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  1. parisbastille_b3

    Designers : Uchronic & Bob Le Roux
    Concept, brushwork & much more : Uchronic
    Script & much more : Bob le Roux
    eMail address : [email protected]
    HomePage : http://www.parisbastille.free.fr
    Map Information
    Game : Return to Castle Wolfenstein: Enemy Territory
    Title : Paris Bastille
    Filename : parisbastille_b3.pk3
    Version : Beta 3
    Release date : December 2005
    Installation : Place the parisbastille_b2.pk3 file into your etmain folder
    If you want to try it alone, just type /map parisbastille_b3 in the console.
    If you have the previous, parisbastille_b3.pk3, please delete it.
    Send us feedback to help us improve the upcoming final version.
    | - Some of the textures are coming from other good maps for enemy
    |  territory. So should be credited the following :
    |  ET Maps : Venice by Chavo One, Stalingrad by "StormShadows"
    |  Textures Websites : lemog.club.fr, www.shaderlab.com, www.planetquake.com/berneyboy
    |  But also DaveGH
    |  - Good prefabs have also been used in this map :
    |  Drakir's, Marko's and Ifurita's prefabs.
    |
    | I'm trying to keep up to date a Prefab Section in the home, so that fair credits can be done.
    Description
    August 1944.
    It is now unavoidable; Paris will no longer be in the hand of the occupying forces.
    Allies troops are spreading in France since the D-Day. And the Free French Army, supported by the Allies troops, is extremely motivated to liberate Paris.
    Even though the high command has ordered his troops to burn Paris before it can be liberated,
    General Von Choltitz, in charge of the city, wonders if it’s the best solution.
    Under pressure, he realizes that burning this beautiful city
    will make him a special target for the French troops.
    Even if all the objectives have already been specified
    (bridges, facilities, important buildings, undergrounds…)
    and even if explosives are already near the objectives,
    he decides not to order his troops to destroy their targets. This will save him from the Nuremberg trial.
    The General Leclerc’s troops are entering in Paris in August 1944.
    Progressively, Paris is liberated, not without serious fights.
    Near la Bastille, an axis garrison has been captured by the Forces Françaises de l’Intérieur (FFI),
    a division of the Free French Army working with the Resistance.
    It’s a strategic point as a high-tech bunker was under construction, just below a very important intelligence building.
    The FFI have locked every way to the intelligence building and to the undergrounds.
    The Allies want to learn the Axis technology and to read Intelligence documents.
    There is, nevertheless, a secondary access to this building:
    an ancient church, now disused, and which was supposed to be destroyed for urban renewal.
    Even though this entrance is now sealed, a commando of allies, part of the Liberation troops,
    are protecting the area.
    As Paris has been definitely liberated, the ally commando is having some rest, enjoying this summer day,
    listening to some old records and looking for some good wine to celebrate the moment.
    They are progressively erasing all the axis symbols and changing the locks of the doors.
    But they don’t know that an axis commando has been separated from their division,
    and are hiding in a basement nearby. They stayed in this hideout for some days but are now out of supplies. The lack of privacy, the absence of communications with their HQ, and the likelihood of being killed or captured are driving them mad.
    They have decided to fulfil their primary mission even though they have never received the order to do so.
    They want to jeopardize the intelligence building and the high-tech bunker by destroying two crucial pillars that are located underground.
    To do so, they will first have to go out of their hideout and to regain their garrison by capturing the flag.
    This will force the ally commando to fall back in the underground bunker that they’ve just captured.
    From there, they will be able to destroy the wall that prevents them from going underground.
    Once the wall is destroyed, they will have to make their way to their two objectives:
    the yellow and the red pillars, and to destroy them.
    If they succeed, allies won’t have the time to rebuild the pillars before everything falls apart.
    The Axis technology used in the bunker will be lost, and all the documents stored in the intelligence buildings will be destroyed.
    Allies have to prevent the Axis to do so for only 30 minutes as reinforcements are on their way.

    Objectives
    AXIS :
    1. Construct the Foot Bridge.
    2. Capture the forward spawn point.
    3. Destroy the wall to gain access to the underground.
    4. Destroy the Yellow Pillar (west).
    5. Destroy the Red Pillar (east).
    6 & 7 : Construct your command post, and destroy the opposite one.
    ALLIES : Defend at all cost !
    Additional Map Information
    Note : this is FICTION.
    The map is more or less realistic, but all of this is just a game.
    We used the Liberation of Paris as a background, but this map is not supposed to simulate a real battle.
    And, the neighborhood of La Bastille inspired us but the map is not an accurate reproduction of any real street or real building.
    But, if the description of this period of time is not accurate, please let us know.
    A uchrony has to be plausible. ;)
    Testing
    # This is a beta version so please report all comments at http://www.parisbastille.free.fr
    This a beta3.
    A lot of things have been changed since the beta1 to solve the bugs and to improve the gameplay.
    A beta2 was released but contained several bugs and missing files. This version had a very short career. :p
    This beta3 solves the beta2's bugs and the beta1's gameplay.
    Here are some of the changes since the beta1 :
     
    - An important new path has been created from the red to the yellow pillar.
      You can now use the first floor of the building once one of the pillar has been destroyed.
    - Dog alert in one of the building : thanks to Loffy for helping me to do it.
    - Sky bug corrected.
    - Some textures have been changed.
    - New ways in the disused church to go in the underground.
    - A sample of "J'ai deux amours" performed by Joséphine Baker in the allies garrison.
    - Water : the water is now dirty and unclear for a more realistic feeling.
    - The paths to the yellow and the red pillars have been changed to help the attack.
    - No need to crouch anymore to go the pillars.
    - All the doors are now openable by a disguised covert op, except one !
      A special texture informs the players of this specificity.
    - A sand box is now helping to prevent SK.
    - Bugs at the Truck-MG were solved.
    - A lot of non-solid textures and clips were added for a smoother gameplay.
    ...
    - Thousands little things were also changed, but you will probably won't notice it.
    Thanks
    Mrs Uchronic for help, support, advices, ... and love!
    For alphatesting : Shazam and the [YEP]s, Burniole and the [7Co]s, Spleener and Peps with the |ROP|s; Akira and the LoD. But also all the individual
    players who participated, and among them : PastagaDani, Sim's, CodenameTy, Chouffy and all of you who gave me feedback.
    Thanks to you who are reading this and who is going to play on the map right now !!! GO! GO! GO!
    Post Scriptum

    Support our lost project : PowerHouse!
    http://superjarodd.free.fr/Uchronic

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  2. river_port_b1

    Released: November 2016
     Version : Beta1  /// 7th Version

    Map made by: -SSF-Sage and Pegazus from SM-Mapping
     Contact Sage          : ssf.sage at gmail dot com      //-SSF-Sage @ splashdamage.com/forums (prefered)
    Contact Pegazus    : Fruity12 at hot dot ee     // Pegazus   @ splashdamage.com/forums (prefered)
     SM-Mapping site:  http://www.hot.ee/smmapping/
    Please contact us for any feedback, suggestions, constructive critisism, bug report etc.
    Story:
    Allied intelligence have found out about Axis testing V2 missile in one of their Submarines. While the missile could be launched underwater it would be devastating to New York, London and other Allied Capitals. A group of Allies special forces are sent to sabotage the mission and use the Axis weapon against theirselves.
    ==================
    Objectives:

        Allies:
            1] Escort the M8 Greyhound to the road facing their Headquarter
            2] Destroy their Anti-Tank Gun
            3] Destroy their Tank Barrier
            4] Breach the Headquarter Entrace with the M8 Greyhound
            5] Send a false command for the Axis U-boat to come to port
            6] Steal the V2 Launch Code and secure it into the U-boat Controls
            7] Construct a V2 launch hack at the U-boat Controls
            8] Launch the V2 missile from the U-boat Controls

        Axis:
            1] Stop them from escorting their Tank
            2] Defend the Anti-Tank Gun
            3] Build a Tank Barrier to prevent them getting over the Bridge
            4] Protect the Headquarter
            5] Don't let them use the Radio
            6] Protect the V2 plans
            7] Deconstruct any hacks at the U-boat
            8] Don't let them use the U-boat

    =======================================================
    Disclaimer:
        
        We can not be held responsible for anything.
    Credits:
    One or more textures on this map have been created with images from Textures.com. These images may not be redistributed by default. Please visit www.textures.com for more information.
    Avoc
        For a flower texture
    Rayban
        For an alpha tree texture
    Map testing:
    //////Big thanks to testing
    ///We owe you guys for all the help, testing and feedback!

