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  1. 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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  2. 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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  3. 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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  4. 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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  5. 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

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  6. 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...
     

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  7. 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....
     

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  8. 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.

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  9. 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.
     

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  10. mlb_temple

    Map by Marko-Lowlife-BobLeRoux
    Axis Objective Descriptions
    1    "Primary Objective:**Don't let allied tank get across the canyon bridge."
    2    "Primary Objective:**Build the first tank barrier."
    3    "Primary Objective:**Build the second tank barrier."
    4    "Primary Objective:**Don't let the tank blow the temple entrance."
    5    "Primary Objective:**Protect the Gold crate in the sarcophage room."
    wm_objective_axis_desc    6    "Primary Objective:**Stop the Allies from escaping with the Gold."
    Allied Objective Descriptions
    1    "Primary Objective:**Build the tank bridge and escort the tank across the canyon."
    2    "Primary Objective:**Don't let axis build the first tank barrier."
    3    "Primary Objective:**Don't let axis build the second tank barrier."
    4    "Primary Objective:**Take the tank to the temple in order to destroy the temple doors."
    5    "Primary Objective:**Steal the Gold crate."
    6    "Primary Objective:**Return the Gold crate to the tank."

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  11. mlb_beach

    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...
     

    2 downloads

       (1 review)

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  12. mlb_bayraid

    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.
    Bayraid - the making of:
    Conversion by Marko, Lowlife and Bob le Roux of the Bayraid originally made by Lowlife
    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 Bayraid is an upgrade of Lowlife's original map known as Bayraid. Axis attack on this map
    and the main objective is to push allies back to the sea front and hold them there in order to
    set up a radio chain composed of 2 command posts, a generator and an amplifier

    0 downloads

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  13. midnightraid_b1

    9/26/2006
    Beta 1
    Map by: [email protected]
    www.frozensoldiers.com
    Thank you splashdamage.com
    Axis Objective Descriptions
    1    "Primary Objective:**Defend the West Fuel Supply untill reinforcements arrive."
    2    "Primary Objective:**Defend the East Fuel Supply before axis reinforcements arrive."
    3    "Secondary Objective:**Protect the main gate."
    4    "Secondary Objective:**Keep the depot gates closed."
    5    "Secondary Objective:**Set up a Command Post."
    Allied Objective Descriptions
    1    "Primary Objective:**Destroy the West Fuel Supply before axis reinforcements arrive."
    2    "Primary Objective:**Destroy the East Fuel Supply before axis reinforcements arrive."
    3    "Secondary Objective:**Destroy the main gate."
    4    "Secondary Objective:**Open the depot gates."
    5    "Secondary Objective:**Set up a Command Post."

    0 downloads

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  14. midnight_b3

    Author:      Chris Turner
    Email:       turnerc03(AT)hotmail.com
    Map name:    Midnight
    Map version: Beta 3
    ***MAP INFO***
    The Allies are attempting to take out
    a strategic Axis outpost on the North
    German coast that has thus far prevented
    all bombing raids from the North.

    ***OBJECTIVES***
    Allies:
        * Capture the forward spawn from the Axis.
        * Dynamite the main entrance.
        * Construct the bridge to gain access to the side entrance.
        * Stop Axis engineers from building the command post.
        * Destroy the West Anti-Aircraft Gun using the explosive charges.
        * Destroy the East Anti-Aircraft Gun using the explosive charges.
    Axis:
        * Defend the forward spawn from invading Allied forces.
        * Prevent the Allies from destroying the main entrance.
        * Defend the side entrance from Allied engineers.
        * Stop Allied engineers from building the command post.
        * Defend the West Anti-Aircraft Gun.
        * Defend the East Anti-Aircraft Gun.
    ***ADDITIONAL INFO***
    Beta version, anything that needs changing just address the changes to
    the email above and I'll get it done before the next version.
    ***CHANGE LOG***
    *Beta 1a:
        * Forward flag spawn bug fixed.
        * Extra clipping applied to hillsides.
        * Tower window lowered.
        * Extra lighting added in places.
        * Additional spawn exit added at the church spawn.
    *Beta 2:
        * Map renamed to avoid conflicts with existing 'castle' maps
        * Extra lighting added.
        * Slight ambient light added.
        * Details added to first stage.
        * Last stage revised.
        * Old basic terrain partially replaced.
        * Extra Route added
        * Spawn really fixed this time.
        * General modifications.
        * Objective voice overs added.
        * Plane crash added. (no sounds yet)
    *Beta 3:
        * Axis Main Spawn amended to easier visability of the East Gun.
        * More Details added to the map.
        * The middle route altered to exit through the other house.
        * Some terrain replaced for models, rest to follow.
        * Animated Flak Cannon added.
        * Bridge Construction amended.
        
