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  1. stukton

    "Stukton" README

    Conversion From Tardis
    Made Playable for Wolfenstein - Enemy Territory (Axis Objective Map)
    Briefing:    The Axis Air Drop in to Stukton a small english village/town and try to steal allied secret documents.
    Date:        6th January 2012
     
     Axis:

     1. Primary: Steal the Secret Documents
     2. Secondary: Conquer the Forward Spawn
     3. Secondary: Destroy the Safe Door
     4. Secondary: Destroy the Broken Wall for Alternative Route
     Allies:

     1. Primary: Prevent the Secret Documents
     2. Secondary: Conquer the Forward Spawn
     3. Secondary: Construct the Safe Door
     4. Secondary: Construct a Wall to Stop Alternative Route for Axis
     
    *CREDITS*
    - Sky Box      -     VANILLA SKY - BY AVOC @ eft-clan.com
    - rayban_candle     -    [email protected]
    - All Modles      -     Thanks Respected Owners
    - Help           -     Splashdamage Forum: Editing Wolf: ET
    Distribution / Permissions
    This map and may not be modified in anyway as to appear as a
    completed map by anyone else other than the author.
    You May Not decompile the BSP as a base to build additional levels.
    You May Use Any Items From This Map As Prefabs, Textures and/ or Models, as long as credit is given to respected owners
    This file may not be commercially exploited in any way.
    Thanks Tardis

    Textures/shaders

    tardis
    tadis.shader
    Other shaders edited for Wolfenstein - Enemy Territory
    ©2012 Dainel Jones. All rights Reserved. 
    Original Author:
    Melv "Stukatto" Miller  
    Date:
    16th February 2002
    Map Name:
    "Stukton"
     
    Description:

    Welcome to Stukton.The map is set in a small english village/town,it's taken a few months on and off to build.
    The map is primarily designed for In2tagib or Disintigration games, but accomodates all game modes except CTF.
    Theres new sounds,textures,shaders and contributed models and textures.
    Bugs:
    None.
    A few sparklies around some curves, they don't hinder gameplay or anything,they're just a visual flaw.
     
    Credits/Thanks:

    Melv "Stukatto" Miller ,
    Raven for EF,
    ID for engine,
    Mr Chapel
    Agent007  
    KevinUK
    Textures/shaders

    \scripts\stukton.shader
    textures\pub
    textures\stuk_church
    textures\twintown
    Author:Stukatto
    textures\1mp_door
    textures\1mp_externalwall
    textures\1mp_wood
    Author:©3D Realms,Max Payne texture pack.
    textures\cs_joesmoe_cm
    Author:Joe Smoe
    textures\cs_megamikedeus2
    Author:Mega Mike Deus
    textures\cust_various
    Author:Misc/Unknown origin
    \scripts\dbstudio.shader
    textures\dbstudio_plants
    Author:           Dale A. Byrd
    textures\fm_carpets
    textures\fm_landscapes
    textures\fm_metal_and_plates
    textures\fm_stairs
    textures\fm_tiles
    textures\fm_trims
    textures\fm_walls
    textures\fm_woods
    Author:(SoF,Foyleman) Raven Software
    Models/Prefabs

    /models/mapobjects/starfleet
    Bushes and ferns are copies of the ones included in the addon for Elite Force. ©2000 Raven Software/Activision.
    /models/mapobjects/GR_trees
    Author:Krischan "GrimReaper" Makowka
    /models/mapobjects/liqour  courtesy of Xcom
    Author:Xcom
    /models/mapobjects/oak  courtesy of GrimReaper
    Author:Krischan "GrimReaper" Makowka

    /models/mapobjects/qkq_beer
    /models/mapobjects/qkq_cigs  courtesy of QkennyQ
    Author:QkennyQ
    Dead tree,red flower and bush textures courtesy of DB Studios
    Author:Dale A. Byrd

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  2. sw_oasis_b3

    PUR3MAP ARCHIVES OF AMERICA
    beta test 1
    Title                   : sw_oasis_te            
    Date                    : 16/Jul/2005 16:37                                
    pk3 name        : sw_oasis_te.pk3
    Filename        : sw_oasis_te.bsp
    Author                  : RivrStyx
    Email Address           : mailto:[email protected]
    Web            : http://www.planetquake.com/pur3maps - http://www.team-resurrection.net
    Description             : sw_oasis modified competition map
                            
