MAPS M
67 files
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mml_minastirith_fp3 + scripts
By kate
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.
104 downloads
0 comments
Updated
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mp_theriver_2nd + mp_theriver_2nd_etprocmshader
By kate
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
38 downloads
0 comments
Submitted
-
mp_assault_rc1
By kate
briefing "The Allied forces have taken over and secured what was once an Axis Communications Tower.
21 downloads
0 comments
Submitted
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mo_decerto_b2_0505
By kate
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.
19 downloads
0 comments
Submitted
-
market + _market_textures
By kate
Set scenario information
axis "Each side must fight the other."
allied "Each side must fight the other."
neutral "Each side must fight the other."
Creator : dFx =
Version : 0.1b =
Date : 06/02/2009 =
Map name : Market =
Type of map : 1v1 (concept of random spawnpoints) =
Credits : Splash damage forums =
Yatta_Yatta-O_o
19 downloads
0 comments
Submitted
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mummies_lab_beta2
By kate
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. "
18 downloads
0 comments
Submitted
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md_bunker
By kate
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."
18 downloads
0 comments
Updated
-
mp_rocket_et_a1
By kate
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.
18 downloads
0 comments
Submitted
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maat_b2
By kate
Mapname: maat_b2
Status: beta 2
Mapper: CyburK
released: beta1 07.02.2008
contact: [email protected]
website: www.cyburk.net
beta2 fixes only some missing textures!
This is a dual Objective Map
Objectives for Allies/Axis
- Destroy the Enemys Safe.
- Steal the Secret Documents
- Build and Defend your Command Post
- Bring the Enemys Documents to your Command Post.
http://www.cyburk.net/
http://www.splashdamage.com/forums/viewtopic.php?t=17814
i had this map sleeping on my harddrive for long time. finally i found some time to release it as beta.
its a dual objective map where both teams attack the same targets. when the time runs up the map ends with a draw for both teams!!!!
name: Maat_b2
status: beta 2
maxplayers: 32 (i havent tested it yet but i think this map can be fun for many players)
timelimit: 25 min
spawntime: both 15 sec
both teams have to destroy the enemys safe with the secret war document papyrus . the document can only be transmitted if the command post is built.
So both teams have to attack/defend the safe with the documents and attack/defend the command post.
I fixed the missing textures (missing shader) and added a few ambient sounds. so here is b2
i dont know why the palm and rock textures where missing these models are regular game_model´s
18 downloads
0 comments
Updated
-
madhouse_b1
By kate
Beta Version.
Author: Granny
http://thegtb.hotgoo.net
Both Teams Have To Blow Up Each Others Radio.
Axis Objective Descriptions
1 "Primary Objective:**Destroy The Allied Radio !."
2 "Primary Objective:**Prevent The Allies From Destroying Your Radio !"
3 "Primary Objective:**Capture The Flag To Spawn Closer To The Radio !."
4 "Primary Objective:**Prevent The Allies From Capturing The Flag."
5 "Secondary Objective:**Stop the Allies from constructing a Command Post."
6 "Secondary Objective:**Build your Command Post for improved charge times."
Allied Objective Descriptions
1 "Primary Objective:**Destroy The Axis Radio !."
2 "Primary Objective:**Prevent The Axis From Destroying Your Raio !"
3 "Primary Objective:**Capture The Flag To Spawn Closer To The Radio !."
4 "Primary Objective:**Prevent The Axis From Capturing The Flag."
5 "Secondary Objective:**Stop the Axis from constructing a Command Post."
6 "Secondary Objective:**Build your Command Post for improved charge times."
18 downloads
0 comments
Submitted
-
mummies_lab_beta1
By kate
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
17 downloads
0 comments
Submitted
-
mp_pow
By kate
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
17 downloads
0 comments
Submitted
-
mp_assault_fal
By kate
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.
17 downloads
0 comments
Submitted
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mlb_beach
By kate
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.
Beach - 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_Beach is an upgrade of Marko's [FuN] Beach map. Lowlife ripped the entire terrain and remade
it from scratch, adding a nice sandy beach texture in addition to smooth sea water with an opacity
gradient. He also focused on altering structures to gain FPS on the beach landing section. Marko
fixed a few bugs and focused on improving the gameplay on the last section of the map. Bob fixed
the scripting bugs, mainly the command post one that was a flaw in fun beach final....