    Members and players from:

     {WeB} Clan
    http://webclan.freeforums.org/
     UJE Clan
    http://www.ujeclan.com/
     Bunker Community
    http://bunker.aaxxss.com/
     Ets| Community
    Special thanks to:

     GANG$TA     from     {WeB}  Clan
     Dogster     from     {WeB}  Clan
     Niek        from     [UJE]  Clan
     o-0._.0-o   from     |>B<|  Community
     Kate        from     Ets|   Community
    Installation:
        Put the pk3 file into your Etmain folder.

    Uninstallation:
        Delete the pk3 file from your Etmain folder.
    =====================================================

    Changelog:
    Second test:
    -New route to trainstation balcony
    -Constructible mg at trainstation balcony
    -Made AT-gun entrance easier
    -Added a rock to jump to AT gun
    -More cover at Middle area
    -Moved CP closer to axis for fairer fight
    -CP does not give spawn, but turns axis spawntime 15->20
    -Added ladder up from river near Hq
    -Radio timer 5X5 sec segments
    -U-boat radio 10 seconds
    -U-boat second access
    -Redone U-boat from brushes instead of model
    Third test:
    -Radio timer 3x10 sec segments
    -At gun spawn capture point few meters further
    -Uboat radio 10->15 seconds
    -Removed "jump rock" from At gun
    -Removed balcony MG
    -Removed Command post
    -Raised the ATgun concrete slightly
    -A roof allies used to camp ATgun made slippery
    Fourth test:
    -Tank damage 400->600 HP
    -Tank speed 100->80 Units/s
    -Move U-boat half meter closer to Axis
    -U-boat timer 15->20 seconds
    -New sound for U-boat timer
    Fifth test:
    -Improved FPS noticeably
    -Radio 2x15 seconds time
    -U-boat V2 launch construct/deconstruct
    -Moved fence near AT Gun for more space
    -Adjusted things for more cover at AT Gun
    -Tank capture spawn point few meters earlier
    -Sub doors bigger (by 4 units)
    -Added clips for easier travelling
    -Balcony MG Nest kit appears after 7 mins
    Sixth test:
    -Added Back door to last axis spawn for easier defence
    -Added 4x Health&Ammo Cabinets
    -Easier to approach AT Gun
    -Improved details
    -MG Nest kit appearance 7mins->5mins
    -Radio counter 2x20seconds
    -Voice-over
    Beta 1:
    -Changes to Port part to make defending Sub easier
    -Improved FPS at Port area
    -Tank Health 600->750
    -Added location data
    -Allies win if timelimit ends after V2 launch
    -Added diversity to Omnibot files

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  3. penemuende_b2

    Axis Objective Descriptions
    1    "Primary Objective:**Defend the Bunker Maingate."
    2    "Primary Objective:**Protect the secret Enigma."
    3    "Primary Objective:**Dont let the Allies destroy the 88 mm Flak Gun."
    4    "Secondary Objective:**Build and defend the Depotdefenses."
    5    "Secondary Objective:**Defend the Bunker Sideentrance."
    6    "Secondary Objective:**Build a Command Post and stop the Allies from constructing a Command Post."

    // Allied Objective Descriptions
    1    "Primary Objective:**Dynamite the Mainbunkergate"
    2    "Primary Objective:**Steal the secret Enigma and bring it to the escape truck."
    3    "Primary Objective:**Destroy the 88 mm Flak Gun."
    4    "Secondary Objective:**Destroy the Depotdefenses to get into the base"
    5    "Secondary Objective:**Dynamite the Bunker Sideentrance to get into  the base."
    6    "Secondary Objective:**Build a Command Post and stop the Axis from constructing a Command Post."

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  4. road2amiens_b2

    Axis Objective Descriptions
    1 "Primary Objective   :**Defend the Side Wall and the other entrances!"
    2 "Primary Objective   :**Defend the Sniper Tower!"
    3 "Secondary Objective :**Defend the Forward Bunker!"
    4 "Secondary Objective :**Prevent Allies from building a Command Post!"
    5 "Secondary Objective :**Build the Command Post for faster chargebar!"
    // Allied Objective Descriptions
    1 "Primary Objective   :**Destroy the Side Wall and the other entrances!"
    2 "Primary Objective   :**Destroy the Sniper Tower!"
    3 "Secondary Objective :**Capture the Forward Bunker!"
    4 "Secondary Objective :**Build the Command Post for faster chargebar!"
    5 "Secondary Objective :**Prevent Axis from building their Command Post!"

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  5. powcamp_b5

    title     : POW Camp b5       
     fileName     : powcamp_b5.bsp
     Version     : beta 5 (fifth release - possibly final)
     what is it : a map for the on-line multiplayer game Enemy Territory   

     author    : James "JAM" Meigs  
    | email    : [email protected]

    | Type          : Objective, Campaign, Stopwatch
    | Spawn Points  : supports up to 64 players, 32 per side

    | Story:..
    |      :..The Allies have analyzed aerial recon photos and
    |      :..discovered the location of a notorious POW camp
    |      :..A small Allied force is given the task of breaking
    |      :..into the camp to destroy it and liberate the
    |      :..prisoners from their captors.
    | How To Play:..                          
    |            :..Place the  powcamp_b4.pk3 into your etmain folder.
    |            :..Launch Enemy Territory(tm)                  
    |            :..Find a server running this map.            
     

    | Objectives:..
    |     Allies:..
    |          1:..Fix and advance the tank to destroy the garison wall.
    |          2:..Build the Sola River bridge to move the tank across the river.
    |          3:..Steal the Main Camp Gate Key from the Commandant quarters
    |          4:..Take the key to the control tower to access the main POW camp.
    |          5:..Blow up the Execution Wall to gain access to the crematorium/Gas Chamber
    |          6:..Take the artillery shell from the gas chamber.
    |          7:..Throw the artillery shell into the oven to blow up the crematorium.
    |
    |        Secondarily:
    |            A:..Build the command post
    |            B:..Capture the forward spawn flag in the main POW Camp.
    |            C:..Build the assault ramp to have another way into the camp.
    |            D:..Disable or destroy the gas controls
    |            E:..Build the scaffold for another way into the crematorium
    |            F:..Dyno the invasion barrier to have another path into crematorium

    |       Axis:..
    |          1:..Prevent the Allies from escorting the Tank to the garrison wall.
    |          2:..Prevent the Sola river bridge from being built.
    |          3:..Protect the gate key from being stolen
    |          4:..Don not allow Allies to take the key to the control tower.
    |          5:..Protect the execution wall from being demolished.
    |          6:..Protect the artillery shell from being stolen.
    |          7:..Prevent allies from transporting the artillery shell to the crematorium oven.
    |
    |        Secondarily:
    |            A:..Build the command post
    |            B:..Capture the forward spawn flag in the main POW Camp.
    |            C:..Do not allow Allies to build the assault ramp.
    |            D:..Build and maintain the gas controls
    |            E:..Prevent the allies from building the scaffold
    |            F:..Build and protect the invasion barrier to force allies south

    | Enhancements:..
                This is beta 5 version - the fifth release of this map.

