MAPS M
67 files
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muehle_spiel_2
By kate
Author: Fynbos
http://www.vereinte-nationen.de/kw_joomla/content/view/40/68/lang,en/
Description:
Its a small 1on1 or 2on2 map, designed to train agility while moving under fire.
The layout of the walkways is like the well known boardgame "Nine Men's Morris" (german: "Mühle") and falling off the walkways means instant death in the water below.
Each round is 7 minutes, Axis have to blow a Gas Tank in the middle of the map with dynamit in order to win. If the Gas Tank isn't blown, Allies will win.
17 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.
14 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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mt_whoverest_b4_6
By kate
allied Withstand the axis onslaught and prevent them from recovering their stolen documents."
axis Break into the well guarded allied base and recover some stolen documents.
neutral High in the alps a remote allied base, craftily hidden in the mountainside the allies attempt to decipher the contents of stolen axis documents.
1 "Primary Objective:**Recover the stolen documents hidden deep within the allied outpost."
2 "Secondary Objective:**Capture the forward spawn."
3 "Secondary Objective:**Construct a command post."
4 "Secondary Objective:**Destroy the main door."
5 "Secondary Objective:**Destroy the vent grill."
6 "Secondary Objective:**Open the electric doors by re-wiring the control panel."
7 "Secondary Objective:**Prevent the allies from building a command post and destroy it if they suceed."
8 "Primary Objective:**Prevent the allies from recovering the vital information."
1 "Primary Objective:**Prevent axis from stealing some documents."
2 "Secondary Objective:**Defend the forward spawn."
3 "Secondary Objective:**Prevent the construction of the axis command post."
4 "Secondary Objective:**Protect the main door from axis engineers."
5 "Secondary Objective:**Ensure that the axis cannot destroy the vent access grill."
6 "Secondary Objective:**Maintain the control panel and re-wire it incase axis manage to jam the electric doors open."
7 "Secondary Objective:**Build a command post."
8 "Primary Objective:**Recover the vital information."
Axis must fight their way into a remote but well guarded allied outpost set high in the alps and recover the secret documents.
8 downloads
0 comments
Submitted
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mp_sub_fal
By kate
Axis Objective Descriptions
1 "Primary Objective:**Protect the Axis Submarine."
2 "Secondary Objective:**Protect Main Door."
3 "Third Objective:**Protect Filtration Door."
4 "Fourth Objective:**Control the Allied Forward Spawn Point."
5 "Fifth:**Construct the command post."
Allied Objective Descriptions
1 "Primary Objective:**Destroy the Axis Submarine."
2 "Secondary Objective:**Destroy the Main Door."
3 "Third Objective:**Destroy the Filtration Door."
4 "Fourth Objective:**Control the Allied Forward Spawn."
5 "Fifth Objective:**Construct the command post."
7 downloads
0 comments
Submitted
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mars
By kate
Wolfenstein Enemy Territory: The Planet Mars
- Filename: mars.pk3
- Release Date: November 1, 2004
- Map Developer: JIZABOZ
- Development time: Way too long
- Final Build Time: About 20 minutes
- Tools Used: GTK Radiant 1.4, Q3map 2.3.12, Q3map2build, PhotoShop, PaintShop Pro, MilkShape, Maya 5, Easy CD-DA Extractor 6, EasyGen, Audacity 1.0, Notepad, WinRar
- Sounds: Haunebu and triangle spaceships ambience by SHADOWBUNNY ( www.shadowbunny.us )
- Terrain: Created from heightmaps which were made from images of the Viking Mars Surveyor mission
- Textures: Created from scratch by Jizaboz and also cropped from Viking Lander images.
- Models: Smooth Mars rock and Haunebu model 3 created in Maya by JIZABOZ. Haunebu design concept from scan of Nazi SS blueprint of Haunebu model 1 found on Internet.
- Scripting: All scripts written by JIZABOZ using scripts found in original Splash Damage Enemy Territory .pk3 archives as templates.