    Additional Credits to   : id software and Splash Damage
    Permission granted by Splash Damage and activision to modify Oasis for competition play
    ***Changes***
    1. Can jump between guns.
    2. 1 pump drains tunnels (Pump at allies start). Theres a covert door in tunnels near exit. Tunnels are connected so both wells can be used to access Old City to blow the wall or grab the flag.
    3. When pump is build allies will spawn near the pump. If its blown they spawn at original Allies start. This spawn can be used to access tunnels to garrison since tunnels are connected...so allies have 2 spawns when flag or wall is blown to attack guns.
    4. Inside the covert door by old city is a tunnel access switch which opens tunnel door for teammates if jumping the wall or getting a uni. Also axis can open for teammates to blow pump.
    5. When Old City wall is blown the small covert door to the left is blown out also. Power to axis only door in tunnels is also disabled at this point and dor opens for allies to use.
    6. Water drains more and only a spot or 2 of water remain when drained.
    7. Ladder where MG was is moved down one room. It comes up in a room in the upper level instead of by the MG. Can still get to it the way you did before underneath by tank... *but also can access it through a door which is satchel/dynamitable at far south room in front of the garrison. (MG in garrison removed and some cans and boxes replaced for cover)
    8. *satchel/Dynamitable door that gives access from south side to lower area near tank and ladder to upper Garrison. Axis can rebuild.
    9. Axis upper garrison spawn accessible.
    10. Added door behind axis spawn in alley can be used to attack coming from the old city wall when using the upper path.
    11. Wall added where axis spawn to cut off axis easy access to tunnel side. Should help give allies a better chance at this choke point rather then axis spawning right next to it and instantly shutting it down. Exit from Axis spawn to under MG area.
    ******** Play Description ***********
    SW_Oasis
    // Axis Objective Descriptions
    1    "Primary Objective:**Protect the North Pak 75mm Gun in the Axis Garrison."
    2    "Primary Objective:**Protect the South Pak 75mm Gun in the Axis Garrison."
    3    "Primary Objective:**Defend the Old City Wall from being breached."
    4    "Secondary Objective:**Defend the Old City and prevent access through tunnel door."
    5    "Secondary Objective:**Keep the Caves flooded by preventing the repair of the Oasis Water Pump."
    6    "Secondary Objective:**Repair and prevent the Allies from destroying the side Garrison Door and gaining easier access to guns."
    7    "Secondary Objective:**Prevent the Allies from establishing a Command Post at the Oasis."
    8    "Secondary Objective:**Set up a Command Post inside the Upper Garrison."
    // Allied Objective Descriptions
    1    "Primary Objective:**Destroy the North Pak 75mm Gun in the Axis Garrison."
    2    "Primary Objective:**Destroy the South Pak 75mm Gun in the Axis Garrison."
    3   "Primary Objective:**Breach the Old City Wall and disable the power to the tunnel door for access."
    4    "Secondary Objective:**Capture the Old City."
    5    "Secondary Objective:**Repair the Oasis Water Pump and drain the water out of the Caves."
    6    "Secondary Objective:**Destroy the side Garrison Door for easier access to guns."
    7    "Secondary Objective:**Establish a forward Command Post at the Oasis."
    8    "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post in the Upper Garrison."

    - Construction -
    Base                    : ETs oasis map modified for competition stopwatch play
    Editor(s) used          : GTKRadiant
    Known Bugs              : None.
    - Copyright / Permissions -
    This level is (c) 2005 Dan Dorn.
    You may not include or distribute this map in any sort of commercial product without
    permission from the author.  You may not mass distribute this level via any
    non-electronic means, including but not limited to compact disks, and floppy disks.
    You may not Redo/reproduce/update this map in any way without permission from the author.

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  3. Todesmarz

    Axis Objective Descriptions
     1    "Primary Objective:**Stop the Allies Blowing the Radio Transmitter."
     2    "Primary Objective:**Defend the Command Post."
     3    "Primary Objective:**Construct the Command Post."
    // Allied Objective Descriptions
     1    "Primary Objective:**Stop the Axis Blowing the Radio Transmitter."
     2    "Primary Objective:**Construct the Command Post."
     3    "Primary Objective:**Defend the Command Post."

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  4. stukton

    / Allied Objective Descriptions
    2    "Primary Objective:**Don't let the Axis steal the Secret Documents."
    4    "Secondary Objective:**Defend the Old City."
    6    "Secondary Objective:**Construct a Safe Door for Secret Documents"
    3    "Secondary Objective:**Construct a Wall to Stop Alternative Route for Axis."
    // Axis Objective Descriptions
    2    "Primary Objective:**Steal the Secret Documents and bring it the Telephone Box"
    4    "Secondary Objective:**Capture the Old City."
    6    "Secondary Objective:**Destroy the Safe Door for Secret Documents."
    3    "Secondary Objective:**Destroy the Broken Wall for Alternative Route."

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  5. sottevast_pe + etpro_mapscript.pk3

    Sottevast PE (Final) / Public Edition
     
    March 2010
    Since Dersaidin released the sources of all his maps
    to the public, it's alright to modifiy them.
    Sid & Etch
    Description
    An Axis V2 missile project has been advancing in a silo
    facility called Sottevast. Allied spies have discovered
    an attack is about to be launched from this secret silo,
    and a small team of elite soldiers were mobilized to
    prevent the launch.
    Allies are attacking.

    Allied objectives:
    ------------------
    - (Primary) Capture the Targeting System
    - Enter the silo facility by dynamiting the main entrance
      or by using a disguise
    - Take control of the Axis forward spawn
    - Construct the command post to activate a forward spawn
    - (Optional) Open the side door to gain additional access

    Axis objectives:
    ----------------
    - (Primary) Defend the Targeting System
    - Defend the silo facility's main entrance and prevent a
      covert entry
    - Hold the forward spawn
    - Stop the Allies from constructing a command post, or
      destroy it if it has been made
    - (Optional) Keep the side door closed to hinder the
      Allied progress

    Spawntimes:
    -----------
    Axis  : 20
    Allies: 20

    Information on bunker IRL:
    http://www.v2rocket.com/start/deployment/sottevast.html

    Additonal pk3:
     
