MAPS M
67 files
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missile_b4
By kate
Name: C2 Missile B4
Version: Beta
Shortname: missile_b4
Release date: 22.02.2012
Teamsize: 6 vs 6
Map by: eiM & xeoxis
// Axis Objective Descriptions
1 "Primary: Do not let the allies dynamite the door controls"
2 "Primary: Prevent the allies from securing the parts into the gate controls and opening the gate controls"
3 "Primary: Do not let the allies open the gates using the gate controls."
4 "Primary: Stop the allies from deconstructing the rocket"
5 "Primary: Do not let the allies secure the parts into the truck"
6 "Secondary: Do not let the allies capture the flag"
7 "Secondary: Build the command post which will make it harder for the allies to get the forward spawn."
// Allies Objective Descriptions
1 "Primary: Dynamite the door controls"
2 "Primary: Get the parts and bring them to the gate controls. Enter the switch which will open the gates."
3 "Primary: Open the Gates to the rocket complex using the gate controls."
4 "Primary: Get your engineers to deconstruct the rocket."
5 "Primary: Take the parts from the rocket and secure them safely in the truck."
6 "Secondary: Capture the flag"
7 "Secondary: Build the command post which will give you a forward spawn."
============
=Tools Used=
============
GTK Radiant 1.5RC1 & GTK Radiant 1.4
Q3Map2 2.5.16
Q3Map2 GUI
Notepad
Adobe Photoshop CS
Enemy Territory
===========
=Mapping resources used=
===========
http://www.splashdamage.com/forums/
http://simland.planetquake.gamespy.com
http://en.wikibooks.org/wiki/Q3Map2
http://members.lycos.co.uk/quakeroats/q3map2/shader_manual/
http://nibsworld.com/rtcw/
http://www.wolfensteinx.com/surface/tutorials.html
http://tramdesign.planetwolfenstein.gamespy.com/resources.html
http://bubba.planetquake.gamespy.com/
http://www.level-designer.de
13 downloads
0 comments
Updated
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MissileX_beta_2
By kate
Axis Objective Descriptions
1 "Primary Objective:**Steal back the radio conduit and escape the base."
2 "Secondary Objective:**1 grenade will destroy the generator in the sub-basement to have another access way to the main gate."
3 "Secondary Objective:**Destroy the main gate."
4 "Secondary Objective:**Destroy the many access routes to the allie barracks."
5 "Secondary Objective:**Construct the command post."
Allied Objective Descriptions
1 "Primary Objective:**Do not let the axis get away with the radio conduit."
2 "Secondary Objective:**Keep the axis away from the generator in the sub-basement."
3 "Secondary Objective:**Protect the main gate at ALL costs."
4 "Secondary Objective:**Protect the barracks and do not let the axis gain more routes to the barracks."
5 "Secondary Objective:**Build a Command Post."
9 downloads
0 comments
Submitted
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mitchelldown
By kate
Axis Objective Descriptions
1 "Primary Objective:**Prevent the Allies from stealing the Little Boy bomb."
2 "Primary Objective:**Don't let the Allies escape with the Little Boy bomb."
3 "Secondary Objective:**Defend the South Factory Door."
4 "Secondary Objective:**Defend the North Factory Door"
5 "Secondary Objective:**Don't let the Allies build a Command Post."
6 "Secondary Objective:**Construct your teams Command Post."
7 "Secondary Objective:**Defend the Sewer Grate."
8 "Secondary Objective:**Capture the Gate Flag."
Allied Objective Descriptions
wm_objective_allied_desc 1 "Primary Objective:**Recover the Little Boy bomb."
wm_objective_allied_desc 2 "Primary Objective:**Escape with the Little Boy bomb in the truck."
wm_objective_allied_desc 3 "Secondary Objective:**Destroy the South Factory Door."
wm_objective_allied_desc 4 "Secondary Objective:**Destroy the North Factory Door"
wm_objective_allied_desc 5 "Secondary Objective:**Construct your teams Command Post."
wm_objective_allied_desc 6 "Secondary Objective:**Don't let the Axis build a Command Post."
wm_objective_allied_desc 7 "Secondary Objective:**Destroy the Sewer Grate."
wm_objective_allied_desc 8 "Secondary Objective:**Capture the Gate Flag to Delay the Axis Respawn."
9 downloads
0 comments
Submitted
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MLB Temple Nightsky
By kate
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.
5 downloads
0 comments
Submitted
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mlb_bayraid
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.
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
6 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...
15 downloads
0 comments
Submitted
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mlb_bergheim_09
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.
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.
9 downloads
0 comments
Submitted
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mlb_carnage
By kate
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....
13 downloads
0 comments
Submitted
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mlb_d_day
By kate
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...
8 downloads
0 comments
Submitted
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mlb_starbase
By kate
MLB map by Marko & Bob le Roux.
Axis Objective Descriptions
1 "Secondary Objective:** Don't let axis get passed the Starbase entrance"
2 "Secondary Objective:** Don't let axis set up an advanced spawn"
3 "Secondary Objective:** Prevent axis forces from taking over the starbase supervision controls"
4 "Primary Objective:** Defend the Starbase Gravitational Processor"
// Allied Objective Descriptions
1 "Secondary Objective:** Breach the Starbase entrance"
2 "Secondary Objective:** Build an advanced spawn inside the Starbase"
3 "Secondary Objective:** Build supervision controls"
4 "Primary Objective:** Destroy the Starbase Gravitational Processor"
9 downloads
0 comments
Submitted
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mlb_temple
By kate
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."
9 downloads
0 comments
Submitted
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mml_church_et_v1
By kate
Installation instructions:
Place MML_CHURCH_ET_V1.PK3 in your Enemy Territory's ETMAIN/ directory.
