MAPS M
67 files
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mml_church_et_v1
By kate
Installation instructions:
Place MML_CHURCH_ET_V1.PK3 in your Enemy Territory's ETMAIN/ directory.
Story:
It is the Autumn of 1944.
The Axis powers are in retreat - the German War Machine having pushed beyond it's limits.
The Italians have already crumbled, and the Allies are pushing north through Italy.
The Germans are getting desperate for any means to hold back the enemy.
During all this, German scientists become aware of a powerful ancient relic, supposed to hold
terrifying powers that would enable them to stop the Allied advance, and destroy them once and for
all.
Allied code-breakers scanning the radio-waves intercept, through the terrible interference, a message
encoded using a top secret encryption code. It is seemingly of the utmost importance to the Axis:
'You ... get ... Relic ... all costs.
Prio(-ity) for ... (m-)ission comes ... ... Fuhrer ...
... available troops ... ... be sent ... ... abandoned chur(-ch) where ... relic is belie(-ved) to ...
This ... is ... in the ... (m-)ountains, south of ...'
Although unable to decipher the location, spotter planes have become aware of many Axis forces moving
towards a central point, located in the mountains. It is believed they are responding to the urgent
mission.
The Allies have to move quickly - the deserted church is ahead of the front line, and few troops are
available to get there in time. No-one knows how serious the Axis are about this, it might well be a
decoy - hence reinforcements will only be sent as they are needed.
Level info:
This map is designed for smallish teams, from 1 to 6 players.
It is small, and has a lot of vertical layers.
It has a new feature - an alarm that Allies can switch on and Axis can switch off, that shortens the
Allied respawn time.
There are a couple of easter eggs in there just for the bored (two ghosts to discover) ;)
Playing instructions:
To join a server playing this map:
1) Join as normal - ET will load the map up automatically (assuming you have installed it correctly).
To set up a server:
1) Load up ET in MP mode.
2) Choose 'Host Game'.
3) Find MML Church (V1) in the list of SW / MP maps.
4) Set server options according to how you wish them to be.
5) Choose 'Accept'.
Level technical info:
Name: MML_CHURCH_ET
Type: MP / SW
Stage: Final
Revision: 5
Time taken: 3 weeks
Compile: BSP -meta, -vis, -light -fast -filter -samples 2
Author info:
Author: [MML]Gerbil / zero.Gerbil
Real name: Barry Swan
WwW: http://www.theburrow.com
Wolf WWW: http://theburrow.rtcwfiles.com
Clan WWW: http://www.clangroundzero.com
E-mail: [email protected]
Thanks:
As ever, thanks for to my clanmates for their support and generally being a great bunch of guys.
Also thanks go to everyone in the mapping forum at www.rtcw.co.uk - helpful and friendly a bunch of
guys as you could ever hope to stumble across, as well as providing great ideas to improve this map.
SD for making a great game that I want to help support and hope has a better custom map scene than
RTCW.
Non Thanks:
SD for breaking some things that would have made porting the map from RTCW to ET so easy.
Also for many things not working as they should - even getting bloody models to show involved half
a day spent buggering with Milkshape (which I've never used before and had to get specifically for
this).
Also for the objflags bug, the global sounds bug, the models bug, the limbo camera bug, the command
map markers error, the documentation errors, the entity .DEF file errors etc. You get my point :)
All I can say is, future maps should be a doddle since I think I must have found every bug in ET :/
Also to everyone who released a really crap custom map on RTCW - thanks for killing the custom maps
scene off so effectively. I'm hoping that custom maps for ET are much better - sadly the current crop
of forthcoming maps doesn't bode well - all I can hope is that actually finishing the map is so damn
hard people don't bother and DON'T RELEASE CRAP MAPS.
Copyright:
Authors MAY use this level as a base to build additional levels for ENEMY TERRITORY ONLY.
Some of the contained assets are modified versions of the original ET ones, and as such can only
be re-used for Enemy Territory-based maps / mods.
The source files are available from http://theburrow.rtcwfiles.com
This file may not be distributed with any modifications.
This BSP may be distributed ONLY over the Internet and/or BBS systems.
You are NOT authorized to put this BSP on ANY CD or distribute it in any way without explicit
permission from me.
11 downloads
0 comments
Submitted
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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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0 comments
Submitted
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market + _market_textures
By kate
Set scenario information
axis "Each side must fight the other."
allied "Each side must fight the other."
neutral "Each side must fight the other."
Creator : dFx =
Version : 0.1b =
Date : 06/02/2009 =
Map name : Market =
Type of map : 1v1 (concept of random spawnpoints) =
Credits : Splash damage forums =
Yatta_Yatta-O_o
18 downloads
0 comments
Submitted
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maniacmansion
By kate
Author: Jay_L & Myrkky
Set scenario information
axis "die ;)"
allied "Find your way to the box of gold and take it to the escape truck!"
neutral "-- Maniac Mansion --*Find your way to the box of gold and take it to the escape truck!**(c) Jay_L & Myrkky*Meet us #broken @ Qnet or visit www.broken-gaming.com*HF & GL!"
9 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."
