of course need the original _fp3.pk3 version of the map too.
     

    2 downloads

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  12. mml_helmsdeep_b4

    Installation instructions:
     
    First you should delete any other version of MML_HELMSDEEP in your
    ETMAIN/ directory.
    Then place MML_HELMSDEEP_B4.PK3 in your Enemy Territory's
    ETMAIN/ directory.

    Story:
    The Axis forces, in their desperate search for power to stop the
    inevitable Allied onslaught, have been working on the ability to
    travel in time.
    The Allies, learning of these plans, create a force to storm and
    capture the Axis laboratories where the research is being done.
    Unfortunately, the Allies attack during a crucial experiment, and
    the resulting fighting causes an uncontrollable surge in the
    equipment, throwing everyone in the immediate area back in time!
    Appearing six thousand years ago, in a history that was only
    thought to be mythical, both sides now have a new battleground to
    continue their war in.
    Allies must defend Helms Deep, keeping safe the means of travelling
    back to the modern day, while preventing Axis from dominating this
    new land and altering the future completely.
    ---------------------------------------
    Level info:
    ---------------------------------------
    THIS MAP HAS NEW FEATURES NEVER SEEN BEFORE IN ET MAPS.
    Please read the section below on patrol points to understand how
    they work.
    This map is in BETA (4) mode.
    Changes include:
    - Axis regain east and west valley spawns
    - Allis can't wall jump (they can still get into the valley via
        the side door)
    - Axis get a buildable MG in the valley
    - Tons of graphical updates
    - Made it run in the default memory settings, oops :)
    To give me feedback, post at:
    http://theburrow.neohosted.co.uk/forums/
    ---------------------------------------
    Objectives:
    ---------------------------------------
    AXIS:
    1) Transport the two extra crates of dynamite to the culvert.
    2) Blow the wall by planting dynamite at the culvert with the extra
        dynamite crates.
    3) Capture the South Valley spawn. This becomes permenant once both
        the Main Gate and wall have been breached.
    4) Escort the Tank up to blow the Throne Room Door.
    5) Construct the Caves Command Post to gain forward spawns.
    6) Destroy the Cave Defences.
    7) Dynamite the Weak Tunnel blocking off Allied reinforcements.
    ALLIES:
    1) Prevent Axis placing additional explosives at the culvert.
    2) Stop Axis blowing the main wall.
    3) Defend the South Valley spawn.
    4) Prevent the Tank from reaching and blowing the Throne Room Door.
    5) Stop Axis from building and defending the Caves Command Post.
    6) Build and protect the Cave Defences.
    7) Defend the Weak Tunnel from Axis dynamite.
    ---------------------------------------
    Patrol Points:
    ---------------------------------------
    In various stages of the map are what are called Patrol Points (or
    PP for short).
    A PP is a designated zone that a certain team / class combination
    must remain in for a given length of time to enable additional
    benefits for their team.
    The time to enable a PP, and how long that PP stays enabled for,
    varies, but is clearly defined. Players enabling a PP will be told
    how long it takes to enable, and the whole team is alerted when a
    PP is enabled, disabled, and when it's about to run out.
    PPs are identified by a striped border around them.
    The class and team combination required to activate the PP will be
    shown on the wall within the PP itself.
    The icon indicates what class is required, and the icons correspond
    exactly to the icons for class selection in the limbo screen, but
    are detailed here:
    Helmet        = Soldier
    Cross        = Medic
    Bullet        = Field Op
    Target        = Covert Op
    Spanner        = Engineer
    The colour of the striped zone marker and the class icons indicate
    what team can activate the patrol point:
    Red        = Axis
    Blue        = Allies
    Grey / yellow    = Either team
    So, for example, a blue cross means that only an Allied Medic can
    activate the patrol point.
     

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  13. mml_claustrophobia

    As the Allies advance towards Germany, they discover a seemingly
    abandoned warehouse.
    However, further investigation reveals that it is actually a
    secret Axis weapons research lab.
    While the Allies cannot gain access into the main lab itself,
    blueprints of the complex pinpoints a weak spot:
    If the Allies can destroy the generator, they will disable power
    to the entire complex, rendering it inoperative.
    ---------------------------------------
    Objectives:
    ---------------------------------------
    AXIS:
    1) Defend the generator.
    ALLIES:
    1) Destroy the generator.
    ---------------------------------------
    Level technical info:
    ---------------------------------------
    Name:        MML_CLAUSTROPHOBIA
    Type:        MP / SW / LMS
    Stage:        Alpha
    Revision:    2
    Time taken:    2 months
    Compile:    BSP -meta, -vis, -light -fast -filter -samples 2
    ---------------------------------------
    Author info:
    ---------------------------------------
    Author:        [MML]Gerbil / zero.Gerbil
    Real name:    Barry Swan
    WwW:       http://www.theburrow.com
    Wolf WWW:   http://theburrow.fragland.net
    Clan WWW:   http://www.zerogaming.co.uk
    E-mail:        [email protected]
    ---------------------------------------
    Thanks:
    ---------------------------------------
    seven_dc - For running this competition, and giving me enough
        time to finish the bloody map!
    The people at the SplashDamage forum - for encouragement and
        ideas.
    Siliconslick - For LMS information.
    Clan Groundzero - as ever a top bunch of guys and I just wish I
        had the connection to play with them again in clan
        matches :(
    Anyone else I've missed - there will undoubtedly be some, and for
        that I'm sorry, but anyone who has offered support,
        feedback or ideas, it's greatly appreciated!
    ---------------------------------------
    Copyright:
    ---------------------------------------
    Some textures are the creation of Ydnar:
    www.shaderlab.com
    His site was down, so I was unable to locate the exact copyright
    wording he asks for, but suffice to say you are free to re-use
    them in non-commercial game applications, on the condition that
    you state clearly he created them and they are copyright to him.
    Lots of prefabs used from the rather nice site at:
    http://www.sikstrom.nu/rikard/prefabs.htm

