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  1. ostrabrama

    Map name : Operation Ostra Brama                     ==

    version  : Final 1.0                              ==

    Made by  : Sylar and Blowfish                     ==

    website  : Blackops Clan - http://www.enemyterritory.biz      ==

    Date     : 24-05-2009                             ==

    Operation Ostra Brama :

    Operation Ostra Brama (lit. Operation Sharp Gate) was an armed conflict during World War II between the Polish Home Army and the Nazi German occupiers of Vilnius. It began on July 7, 1944, as part of a Polish national uprising, Operation Tempest, and lasted until July 14, 1944. The Germans were defeated. Victory !

    Allies will start in the forrest surrounding Vilnius, escorting the tank to the river and capture the Axis flag. Then cross the river to Vilnius where the Axis Ammo Supply documents are (in Gediminas Tower). Steal the document and get them back to the radio tent!

    special Thanks to :

    kt_kubalwagon made by Ken 'kat' Beyer : [email protected]

    http://www.quake3bits.co.uk

    CREDITS : ID software, eskimo roll, EMSIPE, QkenneyQ

    Tent models created in blender3d by : [email protected]

    Splashdamage forum (www.Splashdamage.com)

    For all the people helping eachother create maps and helped me create transparent windows.

    2Bit (http://www.pythononline.co.uk/et/tutorial.htm)

    For the great dummy proof tutorial they made. This helped me a lot !

    Berzerkr of www.wolfmap.de

    For the great resource of ET things on that website (like the good RSS feeds and prefab section). And also for helping me with the tree model.

    Niek

    For getting me the skybox...

    IndyJones

    For the nice flagpack he made, making the Polish Home Army flag look better and fixing the shader for 'my' tree model.

    All the Blackops members who helped me testing and debugging.

    __________
     Axis objective descriptions
    1 "** Stop the tank from advancing."
    2 "** Defend the flag near the tent at first spawn!"
    3 "** Defend Broken wall/defence."
    4 "** Prevent Allied reaching Main gate."
    5 "** Defend the ammo supply documents in Gediminas Tower!"
    Allied objective descriptions
    1 "** Escort the tank to the river!"
    2 "** Get the axis flag near the tent at their first spawn."
    3 "** Destroy Broken wall/defence to get better access to town."
    4 "** Destroy Main gate with tank!"
    5 "** Bring the ammo supply documents to the radio tent on the other side of Town

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  2. NoMercy

    Map name : Blackops No Mercy                   
    version  : 1.0                      
     Made by  : Sylar and Blowfish               
     website  : Blackops Clan - http://www.enemyterritory.biz
     Date     : 04-10-2009                   
     
    No Mercy
    The map was designed with my kids paper/pencils, on vacation, while lying near the pool having a beer. It was made for smaller servers or scrims, but I think you have to test that yourself. The objective is simple. Allies get to the Axis safe, blow it up, get the documents and bring it to the radar post. Have fun playing it and let me ([email protected]) know if you run into weard things.
    Special Thanks to
    The designers of Enemy Territory, since I copied a few things from the original maps and modified em.
    Splashdamage forum (www.Splashdamage.com)
    For all the people helping eachother create maps.
    2Bit (http://www.pythononline.co.uk/et/tutorial.htm)
    For the great dummy proof tutorial they made. This helped me a lot !
    Berzerkr of www.wolfmap.de
    For the great resource of ET things on that website (like the good RSS feeds and prefab section).
    Niek
    For getting me the skybox...
    Erik-Ftn, [email protected] for creating the rtcw_ent_in_et_beta2.pk3 which I used for some nice extras.
    All the Blackops members who helped me testing and debugging.
    Axis objective descriptions
    1 "** Don't let tank reach Main Gate!"
    2 "** Defend Left Wall."
    3 "** Defend Tunnel Wall."
    4 "** Defend Bunker spawn at all cost!"
    5 "** Defend Safe."
    6 "** Prevent Allies transmitting secret documents data!"
    7 "** Build CP to get better charge times!"
    8 "** Defend Fence!"
    Allied objective descriptions
    1 "** Escort the tank to Main Gate!"
    2 "** Destroy Left Wall to get better access to bunker!"
    3 "** Destroy Tunnel Wall to get better access to bunker!"
    4 "** Capture bunker!"
    5 "** Destroy Safe Door to get Secret Documents!"
    6 "** Bring the Secret documents to the Radar to transmit data!"
    7 "** Build CP to get better charge times!"
    8 "** Destroy Fence"

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  3. Outer_Space + botfiles 0.71 version

    Mapname: Outer_Space
    Version: 1.0.0
    Date: halfway may 2010
    Gametype: Objective
    Mapmaker: 1869*_Flame    a.k.a Dante
    Website: www.1869clan.tk
    e-mail: [email protected]
    NOTE: PLEASE DO NOT EDIT THIS MAP AND/OR PK3 WITHOUT PERMISSION!!
    - you can use any textures you like, most of them are from Internet anyway.
    - you can use any of the .wav sounds if you like. all are made by myself and therefore free to use.
    - NOTE: Tesla model is from www.blackrayne.net. any credits should to here for this model.
      use of this model in other maps only when you follow the rules that are on the specific website.
    -=-=-=-=--=-=-=-=--=-=-=-=-
    -=-=-=-Installation.-=-=-=-
    -=-=-=-=--=-=-=-=--=-=-=-=-
    -install on local machine:
        
    1. Download the Outer_Space.pk3 file
    2. Put the pk3 file into your "etmain" folder  (usually can be found at: "C:\Program Files\Wolfenstein - Enemy Territory\etmain\")
    3. start the game
    4. open console with the ~ key (left from the 1 and up the TAB key)
    5. type /g_gametype 2  (it will tell you it will be set on restart, DONT restart)
    6. type /map Outer_space
    7. play!