    The additional pk3 contains a ETpro mapscript.
    Works only with ETpro, NQ, and other mods wich are
    compatible.
    + Added Health and Ammo Cabinets to Command Post
    + Added Health and Ammo Cabinets and MG Nest to Side Bunker
    + Added Neutral Command Post to Bunker near Forward Bunker
    + Added Model for delivered Objective
    + Added Secondary Map Objective: Allies need to blow up the V2 Rocket
    + Fixed Tunnel Barrier appearance when under construction

    =======================================================
    Changelog:
    =======================================================
    Sottevast PE (Final):
    ---------------------
    + Based on Beta 3b
    + Added tracemap
    + Removed all unnecessary files from the pk3
    + Ficed mapscript
    + Fixed spelling errors
    + Reworked command map
    + New levelshot
    + Sottevast is now shown on the right place in the
      command map
    + Retextured the map in near every aspect, because with
      the old textures this great map looked like shit

    Sottevast (Beta 3b):
    --------------------
    + Tunnel barricade, can be constructed by either team.
    + Fixed scripting so that Allies will now get the forward
      flag for 30 seconds when main door blows. (Previously
      they had to be holding it to secure it for 30 seconds.)

    Sottevast (Beta 3):
    -------------------
    + Spawntimes 30/20
    + Removed Team door near main door - Closed this tunnel completely.
    + Side door:
        No longer dynoable
        open/close by both sides
    + Edits to the flag building and flag scripting:
        - Open the side with the two team doors (so theres no teamdoors,
              just a big open side like on the middle side of the flag) Allies
              will be able to attack caves without blowing anything.
        - xis spawn in the other side of the building (which is now open)
        -  Flag is recaptureable
        - Axis loose flag when main is blown, but can still recapture
              it (wait 30 seconds)
    + Move allied CP spawns back onto the ramp. Increases distance and allows
      allies to pick that hall above CP easier.    
    + Voiceovers
    + Improved river banks
    + Mineable areas added around the rocket
    + End of round camera things
    + ETPro Fireteam locations

    Sottevast (Beta 2):
    -------------------
    - Flag can no longer be reclaimed by axis once a door has been blown.
    - Changed terrain near main door. Added two bunkers. Added ladder with team door.
    - Fixed CP's killed build box thingo.
    - CP is now both Axis and Allied
    - Fixed ladder out of river that you'd sort of get stuck on the top and fall back in
    - Added another stair out of the water on the axis side.
    - Moved Allied first spawn closer
    - Improved command map

    Sottevast (Beta 1):
    -------------------
    - million name changes

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  6. sub_base_final

    Axis Objective Descriptions
     1    "Primary Objective:**Steal The Enigma Machine."
     2    "Secondary Objective:**Destroy the Sub Pen Door."
     3    "Secondary Objective:**Construct a Command Post."
     4    "Secondary Objective:**Destroy the bunker defenses."
     5    "Secondary Objective:**Capture the Bunker Flag."
     6    "Secondary Objective:**Destroy the Road Entrance"
     7     "Secondary Objective:**Transmit the Decoder Information"
     
     Allied Objective Descriptions
     1    "Primary Objective:**Dont let the axis steal back the Enigma Machine."
     2    "Secondary Objective:**Dont let the axis destroy the Sub Pen Door."
     3    "Secondary Objective:**Construct the Command Post."
     4    "Secondary Objective:**Build the Bunker Defenses."
     5    "Secondary Objective:**Defend the bunker flag"
     6    "Secondary Objective:**Defend the road entrance."
     7    "Secondary Objective:**Dont let the axis escape with the decoder."