    | ENHANCEMENTS/Bug Fixes/changes in beta 5:..
            - textures and shaders remapped to prevent conflicts with other maps
            - textures compressed to decrease map package size
            - ruin added to partially cover bridge 'build box' and give allies some cover
            - contestable flag not capturable until camp main gate is opened
            - canopy added to spawn flag
            - paths adden in admin and final area
            - more vis blocking for faster graphics
            - some structural and cosmetic tweaking of spawns and other areas
            - signage added to indicate flag and wall from sonderspawn
            - signage added to indicate on/off of gas control
            - sound tweaking
            - final package size decreased from 20MB to 14MB
     
    | ENHANCEMENTS/Bug Fixes/changes in beta 4:..
            - STRUCTURAL REDESIGN to improve FPS, decrease server LAG
                (vis blocking, hint brushes, etc...)
            - Replaced snow tipped trees with temperate trees
            - Added checkpoint and garage buildings in front of garrison
                (to act as cover for allies and axis during tank escort)
            - Added alarm to sound when gas control is on
            - Added musical fanfare when major objectives are completed
            - Rebuilt sonder spawn to allow easy camp access
            - Rebuilt main POW camp area
            - Added or modified roads for camp, garrison and final area
            - Retracted 3rd floor catwalks to ease axis defense in final area
            - Placed 'end-of-round' camera to show chain reaction explosion
            - Added details to gas control building
            - Changed infantry barrier to start as already built
            - Lowered kick panels on gun towers to enable easy entrance to camp
     
    | ENHANCEMENTS/Bug Fixes/changes in beta 3:..
            - ADDED VOICE COMMANDS TO ALL PRIMARY AND SECONDARY OBJECTIVES
            - ADDED NATURE, MACHINE AND ENVIRONMENT SOUNDS
            - Color coded objective messages
            - Smoothed tank spline
            - Touched up bridge legs
            - Sped up tank by 13%
            - Moved Axis Garrison Spawn downstairs
            - Moved Garrison Health/ammo cabinet outside
            - Slight remodel of garrison complex
            - Reworked ladders and landings in tower, church, and crematorium
            - Remodeled Axis Barracks
            - Changed Arbeit sign to POW CAMP
            - Remodeled last axis spawn building as 2-story
            - Added buildable invasion barrier between Axis spawn and Hospital
            - Moved Allied spawn to middle of hospital
            - Did more modeling in hospital interior
            - Added scaffold for Allies to get into crematorium upper level
            - Added another stairwell and covert door for allies to get to gas control
            - Added a ladder inside crematorium allowing allies to get to upper level
            - Extensively remodeled crematorium interior
            - Removed unused objective triggers
            - Made all glass in spawning rooms unbreakable
            - Modeled a chain reaction explosion of all 3 ovens following delivery of shell
            - Removed unused objective triggers
    | Bug Fixes/changes in beta 2:..
            - new terrain shaders created to enable landmines in all areas of map
            - train yard rebuilt with more detail - tracks and building reworked, crane added
            - doors retextured and mapped to correct sound
            - all breakable glass mapped to correct sound
            - small bunkers reclipped to stop weapon fire
            - truck moved farther from garrison to discourage trick jump
            - zyklon cannister references changed to 'artillery shell'
            - some building textures replaced or realigned
            - can now shoot through all electrified barb wire fences
            - church is now double fenced
     
    |----------------------------------------->
     ----------------------------------------->
    | Miscellania:..
    |            :..editor       : GtkRadiant 1.3.13
    |            :..compiler     : q3map2 2.5.13
    |            :..build time   : 18 months (on and off)
    |            :..PC specs     : 6600 Intel Quad core
    |            :..compile stats: bsp   : pretty fast
    |                            : vis   : 10 minutes
    |                            : light : 90 minutes
    |            :..Textures     : a couple from every great mapper out there
    |            :..             : a couple of my own custom textures
    |----------------------------------------->
     ----------------------------------------->
    | Credits    :..All the great mappers out there that freely volunteer their time to make maps, tutorials, textures etc...
            With this community of free information one who knows nothing of mapping can learn to:
            Create buildings and rivers and moving vehicles and landscape and buildable objects and destructible
            objects and carryable objects and custom graphics and light entities and scripts and eventually....
            .... a map that might be interesting and playable.
            I never talked to any of these individuals but their info on the web is invaluable:
            2bit, Marko, Lowlife, Surface, Ydnar, Ifurta, Chavo, Drakir, Erik-Ftn, NIB, Roeltje, Spyjuice, Amethyst 7
            
            Further thanks to all the clans that I've been a part
            of or extensively visited or hosted or gave feedback:
            Southwest ET (SWET) (defunct), Free Team Players (FTP), Who's Gaming,
            Girl Power (GP), Chicken Bucket, Weedheaven, Braveheart.
    |----------------------------------------->
    | Copyright  :..
    |            :..Copyright (c) 2008 James Meigs
    |----------------------------------------->
    | Permissions:..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.
    |----------------------------------------->
     

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  6. rjuken_beta4_1a

    Axis Objective Descriptions
    1    "Primary Objective:**Build the Entry door to prevent access to the dam."
    2    "Primary Objective:**Stop the Allies from securing the top of the dam."
    3    "Primary Objective:**Prevent the Allies from building any explosive cache #1."
    4    "Primary Objective:**Prevent the Allies from building any explosive cache #2."
    5    "Primary Objective:**Destroy any trigger devices built for exploding the dam."
    6    "Secondary Objective:**Establish a Command Post."
    7    "Secondary Objective:**Protect the Electric Fence controls and repair as needed."
    // Allied Objective Descriptions
    1    "Primary Objective:**Gain access to the top of the dam."
    2    "Primary Objective:**Capture and secure the top of the dam."
    3    "Primary Objective:**Build Explosive Cache #1"
    4    "Primary Objective:**Build Explosive Cache #2"
    5    "Primary Objective:**Trigger the explosives at a safe distance."
    6    "Secondary Objective:**Establish a Command Post."
    7    "Secondary Objective:**Destroy the Electric Fence Controls."

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  7. raiders + scripts

    Axis Objective Descriptions
    1    "Primary Objective:**Prevent Allies from Escorting the Truck to the Temple and Sub Pen by any means possible."
    2    "Primary Objective:**Prevent Allies from using the Staff of Ra in the Map Room."
    3    "Primary Objective:**Stop the Allies from escaping with the Idol via a Truck in front of the Temple."
    4    "Primary Objective:**Stop the Allies from capturing the ark. Make sure they don't activate the crane in the sub pen. If they do, shut it down."
    5    "Secondary Objective:**Prevent the Allies from establishing a Command Post inside the Caverns near the temple."
    6    "Secondary Objective:**Set up a Command Post inside the Sub Pen."
     Allied Objective Descriptions
    1    "Primary Objective:**Escort the Truck to the Temple and Sub Pen."
    2    "Primary Objective:**Take the Staff of Ra to the Map Room. Using the staff will open up the path to the Idol according to Dr. Jones."
    3    "Primary Objective:**Load the idol onto the truck for safe keeping. Nail it down so the axis can't take it back."
    4    "Primary Objective:**Capture the ark. Dr. Jones discovered a crane operation lever in the bowels of the German base. Throw the switch and defend the ark at all costs."
    5    "Secondary Objective:**Establish a Command Post inside the caverns near the temple."
    6    "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post inside the sub pen."
     

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  8. radarlab_b1

    Axis Objective Descriptions
    1    "Primary Objective:**Prevent the East Radar Parts from being stolen."
    2    "Primary Objective:**Prevent the West Radar Parts from being stolen."
    3    "Secondary Objective:**Defend the Main Door from Allied Dynamite."
    4    "Secondary Objective:**Defend the Forward Bunker from the Allies."
    5    "Secondary Objective:**Prevent the Allies from constructing an Assault Ramp up to the East Radar Parts."
    6    "Secondary Objective:**Establish a Command Post to increase a charge speed."
    7    "Secondary Objective:**Prevent the Allies from establishing a Command Post."
     
    Allied Objective Descriptions
    1    "Primary Objective:**Steal the East Radar Parts from Axis protection."
    2    "Primary Objective:**Steal the West Radar Parts from Axis protection."
    3    "Secondary Objective:**Destroy the Main Door to plunge into the Axis Radar Laboratory."
    4    "Secondary Objective:**Capture the Forward Bunker from the Axis."
    5    "Secondary Objective:**Construct an Assault Ramp up to the East Radar Parts."
    6    "Secondary Objective:**Prevent the Axis from establishing a Command Post."
    7    "Secondary Objective:**Establish a Command Post to increase a charge speed."