- Thanks: Splash Damage forum, People who wrote ET editing tutorials, my wife for allowing me so many hours to work on this, KlanKILL for all of their support and beta testing, And anyone who hosts this map on their website or game server.
- Contact: Please send any questions or comments to [email protected] and use "Mars" as the Subject so that it does not get removed as spam.
__________
Axis Objective Descriptions
1 "Primary Objective:**Stop the Allies from destroying the Secret Office Door."
2 "Primary Objective:**Prevent the Allies from stealing the Secret Document at all costs"
3 "Secondary Objective:**Destroy Allied Construction"
Allied Objective Descriptions
1 "Primary Objective:**Destroy the Secret Office Door"
2 "Primary Objective:**Steal the Secret Document, then find the Axis Satellite Equipment to transmit it to Earth"
3 "Secondary Objective:**Construct the Hilltop MG-42"
15 downloads
0 comments
Submitted
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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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mp_theriver_2nd + mp_theriver_2nd_etprocmshader
By kate
TABLE OF CONTENT
A - General info, credits, acknowledgements
B - Installing and playing the map, known bugs
C - Recommended Settings (Admins read this)
D - Thanks
E - Copyright
F - Story and map features (text for advertising the map)
G - testing history
Contents of the zipfile
------------------------------------------------
In this zipfile you find
- the readme
- the map (mp_theriver_2nd.pk3 >> put it into etmain-folder)
- the shader for the commandmap icons
(mp_theriver_2nd_etprocmshader.pk3 >> put it into ETPRO-folder)
- a list with the spawnpoints u can use for your spawnscript
>>> About the map
------------------------------------------------
Map: The River II
pk3: mp_theriver_2nd.pk3
mapped by ]UBC[ McNite ([email protected])
first day of mapping: July 6th 2004
day of release: Nov 21st 2004
>>> original map for RtCW
------------------------------------------------
pk3: mp_TheRiver.pk3
mapped by TanyaCheex
All credits for gamelayout and objectives of the 2nd stage to go TC!
Tanya if you ever read this, you made the best custom map for RtCW ever!
>>> credits for models
------------------------------------------------
truck Opel Blitz models by Detoeni (www.planetwolfenstein.com/detoeni/)
>>> credits for command map
------------------------------------------------
command map by Schaffer
>>> credits for graphics:
------------------------------------------------
- poster "Schlachtschiffe im Atlantik" taken from cover of
Kriegsbücherei der deutschen Jugend, Heft 102
- unicorn-emblem is after emblem of U1195 (www.uboat.net)
//----------------------------------------------
B - playing the map, known issues and bugs
//----------------------------------------------
>>> To play the map on a server
------------------------------------------------
1.) put the mp_theriver_2nd.pk3 into your etmain folder
2.) put the mp_theriver_2nd_etprocmshader.pk3 into your ETPRO folder
3.) run ET
4.) join the server
5.) have FUN!
>>> To play the map alone
------------------------------------------------
1.) put the pk3 into your etmain folder
2.) run ET
3.) go to HOST GAME
4.) set it to STOPWATCH
5.) choose "The River II" from the list of the maps
6.) start and have a look around
In case you can't see the map you might be having too many .pk3-files
in your etmain-folder and need to delete some.
>>> Known Bugs & issues
------------------------------------------------
- lift won't move when a body is sinking through its platform
- tram: occasionally a player might get crushed, but its very rare
- villa: not so good as a building, but hey, its not very important for gameplay
- from certain spots on villa roof looking to allies first spawn parts of the map disappear
- FPS: might drop to 35 in some places where you can see almost all of the terrain
Bugs: there shouldn't be too many left. So if you find any, plz report them to
[email protected] or post them in this thread:
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=10418&sid=c3b0e833a350ec592c72f4f40c18e06b
C - recommended settings
>>> gametypes available
Stopwatch, Campaign, Objective (no LMS)
>>> playerloads
------------------------------------------------
This map is playable for 3on3, 6on6 and medium playerloads on publics.
The original proved to be HUGE fun with 18 players.
Tests have been successful with 24 players (no suffering in FPS noticeable).