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  7. SecRadar2_final

    map: SecRadar2_final
    longname: Security Radar
    (Dedicated the Paulaner ET-server.  for the many hours fun, FischCommand :-))
    STATUS: FINAL II
    Changes against Final:
    o Bugs/Fixes:
      - Forget an area portal to remove (big "hall of hoom effect" on stair in
        Axis main building if Allies destroy the entry) grrmmmbl.
      - texture error in tunnel from 1. watch tower to Axis main building
      - better final compiling (in first final some shadow errors in terrain)
      - For a more balanced game:
        If Axis construct the ladder to roof then an additional steel wall
        (the place under the big gas tank) will be created. It's for better
        defensive the Axis.
      - Sound of all wood doors to wood-sound changed (before: metal)
      - fog density no longer completely so strongly
      - objective sound (at begin of game) for Axis works
    o New:
      + Stairway (ladder) near 2. watch tower to elevator
      + For a more balanced game:
        New room with many details (in first floor on stair) in the Axis main
        building (including MG42).  For better defensive the Axis
      + New song "deadman". Listen "deadman" song on cemetery near door ;-)
      + misc optical details
    ----------------
    Briefing:
    Southern Germany, 1944. The Axis developed secret plans for a new war
    zeppelin. The allied ones must bring these secret plans into their
    possession and to the large radar station deliver. These secret plans
    will be sent automatically to the next Allies base.
    Allies:
    Primary:
    - Destroy the entry to the second floor into Axis base
    - Destroy the secret document box into Axis base
    - Escape with the secret documents and bring it to big radar station
    Secondary:
    - Destroy the Axis gate to the roof
    - Destroy the Flag near big radar station
    - Construct a ramp to the Flag and radar station
    - Destroy alternate entry on the roof
    Axis:
    Primary:
    - Defend the entry to the second floor into Axis base
    - Keep the Top Secret Documents from being taken by the Allies into Axis base
    - Do not let the Allies escape the Documents to the big radar station
    Secondary:
    - Construct a gate to the roof and a steel wall
    - Prevent the destruction of the Flag near big radar station
    - Destroy the ramp to the Flag and radar station
    - Defend the alternate entry on the roof
    ------------------------------------------------------------------------------
    German Language (Deutsch):
    Situation:
    Süddeutschland, 1944. Die Axis haben einen geheimen Plan für einen neuen
    Kriegszeppelin entwickelt. Die Allierten müssen diese geheime Pläne stehlen
    und diese auf die große Radarstation im Gebirge bringen, die Pläne werden
    dann per Funksignal zur nächstgelegenen Allierten-Funkstation automatisch
    übertragen.
    Allierte:
    Primärziele:
    - Zerstöre die Luke bei der Treppe zum 2. Stock in der Axis-Basis
    - Zerstöre den "Safe" in dem sich die geheimen Dokumente befinden
    - Flüchte mit den geheimen Dokumenten zum Gebirge und bringe sie
      auf die große Radarstation. Dabei gibt es mehrere Fluchtwege:
        1. Direkt vom Geheimraum durch/über den Luftkanal ins Freie
        2. Vom 2. Stock bei Schiebetür zur Treppe in den 1. Stock
           (natürlich nur, wenn Luke bei Treppe freigesprengt ist)
        3. Als cvops die Axis-Leiter hoch zum Dach
    Sekundärziele:
    - Zerstöre die Axis-Leiter zum Dach der Axis-Basis
    - Zerstöre das Flag in der Nähe der großen Radarstation
    - Konstruiere eine Rampe mit Leiter als Aufgang zur Radarstation
    - Sprenge den Gaskessel auf dem Dach um einen oberen Eingang zu ermöglichen
    Axis:
    Primärziele:
    - Verteidige die Luke bei der Treppe zum 2. Stock in der Axis-Basis
    - Verteidige den "Safe" in dem sich die geheimen Dokumente befinden
    - Verhindere, dass die Axis mit den geheimen Dokumenten ins Gebirge zur
      großen Radarstation fliehen und ihn dort abliefern wollen.
    Sekundärziele:
    - Konstruiere einen Aufgang zum Dach im 2. Stock der Axis-Basis
    - Verhindere die Zerstörung vom Flag in der Nähe der großen Radarstation
    - Zerstöre die Rampe (Leiter) die als Aufgang zur großen Radarstation dient
    - Verteidige den 2. Eingang zum Dach der Axis-Basis

    Besonderheiten/Anmerkungen:
    Teleporter (von beiden Teams nutzbar):
    - Teleporter 1:
      Dieser Teleporter befindet sich auf der Oberleitung kurz vor der
      Wand zum Axis-Hauptgebäude. Das Ziel ist der obere Spawn (Fahne)
    - Teleporter 2:
      Dieser Teleporter befindet sich in dem Eissee in der Nähe des Axis-Spawns
      Das Ziel ist der Suchscheinwerfer mit Möglichkeit zum Aufstieg über 2 Bäume
      zum Radarturm.
     
    Tunnels bzw. Stollen (von beiden Teams nutzbar):
    - Stollen:
      In der Nähe des 1. Allies Spawns gibt es einen Stollen der quer hoch durch
      den Berg führt und bis fast zum Radarturm geht.
     
    - Abwasserkanal:
      Der Abwasserkanal verbindet den 1. Wachtturm mit dem Axis-Hauptgebäude.
      Der Eingang befindet sich unter dem 1. Wachtturm bzw. im Erdgeschoß des
      Axis-Hauptgebäudes.
     
    Erkletterbare Bäume (von beiden Teams nutzbar):
    - 3 rings um das Axis Hauptgebäude um zum Dach zu gelangen
    - 1 kurz vor dem Stollen beim Allies Spawn (bei kleinem Lager)
    - 2 beim Allies Spawn hoch auf das kleine zerstörte Haus
    - 1 beim großen Lager in der Nähe des Allies Spawn (rechts neben Straße)
    - 1 um jeden Wachtturm
    - 2 oberhalb des Suchscheinwerfers (Aufstieg zum Radarturm-Bereich)
    - 2 Vor der konstruierbaren Rampe (Aufstieg zum Radarturm-Bereich)
    Minen:
    - Grundsätzliches:
      Bei der Fahne auf dem Dach können ebenfalls Minen gelegt werden.
      Außerdem können Minen in jedem der 3 versch. Terrain-Gelände gelegt werden,
      somit ist die Map sehr gut geeignet für die exzessive Verwendung
      derselben ;-)
    ----------------------------------------------------------------------------
    contact: FischCommand(AT)arcor.de
    Download, Infos und Screenshots: http://agent-de.org/ET/
     

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  8. the_shrine_beta3

    Axis Objective Descriptions
    1    "^1Primary Objective:**Get the Ancient Shrine with unknown power,put it on the truck and escort it back to boatn!"
    2    "^1primary Objective:**blow the barricade door to pyramid"
    3    "^1Primary Objective:**blow the old city wall"
    4   "^1Secondary objective:**capture the forward spawn and build an comandpost!"
     Allied Objective Descriptions
    1    "^4Primary Objective:**Prevent axis forces from taking the shrine,destroy the truck and build the barricades."
    2    "^4Primary Objective:**Build the barricade door at access to the pyramid and Prevent Axis forces from blowing it!"
    3    "^4Primary Objective:**Prevent Axis forces from blowing the old city wall."
    4   "^4Secondary Objective:**Capture the forward spawn and build an comandpost!"
     