MLB beach is a map designed for large scale carnage over the D Day Theme. Allies spawn on the left
part of the map above in the landing crafts and have to fight their way up the beach.They have 2
bunker doors that they can blast to enter the Axis beach base. Once in the enemy base, they can
capture a forward spawn flag which will let them spawn closer the the first primry objective: a
ventilation power generator. Breaching it will stop the fans from rotating and let the whole
team infiltrate into the Axis back base. The last section of the map is a fight to destroy a
radar located behind the beach defenses. Allies have several ways of getting up there and can
capture a forward spawn area to increase their offensive power...
16 downloads
0 comments
Submitted
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mp_assault_etversion
By kate
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! =)
16 downloads
0 comments
Submitted
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muehle_spiel_2
By kate
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.
16 downloads
0 comments
Submitted
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maccupiccu_b2
By kate
axis "Protect the symbol"
allies "Escape on truck with the two symbol"
neutral ""
// Axis Objective Descriptions
axis_desc 1 "Protect the two symbol"
// Allied Objective Descriptions
allied_desc 1 "Escape with truck"
16 downloads
0 comments
Updated
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MONTEZUMA
By kate
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]
15 downloads
0 comments
Submitted
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mars
By kate
Wolfenstein Enemy Territory: The Planet Mars
- Filename: mars.pk3
- Release Date: November 1, 2004
- Map Developer: JIZABOZ
- Development time: Way too long
- Final Build Time: About 20 minutes
- Tools Used: GTK Radiant 1.4, Q3map 2.3.12, Q3map2build, PhotoShop, PaintShop Pro, MilkShape, Maya 5, Easy CD-DA Extractor 6, EasyGen, Audacity 1.0, Notepad, WinRar
- Sounds: Haunebu and triangle spaceships ambience by SHADOWBUNNY ( www.shadowbunny.us )
- Terrain: Created from heightmaps which were made from images of the Viking Mars Surveyor mission
- Textures: Created from scratch by Jizaboz and also cropped from Viking Lander images.
- Models: Smooth Mars rock and Haunebu model 3 created in Maya by JIZABOZ. Haunebu design concept from scan of Nazi SS blueprint of Haunebu model 1 found on Internet.
- Scripting: All scripts written by JIZABOZ using scripts found in original Splash Damage Enemy Territory .pk3 archives as templates.
- Thanks: Splash Damage forum, People who wrote ET editing tutorials, my wife for allowing me so many hours to work on this, KlanKILL for all of their support and beta testing, And anyone who hosts this map on their website or game server.
- Contact: Please send any questions or comments to [email protected] and use "Mars" as the Subject so that it does not get removed as spam.
__________
Axis Objective Descriptions
1 "Primary Objective:**Stop the Allies from destroying the Secret Office Door."
2 "Primary Objective:**Prevent the Allies from stealing the Secret Document at all costs"
3 "Secondary Objective:**Destroy Allied Construction"
Allied Objective Descriptions
1 "Primary Objective:**Destroy the Secret Office Door"
2 "Primary Objective:**Steal the Secret Document, then find the Axis Satellite Equipment to transmit it to Earth"
3 "Secondary Objective:**Construct the Hilltop MG-42"
15 downloads
0 comments
Submitted
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MarsBase_B3
By kate
Axis Objective Descriptions
1 "Primary Objective:**Stop the Allies from Dynamiting the Martian Base Front Door."
2 "Primary Objective:**Stop the Allies from Dynamiting the Nuclear Reactor inside the Martian Base."
Allied Objective Descriptions
1 "Primary Objective:**Dynamite the Martian Base front door."
2 "Primary Objective:**Infiltrate the Martian Base, find the Nuclear Reactor, and dynamite it."
15 downloads
0 comments
Submitted
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madbunker_reloaded_beta_fixed
By kate
Map Title (original) : mad.et|Bunker (Reloaded)
Map Version : beta (fixed)
Map Author : mad.et|Cambo
Game : Wolfenstein: Enemy Territory
Gametype: : Team Deathmatch
Filename : madbunker_reloaded_beta_fixed.pk3
BSP-Name : madbunker_reloaded
Map Size (suggested) : <20 Players
Release (date) : Oktober 2011
Features : Team-Deathmatch (without a mod)
Allies "Objectives":
1. Kill the enemy!
2. Stay alive!
3. See rule 1
Axis "Objectives":
1. Kill the enemy!
2. Stay alive!
3. See rule 1
Note : Support for Omnibot in process
Credits : Stealth, Zer0Cool, Quake, COD5, M|A|D Community
Distribution / Permissions
This is the First Beta of this map and may not be modified in anyway.