    -install on a server:
    1. Download the Outer_Space.pk3 file
    2. Put the pk3 file into the "etmain" folder
    3. if needed, add to your fastdownload server
    4. add map "Outer_Space" to your maprotation.cfg (or other depending on mod)
    6. (re)start server
    7. play and have fun!
     
    -=-=-=-=--=-=-=-=--=-=-=-=-
    -=-=-=-=-Objective-=-=-=-=-
    -=-=-=-=--=-=-=-=--=-=-=-=-
    Note: Axis team is attacking, Allies are Defending.
    Axis Objectives:
    - Axis will spawn in their attack ship, and need to destroy the East and West Energy crystal to open the portal
    - Once the portal is open, axis will spawn in front of it. Now they need to destroy the Door to the power crystal
    - Additionally the Axis team can destroy the Side wall to get a extra route trough the sewer to get to the door.
    - Once the door has been blown. they way is open to destroy the Power crystal.
    - Additionally the Axis team can try to build the neutral command post.
    - Additionally the Axis team must blow up the power crystal defenses.

    Allied Objectives:
    - Allies need to prevent the Axis team from opening the portal, by preventing the East and West energy crystal getting blown up.
    - Additionally the Allied team can construct the protection MG on the main deck.
    - if the Axis succeed opening the portal, the Allies must prevent the Door to the power crystal to be blown up.
    - If the Axis team sill is able to succeed, the allies must prevent at all cost that the power crystal gets destroyed.
    - Additionally the Allied team can build a command post.
    - Additionally the Allied team can build power crystal defenses to slow down the axis attackers.

    -=-=-=-=--=-=-=-=--=-=-=-=-
    -=-=-=Special Thanks!=-=-=-
    -=-=-=-=--=-=-=-=--=-=-=-=-
    - MickyP for helping me with the Omni-Bot waypointing and scripting
    - www.gs4you.de for my Sponsoring my servers!
    - Splashdamage community
    you, for taking your time to read this read-me,
    never thought someone would be reading all of this. =)
    -=-=-=-=--=-=-=-=--=-=-=-=-
    -=-=-=-=-=-Other-=-=-=-=-=-
    -=-=-=-=--=-=-=-=--=-=-=-=-
    - Omnibot 0.71 version waypoint included in this file
    - nothing left to say i guess,
     

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  4. one_way_b3

    Author:        Qualmi
    Date:        25.05.2010
    Game:        Wolfenstein - Enemy Territory
    Homepage:   http://qualmi.de.tl/

    Description
     
    An original map with a little bit of a different objective. What once started as a 1on1 map, can now be applied to
    small servers with a maximum of 12 players.
    Additionally there is an ETPro Mapscript supplied within this mapfile, making it possible to turn this map into a
    deathmatch map.
    Due to the counting system within the mapscript do not use this at 16 Bit server systems when you play for objective.
    It will most likely crash the server, or at least invoke some unpredictable behaviour.
    !!!DO NOT PLAY THIS AT 16 BIT SERVER SYSTEMS!!!
    ==================
    Meant To Be Played
    ==================
    Objective:
    1on1
    2on2
    3on3
    Deathmatch:
    For small servers
    =========
    Objective
    =========
    Both Allies and Axis are possessing a coder to transmit an SOS. Once activated it will take 5 minutes to do so.
    Your mission is to interupt the enemy countdown by stealing the enemy coders battery and preventing him to steal
    your own.
    There is no delivery point for the battery. Simply hold it. As long as it is not in the coder of the enemy the
    better it will be for you.
    =============================
    Changes From Beta 2 to Beta 3
    =============================
    - Map resized
    - Lights reworked
    - Objective changed
    - Visual Timing Counter
    =========
    Mapscript
    =========
    Due to the counting system within the mapscript do not use this at 16 Bit server systems. It will most likely crash
    the server, or at least invoke some unpredictable behaviour.
    !!!DO NOT PLAY THIS AT 16 BIT SERVER SYSTEMS!!!
    For more Information, especially about the way that counter works, visit my site and look for some stuff about timers
    there.
    For all the mappers out there: this script can easily be improved and i know how :P maybe you will find the secret <3
    Have fun. I really liked creating it :)
    ===============
    ETPro Mapscript
    ===============
    An additional mapscript, turning this map into a deathmatch map, can be found in the readme folder of this .pk3. It
    is called 'one_way_b3.script'.
    Just copy it in your ET mapscripts directory and restart the server with the directory beeing set.
    ======
    Limits
    ======
    Unfortunately the ET Engine is very limited. Therefore the visual counter i originally planned soon hit that 32
    remapshader limit.
    You can see the seconds be remapped in the left corner below. The minutes are rotating above the coder.
    Logically the counter works 100% accurate.
    =======
    History
    =======
    The map got inspired by a 1on1 i once played at Valhalla. Someone, cant remember the name today, introduced me into
    that kind of gameplay, which he called, 'one way'. It was just that we meet constantly at a certain mainroad, to
    avoid hiding and sneaking, so that the skill is reduced to aim and movement basically.
    The first versions i released should have hit exactly that principle. But after coming back to mapping after a while
    i had the feeling that it probably would be better to make it a little bigger. I tried to keep that one way principle,
    but i fear it has become some kind of mixture now.
    ===================
    Feedback/Bugreports
    ===================
    Post feedback or bugreports at -> http://1vs1free1on1.de.tl <- forum section.
    =======================================
    Some Additional Information for Mappers
    =======================================
    Build Time: 2 hours.
    Also i am 1 year old and am a computer genius. I learned mapping in just one day and the compile time took me 1ns.
    With half a year i learned the C programming language, when i was half and a third i invented the wheel. When i was
    half and two third i realized that there was already a wheel. What a shame.
    The rest of the day i spam people with how fast i am. I mean, everybody knows that everything must be based on
    velocity nowadays. So why shouldnt i spam you with my timing results :>
    because quality takes time ?
    ..pfft
    =======
    Credits
    =======
    - ID, Splash Damage, q3map, q3map2 devs, Radiant devs, for giving us modders and mappers the opportunity to modify and
    play around. This is what keeps the game alive. A special thanks to all the texture makers.
    - castle_ctf: i actually got that idea to remap the stamina and health bar from that map. I also used texture 0-8
    in their pk3. Number 9 i had to do by myself.
    - map railgun: i copied the rails and the train barrier of it to fit in my map. The rest of the brushwork is original,
    which is important to state. I would never end up basing my work on whole goldrush prefabs.
    - >>GAYLORDS<< bio and stealth6 for the testmatches we played. Was very useful.
    - Berzerkr for spotting and supporting that file at Wolfmap.de
    - Ron007 for making these nice video tutorials at level-designer.de (which is down atm :()
    - Ifurita for the scripting tutorial
    - Nib aka BoltyBoy at nibsworld.com for the great vis-tutorial at his site