    2 downloads

       (0 reviews)

    0 comments

    Submitted

  14. mlb_d_day

    Installation:
    extract the PK3 using WINZIP, or WINRAR into your
    Etmain folder. Something like this (C:/Program Files/Wolfenstein - EnemyTerritory/etmain)
    Run the game, and play.
    D Day - the making of:
    Conversion by Marko, Lowlife and Bob le Roux of the D Day map for RTCW (orgininally made by Marko)
    More information and screenshots available on http://marko.hd.free.fr
    Lefty - Custom Voices / GertH - Command map maker
    Sponsors:
    ----------------------------
    MLB is sponsored by X3M servers (http://www.x3mservers.net).

    Testing Team:
    --------------
    -7Co- guys: Burniole, Chef Chaudard, Tassin, Oui Oui, Blanchet, Gone, Pithiviers, Utopik, Capitaine Dumont
    [fP] guys: Kennie, Kat, Flak, Shynna, Lead, Dictator, Slayer, Viper, Global, Smudge
    [FUN] guys: Scott, Marty, Cedox, Capt Darling, Armistice, Hordak, Jaysi, SenecaWolf, Whatever, Choller (http://www.clan-fun.com)
    M8D guys: Dr. Stock, DukeRespawn, Jonon, Brentwood & Nephlim (http://www.m8d-clan.com)
    Logan, Chris-s, Lowlife, CrAzY-NuTTeR, Heirpie, Darkfire, KN1GHTMAR3, Humpty-Dumpty, LdysMn317, Siffer, SilverSurfer, S.S. PoNS, c0s7, CrazyMexican, Yhcir, Lethal Banana, Wakka, S-Fos Skalman, Bouncer & Mr Battery

    Map Description:
    -------------
    MLB D Day is a remake of the "D Day" map originally created by Marko for RTCW. Lowlife completely 
    remade the terrain shaders and the sea whereas bob worked on the scripting a adding the voices to 
    the script. Marko worked on structure and retextured the map.
    Just like the previous versions, allies attack on this map. They spawn on landing crafts and have 
    to make their way up the beach. They have 3 different ways into the enemy base :

            - a side door that leads to a bunker with a forward spawn flag inside it
            - a main gate located below an mg42 gun nest
            - a damaged wall that can be breached with dynamite 
    Once the flag is captured, both teams spawn in the outdoor section of the axis base. They then 
    have to fight their way indoors to the war room where the secret documents are stored. If the 
    allies get hold of the documents, they have to take them back to the beach to trasmit them...
     

    0 downloads

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  15. mlb_carnage

    Installation:

    extract the PK3 using WINZIP, or WINRAR into your
    Etmain folder. Something like this (C:Program FilesWolfenstein - Enemy
    Territoryetmain)
    Run the game, and play.
    Carnage - the making of:
    ----------------------------
    Conversion by Marko, Lowlife and Bob le Roux of the [FuN] Beach map (orgininally made by Marko)
    More information and screenshots available on http://marko.hd.free.fr
    Lefty - Custom Voices / GertH - Command map maker
    Sponsors:
    ----------------------------
    MLB is sponsored by X3M servers (http://www.x3mservers.net).

    Testing Team:
    --------------
    -7Co- guys: Burniole, Chef Chaudard, Tassin, Oui Oui, Blanchet, Gone, Pithiviers, Utopik, Capitaine Dumont
    [fP] guys: Kennie, Kat, Flak, Shynna, Lead, Dictator, Slayer, Viper, Global, Smudge
    [FUN] guys: Scott, Marty, Cedox, Capt Darling, Armistice, Hordak, Jaysi, SenecaWolf, Whatever, Choller (http://www.clan-fun.com)
    M8D guys: Dr. Stock, DukeRespawn, Jonon, Brentwood & Nephlim (http://www.m8d-clan.com)
    Logan, Chris-s, Lowlife, CrAzY-NuTTeR, Heirpie, Darkfire, KN1GHTMAR3, Humpty-Dumpty, LdysMn317, Siffer, SilverSurfer, S.S. PoNS, c0s7, CrazyMexican, Yhcir, Lethal Banana, Wakka, S-Fos Skalman, Bouncer & Mr Battery