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  9. toxic_fabric_wolfet_ctf

    very   huge pk3 :( and hunkmegs issues if not at least at 128
    TITLE                   : toxic_fabric_ctf
    AUTHOR                  : Devils Right Hand
    DATE                    : 30.09.2017
    TYPE                    : Team Deathmatch/Deathmatch/Tournament/
    bug report feedback     : discord Devils Right Hand#2240
    Release date beta 1.0   : 30/11/2018
    Release date FINALE     : 03.06.2021

    * LEVEL DESCRIPTION *
    A team of archaeologists and scientists excavating the ruins of ancient Greece discover books and documents written by a race who were known as the Stroggs. After learning how to translate this ancient language the team discover that they must travel to two locations, the Brazilian rainforest and the Northpole, in order to locate and recover alien crystals from meteorites that have impacted the Earth at these locations.
    the archaeologists and scientists use there toxic facility where they work to gain access to the generators for there power,These crystals will give them the ability to open a time vortex that will enable the Stroggs to travel to our time period and continue their mysterious work, which is something that the archeological and scientific team are eager to learn from.
    --------------------------------------------------------------------------------
    changelog fixed FINALE :
    -add stairs and railing on the toxic pool
    -change the barrel height
    -darker skybox
    -re change some ammo/weapons
    -add a grenade launcher
    -add on some areas railing
    -change the table/chairs height
    -new stairs railing on elevator
    -change machines height
    -add lights on elevator
    -new chairs
    -add barbed wire
    -change the pillars on some areas
    -add pillars on the bridge pool
    -add lights on some area
    -new teleporter
    ================================================================================
    = CONSTRUCTION  =
    MAP BASE                : new Map
    EDITOR(S) USED          : netradiant 1.5 custom x64
    KNOWN BUGS              :
    COMPILE MACHINE         : amd ryzen 7 3700x 8x 3.5 ghz ,16 gb ram ddr4,Asus ROG Strix-RX580-O8G,win10 x64
    COMPILE TIME            : light 10 min - vis 176 sec - bsp 18 sec
    COMPILE version         : LIGHT:  [q3map2] -light -v -areascale 0.40 -pointscale 0.40 -thresh 0.5 -shade -samples 3 -samplesize 8 -threads 8 -patchshadows "[MapFile]"
    BRUSHES                 : 11011
    PATCHES                 : 537
    INGAME ENTITIES         : 487
    ENTITIES                : 1111
    MISC_MODELS             : 106
    LIGHT                   : 272
    ================================================================================
    = special thanks =
    stealth for helping with the CTF flags and scripting
    Aciz for weapon_respawn script
    twt teuthis for support
    twt mateos for support
    macchute for help with scripting
    kemon for hint support
    WuTangH help with scripting at obj
    twt ray for support
    uje niek for support/feedback and beta test on server
    garux for NetRadiant 1.5 custom
    Simon O'C for tuts
    Victor Karp for tuts
    ets kate beta test on server
    wasp.sk for support/feedback and beta test on server
    ================================================================================
    = Credits =
    twt thunder:
    weld.model
    generators.model
    weldtanksm.model
    tools.model
    -----------------------------------------
    Devils Right Hand:
    models\mapobjects\dmodels\ellas
    textures toxic_facility_misc/generator1  
    textures toxic_facility_misc/generator11
    textures toxic_facility_misc/generator2
    textures toxic_facility_misc/generator22
    textures toxic_facility_misc/time_vortex
    textures toxic_facility_misc/time_vortex2
    textures toxic_facility_misc/noise_green
    textures toxic_facility_misc/power_panel
    textures toxic_facility_misc/number_panel
    textures toxic_facility_banner/banner
    textures toxic_facility_lights/redlight
    textures toxic_facility_lights/whitelight
    -----------------------------------------
    Greg Ward (flipout):
    textures toxic_facility_misc/grunge_9
    textures toxic_facility_misc/Splatter01
    textures toxic_facility_misc/Splatter02  
    textures toxic_facility_misc/slime
    -----------------------------------------
    D-Meat:
    toxic_facility_metal/blastdoor_back
    -----------------------------------------
    Yves Allaire aka "evillair :
    toxic_facility_metal/eX_floor_mtl_wrn_01_d
    toxic_facility_metal/eX_trim_simple_01_d
    toxic_facility_metal/eX_mtl_panel_04_d
    toxic_facility_metal/eX_floor_grate03_d
    toxic_facility_metal/eX_mtl_panel_03_d
    -----------------------------------------

    trak, tZorkc :
    toxic_facility_metal/trim_trim9a
    toxic_facility_metal/trim_trim9b
    toxic_facility_metal/trim_trim9c
    toxic_facility_metal/trim_trim9d
    toxic_facility_metal/trim_trim9e
    toxic_facility_metal/wall_wall4a
    toxic_facility_metal/wall_wall4b
    toxic_facility_metal/wall_wall4c
    toxic_facility_metal/wall_wall4d
    -----------------------------------------

    textures are from www.textures.com
    toxic_facility_metal/metal_blue
    toxic_facility_metal/metal_blue_rust
    toxic_facility_metal/metal_green
    toxic_facility_metal/metal_green_rust
    toxic_facility_metal/metal_green2_rust
    toxic_facility_metal/metal_rust
    toxic_facility_metal/metal_rust2
    toxic_facility_glass/WindowsBacklit
    -----------------------------------------
    signs are free from net
    -----------------------------------------
    Simon O'C :
    textures\toxic_facility_misc/xtele_swirl4
    -----------------------------------------
    Avoc @ eft-clan.com     : skybox
    firefly                 : cloud
    ---------------------------
    nobiax : barrel.model
    ================================================================================
    Distribution / Copyright / Permissions
    Copyright (c) 2021  Devils Right Hand
    All rights reserved
    YOU are not allowed to make any money directly/indirectly from my textures use.
    Authors MAY NOT use this level as a base to build additional levels.
    This level is not to be used, replicated or edited for any other Mod, Total Conversion, Game
    or Game Engine.
    This level may be electronically distributed not-for-profit 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.
     