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  5. odenthal_b2

    Mapdates:
    Name: Odenthal
    Mapper: Jens 'eiM' B.
    Type: Competition map (3v3 , 6v6)
    Spawntimes: Axis 30s , Allies 20s
    Average duration: 10 Minutes
    Worked time: 3,5 Month (for beta2)
    Homepage: http://reveal.et-support.de/odenthal
    Story:
    I always wanted to create a real competition map for Wolfenstein: Enemy Territory. But I never got started to a real
    project like this... the only maps I finished are small 1v1 / 2v2 maps or my trickjumpmap (a bit bigger though).
    So well, back in the Winter of 2006 I really had too much freetime because of holiday and stuff. So it came that
    I reinstalled all the mappingstuff on my harddisk and thought about a nice map.
    Anyway this maybe sounds a bit weird but when this amok run happened in Germany - Emsdetten me and some friends
    were together hanging out and randomly heard that the guy who ran amok had mapped his school for Counterstrike.
    Because we always have much fun @ LAN's and stuff the idea of mapping our school for W:ET @ LAN's became more
    and more reality.
    Before I write on I really have to note that I misprize the happenings of Emsdetten and i'm sorry for all
    the victims and that not in my farest thougts plan to do something like an amok run.
    Okay , well in my winterholidays I went skiing and had much fun but also some time to think about my mapping project.
    There were many things to plan. (If you really try to remap something of your daily life you'll notice that you don't
    remember many details of the looks and stuff ;>) So I made some photos , searched + created textures and made some outlines.
    Anyway after about 2weeks when I were back at school I finally started to create the map in my GTKRadiant.
    The map is not a perfect remake of Odenthal (the small city it's located in) because I set a higher value
    on making the school realistic than the terrain etc. But still there are much similarities like the small
    river ,some grassland...
    So this is the story behind the map and the name Odenthal. The story set in W:ET is the following:
    Axis have constituted an headquarter in the school of Odenthal. Therefore they rebuild some parts of
    the school and the town. The Allies forces have to escort their Jagdpanther through the streets of
    Odenthal to get access to the school. After this they have to destroy the Main Entrance and the Generator to
    disable the magnetic seal of the Security doors to get access to the main building of the school. Inside this
    the Axis store their secret documents which have to be secured by the Allies Forces.
     
    Special thanks goes to:
    Jasper
    Jonas 'wYnX'
    Philipp 'derAffemitderWaffe'
    www.level-designer.de
    www.splashdamage.com
    Dersaidin
    Shaderman
    Eicher
    draQ
    zhul
    www.crossfire.nu
    + anybody who helped me
    + anybody I forgot :)

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  6. ouessant_ lighthouse_b1

    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : Ouessant Lighthouse
    Filename    : ouessant.pk3
    Created by    : Neif [Tim Temmerman]
    Version         : Beta 1
    Release date    : 08/17/2007
    Decription    : The battered german warship Scharnhorst will be returning to the port city of Brest, France tomorrow morning.  The allies seek to destroy the ship once and for all, and have dispatched a small team to the island of Ouessant. The island holds a lighthouse critical to all maritime navigation; if the allies can destroy this lighthouse before nightfall, the blinded Scharnhorst will ground itself on the rocky shores of the island."