Maximum playerload is 40 (20 spawnboxes per team and spawn).
Be aware that with lots of players the FPS might suffer because its a huge open map.
>>> spawntime
------------------------------------------------
Standard settings are: Allies 15 secs, Axis 20 secs which is slightly offense-bias.
This is a fast map (where u can die fast too) so especially for publics short spawntimes
are preferable.
These spawntimes have been tested for wars too (thx fr34k). They require good timing on
offense but are well playable. Very long spawntimes enable a team to set up
defense/crossfire too easily.
>>> map playtime
------------------------------------------------
This is a very fast map. 15 Minutes is the original playtime of the RtCW map and
proved to be still the right time when we playtested the map.
A good team (or a lucky one) can win the map in less than 3 Minutes.
>>> restrictions on player classes & promotions
------------------------------------------------
I strongly recommend rtcw.no settings or even more restrictive ones for
- Field Ops: because too much Artillery can block Allies in the castle too easily
- Medics: full revive should be at 140XP because it makes defending at the documents too easy
- Soldier: should not be able to get 2 stars, the first star shouldn't be too easy to reach
>>> restrictions on weapons
------------------------------------------------
Heavy Weapons: too many MG in the open areas and Panzerfaust in the castle can nip
Allied offense in the bud. I recommend max. 2 Panzerfausts/MGs with restrictions on the promotions.
Rifle Grenade: This is a very open map, and as rifle grenades are a weapon you can't really defend
against it might be a good idea to limit them (max 1-2 per team).
I wouldn't disable them though cuz engs need something to defend with against medic-whores ;-)
//----------------------------------------------
D - THANKS
//----------------------------------------------
]UBC[ Enyo<>Phaz, ]UBC[BigCockapottamus and ]UBC[ TicTac who gave me my first
trashings on TheRiver on 4Netplayers... those were great games.
All the other ]UBC[s and players that played along with me and made me have a
lot of good times on TheRiver on RtCW and on ET.
>>> Help with mapping and scripting the whole mess:
--------------------------------------------------------
michi.be, Ron007, asw for running www.leveldesigner.de and doing that whole lot of fantastic tutorials (keep up the great work!!!)
the SD crew for running the SD mapping forum
all the helpful ppl that answered my posts on www.splashdamage.com and www.leveldesigner.de
DemonEye, asw, Gringo Starr for looking at my map or helping me with problems
Schaffer for the command map and help with command map icons
>>> discussion & feedback about gameplay
------------------------------------------------
]UBC[ Aber (thx, ur suggestions made it a lot better)
fr34k, JEDI*anakin, *bio* Sphere
>>> design supervisor
------------------------------------------------
]UBC[ $taTiK
>>> hosting and testing the map
------------------------------------------------
M8D Nephelim, M8D DrStock @ www.M8D.org
{TibeT} SPudGun, {TibeT} Rock @ www.thetibetclan.com/index.html
.AT* 13THKnight @ http://www.alliedteam.de/
the clans (in no particular order)
]UBC[, M8D, lpk, NOOS, CoS, .AT*, {TibeT}
and all the players who participated in one or more of the numerous playtests
keep up the game, you guys are THE GAME
//----------------------------------------------
E - COPYRIGHT
//----------------------------------------------
Copyright © 2004 Matthias "McNite" Neiss all rights reserved
This level may be electronically distributed only at
NO CHARGE to the recipient in its current state. It must
include this .txt file.
NOBODY is allowed to
a) decompile this map
b) modify this map in ANY way
c) distribute this map on CD-ROM or any other media without prior written permission
d) use any custom textures/ sounds/ brushwork of this map without prior written permission.
By safing this map on your harddisk/webspace/whatever-storage-from you accept these conditions.
contact: [email protected]
-------------------------------------------------
//------------------------------------------------------------
F - Story and map features (text for advertising the map)
//------------------------------------------------------------
Castle Silbereck, built in 1547, protected the local silver mine.
Abandoned in the 18th century, renovated by an eccentric Austrian
aristocrat in 1852 adding a tram but no bridge in order to better
enjoy his insanity in solitude...
