MAPS M
67 files
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mo_decerto_b2_0505
By kate
Decerto: v. (Latin) to contend, fight to the finish
Overview:
Time Limit: 60 minutes
Map Name: mo_decerto_b2 (NOT mo_decerto_b2_0505)
Ideal team size: 1 v 1 and 2 v 2
Modes supported: Stopwatch, Objective, Campaign
Credits:
- Concept development and extensive testing: Demanufacturer and the Modus-Operandi team
- Frostbite extract: Moonkey for the original and permission to include it
- Supply Depot extract: Ginc for the original and permission to include it
- Menzel, Mean Mr. Mustard, Cptn Triscuit, and Seven_DC for other original work from Vengeance, Breakout, Rommel, and Reactor which was used in the 4 arenas
- WP 222 model and permission to mod the skins: Detoeni
Instructions:
- Find a duel partner and choose an arena
- Stand in the staging area, and activate the panel to ready up
- Once the second player readies up (or you ready up a second time) the combatants will be teleported into the arena
- If you are a solo player, you will need to wait 5 seconds before readying up a second time
- Once all players leave an arena, the staging area will reset
Known issues:
- Sometimes you can see parts of other arenas - do not be frightened
- On occassion, two people will ready up, you will hear all the prompts, but the teleporters will not fire and the gates will drop. Just ready up again.
Change Log:
B1 to B2
- Balanced all 4 arenas
- Added objectives to the Supply Depot and Frostbite extracts, which will make the arena reset once completed
= Supply Depot, allied engy must build crane controls
= Frostbite, allies must grab documents and take then to a return point under the arch or by the allied spawn
- Added a hidden arena for people to tweak sensitivities and practice target tracking
- Other little things here and there
- ETPro shaders baked into main pk3 file.
19 downloads
0 comments
Submitted
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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.
105 downloads
0 comments
Updated
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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.
8 downloads
0 comments
Updated
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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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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_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....
14 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 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.
6 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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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...
17 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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midnightraid_b1
By kate
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."
7 downloads
0 comments
Submitted
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midnight_b3
By kate
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.
8 downloads
0 comments
Submitted
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mia1d
By kate
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."
8 downloads
0 comments
Submitted
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mia_final
By kate
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
6 downloads
0 comments
Submitted
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Meteor
By kate
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...
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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."
7 downloads
0 comments
Submitted
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mines_b1_womap
By kate
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."
10 downloads
0 comments
Submitted
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miniwar
By kate
Axis Objective Descriptions
1 "Primary Objective:**map by TreX[BEL] x-fire:virus666virus e-mail:[email protected]"
2 "Secondary Objective:**have fun and own the allies"
3 "Secondary Objective:**have fun and own the allies"
4 "Secondary Objective:**have fun and own the allies"
5 "Secondary Objective:**have fun and own the allies"
6 "Secondary Objective:**dont cheat or hack on this map"
7 "Secondary Objective:**map by TreX[BEL] x-fire:virus666virus e-mail:[email protected]"
Allied Objective Descriptions
1 "Primary Objective:**map by TreX[BEL] x-fire:virus666virus e-mail:[email protected]"
2 "Secondary Objective:**have fun and own the axis"
3 "Secondary Objective:**have fun and own the axis"
4 "Secondary Objective:**have fun and own the axis"
5 "Secondary Objective:**have fun and own the axis"
6 "Secondary Objective:**dont cheat or hack on this map"
7 "Secondary Objective:**map by TreX[BEL] x-fire:virus666virus e-mail:[email protected]"
15 downloads
0 comments
Updated
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Matrix.pk3
By kate
TITLE : Matrix
AUTHOR : Devils Right Hand
DATE : 03.03.2019
TYPE : OBJECTIVE
bug report feedback : discord Devils Right Hand#2240
Release date beta 1.0 : 31/10/2019
* LEVEL DESCRIPTION *
matrix map movie
Version : beta1
Attacking : allies Objective
Timelimit : 45
Spawntimes : Axis 25 / Allies 15
* CONSTRUCTION *
MAP BASE : New Map
EDITOR(S) USED : NetRadiant 1.5 custom x64 - 16 may 2018
KNOWN BUGS :
COMPILE MACHINE : amd 6300 6x 3.5 ghz ,12 gb ram ddr3 ,Asus ROG Strix-RX580-O8G,win7 x64
COMPILE TIME : 27 min
COMPILE version : [q3map2] -light -fast -samples 2 -v -threads 6 -dirtscale 2 -dirtdepth 512 -patchshadows -bounce 2 -external -lightmapsize 512 "[MapFile]"
brushes : 16923
entities : 1175
* special thanks *
twt teuthis for support
twt mateos for support
macchute for help with scripting
kemon for hint support and spawns scriptz
WuTangH help with scripting at obj
TomTom7777 help with scripting at flagspawn change respawn time
native12 for making botz waypoint
twt ray for support
uje niek for support/feedback and beta test on server
Loffy for commandpost spawns prefab
http://www.alientrap.org for NetRadiant 1.5 custom
Simon O'C for tuts
Victor Karp for tuts
ets kate beta test on server
============================
= Credits =
uje niek :cola automat prefab
kic :trees models
Avoc @ eft-clan.com : skybox
firefly : cloud
============================
Distribution / Copyright / Permissions
Copyright (c) 2019 Devils Right Hand
All rights reserved
Authors MAY NOT use this level as a base to build additional levels.