    Installation    : Place the 'ouessant.pk3' file into your etmain folder
    ----------------------------------------------
     Objectives
    ----------------------------------------------
    Ultimately, the allies must plant dynamite at the top of the lighthouse to destroy it:
    1) The allies must destroy the road gates leading to the lighthouse controls.
    2) Allied engineer must plant the override on the lighthouse bridge controls, thus allowing access to climb the lighthouse.
    3) Dynamite must be planted at the top of the lighthouse
    The Germans must stop the Allies from destroying the lighthouse.
    1) Repel the Allied advance and hold the garage.  Do not let the Allies destroy the road gate.
    2) If the road gate is destroyed, defend the lighthouse bridge controls.
    3) If the override is planted on the bridge controls, an Axis engineer can restore the bridge hardware, thus preventing access to the lighthouse.
             
    ------------------------------------------------
     Additional Map Information/Credits
    ------------------------------------------------
    Thanks : Thanks to the splashdamage forums for years of archived advice.
    Editor : Gtk Radiant 1.5.0 using Q3map.  Photoshop for command map.
                    
    ------------------------------------------------
     Testing
    ------------------------------------------------
    # This is a beta version so please report all known bugs to me at the email address below.  Most importantly I'm looking for balance feedback.
    Please mail me if you have some comments on:
    - Team balancing issues.
    - Any error with texturing, clipping, missing geometry
    - suggestions
    Email        : sirneif AT yahoo DOT COM
    Web        : http://www.drunkenzombie.net/
    -------------------------------------------------
    Copyright © 2007
    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.

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  7. oasis_winter

    ORIGINAL MAP
    oasis_eu_b2 
    All credits go to:
    SplashDamage (www.splashdamage.com)
    European Sytle Project (http://european-style.wolfmap.de)
    MODIFICATION 
     Oasis Winter
    based on 
    - oasis_eu_b2 map 
    - Berzerkr (GER)'s Winterkrieg mod textures
    - nullskillz's Oasis script
    - antman"s location file
    With Permission from Berzerkr (GER) / WolfMap.de
    The textures are only changing in this map.
    ~Molotov
    A deserted desert town is the scene for a lethal combat. Battle rages through the abandoned ruins as Axis and Allied troops clash for possession of this strategically vital oasis. It's a fight to the death, with sand.\n\nAll credits go to SplashDamage (www.splashdamage.com) and the European Sytle Project 
        briefing        "The Allies must infiltrate the Axis Oasis garrison to destroy two anti-tank guns: either through the Old City or a flooded cave system. The Axis must protect their anti-tank guns and repel the Allied raiders.\n\nAll credits go to SplashDamage (www.splashdamage.com) and the European Sytle Project (http://wolfmap.gameprophets.com/european-style)"
        axiswintext        "The Axis defences were tougher to crack than the Allies suspected. The Allies' dismal failure to take the Oasis position by either guile or force has held up their armoured advance for weeks. Allied Supreme Command are unimpressed with the quality of troops made available to them. The Axis forces have shown themselves to be heroically skilled in defence and can rest secure in the knowledge that their military ability has been proved superior to the Allies. The Axis will retain sizable forces in North Africa for some time yet."
        alliedwintext        "The Allies' daring attack has inflicted an important defeat on the Axis forces. With the Oasis emplacement destroyed, the Allies are free to advance. Their flair for attacking strongly held defensive positions bodes well for their future engagements. The Axis have shown

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  8. NZArena_3

    frag map
    TEAM WITH MOST KILLS WINS! DO NOT PLAY THIS MAP IF YOU ARE EPILEPTIC!   

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  9. nytro_1vs1_beta1

    frag map
    concipated as a 1vs1 map,max players:6     copyright: anatol schwab [nytrozoxid] BETA VERSION"

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  10. now_beta03

    can be playing for xmas 
    In the Axis search for religous items they are on a quest to steal the Christmas Star, the symbol of hope and joy!*Allied intelligence has picked up this mission and are doing anything they can to prevent the Axis forces from stealing the Christmas Star. If the Axis forces succeed in their quest then a whole world celebrating Christmas will be in agony and that will drain their spirit on the battlefields, this will give the Axis forces a huge advantage in the war."
        axiswintext      Yet another inspiring victory for the Axis
        alliedwintext     he Allied Supreme Command was correct: Another easy win for the Allied forces