9 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."
13 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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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.
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Objectives:
---------------------------------------
AXIS:
1) Defend the generator.
ALLIES:
1) Destroy the generator.
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Level technical info:
---------------------------------------
Name: MML_CLAUSTROPHOBIA
Type: MP / SW / LMS
Stage: Alpha
Revision: 2
Time taken: 2 months
Compile: BSP -meta, -vis, -light -fast -filter -samples 2
---------------------------------------
Author info:
---------------------------------------
Author: [MML]Gerbil / zero.Gerbil
Real name: Barry Swan
WwW: http://www.theburrow.com
Wolf WWW: http://theburrow.fragland.net
Clan WWW: http://www.zerogaming.co.uk
E-mail: [email protected]
---------------------------------------
Thanks:
---------------------------------------
seven_dc - For running this competition, and giving me enough
time to finish the bloody map!
The people at the SplashDamage forum - for encouragement and
ideas.
Siliconslick - For LMS information.
Clan Groundzero - as ever a top bunch of guys and I just wish I
had the connection to play with them again in clan
matches :(
Anyone else I've missed - there will undoubtedly be some, and for
that I'm sorry, but anyone who has offered support,
feedback or ideas, it's greatly appreciated!
---------------------------------------
Copyright:
---------------------------------------
Some textures are the creation of Ydnar:
www.shaderlab.com
His site was down, so I was unable to locate the exact copyright
wording he asks for, but suffice to say you are free to re-use
them in non-commercial game applications, on the condition that
you state clearly he created them and they are copyright to him.
Lots of prefabs used from the rather nice site at:
http://www.sikstrom.nu/rikard/prefabs.htm
15 downloads
0 comments
Submitted
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mml_helmsdeep_b4
By kate
Installation instructions:
First you should delete any other version of MML_HELMSDEEP in your
ETMAIN/ directory.
Then place MML_HELMSDEEP_B4.PK3 in your Enemy Territory's
ETMAIN/ directory.
Story:
The Axis forces, in their desperate search for power to stop the
inevitable Allied onslaught, have been working on the ability to
travel in time.
The Allies, learning of these plans, create a force to storm and
capture the Axis laboratories where the research is being done.
Unfortunately, the Allies attack during a crucial experiment, and
the resulting fighting causes an uncontrollable surge in the
equipment, throwing everyone in the immediate area back in time!
Appearing six thousand years ago, in a history that was only
thought to be mythical, both sides now have a new battleground to
continue their war in.
Allies must defend Helms Deep, keeping safe the means of travelling
back to the modern day, while preventing Axis from dominating this
new land and altering the future completely.
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Level info:
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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/
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Objectives:
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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.
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Patrol Points:
---------------------------------------
In various stages of the map are what are called Patrol Points (or
PP for short).
A PP is a designated zone that a certain team / class combination
must remain in for a given length of time to enable additional
benefits for their team.
The time to enable a PP, and how long that PP stays enabled for,
varies, but is clearly defined. Players enabling a PP will be told
how long it takes to enable, and the whole team is alerted when a
PP is enabled, disabled, and when it's about to run out.
PPs are identified by a striped border around them.
The class and team combination required to activate the PP will be
shown on the wall within the PP itself.
The icon indicates what class is required, and the icons correspond
exactly to the icons for class selection in the limbo screen, but
are detailed here:
Helmet = Soldier
Cross = Medic
Bullet = Field Op
Target = Covert Op
Spanner = Engineer
The colour of the striped zone marker and the class icons indicate
what team can activate the patrol point:
Red = Axis
Blue = Allies
Grey / yellow = Either team
So, for example, a blue cross means that only an Allied Medic can
activate the patrol point.
7 downloads
0 comments
Updated
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mlb_carnage
By kate
Installation:
extract the PK3 using WINZIP, or WINRAR into your
Etmain folder. Something like this (C:Program FilesWolfenstein - Enemy
Territoryetmain)
Run the game, and play.
Carnage - the making of:
----------------------------
Conversion by Marko, Lowlife and Bob le Roux of the [FuN] Beach map (orgininally made by Marko)
More information and screenshots available on http://marko.hd.free.fr
Lefty - Custom Voices / GertH - Command map maker
Sponsors:
----------------------------
MLB is sponsored by X3M servers (http://www.x3mservers.net).
Testing Team:
--------------
-7Co- guys: Burniole, Chef Chaudard, Tassin, Oui Oui, Blanchet, Gone, Pithiviers, Utopik, Capitaine Dumont
[fP] guys: Kennie, Kat, Flak, Shynna, Lead, Dictator, Slayer, Viper, Global, Smudge
[FUN] guys: Scott, Marty, Cedox, Capt Darling, Armistice, Hordak, Jaysi, SenecaWolf, Whatever, Choller (http://www.clan-fun.com)
M8D guys: Dr. Stock, DukeRespawn, Jonon, Brentwood & Nephlim (http://www.m8d-clan.com)
Logan, Chris-s, Lowlife, CrAzY-NuTTeR, Heirpie, Darkfire, KN1GHTMAR3, Humpty-Dumpty, LdysMn317, Siffer, SilverSurfer, S.S. PoNS, c0s7, CrazyMexican, Yhcir, Lethal Banana, Wakka, S-Fos Skalman, Bouncer & Mr Battery
Map Description:
-------------
MLB_Carnage is a remake of the "Return to carnage canyon" map originally created by Marko.