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  9. reactor_final

    Axis Objective Descriptions
    1    "Primary Objective:**Protect the box of explosives"
    2    "Primary Objective:**Prevent Allies from repairing truck"
    3    "Primary Objective:**Protect the forward spawn area**Flag becomes permanent Allies if either the East or West Security Door is breached"
    4    "Primary Objective:**Protect the Coolant Controls"
    5    "Secondary Objective:**Protect the West Security Door"
    6    "Secondary Objective:**Protect the East Security Door"
     Allied Objective Descriptions
    1    "Primary Objective:**Steal the box of explosives"
    2    "Primary Objective:**Repair the truck"
    3    "Primary Objective:**Secure the forward spawn area**Flag becomes permanent Allies if either the East or West Security Door is breached"
    4    "Primary Objective:**Destroy the Coolant Controls"
    5    "Secondary Objective:**Breach the West Security Door"
    6    "Secondary Objective:**Breach the East Security Door"

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  10. rocketrace_final

    longname: RocketRace Final
    mapsize: ~13.5 MB
    OVERVIEW:
    1. GENERAL INFORMATIONS
    2. ENGLISH LANGUAGE
    3. GERMAN LANGUAGE
    4. SPECIAL THANKS
    1. General Informations
    --------------------
    Author        :  FischCommand
    Location    :  Germany
    E-mail        :  enemy-territory(AT)arcor.de
    Game            :  Wolfenstein - Enemy Territory (Dual Objective - CTF Map)
    Download    :  http://home.arcor.de/fischcommander/ET/rocketrace_rc2.pk3
    Mirror      :  http://freenet-homepage.de/agent-de/ET/index.html
    ------------------------------------------------------------------------------
    Reference to (servers) Admins:
    DO NOT SHUFFLE DURING A CURRENT ROCKETRACE SESSION, OTHERWISE POSSIBLY MY
    SCRIPT DISORDER COMES!
    Hinweis an die (Server)-Admins:
    BITTE NICHT WÄHREND EINER LAUFENDEN ROCKETRACE-SESSION EINEN SHUFFLE
    DURCHFÜHREN, SONST KOMMT EVTL. MEIN SCRIPT DURCHEINANDER!
    ------------------
    2. English Language:
    -------------------
    STATUS: final
    -------------------
    Legend:
    bug = Fixed errors in map
    chg = Changes
    new = New map elements
    ------------------
         
    chg: clippings for objective pictures (signs) made
    new: additional lights (lanterns) in the main tunnel between Allies <=> Axis
     
    Briefing:
    Germany, 1944. The Allied and the Axis compete with a again developed V2-Rocket
    Who can develop and/or build all 6 rocket stages as the first military power,
    attains a crucial war advantage.
    Fundamental/Characteristics:
    - Rocketrace is a Capture-the-Flag Dual Objective map and is a mix between
      baserace and darji2 ;)
    - As orientation guide the allied side of the map is tinted blue and the axis
      side is tinted red. Thus, you always know in which area of the map you
      currently are.
    - Construction of the command post increases the speed of the elevator
      significantly
    - Forward Spawn: The new spawnpoint is in the 4th floor
    - Via an observation camera one can monitor the delivery of the construction
      materials to the according places at the main spawn
    - By the change of the elevator base plate one can recognize the speed
      of the elevator
    - Within some ranges the map gives it so-called Items which one to gather can.
      Here a Panzerfaust for the defense ammo, Medicpaks and so on. Respawn times
      concerns: 30s for Medicpaks and 45s for ammo/Panzerfaust
    - There is a teleporter in the parallel passage (waste water run) beside lower
      passage Axis<=>Allies. Destination is behind the MG42 wallhole near
      Panzerfaust ammo.

    Axis:
    Primary objective:
    - Steal ALL construction materials for the Rocket stages and escape
      with it to the room behind the MG Wallhole near Command Post
    Secondary Objective:
    - Construct a command post
    - Take the forward spawn for a shorter way to construction materials
    Allies:
    Primary objective:
    - Steal ALL construction materials for the Rocket stages and escape
      with it to the room behind the MG Wallhole near Command Post
    Secondary Objective:
    - Construct a command post
    - Take the Forward spawn for a shorter way to construction materials
    3. German Language (Deutsch):
    STATUS: final
    Zeichenerklärung:
    bug = Behobene Fehler in der Map
    chg = Änderungen bestehender Map-Elemente
    new = Neue Map-Elemente, Features, Details usw.
    chg: Clippings für Hinweisschilder gemacht.
    new: Zusätzliche Laternen im Haupttunnel zwischen Allies <=> Axis
    Situation:
    Deutschland, 1944. Die Allierten und die Axenmächte konkurieren mit einer neu
    entwickelten V2-Rakete. Wer als erste Militärmacht alle 6 Raketenstufen
    entwickeln bzw. bauen kann, erlangt einen entscheidenen Kriegsvorteil.

    Grundsätzliches/Besonderheiten:
    - Rocketrace ist eine Capture-the-Flag Dualobjective-Map und ist ein
      "Mix" zwischen baserace und darji2 ;)
    - Als Orientierung wurde in der gesamten Map ein schwaches Blau für
      die Allies und ein schwaches Rot für die Axis gewählt. So weiß man
      jederzeit in welchem Bereich der Map man sich gerade befindet.
    - Die Konstruktion der Command Post ergibt eine signifikant höhere
      Aufzug-Geschwindigkeit für das Team das die C. P. konstruiert hat.
    - Die "Eroberung" des Forward Spawns bietet dem betreffenden Team
      einen entscheidenden "Weg"-Vorteil - man spawnt im 4. Stock.
    - Man kann nach Ablieferung des Konstruktionsmaterials im jeweiligem
      Hauptspawn, "Live" die Konstruktion durch eine Beobachtungskamera
      mitverfolgen.. ;)
    - An der Änderung der Aufzugs-Bodenplatte kann man die Geschwindigkeit
      des Aufzugs erkennen ;)
    - In einigen Bereichen der Map gibt es sogenannte Items die man
      aufsammeln kann. Es handelt sich hierbei um Munition, Medicpakete und
      eine Panzerfaust für die Verteidigung (respawn-Zeiten: 30s für
      Medicpakete und 45s für Munition/Panzerfaust)
    - Es gibt ein Teleporter der sich seitlich beim Abwassertunnel neben
      dem unteren Hauptdurchgang der Allies<=>Axis befindet. Ziel: Hinter
      dem MG bei der Panzerfaust-Stellung
        
    Axis:
    Primärziele:
    - Alle Konstruktions-Materialien für die V2 sind zu stehlen und
      im Axis-Raum in der Nähe der Commandpost abzuliefern
    Sekundärziele:
    - Konstruiere eine Command Post.
    - Erobere den Forward Spawn
    Allies:
    Primärziele:
    - Alle Konstruktions-Materialien für die V2 sind zu stehlen und
      im Allies-Raum in der Nähe der Commandpost abzuliefern
    Sekundärziele:
    - Konstruiere eine Command Post.
    - Erobere den Forward Spawn
    4. Special thanks:
    - thx to Pekron[Linux] for his nice game idea
    - thx to ChickenPizza for many bug reports ;)
    - thx for darji2 script parts and teleporter sound
    - thx for baserace model of Axis/Allies-toolboxes (matbox_red/blue)
    - thx for fidel's "sfx-blue" and some textures http://www.fidel.vido.info
    - thx for brick-dark texture to ASW: http://www.as-w.de
    - thx for skybox "flatrock" by Amethyst7
    - thx for some prefabs of Marko
     

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  11. rocketrun_final_fixed

    Version 1.0.1First playeble version - april 2009
    www.1869clan.tk
    Mapmaker:1869Flame
    The Axis are stocking Rockets inside the base.**The Allied task is to escort the 1869_Tank to the axis base.**After blowing up the main gate they should be able t to blow up the axis rockets.**good luck soldiers
    Axis Objective Descriptions
    1 "Primary Objective:**Don't let them destroy the rockets!**These are needed to win the war!"
    Allied Objective Descriptions
    1 "Primary Objective:**Destroy the axis rockets!**This will help us win the war!"

