MAPS N - O
41 files
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NoMercy
By kate
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"
26 downloads
0 comments
Updated
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Outer_Space + botfiles 0.71 version
By kate
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,
22 downloads
0 comments
Updated
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Objective_TiW-final
By kate
MAP By H!TM@CH!N3 FOR {TiW} CLAN
Set scenario information
axis "Dont let the Allies Steal the {TiW} Game!"
allied "Steal the {TiW} Game"
neutral "^2Objective ^7{^2T^3i^1W^7}"
21 downloads
0 comments
Updated
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nQ_Chartow_Beta2
By kate
neutral "In the city of Kharkiv, a narrow bank is located in a small factory. Allies must take the tank from under the warehouse and escort it to the bank gate. Then destroy the safe and escape as soon as possible.
Axis Objective Descriptions
1 "Defend your tank so that it won't be taken over by Allies!"
2 "Safe the weapon so that it will not be destroyed by the enemy!"
Allied Objective Descriptions
1 "Take the tank and escort it to the bank gate!"
2 "Destroy the safe and run away from the city!"
20 downloads
0 comments
Updated
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overheat_b1
By kate
map maker: Yogi *SD*
a little summary:
a truck carrying new and improved radar parts for the axis was forced to stop on the side
of the road due to an overheating engine.
the allies need to steal those parts and load them to thier own truck.
about the map :
well, the idea was to make somthing like the goldrush map only smaller.
Axis Objective Descriptions
1 "Primary Objective:**stop the allies from stealling the radar parts."
Allied Objective Descriptions
1 "Primary Objective:**steal the radar parts and load them to our own truck."
damned if I know what went wrong ! lol
i just went with the flow and thats how the map turned out.
thank u :
i butchered the script from the radar map, so my thanks goes to whoever wrote it.
and all the guys from the dp clan, hope you like the map.
scav you later ;)
Yogi *SD*
[email protected]
19 downloads
0 comments
Updated
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ostrabrama
By kate
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
19 downloads
0 comments
Updated
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op_lucky_a2
By kate
Author : die die
Email address : insomniabergen at hotmail dott com
Map Information
Game : Return to Castle Wolfenstein: Enemy Territory
Title : Operation Lucky
Filename : op_lucky_a2.pk3
Release date : FP,31-3-06(private test)
: alpha1, 12 april 2006
: alpha2, 30 july 2006 after a loong mapping break:p
Programs : Gtkradiant 1.4
: Photoshop cs2
: notepad
: Crimson Editor
: Q3map2build
: FixWAV
Build time : 3 months
Compile time : 300 seconds
Compile machine : AMD 64 xp4400 x2, 4 gb ram,x800 gto
Installation : Place the .pk3 to your etmain folder, select it from the multiplayer->create server menu or
bring down the console and type: /map op_lucky_a2
Info!
#. Version ALPHA 1 info:
this realease is for gameplay and bugfixing
there is still quite some stuff to do on this map,fixing custom textures,scripting, gameplay and so on:)
#. Version ALPHA 2 info:
added truck barrier,added back door to captruable spwn,worked the lightning
#. Objectives
Allies:
Allied Objective Descriptions
1 "Primary Objective:**Take controll over the Axis occupied house and push axis back to get easyer Access to the Objective"
2 "Primary Objective:**Intelligence reports say that Axis forces have their Prototype Radar parts in this Warehouse, Blow the Warehouse door to get acess to the Objectives."
3 "Primary Objective:**Steal the Radar parts."
4 "Primary Objective:**Steal the Truck and escape with the Radar Parts."
5 "Primary Objective:**Construct The Commandpost to get a extra Spawn."
6 "Primary Objective:**Stop Axis from Constructing a Commandpost."
Axis:
Axis Objective Descriptions
1 "Primary Objective:**Keep controll over the House,and stop the futile Allied attack"
2 "Primary Objective:**Defend the Warehouse Door."
3 "Primary Objective:**Defend the Radar Parts."
4 "Primary Objective:**Stop the Allies from Stealing the Truck."
5 "Primary Objective:**Stop Allies from constructing a Command Post."
6 "Primary Objective:**Construct the Command Post."
Special thanks and Credits to:
VPL clan for testing
Eb for his spawn script, and his tutorials. http://www.spyjuice.com/
ydnar for his work on q3map2
sock : http://simland.planetquake.gamespy.com/default.htm
Skumtomten
Aliquando
Detoeni
Drakir for prefabs
Bloodwire for hosting arctic warfare ET server
wolfwerine aka squeeky:D
everyone at the arctic warfare server 129.242.80.58
http://www.student.uit.no/~paalde/games/aw/forums.php
people at the sd forum : http://www.splashdamage.com/
sd for making this incredible game:D
anyone i`ve forgot
Permissions!
All original and composed textures or assets in this level remain property of
the sources respective owners.
