MAPS P - R
44 files
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rommel_final
By kate
// Axis Objective Descriptions
1 "Primary Objective:**Protect the West Gate"
2 "Primary Objective:**Protect the East Gate"
3 "Primary Objective:**Protect the Key Card"
4 "Primary Objective:**Deny access to the Cistern"
5 "Primary Objective:**Protect Cistern Controls"
6 "Secondary Objective:**Capture Forward Spawn"
7 "Secondary Objective:**Construct Command Post"
// Allied Objective Descriptions
1 "Primary Objective:**Breach West Gate"
2 "Primary Objective:**Breach East Gate"
3 "Primary Objective:**Steal the Key Card"
4 "Primary Objective:**Deliver Key Card to Cistern"
5 "Primary Objective:**Destroy the Cistern Controls"
6 "Secondary Objective:**Protect the Forward Spawn"
7 "Secondary Objective:**Construct the Command Post"
12 downloads
0 comments
Submitted
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raiders + scripts
By kate
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."
37 downloads
0 comments
Submitted
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rabenhorst_v15 (new waypoints in test)
By kate
New botfiles Author: Ets Cyberwolf
nemy Territory Map
Burg Rabenhorst Final
von Sternschubser 9/08
http://home.arcor.de/thorundhammer
die pk3 datei in das /etmain verzeichniss legen
!!! zur vermeidung von max_gamechar_exceeded bitte alte versionen unbedingt löschen !!!
!!! to avoid the max_gamechar_exceeded error delete old version from server !!!!!!!!!!!
danke an:
Kernwaffe.de
dem einzig wahren et-server :)
lever-desinger.de
ohne die tollen tutorials hätt ich das wohl nie geschafft
id software
einfach herrlich, das so ein spiel umsonst ausgegeben wird und dann nach 3 jahren sogar die source freigegeben werden
desmond sadness, saske, nada, stefan und fynbos fürs testen :)
anregungen und kritik an
thorundhammer*at*gmx.de
Respawn Time Axis 20s->25s
Respawn Time Allied 15s->10s
Axis loses forward spawn forever after first flag capture by allied.
Allied loses forward spawn if flag is captured by axis, but can recapture it.
Sewer gate destroyabele by dynamite -> by Stachel
Spawn-protection zone for allied established.
As axis spawn is unlikely to be under fire there is no zone necessary
------------------------------------
Enemy Territory Map
Burg Rabenhorst Ver 1.5
von Sternschubser 9/08
http://home.arcor.de/thorundhammer
die pk3 datei in das /etmain verzeichniss legen
danke an:
Kernwaffe.de
dem einzig wahren et-server :)
lever-desinger.de
ohne die tollen tutorials hätt ich das wohl nie geschafft
id software
einfach herrlich, das so ein spiel umsonst ausgegeben wird und dann nach 3 jahren sogar die source freigegeben werden
desmond sadness, saske, nada, stefan und fynbos fürs testen :)
anregungen und kritik an
thorundhammer*at*gmx.de
83 downloads
0 comments
Updated
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parisbastille_b3
By kate
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
31 downloads
0 comments
Updated
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rhineland_bridge_4
By kate
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."
14 downloads
0 comments
Updated
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river_port_b1
By kate
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
21 downloads
0 comments
Updated
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ROP_River4
By kate
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."
12 downloads
0 comments
Updated
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road2amiens_b2
By kate
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!"
16 downloads
0 comments
Updated
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radar_tank_b2 (finale version) + botfiles
By kate
Title : radar_tank_b2
file Name : radar_tank_2.bsp
Version : beta 2 (purely a test map)
Author : Teuthis
email : [email protected]
Storyline
Axis are transmitting enemy troop activities via a heavily secured Radar device. Allies want to destroy the Radar but two heavily secured anti-tank guns are protecting the area. Allies must first destroy the guns to escort their tank to blow the radar.