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  12. rtcw_depot2_102

    Title        RTCW Depot 2
    File name    rtcw_depot2_102.pk3
    Map name    rtcw_depot2
    Version        1.0.2   (Created Sep 2007)
    Conversion from original RTCW Depot 2 map by 2Bit (www.tibetclan.com)
    v1.0.2        Ambient light increased, as some players found it too dark.
            Missing lantern model included.
    Installation    Put the pk3 file into the etmain folder.
    Game        This map is based on the Return to Castle Wolfenstein map Depot 2, itself a modded version
            of RTCW Depot.  All credits go to the original authors.
    Objective    Allies: blow up the Axis AA gun.
            Axis  : blow up the Allied Field HQ.
    Players        Suitable for 6+ per team.
    Thanks to    Splash Damage and Activision and all the authors of the original game.
     Axis Objective Descriptions
    1    "Primary Objective:**Defend the Anti-Aircraft Gun."
    2    "Primary Objective:**Destroy the Allied Field Operations."
    3    "Secondary Objective:**Destroy the North Gate for forward deployment."
    4    "Secondary Objective:**Do not let the Allies advance past the South Gate."
    5    "Secondary Objective:**Take the Forward Deployment Area."
    6    "Secondary Objective:**Build the Command Post."
    7    "Secondary Objective:**Don't let them build their Command Post."
    Allied Objective Descriptions
    1    "Primary Objective:**Destroy the Anti-Aircraft Gun."
    2    "Primary Objective:**Defend the Field Operations."
    3    "Secondary Objective:**Do not let the Axis advance past the North Gate."
    4    "Secondary Objective:**Destroy the South Gate for forward deployment."
    5    "Secondary Objective:**Take the Forward Deployment Area."
    6    "Secondary Objective:**Don't let them build their Command Post."
    7    "Secondary Objective:**Build the Command Post."

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  13. rhineland_bridge_4

    Author        : Rikard "Drakir" Lindgren
    Email address    : [email protected]
    Webpage        : http://www.drakir.tk
    Map reworked by    : Sid & Etch
     Map Information
    Game        : Wolfenstein: Enemy Territory
    Title        : Rhineland Bridge 4
    Filename    : rhineland_bridge_4.bsp
    Release date    : 2009-07-01
    Decription    : 1945, Southern Germany. Allied forces are trying to
              cross the Rhine river at the last functionalbridge.
              Axis forces are struggling to keep them from
              crossing, if the Allied forces succed it may be the
              turning point of the war.
    Program        : SD Radiant 1.3.8
    Build time     : 2 weeks off an on
    Reworking time    : 6 weeks...
    Compile time    : 45 minutes
    Compile machine    : AMD Athlon 2200, 512mb
    Installation    : Place the rhineland_bridge_4.pk3 to your etmain
              folder, select it from the multiplayer -> create
              server menu or bring down the console and type:
              /map rhineland bridge_4.
    Sounds        : 1 new sound is provided to give briefing.
     New in version 4
    #. Better textures
    #. Lower filesize
    #. Changed mapscript
    #. Fixed and better shaders
     New in version 3
    #. Made a new path from the tunnel, connecting the mines with the
       tunnel.
    #. A new bunker looking out over the Allied side of the tunnel.
    #. Made the endgoal-ground so that u cant place mines.
    #. Moved the Axis spawn to the Forward spawn at the beginning of the
       map so that there will be more fighting on the Allied side of the
       tunnel.
    #. Added some trees.
    #. Changed the water-texture to the one I made.
    #. Added a waterfall on one side of the river.
    #. Placed a tank in front of the tunnel on the Axis side, so that
       Allied forces can hide behind it when coming out from the tunnel.
     New in version 2
    #. Added a forward spawn flag that both teams can capture to gain
       closer spawning to the enemy.
    #. Moved the Axis spawning place further away, and remade the spawn
       area so you cannot get trapped inside the bars.
    #. Made the bridge construct zone larger. Removed alot of doors.
    #. Remade the textures that had Nazi symbols on them so that german
       servers won't get in trouble.
    #. Added Stairs on the other side for Axis to build.
    #. Added a ladder on the Allies side buildable, goes to a new created
       bunker in the middle mountain.
    #. Moved the Ammo and Health cabinets up to the new created Allied
       bunker.
    #. Many small alterations on several places.
    #. Made some alterations to the caves.
    #. Fixed the Black/yellow icons showing up on the Commandmap by making
       my own images of the actual things.
     Special thanks to
    Enra, for testing and server. Sock at SD forums. And of course
    everyone who gave feedback on the first releases making this one much
    better in all ways hopefully.
    Copyright © 2003 Rikard "Drakir" Lindgren 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.
    It's impossible to contact Drakir.
    Please note that we don't decompiled the map, we only used an
    HEX editor to change the textures in the .bsp and we made new shaders.
    For the community from the community!
    _______________________
    Axis Objective Descriptions
    1    "Primary Objective:**Defend the bridge at all costs, dont let the enemy pass the bunker door."
    2    "Primary Objective:**Build the commandpost."
    3    "Primary Objective:**Prevent the Allies from building a commandpost."
    4    "Primary Objective:**Prevent the Allies from destroying the Bunker door."
    5    "Primary Objective:**Prevent the Allies from destroying the Cave boulder."
    6    "Primary Objective:**Capture the Forward Spawn flag."
    Allied Objective Descriptions
    1    "Primary Objective:**Get the Rhine bridge constructed and move the Allied forces over the bridge and into the bunker."
    2    "Primary Objective:**Build the commandpost."
    3    "Primary Objective:**Prevent the Axis from building a commandpost."
    4    "Primary Objective:**Destroy the Bunker door."
    5    "Primary Objective:**Destroy the Cave boulder to open another passage to the other side."
    6    "Primary Objective:**Capture the Forward Spawn flag."

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  14. rfarm_b2

    Author: Antti "Seven_dc" Suuronen
    Map Description:
    The axis forces are retreiving in Northern Finland and They have
    Their field office at the town called Rovaniemi. Finland
    freedom fighters are raiding the nearby farm and are trying
    to steal the Truck and Explosives that axis are keeping in the town.
    Axis will have their hands full defending the Explosives and the Truck.
    Changes from beta1 -> beta2
    -angel clipped with metalclip.
    -added lightbulbs into lights and tweaked lights.
    -added detail everywhere.
    -added backway to the Explosives
    -added TOI and commandmap marker for the road switch
    -turned road button into switch
    -turned map into night (Made the fog darker, Lovered the skylight)
    -Added Axis MG Near the initial truck place
    -Clipped stuff

    Objectives Allies:
    1. Steal the truck from axis farm
    2. Escort the truck into and through the town
    3. Steal the explosives into truck
    4. Build command post
    Special Thanks:
    - Mean Mr Mustard (Truck,Bridge and the Explosive objective + scripting)
    - thegnat (Command map)
    - Drakir for prefabs and brushworks
    - Sock + All SD people
    - ydnar
    - Britton
    - Jiitee- and Ironfist for bug testing and advice
    - .:CTN// My clan for playtesting
    - ET-Finland!
    - And All that I forgot!
    Map Features:
    - Moving/escortable truck
    - Capturable objective / moving return point
    - Command Post
    - 2x Ammo and health cabinets
    - Some Custom Textures
    - Custom Shaders
    - etpro target positions
    Copyright © 2005 Antti Suuronen 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.
    DO NOT DISTRIBUTE!
    NO FOR PUBLIC OR PRIVATE PLAY!
    ONLY EYES OF
    CTN - CLAN!!!!
    This is third test!
    -- old (orginal) story --
    American rangers, clandestinely aiding
    Finnish freedom fighters are planning on
    staging a daring raid on a heavily fortified
    Gestapo headquarters.  They will use an
    explosive laden truck to breach the
    reinforced main door, then search the
    building for the collected dossiers of
    Finnish resistance leaders.  Once the
    documents vault is located, the raiders
    must destroy the interrogation records,
    thereby setting Axis counter-insurgency
    efforts back several years.
    -- CTN clan story ---
    Flu the daring CTN fragger has lost his qpad.
    Now the allies must capture the qpad from mean axis.
    The axis forces has renamed the qpad as explosives to
    distract allies.
    The allies must capture the qpad from Rovaniemi into
    the truck that must be stolen from axis farmhouse. The
    truck must be driven into town gates.
    Good luck and have fun!