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  11. normandy_final

    9/28/2003 OpTeRoN - Normandy Beach Invasion FINAL
    Installation : Extract normandy_final.pk3 to .../Wolfenstein - Enemy Territory/etmain
    Title : Normandy Beach Invasion
    Filename : normandy_final.pk3
    Author : *[SfS]*OpTeRoN / Raven]pot[
    Email Address : [email protected]
    * Play Information *
    Campaign : Yes
    Single Map Objective : Yes
    Last Man Standing : Yes
    * Construction *
    Base : Some ideas taken from mp_beach. 
    NOTE: NO BRUSHWORK, MODELS, OR ANY MAP OBJECTS WERE TAKEN FROM MP_BEACH.
    Editor(s) used : SD Radiant 1.3.8
    Known Bugs : Thanks to the ]pot[ clan and all the people on the servers for helping me find all the bugs from
    the BETA so I could fix them for this final version.
    Build Machine : AMD Athlon XP 2400+, 512MB PC2700 DDR, GeForce4 Ti4200
    Brushes : 2949
    Entities : 448
    * Description*
    Description : In 1944 Allied troops have arrived at Normandy Beach.
    Their mission, to defeat all Axis forces on the beach and infiltrate the German base.
    The Allies must capture and transmit the Axis top secret documents in the inner bunker.
    Axis Objectives:
    Primary Objective: Defend the Top Secret Documents.
    Secondary Objective: Defend the sea wall.
    Secondary Objective: Defend the bunker door.
    Allied Objectives:
    Primary Objective: Construct the Constructible Transmitter and transmit the Top Secret Documents.
    Secondary Objective: Destroy the sea wall.
    Secondary Objective: Destroy the bunker door.
    * Bug Fixes *
    * Fixed from BETA 1 *
    -Added constructable transmitter on the beach.
    -Fixed many lighting issues.
    -Fixed many model issues.
    -Added a ladder to the back side of the forward bunker to give Axis easy access to the beach.
    -Fixed a bug that made health cabinets only give one health.
    -Fixed many overlapping brushes.
    -Added more detail to many rooms.
    -Fixed a texture problem in some rooms.
    * Thanks *
    I'd like to thank the ]pot[ clan for being such a great team and for the great help in getting the bugs out of this
    map, especially Owney-McOwn. To come play this map check out the ]pot[ clan's great ET servers:
    TheCoffeeShopTourneyMod
    66.225.197.184:27960
    TheCoffeeShopShrublic
    64.202.114.36:27960
    * Copyright / Permissions *
    Authors MAY NOT use this level as a base to build additional levels.
    This archive may be distributed over the Internet and/or BBS systems as long as this txt is included with the distribution. You may NOT distribute this BSP commercially in ANY way without my express permission. 

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  12. no_n4m3_vmulti

    Map by sven
    Good frag and enjoy

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  13. nkcomplex_b3

    Axis Objective Descriptions
    1    "Primary: Stop the Allies from breaching the Main Complex Gate with dynamite."
    2    "Primary: Stop the Allies from breaching the Side Entrance with dynamite."
    3    "Primary: Stop the Allies from breaching the garage door.
    4    "Primary: Prevent the Allies from stealing secrets documents."
    5    "Primary: Prevent the Allies from tramittings the documents."
    6    "Secondary: Prevent the Allies from constructing a command post."
    7    "Secondary: Build a the command post and prevent allies from destroying it."

     Allied Objective Descriptions
    1    "Primary: Breach the Main Complex Gate with dynamite."
    2    "Primary: Breach the Side Entance with dynamite."
    3    "Primary: Breach the garage door to secured the flag area."
    4    "Primary: Steal the secrets documents in the research room."
    5    "Primary: transmitted the documents at the radio transmitter."
    6    "Secondary: Build a command post to enable a new spawn area."
    7    "Secondary: Destroy the Axis Command Post."

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  14. noob

    training map

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  15. nightmatrix

    no readme

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  16. night_fight_new

    Der erste Test ALPHA 1
    copyright by etmap

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  17. night_fight_2

    Thank you NOP for your Texturen http://home.comcast.net/~saberpeak/
    thanks SteelRat for your scripts and textures
    Copyright Kaforsven Bei fragen [email protected]
    www.etmap.de
    www.geilercounter.de
    Allies are planning an attack on the outer defence of a port town to clear way for a larger attack. Axis have an outpost based on a Big Bunker outside the port town and their big cannon is a major threat to Allies.

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  18. night_crawlers_final

    A
    axis have  to protect their base from the attack of the allies. In the base is hidden information regarding german's plans for invasion.

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  19. neuschwaben_final2

    map: neuschwaben_final
    longname: Neuschwaben Final
                                
    Author        :  FischCommand
    Location    :  Germany
    E-mail        :  neuschwaben(_AT_)k-fisch.de
    Game        :  Wolfenstein - Enemy Territory (Multiplayer Map - {obj})
    Screenshots : http://www.k-fisch.de/et/neuschwaben.html

    1. English Language:
    ------------------------------------------------------------------------------
    STATUS: Final2
    ------------------------------------------------------------------------------
    BUG: Game balance: If Allies conquered the flag in stockroom/warehouse the
         Allies spawn forever in Cafeteria (Cantina) now. But Allies must defense
         the flag for one minute! Now somewhat more easily for the Allies Team. 
         
    chg: Guard fence into air duct now destroyable made (only func_explosive)
    chg: Access rights for team doors (in both main spawns) changed.
    chg: The standard poison basins were strengthened in its effect something
         (before: -5 health points, now: -10 health points)
    ------------------------------------------------------------------------------
    Briefing:
    1946, North Norway:
    Briefly after end of war, a secret SS-Command fled consisting of former
    coworkers Werner von Braun's to North Norway and built an enormous,
    self-sufficient underground aircraft factory. 
    The purpose was to manufacture newly developed "Reichsflugscheiben"
    which placed every other fighter or other missile equipped with
    completely new technology into the "shade". The new fuel of this
    so-called "Reichsflugscheibe", contained an up to then unknown
    chemical-toxic substance, those the missile on the 5-fold Speed of
    sound brought (Mach 5).
    A goal of the Allierten is it to infiltrate the SS-basis and that just
    finished and successfully tested prototypes of the "Reichsflugscheibe".
    Destroy both Reichsflugscheiben and STEAL the Secret Documents!
    The code name for this secret action reads "silver penguin". 