Now Axis forces occupy the castle and have reactivated the old mine,
using it as a bunker complex to hoard treasure looted from
occupied Europe...
The Allies in an attempt to learn the secrets of the castle, launch
a daring raid to steal the treasure manifest, turning Castle
Silbereck into a place of furious battle..."
Map Features:
--------------------
Fast and adrenalin-packed 2-stage map with a long document-run.
Challenging fighting in various environments:
Close quarter combat in tunnels, caves, stairs and a castle/bunker setting
as well as mid- and long-range fighting in open terrain.
Several access routes to the primary objectives offer tactical variation.
Game-layout is offense bias and offers both fast wins in less than 3 mins and
successful defense.
first stage:
Allies have to get a forward spawn by repairing a broken engine control panel (Axis defends)
second stage:
Allies need to steal the treasure manifest (documents) and take them to the waiting
escape truck (Axis better prevents this)
The documents can be stolen by Allies without getting the forward spawn.
secondary objectives:
Capturable Flag as forward spawn for Allies (recapturable)
Destructible Objectives (Allies): a wall for easy access/escape and
bridge controls which will lower the bridge for access/escape
Neutral Command Post
//----------------------------------------------
G - TESTING HISTORY & CHANGES
//----------------------------------------------
>>> testing history
release of 6th play test - testversion 9: Nov 7th 2004 - M8D & TibeT testing
release of 5th play test - testversion 8: Oct 6th 2004 - M8D & Allied Team & TibeT testing
release of 4th play test - testversion 7: Sept 19th 2004 - M8D testing
release of 3rd play test - testversion 6: Sept 10th 2004 - Allied Team testing
release of 2nd play test - testversion 5: Sept 4th 2004
release of 1st play test - testversion 4: August 16th 2004
release of single person test 2: August 13th 2004
release of single person test 1: August 8th 2004
>>> final version
------------------------------------------------
- removed the 2nd ladder at bridge
- mines disabled on most of the terrain
- small tunnel above Axis first spawn closes when Axis falls back
- changes on the roof above Allied Castle Flag: whole wing accessible; this will
encourage the use of snipers and require good teamplay, the area is not large
enough to enable axis camping and dominating the map from up there (this is a result
of fr34ks 5on5 testing under comp gaming settings)
>>> public testversion 9
------------------------------------------------
- a 2nd ladder at the bridge leading up to the bridge controls (tryout)
- changes on the shed below allied flag in castle for more cover for allies
- mines disabled again
>>> public testversion 8
------------------------------------------------
- destroyed the stonebridge (axis needs at least 17 secs to engine now -
and no trickjump possible)
- moved allied first spawn towards villa (allies need 17-19 secs to engine now)
- changed the lower access to the engine room into a hidden cave with large break
in the wall, both walls to be destroyed with fewer nades
- allowed mines all over the grass (for testing of its effect on gameplay)
>>> public testversion 7
------------------------------------------------
- decreased the health of the 2 doors leading to the room of the tram engine
- changed axis spawn to add about 2-3 secs of additional way to the docs room
- widened the gap that s left after parts of the stonebrigde are destroyed
- water of The River is now opaque
>>> public testversion 6
------------------------------------------------
- closed the tunnel that leads straight into the engine-room with destructable doors
for better defense situation at start of the map
- added a neutral command post in the radio room above allied flag in castle
- moved the ammo cabinet in the castle yard to the ground next to the truck
for better reachability
>>> public testversion 5
------------------------------------------------
- the stone bridge from tram station to escape truck got arches for additional cover
but is still destructable
- set up a hut at first axis spawn for cover
- 2 mineable areas in the terrain (dark green patches)
- general simplification of the buildings to make the gameplay more fluent
>>> public testversion 4
------------------------------------------------
- changes at the back part of the castle yard (ppl will die when they jump off
the narrow passages that lead from axis spawn to lift and from axis spawn
to room at river stairs; this leaves fewer ways in and especially out)
>>> public testversion 2
------------------------------------------------
in general:
- added trees in the open terrain for cover
castle east wing:
- east wing tower is slippery, not usable by players (one wrong step and you end up
as grease several floors down)
- it takes defenders 20 secs to reach the east wing roof from spawn
castle west wing:
- roof is not slippery but can only be reached with the help of a teammate
terrain at east rope bridge:
- added a shed (partly destroyable) for cover
- added several trees for blocking of view
38 downloads
0 comments
Submitted
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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_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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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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madhouse_b1
By kate
Beta Version.