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  15. radar_summer_130a

    Version        1.3.0   (Created June 2008)
    Conversion from original ET map by 2Bit (www.tibetclan.com)
    Installation    Put the pk3 file into the etmain folder.
    v1.3.0 Changes    New passge from bunker to main radar compound. Need to blow generator to open the door.
            All 4 objs needed for allied win.
    Changes from Radar
            It's bright and sunny
            You can see to the horizon
            You can reach many places previously inaccessible
            2 additional primary objectives created for allies:
                destroy north radar station
                destroy south radar station
            Tank in garage is repairable by axis and can be escorted
                up the road to an advantageous defensive position
    Thanks to    Splash Damage and Activision and all the authors of the original game.
    _____________
    Designer......: Berzerkr (GER)
    E-Mail Address: [email protected]
    Homepage......: http://www.wolfmap.de
    Mod Information:
    Game........: Wolfenstein: Enemy Territory
    Title.......: Radar Summer - Texture Fix
    Status......: Final
    Filenames...: z_radar-summer_130.pk3
    Build Time..: 30 Minutes
    Release Date: 2008-06-26
    Description:
    This pk3 gives Radar Summer a more fitting terrain, because players complained that the new textures for the terrain are much to bright.
    The gamma value of the textures has been reduced from 1.0 down to 0.6
    Installation for Server-Admins:
    Put the file "z_radar-summer_130.pk3" into a mod folder (etpro, jaymod, etpub, nq, etc...) to make sure it will be downloaded to the client.
    Used Programs:
    7-Zip, IrfanView, Gimp
    ___________________
    Axis Objective Descriptions
    1    "Secondary Objective:**Defend the Radar Installation's Main and Side Doors."
    2    "Primary Objective:**Prevent the West Radar Circuit Board from being stolen."
    3    "Primary Objective:**Prevent the East Radar Circuit Board from being stolen."
    4    "Primary Objective:**Don't let them destroy the North Radar Station."
    5    "Primary Objective:**Don't let them destroy the South Radar Station."
    6    "Secondary Objective:**Defend the Forward Bunker from the Allies."
    7    "Secondary Objective:**Build a Command Post in the Side Bunker."
    8    "Secondary Objective:**Stop the Allies from constructing a Command Post in the Side Bunker."
    // Allied Objective Descriptions
    1    "Secondary Objective:**Dynamite the Radar Installation Doors."
    2    "Primary Objective:**Steal the West Radar Circuit Board."
    3    "Primary Objective:**Steal the East Radar Circuit Board."
    4    "Primary Objective:**Destroy the North Radar Station."
    5    "Primary Objective:**Destroy the South Radar Station."
    6    "Secondary Objective:**Capture the Forward Bunker from the Axis."
    7    "Secondary Objective:**Stop the Axis from constructing a Command Post in the Side Bunker."
    8    "Secondary Objective:**Build a Command Post in the Side Bunker."

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  16. radiochatter4.

    Mapper: Higgins
    Contact: [email protected]
    About the map: This was my first ever idea for et mapping, and is my 5th map to be published.
    Please give me all the feed back you can so it can be better.
    Thanks to marko for his fog shader and images
    Thanks to leffty for his command map
    Axis Objective Descriptions
    1 "Primary Objective:**Defend the Bridge Gate Generator"
    2 "Primary Objective:**Defend the Castle out post Generator"
    3 "Primary Objective:**Build the Command Post"
    4 "Secondary Objective:**Defend the Castle Roof"
    5 "Secondary Objective:**Defend Radio #1."
    6 "secondary Objective:**Defend Radio #2"
    7 "secondary Objective:**Defend the Wooden Barrier!"
    8 "secondary Objective:**Defend the Castle's side wall!"
    // Allied Objective Descriptions
    1 "Primary Objective:**Destroy the Bridge Gate Generator"
    2 "Primary Objective:**Destroy the Castle out post Generator"
    3 "Primary Objective:**Build the Command Post"
    4 "Secondary Objective:**Destroy the roof"
    5 "Secondary Objective:**Destroy Radio #1."
    6 "secondary Objective:**Destroy Radio #2"
    7 "secondary Objective:**Destroy the Wooden Barrier!"
    8 "secondary Objective:**Destroy the Castles side wall!"

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  17. radiochatterii2

    Axis Objective Descriptions
    1 "Primary Objective:**Defend the Guard House Gate!"
    2 "Primary Objective:**Stop Allies from building the Bridge!"
    3 "Primary Objective:**Defend the Front Door!"
    4 "Secondary Objective:**Defend the Side wall!"
    5 "Secondary Objective:**Defend the Documents."
    6 "Secondary Objective:**Build the Command Post!"
    7 "Primary Objective:**Keep the safty gate shut!"
    // Allied Objective Descriptions
    1 "Primary Objective:**Destroy the Guard House Gate!"
    2 "Primary Objective:**Build the Bridge"
    3 "Primary Objective:**Destroy the Front Door!"
    4 "Secondary Objective:**Destroy the Side Wall!"
    5 "Secondary Objective:**Steal the Documents and transmit them near the command post."
    6 "Secondary Objective:**Build the Command Post!"
    7 "Primary Objective:**Open the safty gate so that the main gate can be destroyed!"

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  18. raw_final

    ile info:
        Title            : Raw Castle
        Filename        : raw_final.pk3
        Game            : Wolfenstein: Enemy Territory
        Version            : final
        Date            : 24.July.2006    
        Author            : Roger "redRum" Creus
        Contact            : [email protected]
        URL            : http://www.cyanureill.net
        Gametype:         Objective, SW, Campaign, LMS
        Maximum Players        : 32     
        Recommended Players    : 12
    ----------------
    Story:
        
        The allied army has taken a farm in East Anglia.
        There is a castle down the hills, the Axis is using it as their stronghold.
        The fortress is strongly defended by an old big wall which the allies will have to pass through.
        Valuable documents are resting into a vault, at the castle.
        Will the Allies be able to steal and transmit them?

    Objectives:
           Allies.    
        1  .Primary    : Steal the secret Documents.
        2  .Primary    : Transmit the Documents.
        3  .Primary    : Blow up the Main Wall and secure the Forward Spawn.
        4  .Primary    : Destroy the Castle Main Door.
        5  .Primary    : Blow up the Vault Door guarding the Documents.
        6 ..Secondary    : Capture the Tower Spawn.
        7 ..Secondary    : Destroy the Side Wall and get easier access to the Axis Castle.
        8 ..Secondary    : Construct the command post.

           Axis.
        1  .Primary    : Protect the Documents.
        2  .Primary    : Prevent allies from transmitting the Documents.
        3  .Primary    : Defend the Main Wall.
        4  .Primary    : Defend the Castle Main Door.
        5  .Primary    : Defend or construct the Vault Door guarding the Documents.
        6 ..Secondary    : Don't let them capture the Tower Spawn.
        7 ..Secondary    : Prevent allies from destroying the Castle Side Wall.
        8 ..Secondary    : Construct the command post.
        _____________
    Things that have changed since the beta 3:
        - Fixed the allied spawn bottom MG's position.
        - Fixed the terrain leaks.
        - Non significant changes in the terrain shape.
        - Retextured the whole terrain.
        - Forced nopicmip for the terrain textures.
        - New shader for the hay vanilla texture.
        - New shader for water.
        - Fixed light leaks.
        - Improved vis blocking.
        - Removed the trickjump spot at the back of the castle.
        - Lowered the green fog.
        - Removed the green tone for the sun light.
        - Fixed the command map custom icons.
        - Fixed the custom vo sounds.
        - Added a locations file for etpro.
        - Fixed spelling errors.
        - Added surfaceparm alphashadow to the tree models' shader.
        - Changed default worldspawn and func_groups lightmapscale (1.0) to 0.3.
        - New texture transition for the caves' entrance.
        - Removed a few mushroom models.
        - Shortened the middle spawn tower a few units.
        - Fixed the tree models' texture conflict.
        - Fixed the limbo objective descriptions for both teams.
        - Added a new light at the castle bottom floor.
        - Added a new light at the cave entrance.
        - New shaders for some metal textures.
        - Added 8 new textures.
        - Realigned many textures.
        - Increased eye candy.
        - Non significant brushwork changes.
    Misc:
        editor        : GtkRadiant 1.4.0
        compiler    : Ydnar's q3map2 2.5.16
        specs        : AMD Athlon 64 3,2Ghz, 2GB RAM, Radeon X700 pro 512mb
        light compile    : -light -bouncegrid -custinfoparms -dirt -export -fast -nocollapse -patchshadows -shade
                    -compensate 2 -bounce 8 -gamma 1.5 -lightmapsize 1024 -samples 3
    How to play it:
        - Unzip the raw_final.zip file to your etmain folder.
        - Run ET.
        - Find a server playing raw_final or
        - Select Host Game, set it to Objective, SW or LMS mode and search for Raw Castle Final on the map list.
        - Enjoy.   
        