    2 downloads

       (2 reviews)

    0 comments

    Submitted

  10. sod2_rev1

    Author: -=AN=-Duke Life's a Beach

    Email address: [email protected]    //can mail bugs here

    Webpage: http://anclan.nl


     
    Release date: 20st April, 2009

    Filename: sod2_rev.pk3

    Program: GTK-Radiant, Photoshop, gimb

    Build time: started work 16-09-2008



    Map information

    Game: Return to Castle Wolfenstein - Enemy Territory

    Map time: 20 min


     
    Installation
    Place the sod2_rev.pk3 in your *\instaldir\etmain folder, select it from the multiplayer->create

    server menu or bring down the console and type: /map sod2_rev

    Map Description

    Duke s knife the Spear of Destiny is feared among many.

    Last time the Allies were success full in stealing The Spear of Destiny.

    The Axis HQ have learned where the Allies keep Duke s knife and gone try to steal it back.

    The Axis need to repair the tank, take control over the city and use the tank to break into the bank.

    If the Axis are successful then the train stands ready to bring them to safety.



    Map Objectives

    Allied objectives:

    Prevent the Axis from fixing the tank!

    Construct the Command Post!

    Prevent the Axis from blowing up the bank doors!

    Defend Duke’s knife The Spear of Destiny!

    Prevent the Axis form securing the Spear of Destiny!

    Construct the tank barrier!

    Capture the flag and take control of the city!

    Prevent the Axis form constructing the footbridge and destroying the footbridge gate!


     

     
    Axis objectives:

    Fix the tank you need it to blow up the bank doors!

    Construct the Command Post!

    Use the tank to blow up the bank doors!

    Steal Duke’s knife The Spear of Destiny!

    Secure the Spear of Destiny!

    Prevent the Allies from constructing the tank barrier!

    Capture the flag and take control of the city!

    Build the footbridge and destroy the footbrigde gate to get a backroot to the train!



    Changes since B1

    *Flag added to the church and Allies Spawn.

    *Tank stop fader form the tank barrier.

    *Tank speed decreased.

    *Map time changed form 30 to 20 min.

    *Campaign and Arena files cleaned up.

    *Textures cleaned up and added.

    *Footbridge was added. (constructible for Axis)

    *Footbridge gate was added. (constructible for Allies)

    *Fence was added around the train.

    *Your able to climb in trees.

    *Team door (Allies, cvops) was added to the train yard.

    *Players can changes spawns.

    *CP sound fixed.

    *New Flags on the top of the bank and church.

    *Portals are looking better now.

    *More light was added to the map.

    *Secret rooms are looking better now.

    *Sounds added and quality improved.

    *Water was lowered.

    *Goldbar in the bank has bin changed into a knife.

    *Goldbar in the terain has bij changed into a safe.

    *Command map marker safe added to the train.

    *Spawn into a other player was fixed.



    Changes since Final

    *Map has bin rebuild so you will have a better FPS and less LAG.

    *Missing texture added.

    *Missing door shader added.

    *New secreted sniper spot added.

    *New footbridge added.

    *Footbridge gate is deleted.

    *new was to get into the secret rooms (there are 6).

    *New sounds.

    *New textures.

    *Church and bank have bin rebuild.

    *More fun stuff was added.



    Special thanks

    Thanks to:

    -=AN=-Zim*

    -=AN=-TheDevilhimself

    -=AN=-Destr!8r

    4 downloads

       (0 reviews)

    0 comments

    Submitted

  11. todliche_fina

    Authors info : Jerry Rader AKA Darkfire

    Name: Darkfire

    Website: www.mummiesclan.com

    AIM: jrader100222

    Yahoo ID: hempfire4202000

    Email: [email protected]


     
    Installation:
    extract the PK3 using WINZIP, or WINRAR into your

    Etmain folder. Something like this (C:\Program Files\Wolfenstein - Enemy

    Territory\etmain)

    Run the game, and play.

    Map Description:

    The main objective is to steal a crate of gold.  The state of the bridge is vital to winning the game, as it's one of two ways accross the river.

    // Objectives


     
    // Primary:

    // 1: Secure Gold Crate / Defend Gold Crate

    // Secondary:

    // 2: Construct the bridge / Prevent the bridge

    // 3: Construct the Cave Bridge / Prevent the Cave Bridge

    // 4: Capture the Shipping Halls / Defend the Shipping Halls

    // 5: Destroy Main Gate / Defend Main Gate

    // 6: Prevent main gate block / construct main gate block

    // 7: Destroy the Shipping Box / Defend the shipping box

    // 8: Allied command post / Axis command post

    // 9: Prevent the West Wall/ Construct the West Wall

    // 10: Prevent the East Wall/ Construct the East Wall


     
    Special Thanks
    I'd like to thank my clan, Mummies, for the support along the way, the Shit storm clan for many vigorous testing, Marko, for his fog texture used near the foot bridge, Drakir, for his guard-tower prefab, and everyone at Marko's forums for their excellent help, without which this map would not be possible.