You MAY distribute this PK3 in any not-for-profit electronic format (BBS, Internet,
CD, etc) as long as you contact me first, and include all files, including this readme, intact in
the original archive.
You are NOT allowed to commercially exploit this level, i.e. put it on a CD
or any other electronic medium that is sold for money without my explicit
permission.
19 downloads
0 comments
Updated
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neuschwaben_final2
By kate
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
18 downloads
0 comments
Submitted
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normandy_final
By kate
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.
15 downloads
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Submitted
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Nachteinbruch
By kate
Author : Yves "evillair" Allaire
Email address : [email protected]
Webpage : http://planetquake.com/hfx/
Notes : This map was originaly called "Flak Cannon" - I opted to call it Nachteinbruch (NightFall in German) for the final release.
Map Information
Game : Return to Castle Wolfenstein: Enemy Territory
Title : Nachteinbruch
Filename : Nachteinbruch.pk3
Release date : 10/1/2003
Decription : Northern Germany, 1943.
The Axis have created a prototype Ammo that will be devastating to the Allied forces
if used by their Pak Cannon.
The Allies need to destroy the Ammo and the Pak Cannon to prevent the Axis from using it.
Installation : Place the Nachteinbruch.pk3 to your etmain folder, select it from the multiplayer->create server menu or
bring down the console and type: map Nachteinbruch.
GameTypes : Objective
: LMS isn't supported.
-------------------------------------------------
SpawnPoint Notes
-------------------------------------------------
# Allies:
# The forward shack will be a permanent Allied spawn once the main door is blown.
# The Command Post is linked to 2 spawns - One near the command post (where the truck is) and one at the south end of the map (near the axis entrence to the ammo supply)
#
# Axis:
# Once the main door is blown by the Allies you will have 2 spawns.
# One near the Pak Cannon (outside infront of one of the entrences to the ammo supply) and one in the middle of the map (south section)
# I strongly urge you to check the command post and look where the spwn points are located.
-------------------------------------------------
To Win - Allies
-------------------------------------------------
# The Allies need to have 2 objectives destroyed - the ammo supply AND the pak Cannon.
# The Pak Cannon is rebuildable, the Ammo Supply isn't.
#
# Axis need to make sure the Pak Cannon is rebuilt when the Ammo Supply is blown.
-------------------------------------------------
Additional Map Information/Credits
-------------------------------------------------
Textures : I have changed some of the original textures + shaders.
Models : I have a new rock model using a SD texture.
Sounds : New sounds by Vance from Sonic Valley Productions [[email protected]] http://www.sonicvalley.com/
Vocals : The Allies voice is Vance from Sonic Valleys. The Axis voice is Lofasz A Seggedbe.
-------------------------------------------------
Special thanks to
-------------------------------------------------
# Argh, for testing and server and the other cool guys at http://www.ipdclan.com.
# Sock, Nakedape, Marauder, Bongoboy and Fluffy_gIMp of Splash Damage.
# Everyone who gave feedback on the map.
# Anyone and everyone I forgot.
-------------------------------------------------
Copyright © 2003 Yves "evillair" Allaire all rights reserved
This level may be electronically distributed only at
NO CHARGE to the recipient in its current state, MUST
include this .txt file, and may NOT be modified IN
ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE
DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR
WRITTEN PERMISSION.
15 downloads
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Submitted
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nados
By kate
SPECIAL INSTRUCTIONS : None
Title : nados
Date : 7:55 PM 2/18/2004
pk3 name : nados.pk3
Filename : nados.bsp
Author : Dan "RivrStyx" Dorn
Email Address : mailto:[email protected]
Web : http://www.planetquake.com/pur3maps
Description : practice map for Enemy Territory
Additional Credits to : id software and Gray Matter
Original done by Gerbil for RTCW... http://theburrow.fragland.net http://www.clangroundzero.com
Unzip to your C:/Program Files/Wolfenstein - Enemy Territory/etmain directory [or where you installed the game]
-----Start ET... then host game... choose objective gameplay ... choose nados... or In console type /map nados
================================================================
********** Instruction
===============================================================
1. When hatch opens jump down in start area. Each side clicks the duel button to begin. When doors raise...fight!!!
2. Last player alive must /kill to respawn and reset arena to duel again.
- Construction -
Base : Converted to ET from the MML_Headshot map by Gerbil
Editor(s) used : GTKRadiant
Known Bugs : None.
- Copyright / Permissions -
This level is (c) 2004 Dan Dorn.
You may not include or distribute this map in any sort of commercial product without
permission from the author. You may not mass distribute this level via any
non-electronic means, including but not limited to compact disks, and floppy disks.
You may not Redo/reproduce/update this map in any way without permission from the author.
14 downloads
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Submitted
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nkcomplex_b3
By kate
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."