      *For a proper functioning of this map and the whole game, the author strongly recommends
            that you delete the old versions of Raw Castle from your etmain folder.
    Credits:
        Oak-tree md3* :        Krischan "GrimReaper" Makowka
        Mushroom md3 :        Ken "kat" Beyer
        Celtic cross md3 :    Oak
        
        Textures :        ID software, Ydnar, HFX, Ken "kat" Beyer, redRum    
        
        Locations file :    TOG|Neddie
        Sound Scripts :        Chris "Grizbo" Walker
            
      *This model has been recompiled into a new md3. Get the original files here http://fps.brainerd.net/mapmodels8.htm
    Thanks to:
        Wulf, Aingeal and Grizbo for the support, ideas and bug spotting.
        56ker, Monitotxi and Aratbass for keeping my site up and cool.
        TOG|Neddie for the infinite help and time spent on this.
        Au.Hiroshima for the great feedback and suggestions on previous releases.
        The whole ET division of the TOG clan and others who helped in those long playtests on their server.
        The RAW clan for previous testings.
        SD, ID and Ydnar for this great game and tools.
    Permissions:
        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 without permission from the author.
        You may not Redo/reproduce/update this map in any way without permission from the author.

    1 download

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  19. raw_te_final

    Title            : Raw Castle TE (Tournament Edition)
        Filename        : raw_te_final.pk3
        Game            : Wolfenstein: Enemy Territory
        Version            : final
        Date            : November 2006
        Released        : October 2011    Finalised and released by ned (TOG*neddie) with written permission from Roger Creus
        Author            : Roger "redRum" Creus
        Contact            : [email protected]
        URL            : http://www.cyanureill.net
        Gametype        : Objective, Campaign, Stopwatch, Last Man Standing (LMS)
        Maximum Players        : 32     
        Recommended Players    : 12
    --------
    Story:
        
        The allied army has taken a farm in East Anglia.
        There is a castle down the hill, the Axis are using it as their stronghold.
        The fortress is strongly defended by an old big wall which the Allies will have to pass through.
        Valuable documents are resting in a vault inside the castle.
        Will the Allies be able to steal and transmit them?
    ------------
    Objectives:
           Allies.    
        1  .Primary    : Steal the secret Documents.
        2  .Primary    : Transmit the Documents.
        3  .Primary    : Blow up the Main Wall and secure the Forward Spawn.
        4  .Primary    : Destroy the Castle Main Door.
        5  .Primary    : Blow up the Vault Door guarding the Documents.
        6 ..Secondary    : Capture the Tower Spawn.
        7 ..Secondary    : Destroy the Side Wall and get easier access to the Axis Castle.
        8 ..Secondary    : Construct the Command Post.

           Axis.
        1  .Primary    : Protect the Documents.
        2  .Primary    : Prevent Allies from transmitting the Documents.
        3  .Primary    : Defend the Main Wall.
        4  .Primary    : Defend the Castle Main Door.
        5  .Primary    : Defend and construct the Vault Door guarding the Documents.
        6 ..Secondary    : Don't let Allies capture the Tower Spawn.
        7 ..Secondary    : Prevent Allies from destroying the Castle Side Wall.
        8 ..Secondary    : Construct the Command Post.
        
    Things that have changed since the beta:
        - Fixed the Allied spawn bottom MG's position.
        - Fixed the terrain leaks.
        - Added the raw_final siren for etmain.
        - Non significant changes in the terrain shape.
        - Retextured the whole terrain.
        - New shader for the hay vanilla texture.
        - Removed the resting water.
        - Added a slick shader brush onto the frozen lake.
        - Removed the alpha texture around the lake borders.
        - Fixed light leaks.
        - Unclipped the lasting lights that could block players eventually.
        - Removed the trickjump spot at the back of the castle.
        - Improved vis blocking.
        - New phong shaders for the castle towers' textures.
        - Lowered the white fog.
        - Fixed the command map custom icons.
        - Fixed the custom vo sounds.
        - Added a locations file for etpro.
        - Fixed spelling errors.
        - Added surfaceparm alphashadow to the tree models' shader.
        - Modified tree clips so it's harder to step on their top.
        - Changed default worldspawn and func_groups lightmapscale (1.0) to 0.3.
        - New texture transition for the caves' entrance.
        - Fixed the tree models' texture conflict.
        - Fixed the limbo objective descriptions for both teams.
        - Added two new textures.
        - Realigned many textures.
        - Non significant brushwork changes.

    From 99% completion to release by ned with written permission by Roger Creus.
        - removed wm_endround wait time to avoid last second win error
        - fixed some typos
        - fixed path errors in sound script
        - fixed path errors in etpro command map icon file raw_te_ETPRO.pk3
        - updated readme file

    Known issue.
        In some parts of the map the mortar will detonate in the sky.
        This was a known issue in earlier versions and was fixed by red to a point where practical use of the mortor will mostly work.

        The map on release is 99+ % complete.

    Misc:
        editor        : GtkRadiant 1.4.0
        compiler    : Ydnar's q3map2 2.5.16
        specs        : AMD Athlon 64 3,2Ghz, 2GB RAM, Radeon X700 pro 512mb
        light compile    : -light -bouncegrid -custinfoparms -export -fast -nocollapse -patchshadows -shade
                    -compensate 2 -gamma 1.5 -lightmapsize 1024 -samples 3

    How to play it:
        - Unzip the raw_te_final.zip file to your etmain folder.
        - Run ET.
        - Find a server playing raw_te_final or
        - Select Host Game, set it to Single-Map Objective, Stopwatch or Last Man Standing mode and search for Raw Castle TE Final on the map list.
        - Enjoy.
        
        
      *For a proper functioning of this map and the whole game, the author strongly recommends
            that you delete the old version of Raw Castle TE from your etmain folder.
    Credits:
        Oak-tree md3* :        Krischan "GrimReaper" Makowka
        Celtic cross md3 :    Oak
        
        Textures :        ID software, Ydnar, Ken "kat" Beyer, redRum    
        
        Locations file :    TOG*neddie
            
      *This model has been recompiled into a new md3. Get the original files here http://fps.brainerd.net/mapmodels8.htm
    Thanks to:
        Wulf, Aingeal and Grizbo for the support, ideas and bug spotting.
        56ker, Monitotxi and Aratbass for keeping my site up and cool.
        TOG*neddie for the infinite help and time spent on this.
        Au.Hiroshima for the great feedback and suggestions on the previous release.
        The whole TOG clan for those long playtests on neddie's server.
        The RAW clan for previous testings.
        SD, ID and Ydnar for this great game and tools.
    Permissions:
        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 without permission from the author.
        You may not Redo/reproduce/update this map in any way without permission from the author.

    1 download

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  20. rochelle_b2

    Axis Objective Descriptions
    1 "Primary Objective:**Protect the Key Card**^1(Starts ^1completed ^1in ^1SW ^1mode)"
    2 "Primary Objective:**Prevent the Allies from activating the Crane Controls**^1(Starts ^1completed ^1in ^1SW ^1mode)"
    3 "Primary Objective:**Prevent the Allies from transferring explosives from the Rail Yard to the Submarine Pen"
    4 "Primary Objective:**Defend U-245"
    5 "Primary Objective:**Defend U-952"
    6 "Secondary Objective:**Build the CP to gain access to the East Pen Barracks"
    7 "Secondary Objective:**Protect the Side Door"
     
     
    // Allied Objective Descriptions
    1 "Primary Objective:**Secure the Key Card**^1(Starts ^1completed ^1in ^1SW ^1mode)"
    2 "Primary Objective:**Activate the Crane Controls**^1(Starts ^1completed ^1in ^1SW ^1mode)"
    3 "Primary Objective:**Use the Crane Controls to transfer explosives from the Rail Yard to the Submarine Pen"
    4 "Primary Objective:**Sink U-245"
    5 "Primary Objective:**Sink U-952"
    6 "Secondary Objective:**Build the CP to open the South Doors and gain access to the Submarine Pen via the loading docks"
    7 "Secondary Objective:**Dynamite the Side Door"

    4 downloads

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    Updated

  21. ROP_River4

    axis "Les Alliés et les axes se font fasse en montagne dans une forteresse. Ils se battent pour la capture ou la défense de documents, c'est une bataille de tout-ou-rien."
     allied "Les Alliés et les axes se font fasse en montagne dans une forteresse. Ils se battent pour la capture ou la défense de documents, c'est une bataille de tout-ou-rien."
    neutral "Les Alliés et les axes se font fasse en montagne dans une forteresse. Ils se battent pour la capture ou la défense de documents, c'est une bataille de tout-ou-rien."