Author: Granny
http://thegtb.hotgoo.net
Both Teams Have To Blow Up Each Others Radio.
Axis Objective Descriptions
1 "Primary Objective:**Destroy The Allied Radio !."
2 "Primary Objective:**Prevent The Allies From Destroying Your Radio !"
3 "Primary Objective:**Capture The Flag To Spawn Closer To The Radio !."
4 "Primary Objective:**Prevent The Allies From Capturing The Flag."
5 "Secondary Objective:**Stop the Allies from constructing a Command Post."
6 "Secondary Objective:**Build your Command Post for improved charge times."
Allied Objective Descriptions
1 "Primary Objective:**Destroy The Axis Radio !."
2 "Primary Objective:**Prevent The Axis From Destroying Your Raio !"
3 "Primary Objective:**Capture The Flag To Spawn Closer To The Radio !."
4 "Primary Objective:**Prevent The Axis From Capturing The Flag."
5 "Secondary Objective:**Stop the Axis from constructing a Command Post."
6 "Secondary Objective:**Build your Command Post for improved charge times."
18 downloads
0 comments
Submitted
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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."
10 downloads
0 comments
Submitted
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madbunker_v20
By kate
Map: The Madbunker - Try to keep alive!
Game: Wolfenstein: Enemy Territory
Title: Madbunker
Filename: madbunker.bsp
Type: Deathmatch
Authors: Cambo aka "M|A|D [Cambo]"
Homepage: www.the-mad-project.de (under consruction)
E-Mail: [email protected]
Installation:
-------------
Extract the PK3 file from the .ZIP file using WINZIP, or WINRAR into your Etmain folder.
Version Info:
-------------
1.0 First public release.
- Known Bugs: none
2.0 Second public release.
- Some Bugfixes ...
- Lightning modified
- One new corridor
- Spawntime modified
- Levelshot modified
Mission Details:
----------------
Mission Time: 15 Minutes
Spawn Times: Axis 1 Seconds
Allies 1 Seconds
Desciption:
-----------
The Madbunker. To win the map you have to be the team with most kills. Have fun!
CREDITS:
--------
Map Construction: Cambo
Command map : Cambo
Scripting: Cambo
You may NOT modify, redo, reproduce this map in any way without permission from the author.
You may NOT include or distribute this map in whole or in part in any sort of commercial product.
9 downloads
0 comments
Submitted
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mp_communique_b1 + botfiles
By kate
MP_Communique convert from RTcW to ET
Convert and Edit by 'StoerFaktoR
Idea by d3xter
Thnx for testing to the GTH-Clan
Bugs & Suggestions
chris-s.de (StoerFaktoR)
rtcw4ever.de
gth-clan.de
wolffiles.de
et.splatterladder.com
The Allies must destroy both the North and South Radar Controls. The Axis must defend them until the 'top secret' message is finished transmitting.
10 downloads
0 comments
Submitted
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mp_assault_fal
By kate
File: mp_assault_fal.pk3
Map: Assault (RTCW Port)
Mod: FaL-Clean-Version
Author(Original): Horus
(www.teamwarfare.com)
Author(Modifikation): |FaL|*RollerCoaster
(www.fraggers.tk)
Dies ist eine NS-freie Version der Map Assault, welche
eine ET-Umsetzung der bekannten RTCW-Map ist.
Die Map wurde nicht von mir erstellt, sondern von
Horus (www.teamwarfare.com).