    0 downloads

       (0 reviews)

    0 comments

    Submitted

  12. the_gauntlet_b1

    Allied Attack Version
    Beta 1 Changes:
    ----------------------------------------
    Fixed the Doors to open in the correct direction
    Added a couple of inside paths from allied spawn.
    Restricted access to the Top of the Towers to Just the 4 at Allied and Axis spawn due to Sniper fire preventing Allies from advancing.
    Changed all the Doors at the Allied spawn to Allied Only Team Doors.
    Added some bushes and rocks for cover.
    Added another Bridge near Allied spawn to provide some cover from Sniper fire.
    Added ladder access to the CP and to the Axis Radio.
    Added several ladders to allow greater access.
    Moved/modified a couple of ramps for greater access.
    Modifed the Tops of the Allied and Axis towers for a solid wall facing forward where the MG's are.
     NOTES:
    -------------------------------------------------
    Feedback can be sent to [email protected]
    Also feedback can be posted on the forums at http://bunker.aaxxss.com.
    Direct link to the Map Areana section on Bunker Forums --- http://bunker.aaxxss.com/forums/index.php?showforum=5
    -------------------------------------------------
     Basic Information
    -------------------------------------------------

    Author        : Jecoliah
    Email address    : [email protected]
     
    -------------------------------------------------
     Map Information
    -------------------------------------------------
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : the_gauntlet
    Filename    : the_gauntlet.pk3
    Version         : 1.0
    Release date    : Jan 28 2011
    Decription    : Version First Playable
    Program        : SD Radiant 1.5.0.

    ---------------------------------------------------------------------------------------------------------------------------
     Objectives
    ---------------------------------------------------------------------------------------------------------------------------
    Allies Must Destroy the Axis Flak 88's to Clear the Way for the Convoy!
    -------------------------------------------------
     Special thanks and Credits to:
    -------------------------------------------------
    The |>B<|unker Gaming Community!  Thanks for All the Years of a Great Gaming Environment!
    Web Site: bunker.aaxxss.com
    Detoeni for the Jeep and Halftrack and several other Models.
    IndyJones for the Flak 88 Models and the Flags.
    Also want to thank the guys over at Splashdamage.com for all the useful information located on their forums.
    And last but certainly not least I.D. Software, Splash Damage and Activision for this Great Game and also for releasing and updating the GTK Radiant application which was used to create this map.
    -------------------------------------------------
     Texture/Shader Notes:
    -------------------------------------------------

    If authors wish to use textures or models from this level you must ensure you get the permission of the origional author first.
    I changed the name of some textures so that my Shader Files would be used and therefore the name of the texture IS NOT a claim by myself as to the creation of the texture.
    Several of the Textures are my own Custom textures or free textures that I modified. Also Some of the scripts and shaders I made myself.
    Request to use any part of the Map or contents of the Pk3 file should be E-Mailed to [email protected]

    -------------------------------------------------
     Copyright © 2011
    -------------------------------------------------
    Jecoliah
    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.
    Copyright Permissions.
    ID, Activision & Splash Damage. Original game rights.
    END:

    2 downloads

       (0 reviews)

    0 comments

    Submitted

  13. sfx_endor

    Raiders Objective Descriptions
    1    "Primary Objective:**Defend the Shield Generator."
    2    "Primary Objective:**Defend the Entrance Door."
    3    "Primary Objective:**Defend the First Sas Spawn."
    4    "Primary Objective:**Defend the Backup Generator controlling the magnetic seal to the Shield Generator."
    5    "Primary Objective:**Prevent the Troopers from constructing a Charge Booster."
    6    "Secondary Objective:**Construct a Charge Booster."

    Allied Objective Descriptions
    1    "Primary Objective:**Destroy the Shield Generator."
    2    "Primary Objective:**Destroy the Entrance Door."
    3    "Primary Objective:**Capture the First Sas Spawn."
    4    "Primary Objective:**Destroy the Backup Generator to deactivate the sealed door to the Shield Generator."
    5    "Primary Objective:**Construct the Charge Booster for advanced spawn location."
    6    "Secondary Objective:**Prevent the Raiders from constructing a Charge Booster."

    0 downloads

       (0 reviews)

    0 comments

    Submitted

  14. sottevast_b3

    Author        : Dersaidin
    Real name     : Andrew Browne
    Location    : Australia
    E-mail        : [email protected]
    Game        : Wolfenstein - Enemy Territory
    Description
    An Axis V2 missile project has been advancing in a silo facility called Sottevast. Allied spies have discovered an attack is about to be launched from this secret silo, and a small team of elite soldiers were mobilized to prevent the launch.
    Allies are attacking.