This level may be electronically distributed not-for-profit only at
NO CHARGE to the recipient in its current state, MUST
include this .txt file, and may NOT be modified IN
ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE
DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR
WRITTEN PERMISSION.
_________
Axis Objective Descriptions
1 "Objective:**Prevent that the Rebels make a commanpost."
2 "Objective:**Prevent to destroy the safe door."
3 "Objective**Prevent to open the office door."
4 "Objective**Prevent to destroy the office safe."
5 "Objective**Prevent the documents where is the intels about persons from polemarchos who have the codes of the big server from polemarchos."
Allied Objective Descriptions
1 "Objective:**Make a commandpost."
2 "Objective:**Destroy the safe door."
3 "Objective:**Pick the office key and open it."
4 "Objective:**Destroy the office safe."
5 "Objective:**Capture the agents documents intels and go to the subway to the phone."
15 downloads
0 comments
Updated
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md_bunker
By kate
Axis Objective Descriptions
1 "Primary Objective:**Prevent Allies from Destroying the power generator."
2 "Primary Objective:**Prevent the Allies from stealing and transmitting the secret access codes."
3 "Primary Objective:**Prevent the Allies from destroying the top secret missile."
4 "Secondary Objective:**Prevent the Allies from destroying the tunnel fences."
5 "Secondary Objective:**Prevent the Allies from destroying the tower access door."
6 "Secondary Objective:**Prevent the Allies from destroying the flak gun access door."
7 "Secondary Objective:**Prevent the Allies from building the construction tower."
8 "Secondary Objective:**Build the command post."
// Allied Objective Descriptions
1 "Primary Objective:**Destroy the power generator and unlock secured door."
2 "Primary Objective:**Steal and transmit the secret access codes to permanently unlocl the code doors."
3 "Primary Objective:**Destroy the top secret missile prototype in the missile bunker."
4 "Secondary Objective:**Destroy the tunnel fences."
5 "Secondary Objective:**Destroy the tower access door."
6 "Secondary Objective:**Destroy the flak gun access door."
7 "Secondary Objective:**Build the construction tower."
8 "Secondary Objective:**Build the command post."
18 downloads
0 comments
Updated
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md_bridge
By kate
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."
11 downloads
0 comments
Submitted
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maze_a1
By kate
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.
8 downloads
0 comments
Submitted
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mAp48
By kate
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."
14 downloads
0 comments
Submitted
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MarsBase_B3
By kate
Axis Objective Descriptions
1 "Primary Objective:**Stop the Allies from Dynamiting the Martian Base Front Door."
2 "Primary Objective:**Stop the Allies from Dynamiting the Nuclear Reactor inside the Martian Base."
Allied Objective Descriptions
1 "Primary Objective:**Dynamite the Martian Base front door."
2 "Primary Objective:**Infiltrate the Martian Base, find the Nuclear Reactor, and dynamite it."
15 downloads
0 comments
Submitted
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mars
By kate
Wolfenstein Enemy Territory: The Planet Mars
- Filename: mars.pk3
- Release Date: November 1, 2004
- Map Developer: JIZABOZ
- Development time: Way too long
- Final Build Time: About 20 minutes
- Tools Used: GTK Radiant 1.4, Q3map 2.3.12, Q3map2build, PhotoShop, PaintShop Pro, MilkShape, Maya 5, Easy CD-DA Extractor 6, EasyGen, Audacity 1.0, Notepad, WinRar
- Sounds: Haunebu and triangle spaceships ambience by SHADOWBUNNY ( www.shadowbunny.us )
- Terrain: Created from heightmaps which were made from images of the Viking Mars Surveyor mission
- Textures: Created from scratch by Jizaboz and also cropped from Viking Lander images.
- Models: Smooth Mars rock and Haunebu model 3 created in Maya by JIZABOZ. Haunebu design concept from scan of Nazi SS blueprint of Haunebu model 1 found on Internet.
- Scripting: All scripts written by JIZABOZ using scripts found in original Splash Damage Enemy Territory .pk3 archives as templates.
- Thanks: Splash Damage forum, People who wrote ET editing tutorials, my wife for allowing me so many hours to work on this, KlanKILL for all of their support and beta testing, And anyone who hosts this map on their website or game server.
- Contact: Please send any questions or comments to [email protected] and use "Mars" as the Subject so that it does not get removed as spam.
__________
Axis Objective Descriptions
1 "Primary Objective:**Stop the Allies from destroying the Secret Office Door."
2 "Primary Objective:**Prevent the Allies from stealing the Secret Document at all costs"
3 "Secondary Objective:**Destroy Allied Construction"
Allied Objective Descriptions
1 "Primary Objective:**Destroy the Secret Office Door"
2 "Primary Objective:**Steal the Secret Document, then find the Axis Satellite Equipment to transmit it to Earth"
3 "Secondary Objective:**Construct the Hilltop MG-42"
15 downloads
0 comments
Submitted