    Axis:
    Primary objective:
    - Don't let the Allies destroy both Reichsflugscheiben!
    - Don't let the Allies steal the Secret Documents
    Secondary Objective:
    - Defend the Forward Spawn in stockroom/warehouse
    - Don't let the Allies destroy the Guard Wall for air duct
    - Don't let the Allies construct a Ladder/Elevator to Ground Zero
    - Construct a Guard Door for the lower Entry
    - Construct a Safe Door for Secret Documents
    - Don't let the Allies build a command post
    - Turn the valve to enable toxic water and destroy ladder to objective

    Allies:
    Primary objective:
    - Destroy both Reichsflugscheiben of the Axis
    - Steal the Secret Documents of Reichsflugscheibe
    Secondary Objective:
    - Capture the Forward Spawn in stockroom/warehouse
    - Destroy the Guard Wall for air duct
    - Construct a Ladder/Elevator to Ground Zero
    - Destroy the Guard Door for the lower Entry
    - Destroy the Safe Door for Secret Documents
    - Construct a Command Post
    - Turn the valve to disable toxic water and build a ladder to objective
    ------------------------------------------------------------------------------
    2. German Language (Deutsch):
    ------------------------------------------------------------------------------
    STATUS: Final
    ------------------------------------------------------------------------------
    BUG: Aufgrund der Spielbalance wurde der Spawn zum Vorteil der Allies
         folgendermaßen geändert: Bei Eroberung der Flagge von den Allies im
         Lagerraum und wenn die Flagge 1 Minute lang gehalten wird, gilt der neue
         Spawn für die Allies dauerhaft in der Kantine. 
    chg: Schutzgitter im Luftkanal kann jetzt einfach zerstört werden (nur
         func_explosive - Eigenschaft)
    chg: Zutritt zu den Spawnräumen (Team-Türen) sind nur noch für das betreffende
         Team (Axis,Allies oder für den jeweiligen cvops) erlaubt
    chg: Die Standard-Giftbecken wurden in ihrer Wirkung etwas verstärkt
         (Vorher: -5 health Punkte, Jetzt: -10 Health Punkte)
    ------------------------------------------------------------------------------
    Situation/Briefing:
    1946, Nord-Norwegen:
    Kurz nach Kriegsende, flüchtete ein geheimes SS-Geheimkommando bestehend aus
    ehemaligen Mitarbeitern Werner von Braun's nach Nord-Norwegen und baute eine
    riesige, autarke unterirdische Flugzeugfabrik in "Neuschwabenland"
    Das Ziel war, neu entwickelte "Reichsflugscheiben" zu fertigen, die mit
    völlig neuer Technik ausgestattet, jedes andere Jagdflugzeug oder anderen
    Flugkörper in den "Schatten" stellte. Der neuartige Treibstoff dieser
    sogenannten "Reichsflugscheibe", enthielt eine bis dahin unbekannte
    chemisch-toxische Substanz, die den Flugkörper auf die 5-fache
    Schallgeschwindigkeit brachte.
    Ziel der Allierten ist es, die SS-Basis zu infiltrieren und die soeben
    fertiggestellten Prototypen der Reichsflugscheiben zu zerstören! Außerdem
    sind die geheimen Pläne der Reichsflugscheibe zu stehlen und entweder beim
    Funkmasten an der Oberfläche oder im 1. Axis Spawn bei der Funkanlage
    abzuliefern. Der Deckname für diese geheime Aktion lautet "Silberpinguin".

    Axis:
    Primärziele:
    - Verteidige die neu entwickelten beiden "Reichsflugscheiben"
    - Verteidige die Pläne der Reichsflugscheibe"

    Sekundärziele:
    - Erobere die Flagge (Forward Spawn)
    - Konstruiere den Schutzwall für den Luftkanal
    - Zerstöre die Leiter mit Mini-Aufzug
    - Konstruiere eine Schutztür am unteren Eingang
    - Konstruiere die Command Post im Lagerraum
    - Konstruiere die Tresor-Türe für die Geheimdokumente
    - Aktiviere das Drehrad um die toxische Substanz zu aktivieren und
      die Mini-Leiter zum Objective deaktivieren

    Allies:
    Primärziele:
    - Zerstöre die beiden neu entwickelten "Reichsflugscheiben"
    - Entwende die geheimen Pläne der Reichsflugscheibe"

    Sekundärziele:
    - Erobere die Flagge (Forward Spawn)
    - Zerstöre den Schutzwall für den Luftkanal
    - Konstruiere eine Leiter mit Mini-Aufzug
    - Zerstöre die Schutztür in der Nähe des unteren Einganges
    - Konstruiere die Command Post im Lagerraum
    - Zerstöre die Tresor-Tür für die geheimen Dokumente
    - Aktiviere das Drehrad um die toxische Substanz zu deaktivieren und
      die Mini-Leiter zum Objective aktivieren

    ----------------------------------------------------------------------------
    3. Special thanks (credits):
    - to PeKron for his idea of "Neuschwaben"
    - to cptn circuit (Baserace/Facility Author) for some suggestions and
      script parts from "Valve", waste_green & shader, toxic_glow as well
      as the great sound toxic_door.wav. I hope that I nothing forgot.
      Again many thanks.. :) 
    - to Marko for some prefabs e.g. the Crane
    - to "Detoeni (UK)" for his "Alpine Assault Models" (Safe) ;)
    - to "Chr1s" for "cantina"
    - to ChickenPizza for his misc. suggestions
    - to huora (suomi) for his improvement suggestions
    - to BeoWulV (Author of "Wolfschanze3") for his texture "jass" (card
      game) http://www.beowulv.ch

