MAPS M
67 files
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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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mp_assault_rc1
By kate
briefing "The Allied forces have taken over and secured what was once an Axis Communications Tower.
21 downloads
0 comments
Submitted
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mp_base Allienz version
By kate
Credits to the following people..........
Bertie, for his massive contribution to the reconstruction of this classic map Rtcw Mp_base, he put many hours in making this map into what it is now and we thank him. Cheers Bert the Alienz owe you a pint :)
Hudson, for his help with the models ...Alienz Rock man!
The Alienz Clan for helping with the testing of this map.....you know who you are :)
And a special mention to ChumChum, as we would like to give credit for his map Communique which was a remake of the Rtcw Mp_base of which we liked and used some of his map designs in the making of this map.
Credits the origonal makers of the map for giving us something to work with :)
and lastly myself Haggis for the......oh just play the map already what the hell you reading this for anyway ? lol :)
// Axis Objective Descriptions
1 "Objective:**Dynamite the Allied Quick Access Bridge"
2 "Objective:**Defend the Axis Tunnel Gate Door"
3 "Objective:**Defend the Door on North Radar 1"
4 "Objective:**Defend the Door on South Rader 2"
5 "bjective:**Protect the North Radar Tower 1."
6 "Primary Objective:**Protect the South Radar Tower 2."
7 "Primary Objective:**Stop the Allies from stealing the Baby Alien!!"
8 "Primary Objective:**Stop the Allies from taking the Baby Alien to their Radio room!!"
// Allied Objective Descriptions
1 "Objective:**Construct the Allied Quick Access Bridge and blow the Allied Door"
2 "Objective:**Dynamite the Axis Tunnel Gate Door"
3 "Objective:**Dynamite the Door on Radar 1"
4 "Objective:**Dynamite the Door on Radar 2"
5 "Primary Objective:**Destroy the North Radar 1 Controls."
6 "Primary Objective:**Destroy the South Radar 2 Controls."
7 "Primary Objective:**Steal the Baby Alien "
8 "Primary Objective:**Take the Baby Alien to the Allied Radio Room!!"
12 downloads
0 comments
Submitted
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mp_checkpoint
By kate
No Readme
https://forums.splashdamage.com/t/new-map-mp-checkpoint-axis-rail-checkpoint-released/119785
12 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_forum_b1
By kate
Away from the main body of troops, an Allied battalion has captured a large secret
Axis testing compound.
Their resources are stretched dangerously thin as Axis attempts a fierce
counter-attack to secure crucial documents before the Allied reinforcements arrive.
INFO:
This is a BETA version and is intended for public server use and public release,
with the aim of bug-hunting and playtesting.
Any all all feedback is welcome, either by emailling me:
[email protected]
or posting in one of the following forums' relevent threads:
THEBURROW - http://theburrow.rtcwfiles.com/forums/viewtopic.php?t=94
RTCW.co.uk - http://forums.jolt.co.uk/showthread.php?s=&threadid=195173
Splash Damage - http://www.splashdamage.com/forums/viewtopic.php?t=4929
---------------------------------------
KNOWN BUGS / ISSUES:
---------------------------------------
- Attempting to lay mines in much of the map does not work. THIS IS A BUG IN ET - NOT THE MAP.
- If you jump near the team door you can get the 'you are near the first aid post' message.
- SCDS_reyalP's section needs work doing on some sparklies.
---------------------------------------
EXTRA NOTES:
---------------------------------------
- It has at least 32 spawns a side, so should be able to run on 64 player servers eventually.
- Documents can be transmitted in either of the two locations - the message reflects what was
transmitted and where.
- When axis wins, final view (behind scores) will reflect last place a document was transmitted
from.
---------------------------------------
Copyright:
---------------------------------------
Authors MAY NOT use this level as a base to build additional levels.
It may NOT be reverse engineered, decompiled or any other method of getting at the source.
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.
Some textures are by Ydnar from www.shaderlab.com - specific copyright / usage text is:
All content copyright © 2000-2003 Randy Reddig.
Usage and redistribution policy: Textures may be freely downloaded, modified, and used in free
maps, mods or total conversions provided this copyright notice is left intact and a link to
Shaderlab is provided in the credits or read-me file.
Other non-commercial applications are considered on a case-by-case basis via e-mail.
All other usage requires written permission.
Bulk redistribution or archival of the textures in any medium, digital or otherwise
(except mapping packages for mods) is prohibited.
6 downloads
0 comments
Submitted
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mp_heist_beta9
By kate
The Allies and Axis are put face to face in Tobruk. They fight for the total control of the city center, it's an all-or-nothing battle."
7 downloads
0 comments
Submitted
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mp_pow
By kate
Prisoner of War - Finalversion 1.0
POW for Enemy Territory
presented by asw
5.03.2004
Dezember 1942
Die Deutsche Wehrmacht hat ein amerikanisches Flugzeug abgeschossen.In diesem Flugzeug war ein Geheimagent der einen Mirkoflim bei sich hat.Nach dem die Deutschen den Überlebenden Agenten gefangen genommen haben,konnte dieser vor den Verhöhren den Geheimfilm in dem Gefangenenlager verstecken.