14 downloads
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Submitted
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odenthal_b2
By kate
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 :)
13 downloads
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Submitted
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nazi_bunker.
By kate
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
12 downloads
0 comments
Submitted
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NZArena_3
By kate
frag map
TEAM WITH MOST KILLS WINS! DO NOT PLAY THIS MAP IF YOU ARE EPILEPTIC!
11 downloads
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Submitted
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ouessant_ lighthouse_b1
By kate
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.
11 downloads
0 comments
Submitted
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op_tower_night
By kate
Filenames: op_tower_night.pk3; readme.txt
Version: Night
BSP name: op_tower_night
Author: Old-Owl
Created: 18-07-2012
Last revision: July 2012
"The axis have a secret technical manual with the instructions to make a secret weapon. They hold the manuals in top of the research complex tower. The allies must transmit the secret technical manuals through the radio. The axis must stop the allies at any cost."
18-07-2012
From the map Operation Tower beta 6a
New map name : Operation Tower Night
Changes :
- Adjusted bug in the garden fences, where bulles pass only in one direction, now bullets
pass through fences in both directions.
- New sky (Thanks Avoc)
- Removed the grass on the terrrain to improve the FPS (Lot of players asked me that)
- Added windows in the tower, cool for snipers and other uses.
Water around tower is less high, almost impossible for allies to jump down without crush.
Added a new door (axis only) in the wall back to the tower.
(Enogma suggestions)
- Added a building and few details
(Wutangh suggestion)
- Fixed some lights around
- Thanks to Lammert for his nice command map
- Added columns in the tunnel underground, good to hide and escape.
- Thanks to all members of Dark Alchemy for the help in searching bugs and giving advices.
*History*
My first map.
Credits:
Alpha trees by Rayban
Sky shader by Amethyst7
Alpha shaders by Sock's terrain-tutorial-map
2Bit Tutorials
Ktrees by Kic
Thanks to Arnowar, UJE Niek, UJE C for their patience and helping,
Alchemy members + players for testing and finding the bugs,
to ID software, Splashdamage, Splatterladder,
Stinkybeaver for it's artwork "Lil' House on Hill",
everyone that helped in some ways.
Last fixes:
05-08-2009
Fixed missing textures. Thanks to Berzerkr (GER) for the feedback.
23-01-2010
Fixed the allied spawn bug.
Added a double axis door to the Tower gate.
Added a constructible wooden barricade to the wall breach near flag.
New underground tunnel.
New water shader, clear and shiny.
Reduced the tunnel entrance from the tunnel gate to avoid players to fall down and die.
New trees planted, new furnitures in axis spawn.
23-05-2011
New trees from Kic models
New spawns script, flag is owned by allies due to objective success.
A roof protect the flag spawn from the artillery.
Better textures for some buildings.
Command post moved to a better location.
Small door near tower tunnel is neutral and not axis anymore.
Few cosmetics details improved.
11 downloads
0 comments
Submitted
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now_beta03
By kate
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
11 downloads
0 comments
Submitted
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0 comments
Submitted
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NBFT1
By kate
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
10 downloads
0 comments
Submitted
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nytro_1vs1_beta1
By kate
frag map
concipated as a 1vs1 map,max players:6 copyright: anatol schwab [nytrozoxid] BETA VERSION"
8 downloads
0 comments
Submitted
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nazihunt
By kate
The allies are close to the german main port. The only option for now is a DEATHMATCH
8 downloads
0 comments
Submitted
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nemo_v115
By kate
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
8 downloads
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Submitted
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one_way_b3
By kate
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
8 downloads
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Submitted
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over_the_top
By kate
Authors: Hyrtwol & Doromir
allied "Steal the gold from the castle."
axis "Don't let them steal the gold from the castle basement."
neutral "Over the Top.*The Axis has stolen the gold reserves from the bank of Denmark. Your job is to secure the gold and get it out of the valley.
// Axis Objective Descriptions
1 "Primary Objective:**Prevent destruction of the security door."
2 "Primary Objective:**Prevent the Allies from building the ramp." 3 "Primary Objective:**Prevent them from stealing the truck."
4 "Primary Objective:**Dont let them dynamite the castle basement."
5 "Primary Objective:**Prevent intruders in stealing the gold."
6 "Primary Objective:**Dont let them open the tunnel gate."
7 "Primary Objective:**Prevent the Allies from driving the truckload through the tunnel, and out of the valley."
// Allied Objective Descriptions
1 "Primary Objective:**Dynamite the security door."
2 "Primary Objective:**Build the ramp."
3 "Primary Objective:**Steal the truck."
4 "Primary Objective:**Dynamite the castle basement."
5 "Primary Objective:**Steal the gold."
6 "Primary Objective:**Open the tunnel gate."
wm_objective_allied_desc 7 "Primary Objective:**Drive the truckload through the tunnel, and out of the valley."
8 downloads
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Submitted