Story:
It is the Autumn of 1944.
The Axis powers are in retreat - the German War Machine having pushed beyond it's limits.
The Italians have already crumbled, and the Allies are pushing north through Italy.
The Germans are getting desperate for any means to hold back the enemy.
During all this, German scientists become aware of a powerful ancient relic, supposed to hold
terrifying powers that would enable them to stop the Allied advance, and destroy them once and for
all.
Allied code-breakers scanning the radio-waves intercept, through the terrible interference, a message
encoded using a top secret encryption code. It is seemingly of the utmost importance to the Axis:
'You ... get ... Relic ... all costs.
Prio(-ity) for ... (m-)ission comes ... ... Fuhrer ...
... available troops ... ... be sent ... ... abandoned chur(-ch) where ... relic is belie(-ved) to ...
This ... is ... in the ... (m-)ountains, south of ...'
Although unable to decipher the location, spotter planes have become aware of many Axis forces moving
towards a central point, located in the mountains. It is believed they are responding to the urgent
mission.
The Allies have to move quickly - the deserted church is ahead of the front line, and few troops are
available to get there in time. No-one knows how serious the Axis are about this, it might well be a
decoy - hence reinforcements will only be sent as they are needed.
Level info:
This map is designed for smallish teams, from 1 to 6 players.
It is small, and has a lot of vertical layers.
It has a new feature - an alarm that Allies can switch on and Axis can switch off, that shortens the
Allied respawn time.
There are a couple of easter eggs in there just for the bored (two ghosts to discover) ;)
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 Church (V1) 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_CHURCH_ET
Type: MP / SW
Stage: Final
Revision: 5
Time taken: 3 weeks
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.rtcwfiles.com
Clan WWW: http://www.clangroundzero.com
E-mail: [email protected]
Thanks:
As ever, thanks for to my clanmates for their support and generally being a great bunch of guys.
Also thanks go to everyone in the mapping forum at www.rtcw.co.uk - helpful and friendly a bunch of
guys as you could ever hope to stumble across, as well as providing great ideas to improve this map.
SD for making a great game that I want to help support and hope has a better custom map scene than
RTCW.
Non Thanks:
SD for breaking some things that would have made porting the map from RTCW to ET so easy.
Also for many things not working as they should - even getting bloody models to show involved half
a day spent buggering with Milkshape (which I've never used before and had to get specifically for
this).
Also for the objflags bug, the global sounds bug, the models bug, the limbo camera bug, the command
map markers error, the documentation errors, the entity .DEF file errors etc. You get my point :)
All I can say is, future maps should be a doddle since I think I must have found every bug in ET :/
Also to everyone who released a really crap custom map on RTCW - thanks for killing the custom maps
scene off so effectively. I'm hoping that custom maps for ET are much better - sadly the current crop
of forthcoming maps doesn't bode well - all I can hope is that actually finishing the map is so damn
hard people don't bother and DON'T RELEASE CRAP MAPS.
Copyright:
Authors MAY use this level as a base to build additional levels for ENEMY TERRITORY ONLY.
Some of the contained assets are modified versions of the original ET ones, and as such can only
be re-used for Enemy Territory-based maps / mods.
The source files are available from http://theburrow.rtcwfiles.com
This file may not be distributed with any modifications.
This BSP may be distributed ONLY over the Internet and/or BBS systems.
You are NOT authorized to put this BSP on ANY CD or distribute it in any way without explicit
permission from me.
11 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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mml_helmsdeep_b4
By kate
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.
7 downloads
0 comments
Updated
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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.
102 downloads
0 comments
Updated
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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.
18 downloads
0 comments
Submitted
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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.
13 downloads
0 comments
Submitted
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monte_cassino
By kate
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
10 downloads
0 comments
Submitted
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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]
14 downloads
0 comments
Submitted
-
0 comments
Submitted
-
0 comments
Submitted
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moscity_ofe
By kate
MOS Clan's City Only for Fragz Edition ==
?
Mapka do fragowania.
Made by: [PL] Stilo
Clan: TeamMOS
Bledy i propozycje mozecie pisac na forum: http://teammos.forumer.com/
--
www.stiloman.prv.pl
www.enemyterritory.pl
6 downloads
0 comments
Submitted
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Mountain_Of_GoD_unlag
By kate
README FOR GOD SNIPER FINAL.
MAP BY LEVYBREAK.
COMPILE TIME: 12 HOURS.
YOU MAY REDISTRUBUTE THIS MAP FREELY SO LONG AS THERE ARE NO CHANGES TO IT, AND NO PROFIT IS MADE. ALSO, IF YOU PLAN TO HOST THIS ON YOUR SERVER YOU MUST ASK EITHER MYSELF OR MOREFIEN, UNDER PENALTY OF LAW!
YOU CAN CONTACT ME AT [email protected]
OR PM ME AT HTTP://FOURMS.FRONTLINECLAN.COM
HAPPY SNIPING!
GoD Sniper, Ideas by Morefien, Mapping by Levy. The Temple of GoD has been Raided and the GoDs are awakening from their mountain hungry for War."
briefing "GoD Sniper, Ideas by Morefien, Mapping by Levy. The Temple of GoD has been Raided and the GoDs are awakening from their mountain hungry for War."
10 downloads
0 comments
Submitted
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mountain_v2
By kate
author:Moedervlekje
http://www.splashdamage.com/forums/showthread.php?t=16993
As I started following tutorials for mapping I came up with the idea of making a map with a hill or mountain in the middle. Certain aspects of tutorials gave me ideas, and now here it is, My first finished map: Mountain.
I don't have much scripting skills, so I asked Wezelkrozum his help. He kinda helped me finishing the map, and did kinda all the scripting.
7 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