    -----------------------------------------------------------------------------
    4. Contact: eMail: neuschwaben(_AT_)k-fisch.de
    Download/Infos/Screenshots: http://www.k-fisch.de/et/neuschwaben.html

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  20. nemo_v115

    Title        Nemo
    File name    Nemo_v115.pk3
    Map name    Nemo
     Version        1.1.5   (Created August 2007, updated 10th September 2007)
     Author        Avoc    (www.eft-clan.com):::([email protected])
     
     Installation:    Put the pk3 file into the etmain folder.
    Scenario:        The axis and allies are fighting for control over the small Harbor Town of Nemo.
     Victory Conditions:     In order to win, the teams have to capture the three flags at the three different 
                locations and hold them for one minute. Alternativly, the team with most flags at the end of round wins.
    Special thanks goes to 2bit @ tibetclan.com for all his patience, awesome tutorials and help. 
       Without his help this map would never have come to be.
    Version Updates:
    - v115
    .Added A ladder by the health and ammo kits to add an alternative attack rute from the archives.
    .Thanks to 2bit for fixing and improving the nemo.script file.
    .Everytime a flag is captured it is announced which team has how many flags.
    .Added the door sounds to the iron doors.
    .Updated the Command map.
    .Made it easier to climb the Harbor flag rocks.
    .Made the sewer entreance destroyable by a satchel. Only the axis can destroy it now.
    .Made the main gates destroyable only by axis.
    - v110
    .Added another floor to the archive building. 
    .The archive flag has now been moved to the 2nd floor of the building.
    .Up to 4 allies and 4 axis are now able to spawn in the archives, the spawnarea is the same.
    .Added a sewer entreance to the map. The Allies are able to access the archive area by 
     dynamiting the sewer grates.
    .The main archive gates are now only destroyable by the axis
    .Added an axis teamdoor next to the main archive gates.
    .Added a wooden plank on the roof of the harbor storage in order for player to access the 
     harbor roofs.
    .Added a ladder next to the allied harbor barricades so that the allies have an quicker 
     access to the towncenter flag if they have built their barricades.
    .Changed the axis respawn time from 15 to 17
    .Changed the allied respawn time from 10 to 15
    \\

    The Map: 
    The axis and allies are fighting for control over the small Harbor Town of Nemo. In order to win, the teams have to capture the three flags at the three different locations and hold them for one minute. Alternativly, the team with most flags at the end of round wins. Every flag captured provides new spawn points. 
    Map durration: 20 minutes 
    Axis respawn: 15 seconds 
    Allied respawn: 15 seconds
    Command Map explanation: 
    1: Axis main spawn 
    2: Allied main spawn 
    3: Town Center flag (provides an alternative spawn for one (1) axis or one (1) ally) 
    4: Harbor flag (provides an alternative spawn for two (2) axis or two (2) allies) 
    5: Archives flag (provides an alternative spawn for four (4) axis or four (4) allies) 
    6: Axis harbor barricades 
    7: Allied harbor barricades 
    8: Neutral command post 
    9: Axis checkpoint construction 
    10: Gates (can only be destroyed by the Axis) 
    11: Window grates, start the map being built. Only allies are able to destroy them. Axis can rebuild them. 
    12: Health and Ammo supply 
    13: Allied Archive barricades 
    Not on the command map yet: 
    The sewer entreance can be found north of the boat and is destroyable by an allied satchel charge. 
    Update from the previous version: 
    Quote: 
    .Added another floor to the archive building. 
    .The archive flag has now been moved to the 2nd floor of the building. 
    .Up to 4 allies and 4 axis are now able to spawn in the archives, the spawnarea is the same. 
    .Added a sewer entreance to the map. The Allies are able to access the archive area by destroying the sewer entreance either by satchel or with a dynamite 
    .The main archive gates are now only destroyable by the axis 
    .Added an axis teamdoor next to the main archive gates. 
    .Added a wooden plank on the roof of the harbor storage in order for player to access the harbor roofs. 
    .Added a ladder next to the allied harbor barricades so that the allies have an quicker access to the towncenter flag if they have built their barricades. 
    .Changed the allied respawn time from 10 to 15 
     