    Map Description:
    -------------
    MLB_Carnage is a remake of the "Return to carnage canyon" map originally created by Marko. 
    Lowlife completely remade the terrain, the terrain shaders and the sea whereas bob added a 
    B-17 bomber to the map. Marko worked on structure only in order to change the map layout (not a 
    maze like the original version used to be).
    Just like the previous versions, allies attack on this map. They spawn on landing crafts and have 
    to make their way up the canyon to the 'No Man's Land' area. Lowlife added a back path in the 
    mountains to avoid the canyon congestions with artillery and airstrikes, provding allies with a 
    secured back path that takes them above the main canyon bunkers. The trenches flag has been 
    moved to a side bunker, avoiding the huge spawn killing which was a major issue in the previous 
    versions of the map. After having captured the trenches, allies will have to head to the axis 
    base where a radio beacon has to be set up. Once constructed, the B-17 Bob made flies up the 
    canyon, drops a bomb and breaches the bay doors to the underground basement of the map. From 
    that moment, allies gain a permanent spawn in the basement and axis forces are pushed back to 
    the final objective, a sea battery. The battery access is protected by a massive gate which is 
    locked with a magnetic seal. The only way to get past it is to destroy the power generator 
    located in the basement. The battery only lies a few feet away....
     

    0 downloads

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  16. mlb_bergheim_09

    Installation:

    extract the PK3 using WINZIP, or WINRAR into your
    Etmain folder. Something like this (C:\Program Files\Wolfenstein - Enemy
    Territory\etmain)
    Run the game, and play.
    Bergheim Beta - the making of:
     
    Map, Script, Command map : Bob Le Roux (http://www.gamedesign-online.com/)
    Command map : Burniole
    Detail Brushwork : Lowlife / Marko

    Map Description:
    -----------------
    The battle front is constantly advancing within german lands. 
    Allies have reached the small town of Bergheim that they need to take over in order to have an advanced 
    settlement. It's a strategic position for the outcome of the war.
    Axis Objective Descriptions
    1    "Primary Objective:**Defend the Fortress flag"
    2    "Primary Objective:**Protect the Fortress Main Gate"
    3    "Secondary Objective:**Don't let Allies capture the Railroad Station flag"
    4    "Secondary Objective:**Protect the Fortress Side Gate"
    5    "Secondary Objective:**Construct the command post and don't let Allies set up the command post"
    6    "Secondary Objective:**Construct the Fortress command post"
    Allies Objective Descriptions
    1    "Secondary Objective:**Capture the Fortress flag and defend it"
    2    "Primary Objective:**Destroy the Fortress Main Gate"
    3    "Secondary Objective:**Capture the Railroad Station flag"
    4    "Secondary Objective:**Destroy the Fortress Side Gate"
    5    "Secondary Objective:**Construct the command post and don't let Axis set up the command post"
    6    "Secondary Objective:**Don't let Axis set up the Fortress command post"
    Note:
    -----------------
    This map is at a BETA testing stage, meaning there is still quite a bit of work to do on the map to improve it.
    Any ideas, suggestions, bug reporting are more than welcome on the www.gamedesign-online.com forums.
    The main point we'd like to focus on with this public beta release is map balance. A new spawn has been added since
    the last version of the map, hoping it will even it off a little.

    1 download

       (0 reviews)

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  17. MLB Temple Nightsky

    This mini-mid gives MLB Temple a new sky.
    Skybox made by Avoc @ eft-clan.com
    If you use a changed mapscript for MLB Temple, you have to add the following into the mapscript, otherwise it won't work.
    remapshader "textures/mlb_temple/lowskybox"    "textures/arabian_nights_temple/arabian_nights_temple_sky"
    remapshaderflush

    Please take a look into "maps/mlb_temple.script" of this pk3 if you don't know how to do it.
    ~ Berzerkr (GER)|#WolfMap.de
    Please note that I had to rename the textures, folder and shader of the skybox, because there was not fitting exactly into the map and to prevent problems with other maps.
    If you want to use the skybox in your own map or mod, please download the original content here:
    http://www.splashdamage.com/forums/showthread.php?t=18033
    --------
    "Arabian Nights" - skybox by Avoc @ eft-clan.com
    Instructions: 
    1. Place the "Arabian Nights" folder (containing the pictures) into your etmain/textures/ folder.
    2. Place the "arabian_nights.shader" in your etmain/scripts/ folder.
    3. In your shaderlist.txt add "arabian_nights" at the bottom.
    4. You are ready to go! :)
    Remember, I saved the different pictures with maximum quality. For that reason they are quite large in size.
    They will add alot to your .pk3 if you do not resave the .jpg under a stronger compression. It is possible to cut the overall filesize down to around 1mb without 
    any noticable quality hit.
     

    0 downloads

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  18. 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.

    1 download

       (0 reviews)

    0 comments

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  19. mummies_lab_beta2

    briefing        "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. "

    6 downloads

       (0 reviews)

    0 comments

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  20. 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

    7 downloads

       (0 reviews)

    0 comments

    Submitted

  21. 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.

    0 downloads

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  22. 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

    1 download

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  23. 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.

    2 downloads

       (0 reviews)

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  24. 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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  25. 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."

    1 download

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