//Aufgaben der Allies:
- Wiederbeschaffen des Geheimfilmes
- Stahlbrücke aufbauen
- Holzbrücke aufbauen
- Sprengen des Haupteinganges des Tunnelbunkers
- Sprengen der Eingänge in das Gefangenenlager (4 Stück)
- Übernehmen der Respawnflagge im Tunnelbunker
- Aufbauen des Commandpost
- Sprengen des Geheimeinganges
- zerstören der Wachtürme und der Straße am Minenfeld (optional)
- entkommen mit dem Mikroflim zum Abgabepunkt
------------------------------------------------------------------
//Aufgaben der Axis:
- Stahlbrücke sprengen / Aufbau verhindern
- Holzbrücke sprengen / Aufbau verhindern
- Verhindern das die Allies in das Gefangenenlager eindringen
- Sichern des Haupteinganges und Geheimeinganges
- Aufbauen der zerstörten Straße am Minenfeld
- Übernehmen der Respawnflagge im Tunnelbunker
- Aufbauen des Commandpost
- Aufbauen der Wachtürme im Gefangenenlager
- Bewachen des Mikrofilmes
- Verhindern das die Allies mit dem Mikrofilm entkommen
------------------------------------------------------------------
Dezember 1942
The german Wehrmacht (Army) have an allied Aircraft shoot down.Inside this aircraft where an agent with an Microfilm.The German Wehrmacht (Army) have catch the agent and before they interrogate him, he hide the Mircofilm at the camp
// Allied Objective Descriptions
- Serach for the Mircofilm and take it back
- Construct the Wood Bridge
- Construct the Steelbrigde
- Construct the comandpost at the Tunnelbunker
- Destroy the Main Entrance
- Destroy the Camp Entrances ( there are 4)
- Destroy the secreat Entrance
- Capture the Spawn Flag of the Tunnelbunker
- Escape with the Mircoflim to the broken Gun
------------------------------------------------------------------
// Axis Objective Descriptions
- Stop the Allies from seaching for the Microfilm
- Stop the Allies from escaping with the microfilm to the broken gun
- Prevent the Allies from constructing the Steel-Brigde
- Prevent the Allies from constructing the Wood-Brigde
- Defend the Main Entrance
- Defend the camp Entrances ( 4 times)
- Defend the secret Entraance
- Capture the Spawn Flag at the Tunnelbunker
- Stop the Allies from constructing a Command Post at the Tunnelbunker
- Construct the watchtowers and repair the broken street at the mine-field
- Prevent the Allies from establishing a Wood Bridge
------------------------------------------------------------------
- die rundenzeit ist auf 30 minuten eingestellt.The Time for each Round is 30 minutes
------------------------------------------------------------------
- Scripting by asw and spezil thx to Ron-007 for his help
- Mapping: SD ET Radiant 1.3.8 + 1.4.0 - EasyGen
- Mappingtime: 10.Aug. 2003 - 5.March 2004
- Brushes: 12.436
- Entities: 2278
- Compiletime Q3map2: 4 h
- Parameter: bsp-meta, vis, light-fast, samples2, filter, bounce 4
------------------------------------------------------------------
thx @ll tester
and @ll member to level-designer / www.level-designer.de
and @ll member to [EGN]Clan / www.egnclan.de for testing the beta-maps
------------------------------------------------------------------
spezial thx to @Ron-007 !!!!
------------------------------------------------------------------
Feedback:
contact me:
[email protected]
visit my Page:
http://www.as-w.de
Copyright © 2004 by asw all rights reserved
17 downloads
0 comments
Submitted
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mp_rocket_et_a1
By kate
The Axis have developed a new, longer ranged, more accurate V2 Rocket. A prototype is will launch from a hidden base buried deep beneath the mountains. If successful, this could well mark the turning point of the war. The Allied forces have learned of the launch location and detached a crack group of commandos to ensure the test launch fails ...**Allies must gain access to the control room, steal the override key, then take it across the launch pad to the override console to shut down the launch.
18 downloads
0 comments
Submitted
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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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mp_sub_rc1
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."
13 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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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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mtz_CloseCombat
By kate
training map
This map is designed for 2 players. For this map to be effective, please read training article at www.wolfstah.com under MedicMutz Guides
11 downloads
0 comments
Submitted
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muehle_spiel_2
By kate
Author: Fynbos
http://www.vereinte-nationen.de/kw_joomla/content/view/40/68/lang,en/
Description:
Its a small 1on1 or 2on2 map, designed to train agility while moving under fire.
The layout of the walkways is like the well known boardgame "Nine Men's Morris" (german: "Mühle") and falling off the walkways means instant death in the water below.
Each round is 7 minutes, Axis have to blow a Gas Tank in the middle of the map with dynamit in order to win. If the Gas Tank isn't blown, Allies will win.
17 downloads
0 comments
Submitted
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mummies_lab_beta1
By kate
The SS Paranormal division of the German Army have broken into an old temple in an attempt to resurrect dead mummies. The Allies must escort a stolen Jagdpanther tank to the Temple entrance so the tank can blow the temple open. The Allies must then destroy the Axis' experimental machine, codenamed Genesis
17 downloads
0 comments
Submitted
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mummies_lab_beta2
By kate
briefing "The SS Paranormal division of the German Army have broken into an old temple in an attempt to resurrect dead mummies. The Allies must escort a stolen Jagdpanther tank to the Temple entrance so the tank can blow the temple open. The Allies must then destroy the Axis' experimental machine, codenamed Genesis. "
18 downloads
0 comments
Submitted