Story short and punchy:
| Allies have to escort a tank to destroy the Radar.
| Objectives:..
| Allies:..
| 1:..Steal the Tank. But keep in mind that the anti-tank guns will prevent the tank from reaching the radar
| 2:..Destroy the Main Entrance
| 3:..Destroy the North Anti-Tank gun
| 4:..Destroy the South Anti-Tank gun
| 5:..Escort the Tank and destroy the Radar
|
| Secondary objectives
| - Destroy the Side Entrance
| - Built the command post
| - Prevent the Axis from constructing the Command Post
| Miscellania:..
| :..build time : a bit more than 2 weeks
| Credits
| :..most importantly the folks making radar, great map!
| :..Simonoc for great tutorials on alpha blending and for shaders and textures (please check his website for license agreement when using his textures)
| :..for technical support Niger, Aciz, Kemon, Thunder, Mateos
| :..Kate, Cyberwolf and the Crew of ETS for testing the map and for great support and ideas
| :..UJE Niek for making the waypoints
| Noteworthy:…...
|
| :..There are some models in the map that carry TheWolfTeam (TWT) logo. It is important to understand that TWT is not a clan and that I'm not advertising a clan here. The reason I put the TWT logo in is because I want to encourage every person mapping for ET to join this team and to benefit from the help that is offered here. Without the help from TWT this map would not exist the way it is. So more mapper at TWT means more great maps for you all.
| Copyright :..
| :..Copyright (c) 2021 by id software
| :..all laws from ID software and splash damage / activation that apply for enemy territory also apply to this map.
| Permissions:..You may not include or distribute this map in any sort of commercial product.
| :..distribution is only allowed without any charge for the recipient. This map is for non-commercial use only. Nobody is allowed to make profit from this map.
|
Last note from Teuthis
|
:..as with all maps from me, this map is free of Nazi symbols. The world is a better place without those symbols.
so now fire it up and have fun. And giving me feedback is very welcome. Also if you have ideas for future maps, let me know
53 downloads
0 comments
Updated
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pha_chateauCM
By kate
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.
8 downloads
0 comments
Submitted
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reactor_final
By kate
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"
13 downloads
0 comments
Updated
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pirates
By kate
This is the final release of the Pirates map.
====================================================
title: Pirates Final
file: pirates.pk3
version: Final
release date: July 17th 2011
author: FireFly
email address: [email protected]
website: http://www.wolfplayer.nl
====================================================
Background Story:
The caribbean, June 1943
The Axis are guarding two gold crates inside an old pirate ship.
The Allies must gain access to the seaport, Steal both crates from the pirate ship
and secure them at the escape truck.
Axis Objectives:
The Old City: Defend our Spawn at the Old City.
The Main Entrance: Defend the Main entrance from being breached.
The Side Entrance: Defend the Side entrance from being breached.
The Gold Crates: Stop the Allies from stealing both Gold Crates from the Pirate Ship.
The Command Post: Prevent the Allies from establishing a Command Post.
The Command Post: Establish a Command Post.
Allied Objectives:
The Old City: Capture the Old City.
The Main Entrance: Destroy the Main entrance.
The Side Entrance: Destroy the Side entrance.
The Gold Crates: Steal Both Gold Crates from the Pirate Ship and secure them at the Escape Truck.
The Command Post: Establish a Command Post.
The Command Post: Prevent the Axis from establishing a Command Post.
Construction
base: from scratch
editor: GTK Radiant 1.3.14
other software: 3dmax5, 3dmax2010, PhotoshopCS5, MD3Compile, Deep Exploration 5
build time: First beta took about 10 weeks.
compile settings:
BSP: -meta -mv 1024 -mi 6144 -patchmeta -subdivisions 6
VIS: -vis -saveprt
LIGHT: -light -v -fast -samples 6 -patchshadows -dirty -bounce 2 -dirtscale 2.1 -shade -dirtdepth 64 -gamma 1.95 -compensate 2.8 -thresh 0.5 -external -lightmapsize 512
Final compile time: 25 mins.
*CREDITS*
- Modified lamp model created by Detoeni.
Distribution / Permissions
This file may NOT be commercially exploited in any way.
10 downloads
0 comments
Submitted
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rfarm_b2
By kate
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!
16 downloads
0 comments
Updated
-
praetoria_m2.pk3
By kate
Praetoria-Mission Two: Hell on Wheels
by Diego (aka Subsurface Scattering) Contact: [email protected]
-------------------------------------------------------------------------------------
Installation:
-------------
Remove any previous versions from your etmain directory.
Extract the PK3 file from the .ZIP file using WINZIP, or WINRAR into your Etmain folder.
This file may co-exist with Mission One without any conflicts.
Version Info:
-------------
1.1
Script fix added to abort starting sounds during warmup faze.
Fixed typo in the Arena file.
Added missing texture: camocraft_additions.tga
Added custom allied image icons for the side entrance and side wall to prevent
the missing texture bug on the command map.
Fixed black shadow on rock wall.
Removed text from Axis crates.
Fixed hole by the camo nets.