Lowlife completely remade the terrain, the terrain shaders and the sea whereas bob added a
B-17 bomber to the map. Marko worked on structure only in order to change the map layout (not a
maze like the original version used to be).
Just like the previous versions, allies attack on this map. They spawn on landing crafts and have
to make their way up the canyon to the 'No Man's Land' area. Lowlife added a back path in the
mountains to avoid the canyon congestions with artillery and airstrikes, provding allies with a
secured back path that takes them above the main canyon bunkers. The trenches flag has been
moved to a side bunker, avoiding the huge spawn killing which was a major issue in the previous
versions of the map. After having captured the trenches, allies will have to head to the axis
base where a radio beacon has to be set up. Once constructed, the B-17 Bob made flies up the
canyon, drops a bomb and breaches the bay doors to the underground basement of the map. From
that moment, allies gain a permanent spawn in the basement and axis forces are pushed back to
the final objective, a sea battery. The battery access is protected by a massive gate which is
locked with a magnetic seal. The only way to get past it is to destroy the power generator
located in the basement. The battery only lies a few feet away....
13 downloads
0 comments
Submitted
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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."
13 downloads
0 comments
Submitted
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MissileX_beta_2
By kate
Axis Objective Descriptions
1 "Primary Objective:**Steal back the radio conduit and escape the base."
2 "Secondary Objective:**1 grenade will destroy the generator in the sub-basement to have another access way to the main gate."
3 "Secondary Objective:**Destroy the main gate."
4 "Secondary Objective:**Destroy the many access routes to the allie barracks."
5 "Secondary Objective:**Construct the command post."
Allied Objective Descriptions
1 "Primary Objective:**Do not let the axis get away with the radio conduit."
2 "Secondary Objective:**Keep the axis away from the generator in the sub-basement."
3 "Secondary Objective:**Protect the main gate at ALL costs."
4 "Secondary Objective:**Protect the barracks and do not let the axis gain more routes to the barracks."
5 "Secondary Objective:**Build a Command Post."
9 downloads
0 comments
Submitted
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mo_decerto_b2_0505
By kate
Decerto: v. (Latin) to contend, fight to the finish
Overview:
Time Limit: 60 minutes
Map Name: mo_decerto_b2 (NOT mo_decerto_b2_0505)
Ideal team size: 1 v 1 and 2 v 2
Modes supported: Stopwatch, Objective, Campaign
Credits:
- Concept development and extensive testing: Demanufacturer and the Modus-Operandi team
- Frostbite extract: Moonkey for the original and permission to include it
- Supply Depot extract: Ginc for the original and permission to include it
- Menzel, Mean Mr. Mustard, Cptn Triscuit, and Seven_DC for other original work from Vengeance, Breakout, Rommel, and Reactor which was used in the 4 arenas
- WP 222 model and permission to mod the skins: Detoeni
Instructions:
- Find a duel partner and choose an arena
- Stand in the staging area, and activate the panel to ready up
- Once the second player readies up (or you ready up a second time) the combatants will be teleported into the arena
- If you are a solo player, you will need to wait 5 seconds before readying up a second time
- Once all players leave an arena, the staging area will reset
Known issues:
- Sometimes you can see parts of other arenas - do not be frightened
- On occassion, two people will ready up, you will hear all the prompts, but the teleporters will not fire and the gates will drop. Just ready up again.
Change Log:
B1 to B2
- Balanced all 4 arenas
- Added objectives to the Supply Depot and Frostbite extracts, which will make the arena reset once completed
= Supply Depot, allied engy must build crane controls
= Frostbite, allies must grab documents and take then to a return point under the arch or by the allied spawn
- Added a hidden arena for people to tweak sensitivities and practice target tracking
- Other little things here and there
- ETPro shaders baked into main pk3 file.
18 downloads
0 comments
Submitted
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madbunker_reloaded_beta_fixed
By kate
Map Title (original) : mad.et|Bunker (Reloaded)
Map Version : beta (fixed)
Map Author : mad.et|Cambo
Game : Wolfenstein: Enemy Territory
Gametype: : Team Deathmatch
Filename : madbunker_reloaded_beta_fixed.pk3
BSP-Name : madbunker_reloaded
Map Size (suggested) : <20 Players
Release (date) : Oktober 2011
Features : Team-Deathmatch (without a mod)
Allies "Objectives":
1. Kill the enemy!
2. Stay alive!
3. See rule 1
Axis "Objectives":
1. Kill the enemy!
2. Stay alive!
3. See rule 1
Note : Support for Omnibot in process
Credits : Stealth, Zer0Cool, Quake, COD5, M|A|D Community
Distribution / Permissions
This is the First Beta of this map and may not be modified in anyway.
This file may not be commercially exploited in any way. Mapsource and
models will be released with a "final" version of this map.
15 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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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