Genauer gesagt handelt es sich um den Release Candidate 1:
mp_assault_rc1.pk3
Da in der Map, wie in der originalen RTCW-US-Version,
Nazi-Symbole verwendet worden sind, ist diese Map leider
in der Bundesrepublik Deutschland verboten. Somit darf sie
nicht auf ET-Servern gespielt werden die ihren Standort in
Deutschland haben, ebenso darf sie nicht auf deutschen
Internetseiten zum Download angeboten werden.
(In der Realität sieht das zwar anders aus, aber das haben
die entsprechenden Admins und Webmaster mit sich selbst
auszumachen.)
Da ich die Map aber sehr gut finde (Habe sie schon in MP von
RTCW gespielt...) und auch gerne auf unseren Clan-Server
laufen lassen würde, mussten einige kleine Veränderungen
vorgenommen werden.
An den Scripten usw. habe ich nichts verändert, es wurden nur
die Texturen mit NS-Symbolen gegen die der deutschen RTCW-
Version ausgetauscht. Somit kann die Map nun auch in Deutsch-
land gespielt und verbreitet werden, ohne gegen geltendes
Recht zu verstoßen.
Bugs:
Wenn die mp_assault_fal.pk3 im ETMAIN-Ordner liegt sollte
die mp_assault_rc1.pk3 (falls vorhanden) gelöscht werden, da
beide Files den selben Namen für das Texturenverzeichnis be-
nutzten. Falls dies nicht passiert können ggf. Darstellungs-
fehler oder Fehlermeldungen über defekte PK3s hervorgerufen
werden. Ich bin leider ein Mapper-Noob und habe mich hiermit
zum ersten Mal an PK3-Files getraut.
17 downloads
0 comments
Submitted
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marketgarden_et_r2 + marketgarden_et_r2_fix
By kate
LightRay fixed waypoints : in test at our silent server
fix script: The map should end in a Tie if objectives are not done by either team. Jecoliah
Designer : Anxiety
Email Address : ?
Clan Site : http://tsgclan.com/
Map Information
Notice for Server Admins and Players:
This is a repacked File (pk3 from 40 MB to 17 MB)
Game : Wolfenstein: Enemy Territory
Title : Market Garden
Filename : marketgarden_et_r2.pk3
Version : Final
Release date : 12/16/2005
Objectives
# The Axis need to blow up the communications center at the allied base
# The Allies need to blow up the axis water control tower near the bridge
Copyright © 2005
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
Updated
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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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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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maiden1
By kate
Enemy Territory Mapping Project "MAIDEN": www.gerald.at/mapping
Rescue the Maiden!
The Axis forces are holding a maiden prisoner in a dungeon located inside a creepy old church built into an ancient volcano crater! The Allied primary objectives are to locate the maiden, break her free from captivity then escort her safely to the waiting escape truck. The Axis primary objectives are to prevent the maiden's rescue at all costs and stop her from escaping within the truck.
Along the way the Allies have several secondary objectives which the Axis team must try to prevent them accomplishing. Firstly the Allies must dynamite the dungeon door grate to allow them access to the crater. This can also be achieved by destroying the large block in the water near the truck and entering through a submerged tunnel. Once inside the crater there is a flag which can be captured by either side to allow a closer respawn point as well as handy ammo and health racks. Finally the Allied team must breach the prison wall from inside the church to free the maiden.
Allied Objective Descriptions
1 "*Primary Objective** Rescue the Maiden!"
2 "*Primary Objective** Escape with the Maiden!"
3 "Enter the Tunnel!"
4 "Destroy the Dungeon Door!"
5 "Destroy the Prison Wall!"
6 "Capture the Flag!"
// Axis Objective Descriptions
1 "*Primary Objective** Prevent Allies from rescuing the Maiden!"
2 "*Primary Objective** Dont let the Allies escape with the Truck!"
3 "Dont let the Allies enter the Tunnel!"
4 "Dont let the Allies destroy the Dungeon!"
5 "Dont let the Allies destroy the Prison Wall!"
6 "Capture the Flag!"
11 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...
-----------
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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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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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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0 comments
Submitted