-------------
1.0
First Public Release
Known Bugs:
On very rare occasions, the tank may not register as being damaged and will
therefore not be repairable. This usually happens when the tank is being unlocked after
the upgrade is complete. To reduce the possibility of this happening, I've rigged the
Locking lever to only unlock the tank if it has already been repaired. Hopefully, axis can
refrain from damaging the tank in the middle of the unlock cycle and avoid this bug completely.
-------------
0.99 BETA
Private Beta Test version.
Made the door to the Gun Controls a slider so that allies can't block axis players from
entering. the bunker. Adjusted spawn times.
-------------------------------------------------------------------------------------
MISSION DETAILS
-------------------------------------------------------------------------------------
Mission Time: 30 Minutes
Spawn Times: Axis 20 Seconds, 18 with CP
Allies 15 Seconds, 17 with CP
-----------------
Overview:
-----------------
Mission Two: "**The Allied Armor Forces are running low on fuel. They must use the tank
to breach the Praetoria Depot Defenses, replenish their supplies, and escape to the tunnel
that leads to the airfield"
Map Objectives:
-----------------
Axis:
-----------------
1 "Primary Objective:**Stop the Allies from breaching the Depot Defenses."
2 "Primary Objective:**Don't let the Allies reinforce the Tank at the Repair Depot."
3 "Primary Objective:**Protect the Fuel."
4 "Primary Objective:**Stop the Allies from escaping to the Tunnel that leads to the Airfield."
5 "Secondary Objective:**Defend the Side Entrance."
6 "Secondary Objective:**Protect the Side Wall."
7 "Secondary Objective:**Protect the Gun Controls"
8 "Secondary Objective:**Build a Command Post"
-----------------
Allies:
-----------------
1 "Primary Objective:**Use the Tank to breach the Depot Gates."
2 "Primary Objective:**Reinforce the Tank at the Tank Repair Depot."
3 "Primary Objective:**Steal the Fuel for the Tank.."
4 "Primary Objective:**Escape to the Tunnel that leads to the Airfield."
5 "Secondary Objective:**Destroy the Side Entrance."
6 "Secondary Objective:**Destroy the Side Wall."
7 "Secondary Objective:**Destroy the Gun Controls"
8 "Secondary Objective:**Build a Command Post"
-------------------------------------------------------------------------------------
CREDITS
Map Construction: Diego
Command map : Diego
Scripting: Diego (except where noted)
Contributors:
Chrucker Prefab setup of the churchill tank.
http://games.chruker.dk/enemy_territory/
Marko Ammo & Health cabinet prefab.
Sock dotproduct shaders, terrain textures modified from his terrain example.
http://simland.planetquake.gamespy.com/
UJE C Original fuel can command map texture
Flippy ETscript 4. It rocks.
C ET Mod Tool used for converting stock models to reduce my gamestate issues.
-------------------------------------------------------------------------------------
CUSTOM MODELS
Upgrade Console: Diego
Gun Controls: Diego
Power Generator: Diego
Tank Upgrades: Diego
Waterfall: Diego
Fuel Can Model by Diego, Texture by splash damage
----------------------------------------------------------------------------
Venice Speedboat: Chavo-One (http://www.chavo-one.com/) (converted model)
Gothic lamps: Maverick (converted model)
Eagle Banner: QKennyQ ([email protected]) (converted model)
Oblitz Trucks: Detoeni http://www.planetwolfenstein.com/detoeni
WP-222: Detoeni
Textures and Sound:
-------------
This map uses custom textures and sounds from outside sources. In many instances, but not all,
these textures have been modified by either color manipulation, layer compositing with other
textures, or by assembling a completely new texture with parts of existing ones.
All VO commands are re-edited variations of the stock ET sounds. Upgrader and Gun Control
sound fx from JKA with some partial modifications.
Tank Upgrade Music: "Not Fragile" by Bachman Turner Overdrive
Intro Music: RTCW
PERMISSIONS
-----------------------------------------
Copyright (c) 2009 Don Taylor
-----------------------------------------
You may NOT modify, redo, reproduce this map in any way without permission from the author.
You may NOT include or distribute this map in whole or in part in any sort of commercial product.
You may NOT mass distribute this level via any non-electronic means, including but not limited to compact disks.
You may use the edited VO sounds found in this file.
Use may use the custom textures provided you create your own shaders to prevent any conflicts with my own.
You may use the custom models that I created as long as credit is given in your readme. If you wish
to alter the shaders, either use a remap shader, or C's q3model tool to make your own copy of the model.