This file may not be commercially exploited in any way. Mapsource and
models will be released with a "final" version of this map.
15 downloads
0 comments
Submitted
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mml_claustrophobia
By Adminbis
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
15 downloads
0 comments
Submitted
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Matrix.pk3
By kate
TITLE : Matrix
AUTHOR : Devils Right Hand
DATE : 03.03.2019
TYPE : OBJECTIVE
bug report feedback : discord Devils Right Hand#2240
Release date beta 1.0 : 31/10/2019
* LEVEL DESCRIPTION *
matrix map movie
Version : beta1
Attacking : allies Objective
Timelimit : 45
Spawntimes : Axis 25 / Allies 15
* CONSTRUCTION *
MAP BASE : New Map
EDITOR(S) USED : NetRadiant 1.5 custom x64 - 16 may 2018
KNOWN BUGS :
COMPILE MACHINE : amd 6300 6x 3.5 ghz ,12 gb ram ddr3 ,Asus ROG Strix-RX580-O8G,win7 x64
COMPILE TIME : 27 min
COMPILE version : [q3map2] -light -fast -samples 2 -v -threads 6 -dirtscale 2 -dirtdepth 512 -patchshadows -bounce 2 -external -lightmapsize 512 "[MapFile]"
brushes : 16923
entities : 1175
* special thanks *
twt teuthis for support
twt mateos for support
macchute for help with scripting
kemon for hint support and spawns scriptz
WuTangH help with scripting at obj
TomTom7777 help with scripting at flagspawn change respawn time
native12 for making botz waypoint
twt ray for support
uje niek for support/feedback and beta test on server
Loffy for commandpost spawns prefab
http://www.alientrap.org for NetRadiant 1.5 custom
Simon O'C for tuts
Victor Karp for tuts
ets kate beta test on server
============================
= Credits =
uje niek :cola automat prefab
kic :trees models
Avoc @ eft-clan.com : skybox
firefly : cloud
============================
Distribution / Copyright / Permissions
Copyright (c) 2019 Devils Right Hand
All rights reserved
Authors MAY NOT use this level as a base to build additional levels.
This level may be electronically distributed not-for-profit only at
NO CHARGE to the recipient in its current state, MUST
include this .txt file, and may NOT be modified IN
ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE
DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR
WRITTEN PERMISSION.
_________
Axis Objective Descriptions
1 "Objective:**Prevent that the Rebels make a commanpost."
2 "Objective:**Prevent to destroy the safe door."
3 "Objective**Prevent to open the office door."
4 "Objective**Prevent to destroy the office safe."
5 "Objective**Prevent the documents where is the intels about persons from polemarchos who have the codes of the big server from polemarchos."
Allied Objective Descriptions
1 "Objective:**Make a commandpost."
2 "Objective:**Destroy the safe door."
3 "Objective:**Pick the office key and open it."
4 "Objective:**Destroy the office safe."
5 "Objective:**Capture the agents documents intels and go to the subway to the phone."
15 downloads
0 comments
Updated
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miniwar
By kate
Axis Objective Descriptions
1 "Primary Objective:**map by TreX[BEL] x-fire:virus666virus e-mail:[email protected]"
2 "Secondary Objective:**have fun and own the allies"
3 "Secondary Objective:**have fun and own the allies"
4 "Secondary Objective:**have fun and own the allies"
5 "Secondary Objective:**have fun and own the allies"
6 "Secondary Objective:**dont cheat or hack on this map"
7 "Secondary Objective:**map by TreX[BEL] x-fire:virus666virus e-mail:[email protected]"
Allied Objective Descriptions
1 "Primary Objective:**map by TreX[BEL] x-fire:virus666virus e-mail:[email protected]"
2 "Secondary Objective:**have fun and own the axis"
3 "Secondary Objective:**have fun and own the axis"
4 "Secondary Objective:**have fun and own the axis"
5 "Secondary Objective:**have fun and own the axis"
6 "Secondary Objective:**dont cheat or hack on this map"
7 "Secondary Objective:**map by TreX[BEL] x-fire:virus666virus e-mail:[email protected]"
15 downloads
0 comments
Updated
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monkey_island
By kate
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","bS.em@cs","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.
14 downloads
0 comments
Submitted