    ***ADDITIONAL CREDITS***
    Sky Box: Avoc
    Fachwerk Textures & Brushwork: Krischan/FFM*Sentenza
    Barrel Model, Parachute & Box Models: RayBan
    P40 Plane Model: Diego
    Flak Cannon Models: IndyJones
    Tram Model: Pegazus/S&M Mapping
    VW Model: Pegazus/S&M Mapping
    Half-Track Model: Detoeni
    Tombstone Model: Arcana
    Rowing Boat Prefab: Drakir
    General Custom Textures: CG Textures www.cgtextures.com
    Searchlight Models loosely based of Drakir's prefabs.
    Some brushwork lifted from the stock map sources.
     
     

    1 download

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  15. mia1d

    Axis Objective Descriptions
    1    "Primary Objective:**Prevent the Allies from establishing a Command Post."
    2    "Primary Objective:**Do not let the Allies destroy the Main Gate."
    3    "Primary Objective:**Do not let the Allies destroy the Door Lock."
    4    "Primary Objective:**Do not let the Allies destroy the Laboratory."
    5    "Primary Objective:**Do not let the Allies steal our Gold."
     Allied Objective Descriptions
    1    "Primary Objective:**Establish a forward Command Post."
    2    "Primary Objective:**Destroy the Main Gate."
    3    "Primary Objective:**Destroy the Door Lock."
    4    "Primary Objective:**Destroy the Laboratory."
    5    "Primary Objective:**Steal their Gold."

    0 downloads

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  16. mia_final

    MAP MISING IN ACTION final
    created by Thunder
    huey model and
    mia model also made
    by Thunder

    bsp name:mia_final
    longname in server list: missing in action final
    Changelog-
    -fixed some of the fps problems
    -changed texture on sandbags to more fitting the etnam theme
    -Huey is now shootable( Thanx to acQu :D )

    ****THIS IS AN ETNAM MOD MAP**********

    story:
     
    After last big attack Charlie(vietcong) managed to capture 3 soldiers,
    they want to pump these for valuable information.
    The Soldiers are held in a secret P.O.W camp in the pleiku jungle, waiting for their fate.
    Luckily the us pick up a radio transmit where they get the whereabouts of the soldiers and send
    in a troop who camps nearby, equipet with a huey they are been flied out to a droppoint where they have to find their way to the maingate of pow camp, they will have to blow this and get m.i.a's out one by one and bring them to security at their camp hospital..
    vietcong will do anything to prevent allies to blow the maingate and capture the mia's.
     

    map made and compiled in gtk radiant 1.6.4 (64bit)

    credits to:
    SD- for their prefabs ripped from original maps
    2bit- for tutorial and prefabs
    all other who have prefabs in this map that I cant remember :D
    kic-for his trees (wonderful job kic)
    And special credits goes to:
    AcQu- for BIG part of scripting and getting stuff to work propperly for me
    -SSF-Sage
    ailmanki
    oveove
    Mateos
    Kemon
    Chris
    for all their help with my map on my thread at SD forums:
    http://forums.warchest.com/showthread.php/38369-map-MIA
    also extra thx to Mateos who provided the wayfiles :D
     
     

    0 downloads

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  17. Meteor

    Made by SLYde (aka Simon Paßler Rekr)

    072101AFeb04
    Hintergrund:
    Ich habe erst vor einer Woche von diesem Contest erfahren und so
    hatte ich neben dem Bundesheer sehr wenig Zeit diese Map zu bauen...
    Ich entschuldige mich gleich einmal im vorhinein für das miese editing und das leveldesign...
    UND ja ich habe die skybox geklaut :-( , naja was tut man nicht alles um auf ne Heft CD zu kommen.
    Wie gesagt normalerweise würde ich so etwas nie abliefern, aber der Zweck heilight die Mittel (auch wenn
    die erst in der !frühen! Beta-Phase sind.
     