I will also probably release a stand alone model pack in the future.
You may distribute this PK3 through any electronic network, provided you include this file and leave the archive intact.
---------------------
Note from the Author:
---------------------
Praetoria was the name of an ancient Roman Garrison in northern Italy several centuries ago. It
sounded cool so I decided to use the name for my fictional location.
This map was begun in 2004 originally as a Deathmatch map for MOHAA. By the time I decided to make it
an objective map (Sometime in 2005) I had become somewhat disenchanted with the compiling limitations
found in MOHAA's compiler. I decided at that point to migrate all of the work that I had done over to
Enemy Territory.
The Praetoria campaign was originally conceived as one complete map that would contain just about
every type of objective that could be dreamed up. After months of struggling with engine and compiling
limitations, I finally decided to break the map into a multi-part campaign. The first map, Bunker Hill, was
released in 2007. This map is part 2 of that campaign.
16 downloads
0 comments
Submitted
-
raid_final
By kate
Author : Magic
Email : [email protected]
Release : 17-04-2016
Website : www.magics-territory.com
Game Information.
Game : Return to Castle Wolfenstein: Enemy Territory
File name : raid_final.pk3
BSP name : raid_final
Menu name : Raid
Game modes : wolfmp wolfsw.
Players : 6-8 per team
Version : final
Attacking : Allies
Timelimit : 25
Spawntimes : Axis : 20 / Allies : 15
Install : Put the pk3 file into the etmain folder.
Story :
Axis are holding the library as their HQ -
Allies has decided to do a raid for the axis gold -
Escort the truck and force your way through the town to the library -
Steal the gold and escape
Thanks to :
Splashdamage
d00d
Neil aka mrfin
Denny aka Firefly
Kemon
Niek
Ailmanki
Sage
Irata
Loffy
Dude
Avoc
Mongo
Sir John
Bunker community
Splashdamage community
// Axis Objective Descriptions
1 "Primary Objective:**Prevent the Allies from capturing forward spawn and blowing up the city fence"
2 "Primary Objective:**Build your Command Post for improved charge times."
3 "Primary Objective:**Defend the Restaurant door"
4 "Primary Objective:**Defend the Library main door"
5 "Primary Objective:**Defend the Library side entrance"
6 "Primary Objective:**Prevent allies from stealing the key to the gold"
7 "Primary Objective:**Defend the gold and prevent allies from deliver at truck"
8 "Primary Objective:**Keep the switch lowered"
// Allied Objective Descriptions
1 "Primary Objective:**Capture forward spawn and blow up the city fence"
2 "Primary Objective:**Build your Command Post for improved charge times."
3 "Primary Objective:**Blow up the Restaurant door"
4 "Primary Objective:**Blow up the library main door"
5 "Primary Objective:**Blow up the Library side entrance"
6 "Primary Objective:**Steal the key and open the library gold defence"
7 "Primary Objective:**Steal the gold and deliver at the truck"
8 "Primary Objective:**Open the switch"
15 downloads
0 comments
Submitted
-
raw_te_final
By kate
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.
7 downloads
0 comments
Submitted
-
password2_v12
By kate
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.
8 downloads
0 comments
Submitted
-
RocketBase
By kate
// 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."
13 downloads
0 comments
Submitted
-
rochelle_b2
By kate
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"
11 downloads
0 comments
Updated
-
rtcw_depot2_102
By kate
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."
7 downloads
0 comments
Submitted
-
rs_radars
By kate
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."
8 downloads
0 comments
Submitted
-
raw_final
By kate
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.
7 downloads
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Submitted
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radiochatter4.
By kate
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!"
8 downloads
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Submitted
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rocketrace_final
By kate
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
12 downloads
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Submitted
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pipeline_v1.1.b
By kate
08.09.2009
author : Atari"ET.Atlas"
url : http://eft-clan.com
email : [email protected]
Type : Objective, Campaign, Stopwatch
Spawn Points : supports up to 32 players, 16 per side
| How To Play:..
| :..Unzip pipeline.pk3 into your etmain folder.
| :..Launch Enemy Territory(tm)
| :..Find a server running rushers11
| :..Enjoy responsibly.
|----------------------------------------->
Credits
| :..Nedim "Avoc" from eft-clan.com for his huge support and leading my
| :..hand in the mapping.
| :..Sky box made by Avoc.
|
| :.. all eft members and players on eft server for testing and feedback this map with critcts and suports.
9 downloads
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Submitted