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  21. negoshk_b2

    Map: Negoshk
    Author: Henri 'Nenquel' Karhula
    E-Mail: [email protected]
    Date of Release: 4. May 2007 (Negoshk beta1)
    http://www.splashdamage.com/forums/viewtopic.php?t=16905
    Date of Release: 26. May 2007 (Negoshk beta2) (Negoshk beta2)Changes and Fixes: 
    - Deleted a few houses and put in a "hill" 
    - Added a tree ^^ 
    - Last axis spawn is bigger to avoid spawnkilling 
    - Depots Names are South/West and East instead of 1,2 and 3 
    - New Command Map 
    - Command Map Markers work (only tested in orig ET 2.60)
    --------------------------------------------------------------------------------
    Map Information:
    Timelimit: 25min
    Attacking Team: Allies
    Axis Spawntime: 25sec
    Allied Spawntime: 20sec
    Description: The town of Negoshk is the mainpoint of the Axis Supplement Routes in the North.
    Therefore the Allied Forces planned to destroy their ammo depots.
    To be successful the Allied Forces have to steal a tank right out of an Axis City Outpost
    to destroy the City Gates to enter the Inner City and destroy the Ammo Depots.
    Objectives:
    1) Defend/Steal the Tank
    2) Defend/Blow East Gate
    3) Defend/Blow South Gate
    4) Defend/Blow Ammo Depot no.1
    5) Defend/Blow Ammo Depot no.2
    6) Defend/Blow Ammo Depot no.3
    7) Defend/Construct COmmand Post
    --------------------------------------------------------------------------------
    I want to thank:
    SPU9 - for his great support and hosting!
    Dersaidin - for his great help and advice! (Really - I thank real much!! - vis is harder than i thought! ^^)
    antman - for helping me fixing problems with etpro! ^^
    The 'Level-Designer.de' Community - for a lot of help!
    Nijuff ,Grubah ,Dawn42 ,Jack ,Skai - for critizism and improvement ideas!
    --------------------------------------------------------------------------------
    Copyright - Henri 'Nenquel' Karhula
    You MAY distribute this PK3 in any not-for-profit electronic format (BBS, Internet, CD, etc.)

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  22. NBFT1

    Norway 1943: the Axis have built a big and tactical battery to protect The North Sea from Allied ships. It is the end of the summer and the German Forces are loosing control of the waters of the North Sea.**The allied high-command has decided to attack the battery to be able to pass with their ships and to cut off the iron export from Sweden to Germany.**A backup force of Axis troops will show up in 20 minutes so the Allies must be quick and disable the battery before the time runs out

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  23. nazihunt

    The allies are close to the german main port. The only option for now is a DEATHMATCH

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  24. nazi_bunker.

    The allies infiltrated the nazi bunker complex. The allies need this base for protecting their own troops. The axis need it for defending their lines, so the only option for now is a deathmatch

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  25. navarone

    Author        : Rikard "Drakir" Lindgren
    Email address    : [email protected]
    Webpage        : http://www.drakir.tk
     Map Information
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : Navarone
    Filename    : navarone.pk3
    Release date    : 2004-01-27
    Decription    : Axis are planning on executing over 2000 english soldiers on a Greek island called Kheros. 
            The Allied forces plan a rescue by sea. But in the waters leading into the island of Kheros 
            is the island Navarone. On the island of Navarone the Axis have 2 huge cannons inside a cliffwall 
            with a shooting range of 200 kilometers. So the mission is to blow the cannons from inside the 
            fortress in the cliffside. If they fail they will be responsible for 2000 Allied soldiers lifes!
    Program        : SD Radiant 1.3.8
    Build time     : 9 days + 4-6 hours bugfixing and adding new stuff.
    Compile time    : 35 mins
    Compile machine    : AMD Athlon 2200, 512mb
    Installation    : Place the navarone.pk3 to your etmain folder, select it from the multiplayer->create server menu or
                      bring down the console and type: map navarone.
    New Textures    : Nope
    New Sounds    : Nope
    New Models    : Nope

    -------------------------------------------------
     Info!
    -------------------------------------------------
    #. Version Final Release 1 info:
        Hopefully this is the FINAL version. But as i have learned there is no such thing as a FINAL version.    
        1. Added VO sounds to most objectives.
        2. Changed the movement scriping on the elevator so it can be moved in between the stops.
        3. The elevator is now moving at half the speed as before.
        4. Added a bell sound when firering at the clock in the clocktower.
        5. There is now a siren that will sound when an Allied player walks in the backway via the pier.
        6. Added a fun thing to the backway......play to see!
        7. Made the Barbed wires on the bridge not built from start.
        8. The forward spawn will now become Allies if the hold it for 2 minutes.
        9. Removed the elevator buttons from the lowest level (Ammo room).
        10. Removed the windy sound, so there´s only the water sounding now.
        11. Added a few clip brushes where u could get stuck.
    #. Version BETA 2 info:
        1. Moved the Allies second spawn to the other side, close to the 'Boat Bridge'.
        2. Made 1 new way to enter the Gun Cave, just behind the teamdoor on the lighthouse pier. This new entrance will take u directly up to the top floor where the guns are.
        3. Made 2 new ways to enter the bottom floor. There are now 2 airducts leading down to the lowest level. You are gonna take some small amount of dagame falling down the shafts but still be able to enter the lowest level in a sneaky way.
        4. The ground just outside the guncave where the pillbox are cannot be mined anymore.
        5. The 'Bridge Door' is now a constructable, meaning it can be repaired by Axis.
        6. Also a small obsticle at the top level of the bridge that is constructible by Axis. This is destructable by grens.
        7. Altered some walls at the 'Boat Bridge' so you cant sneak around the mountain just as easy anymore and have to go throught the spawnflag city.
        8. All reported bugs are fixed.
    #. Version BETA 1 info:
        This is probably the fastest map i have ever built, from idea to BETA in 9 days.
        BETA 1, is as ready as i can do it right now, so i am looking for bugs, misses and gameplay issues in this release.
        Please report any bugs or if you have ideas on how to improve the map to [email protected] or in my forum at http://www.drakir.tk!
    #. Objectives
        : Get/Defend the Forward Spawnflag.
        : Build/Destroy the Commandpost.
        : Dynamite/Defend the Big Guns.
    -------------------------------------------------
     Special thanks and Credits to:
    -------------------------------------------------
    None yet!

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