MAPS N - O
41 files
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NorwegianBattery_b7
By kate
the bar/commandpost
axis 1 "Primary objective:**Dont let the allies construct a commandpost. Defend the bar and don't let it fall into the hands of the allies"
allied 1 "Primary objective:**Construct the commandpost and capture the bar"
the keycard
axis_desc 2 "Primary objective:**Defend the keycard so they can't unlock the battery. The mg42 has plenty of ammunition left."
allied 2 "Primary objective:**Steal the keycard so we can unlock the battery. You will find it in some kind of headquarter building. But be aware soldier, mg42 sounds has been reported"
the heavy doors
axis 3 "Primary objective:**Defend the keycard lock of the battery. Don't let the allies unlock them."
allied 3 "Primary objective:**Unlock the battery doors to gain access to the battery. The brave men who can do this will get leave for three weeks"
the gun
axis 4 "Primary objective:**Defend the gun. Don't let the allies destroy it for then we can't defend the shores from their ships. Be aware that they can use the backdoors"
allied 4 "Primary objective:**Destroy the battery using a dynamite charge. We must destroy it before the axis backup force arrive"
8 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
0 comments
Submitted
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night_crawlers_final
By kate
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.
7 downloads
0 comments
Submitted
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night_fight_2
By kate
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.
7 downloads
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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
0 comments
Submitted
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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
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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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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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
0 comments
Submitted
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oasis_winter
By kate
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
6 downloads
0 comments
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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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
0 comments
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
0 comments
Submitted
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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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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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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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nodtemple_v11
By kate
NOD Temple v1.1
Author: Sternschubser
The brotherhood of NOD supports the Axis wtih a new weapon.
Including an extra-pk3 to turn the description from german into english. Put the pk3 in the mod folder of your server to make sure it's downloaded to the players, otherwise the whole description is in german.
http://home.arcor.de/thorundhammer/enemy.html
http://www.splashdamage.com/forums/showthread.php?t=18374
Axis Objective Descriptions
1 "Primary Objective:**Prevent the Allieds from destroing the generator."
2 "Primary Objective:**Capture the forward flag."
3 "Primary Objective:**Defend the windows."
4 "Primary Objective:**Construct the command post."
5 "Primary Objective:**Secure the fueling of the rocket."
Allied Objective Descriptions
1 "Primary Objective:**Destroy the generator!"
2 "Primary Objective:**Capture the flag."
3 "Primary Objective:**Breach through the windows."
4 "Primary Objective:**Construct the command post."
5 "Primary Objective:**Dynamite the fuel tanks to destroy the rocket."
6 downloads
0 comments
Submitted
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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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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
0 comments
Submitted
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nemorosusrc1
By kate
Author: six
[email protected]
http://www.planetwolfenstein.com/six
Programs used in creation:
GTKRadiant 1.4
Adobe Photoshop 6.0
Notepad
Notes:
Release Candidate 1 of NEMO
-Opened up "bunker" area
-added ladders near axis spawn
OBJECTIVES
----------Axis Objectives----------
Prevent the Allies from escorting the tank over the bridge.
Prevent the Allies from destroying the main entrance.
Defend the bridge.
Defend the side entrance.
Defend the generator.
Defend the gun controls.
Constuct the command post.
Destroy the Allied command post.
---------Allied Objectives---------
Escort the tank over the bridge.
Destroy the main entrance.
Construct the bridge.
Destroy the side entrance.
Destroy the Generator.
Destroy the gun controls.
Destroy the Axis command post.
Constuct the command post.
===============================================
SPAWN POINT NUMBERS (FOR SPAWN SCRIPTING)
===============================================
spawn 1 = Allied Drop Point (allied default)
spawn 2 = NW Command Post (axis default)
spawn 3 = Bunker
spawn 4 = Caves
5 downloads
0 comments
Submitted