    Mapping: ET Radiant - EasyGen
    Total Brushes: 2814
    Total Entities: 145
    Comp. Time: 60 sec
    Comp.: Q3Map2 bsp - single - light - fast - filter - super2
    thx to all members @ the www.level-designer.de
    spezial thx to Rought
    visit the best editing site:
    www.level-designer.de
    visit the best internet site ever ;)
    www.roughtunes.tk
    Ich erlaube ausdrücklichst, dass meine map auf Magazin CDs/DVDs veröffentlicht werden darf...
    -----------
     Axis Objective Descriptions
    1    "Primary Objective:**Protect the first Radar Panal."
    2    "Primary Objective:**Protect the second Radar Panal."
    3    "Primary Objective:**Protect the third  Radar Panal."
     Allied Objective Descriptions
    1    "Primary Objective:**Destroy the first Radar Panal."
    2    "Primary Objective:**Destroy the second Radar Panal."
    3    "Primary Objective:**Destroy the third  Radar Panal."
     
     

    0 downloads

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  18. mines_b1_womap

    Author:walk_on_sky
    http://www.splashdamage.com/
    In that map, the Axis have to protect a bunch of wooden boxes from the Allied that are stored in an old mine.
    The Allied have to fight their way through the mine to the central hall where they can capture a forward spawn point and then further to the crates.
    Here are some screenshots and the commandmap for better overview:
    Axis Objective Descriptions
    1    "Primary Objective:**Save the crates from being destroyed by bullets or explosives."
    2    "Secondary Objective:**Defend the Forward Spawn in the Main Hall."
    3    "Secondary Objective:**Defend or rebuild the gate to keep the Allied away from the crates."
    Allied Objective Descriptions
    1    "Primary Objective:**Destroy the crates by shooting or with explosives."
    2    "Secondary Objective:**Capture the Forward Spawn in the Main Hall of the mine to have better access to the crates."
    3    "Secondary Objective:**Destroy the gate to open another way to the crates."
     

    1 download

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  19. miniwar

    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]"

    0 downloads

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    Updated

  20. Matrix.pk3

    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."
     

    0 downloads

       (1 review)

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    Updated

  21. md_bridge

    Axis Objective Descriptions
    1    "Primary Objective:**Get the secret war documents first."
    2    "Secondary Objective:**Blow up the wall to the secret entrance."

    // Allied Objective Descriptions
    1    "Primary Objective:**Get the secret war documents first."
    2    "Secondary Objective:**Blow up the wall to the secret entrance."

    0 downloads

       (0 reviews)

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  22. maze_a1

    Mapper:         LaggingTom ([email protected])
    Compile Time:     60 sec
    Compile Machine:     1.8 Ghz P4
                1024 MB RAM
    Objective: The Allies have discovered an Obelisk which, when built,
    they will sell to a museum for funds for the war. The Axis must
    prevent the Obelisk from being intact for more than the 2 minutes
    it will take for the reinforments to arrive to capture the Obelisk
    permanantly.
     
    Additional Notes: This map is the alpha version of an idea I have.
    I realise the great amount of things to be fixed, but they will be
    fixed in due time.
    Thanks to:
    Mean Mr. Mustard
    MadJack
    and Torchy from the SplashDamage forums for their help with my problems.

    0 downloads

       (0 reviews)

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  23. mAp48

    Axis Objective Descriptions
    1    "Primary Objective:**Blow the main entrance"
    2    "Primary Objective:**Blow tank 1."
    3    "Primary Objective:**Blow tank 2."
    4    "Secondary Objective:**Capture and hold the forward spawn."
    5    "Secondary Objective:**Blow the side entrance."
    6    "Secondary Objective:**Stop the Allies from constructing a Command Post."
    7    "Secondary Objective:**Build a Command Post for improved charge times."

    // Allied Objective Descriptions
    1    "Primary Objective:**Protect the main entrance."
    2    "Primary Objective:**Protect tank 1."
    3    "Primary Objective:**Protect tank 2."
    4    "Secondary Objective:**Defend, hold and retake the forward spawn."
    5    "Secondary Objective:**Protect the side entrance"
    6    "Secondary Objective:**Build a Command Post for faster charge times."
    7    "Secondary Objective:**Stop the Axis from constructing a Command Post."

    1 download

       (0 reviews)

    0 comments

    Submitted

  24. MarsBase_B3

    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."

    1 download

       (0 reviews)

    0 comments

    Submitted

  25. mars

    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"
     

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