    0 downloads

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    Updated

  22. rs_radars

    Allied Objective Descriptions
    1    "Primary Objective:**Destroy the South Radar."
    2    "Primary Objective:**Destroy the North Radar."
    3    "Primary Objective:**Destroy the power panel to breach the defenses and access the radars."
    4    "Secondary Objective:**Destroy the axis Command Post."
    5    "Secondary Objective:**Build the Command Post."
        
    // Axis Objective Descriptions
        
    1    "Primary Objective:**Guard the South Radar."
    2    "Primary Objective:**Guard the North Radar."
    3    "Primary Objective:**Guard the power panel to deny Allies access to the Radars."
    4    "Secondary Objective:**Build the Command Post."
    5    "Secondary Objective:**Destroy the allied Command Post."

    2 downloads

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  23. RocketBase

    // Axis Objective Beschreibungen
    1    "Primary Objective:**Stop the Allies from destroying the Main Entrance."
    2    "Primary Objective:**Be careful of Covert Ops, dont let them enter the Base from the Forward Bunker Door."
    3    "Primary Objective:**Stop the Allies from destroying the Side Entrance."
    4    "Primary Objective:**Dont let the Allied Team capture the Forward Bunker Flag."
    5    "Primary Objective:**Stop the Allies from destroying the Axis Rocket."
    6    "Secondary Objective:**Dont let them construct a Command Post."
    7    "Secondary Objective:**Set up a Command Post to increase Charge Time."
    // Allied Objective Beschreibungen
    1    "Primary Objective:**Destroy the Main Entrance to the Rocket Base."
    2    "Primary Objective:**Enter the Base from the Forward Bunker Door with a Covert Ops."
    3    "Primary Objective:**Blast the Side Entrance to enter the Main Complex of the Base."
    4    "Primary Objective:**Capture the Forward Bunker Flag."
    5    "Primary Objective:**Destroy the Secret Weapon of the Axis."
    6    "Secondary Objective:**Set up a Command Post to increase Charge Time."
    7    "Secondary Objective:**Dont let them construct a Command Post."
     

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  24. pha_chateauCM

    Version:  Final
    Author:   RiFFLeR
    Website:  http://www.phaclan.com/
    Date:     OCTOBER 1, 2007

    INSTALLATION INSTRUCTIONS
    Place pha_chateau.pk3 inside the etmain folder in your game directory.
                                                                                                                                              
    MAP DESCRIPTION
    "The Axis have taken over a Chateau and are using it as a base of operations. Deep within the library of the Chateau are secret documents. The Allies need to steal those documents and transmit them as soon as possible! Report bugs at : WWW.PHACLAN.COM"
    Allied Objectives :
        1    "Break into the Chateau"
        2    "Steal the Top Secret Documents"
        3    "Transmit the Top Secret Documents"
        4    "Capture the Grand Staircase"
        5    "Construct the Command Post"
    Axis Objective :
        1    "Defend the Chateau"
        2    "Defend the Top Secret Documents"
        3    "Stop the Allies from transmitting"
        4    "Hold the Grand Staircase"
        5    "Construct the Command Post"
     
    OFFICIAL DEMO SERVER :
    84.244.156.133:27960
    Compile :
    Bsp, FullVis, Light -samples 3 -bounce 3 -scale 1.35
    3600 seconds on P4 3gig 1gig Ram
    Credits :
    Nerve Software/ID/SplashDamage
    Flame shader/candle models by RAYBAN
    Visit us at :
    WWW.PHACLAN.COM
    To view other of my mapworks : http://forum.phaclan.com/viewpage.php?page_id=17
    ={PHA}=RiFFLeR
    Credits
    Thanks to everyone at the splash damage forums, the best forums I've come
    across online. Thanks to splash damage for their great game and the great
    support that they provide to the mapping community.

    0 downloads

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  25. password2_v12

    Mapname : Password2
    Type    : wolfmp wolfsw wolflms
    Version : 1.2
    Date    : Nov 07, 2003
    BSP Name: password2.bsp
    Author  : towofu
    Web     : http://towofu.s5.xrea.com/rtcw/
    Email   : [email protected]

    ABOUT MAP
     
      - This is a small map, intended for up to 12x12 players.
      - Map has "Password" gimmick, generate random number and player
        must input correct password to get objective.
      - I believe it has good game play if players know the objectives,
        and it will test your teamwork.
      Allies Objectives
        1. Pri: Spy the Password and input it to start process, then
                defend the Emergency Button until process finished.
        2. Pri: Steal the Endoarm.
        3. Pri: Escape with the Endoarm to the waiting Truck.
        4. Sec: Breach the Service Door.
        5. Sec: Capture the Flag.
      Axis Objectives
        1. Pri: Prevent the Allies from spying the Password and input it.
              If Password is input, push the Emergency Button to abort
              process.
        2. Pri: Prevent Allies from stealing the Endoarm.
        3. Pri: Stop the Allies from escaping to the waiting Truck.
        4. Sec: Defend the Service Door.
        5. Sec: Hold the Flag.
    INSTALLATIONS
      Extract zip and place "password2_v11.pk3" to GameFolder\etmain

    CHANGES
      1.1 > 1.2
        - Fix problem password was revealed without opening the door, when
          your "Depth Buffer" is set to 16bit and "cg_fov" is larger than 105.
        - I'm sorry to this bad version number "1.2" after "final".
      final > 1.1
        - Private release.
      rc1 > final
        - Decorations.
        - Final adjustments.
      beta2 > rc1
        - Fix/Add some models.
        - Fix/Change limbo camera angles.
        - Fix texture structures of pk3 file.
        - Change a bit of structure.
      beta1 > beta2
        - Now only Allies forces can enter password.
        - Removed Hatch shortcut.
        - Escaping route to Truck is changed.
        - Structure around the objective is changed.
        - Set sounds for each process related event.
        - Fixed missing textures.
      alpha2 > beta1
        - Remove escorting truck feature.
          I know ppl want ET like features, but it was not suit for this map.
        - Spawn timer is set to 30:30 (was 20:30)
        - Add/Edit dynamitable objectives.
        - Rebuild some places.
        - Reduce password input delay to 5 sec. (was 10 sec)
        - Remove spawn swap of alpha2.
        - Fix problem password was revealed without opening the door, if
          your "Depth Buffer" is set to 16bit and you are far from the door.
          Still 1st digit will be shown but it doesn't matter I think.
      alpha1 > alpha2
        - Add spawn swap after finishing password process.
        - Fix lacked texture.
        - Fix script problem.
        - Now only Axis forces can push Emergency Button.
        - Add some command map icons.
        - Some other things that I cann't remember.

    TIPS
      - For Allies, east way should be good choise if Axis defending tight.
      - For Axis, if Allies input the password, Emergency Button can stop them.
      - It is intentional decision there are no place to use mortar and
        landmines.
      - Check your command map for the position of objectives!
    FEEDBACKS
      - All kinds of feedbacks are welcomed.
        Email: [email protected]
    THANKS
      Thanks everyone at Surface Forum http://www.wolfensteinx.com/surface/
      and all the mapping forums over the world.
      Thanks Team ZiU and their mates for making the chance for people to
      play this map and giving me great feedbacks.
      Also thanks everyone for playing, feedbacks, hosting servers and more.
     

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