    Allied objectives
    - (Primary) Capture the Targeting System
    - Enter the silo facility by dynamiting the main entrance or by using a disguise
    - Take control of the Axis forward spawn
    - Construct the command post to activate a forward spawn
    - (Optional) Open the side door to gain additional access

    Axis objectives
    - (Primary) Defend the Targeting System
    - Defend the silo facility's main entrance and prevent a covert entry
    - Hold the forward spawn
    - Stop the Allies from constructing a command post, or destroy it if it has been made
    - (Optional) Keep the side door closed to hinder the Allied progress
    Spawntimes:
    Axis 20
    Allies 20
    Information on bunker IRL:
    http://www.v2rocket.com/start/deployment/sottevast.html
    =======================================================
    Prefab Acknowledgements
    =======================================================
    WJ|Ifurita
    Marko     http://www.gamedesign-online.com/
    Drakir     http://www.sikstrom.nu/rikard/
    Flag textures from Frostbite (by Moonky) were used.
    =======================================================
    Tutorials
    =======================================================
    http://simland.planetquake.gamespy.com/pages/articles.htm
    =======================================================
    Bugs
    =======================================================
    - Some hairline cracks in the tunnels. I will try to patch these in later versions.
    - Command map could still be improved
    =======================================================
    Thanks
    =======================================================
    Special thanks to:
    swinyboi (De)
    Neillie (UK)
    SPU9 (De)
    iTG`stewie (NL)
    Fr4ggy (NZ)
    chosen (De)
    [NW]reyalP (US)
    Keytaro (FR)
    rew`humM3L (DE)
    Neddeh from [ToG] - http://ned.theoldergamers.com/
    For use of his server.
    My clan, Adversus
    http://www.adversus.com.au/
    #adversus on irc.ausirc.net
    #adverholic on quakenet
    riCo        (AU)
    Fr4ggy        (NZ)
    ikez0r        (AU)
    HANZ        (AU)
    goober        (AU)
    mahadeva    (AU)
    noname-        (AU)
    iceman34    (AU)
    McSpud        (AU)
    KAD            (AU)

    Other testers :
    Clans involved in the Sottevast_b2 minileague:
    FAITH+1
    rewind                www.rewled.com
    sublime

    Vengence Star
    Ve*Streets    (AU)
    Ve*Nogen    (AU)
    Ve*DrJones    (AU)
    Ve*Moley    (AU)
    Ve*Hector    (AU)
    Ve*laconic    (AU)

    =======================================================
    Programs used
    =======================================================
    - Enemy Territory and ETPro
    - GtkRadient 1.4.0
    - GtkRadient 1.5.0
    - Adobe Photoshop CS
    - Crimson Editor 3.60
    - Wood Workshop 1.00.0512
    - Winzip
    =======================================================
    Change log
    =======================================================
    sottevast_b3         RERELEASED TO FIX DOOR BUG.
    + Spawntimes 30/20
    + Remove Team door near main door - CLOSED this tunnel completely.
    + Side door:
        No longer dynoable
        open/close by both sides
    + Edits to the flag building and flag scripting:
        Open the side with the two team doors (so theres no teamdoors, just a big open side like on the middle side of the flag) Allies will be able to attack caves without blowing anything.
        Axis spawn in the other side of the building (which is now open)
        Flag is recaptureable
        Axis loose flag when main is blown, but can still recapture it (wait 30 seconds)
    + Move allied CP spawns back onto the ramp. Increases distance and allows allies to pick that hall above CP easier.    
    + Voiceovers
    + Improved river banks
    + Mineable areas added around the rocket
    + End of round camera thingos
    + ETPro Fireteam locations
    sottevast_b2
    - Flag can no longer be reclaimed by axis once a door has been blown.
    - Changed terrain near main door. Added two bunkers. Added ladder with team door.
    - Fixed CP's killed build box thingo.
    - CP is now both Axis and Allied
    - Fixed ladder out of river that you'd sort of get stuck on the top and fall back in :<
    - Added another stair out of the water on the axis side.
    - Moved Allied first spawn closer
    - Improved command map
    sottevast_b1
    - million name changes

    0 downloads

       (0 reviews)

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    Submitted

  15. toxic_fabric_wolfet

    size 50,3 M
    TITLE                   : toxic_fabric
    AUTHOR                  : Devils Right Hand
    DATE                    : 30.09.2017
    TYPE                    : Team Deathmatch/Deathmatch/Tournament/
    bug report feedback     : discord Devils Right Hand#2240
    Release date beta 1.0   : 30/11/2018
    Release date FINALE     : 03.06.2021
    =========================
    * LEVEL DESCRIPTION *
    A team of archaeologists and scientists excavating the ruins of ancient Greece discover books and documents written by a race who were known as the Stroggs. After learning how to translate this ancient language the team discover that they must travel to two locations, the Brazilian rainforest and the Northpole, in order to locate and recover alien crystals from meteorites that have impacted the Earth at these locations.
    the archaeologists and scientists use there toxic facility where they work to gain access to the generators for there power,These crystals will give them the ability to open a time vortex that will enable the Stroggs to travel to our time period and continue their mysterious work, which is something that the archeological and scientific team are eager to learn from.
    -----------------------------------------
    changelog fixed FINALE :
    -add stairs and railing on the toxic pool
    -change the barrel height
    -darker skybox
    -re change some ammo/weapons
    -add a grenade launcher
    -add on some areas railing
    -change the table/chairs height
    -new stairs railing on elevator
    -change machines height
    -add lights on elevator
    -new chairs
    -add barbed wire
    -change the pillars on some areas
    -add pillars on the bridge pool
    -add lights on some area
    -new teleporter
    ================================================================================
    = CONSTRUCTION  =
    MAP BASE                : new Map
    EDITOR(S) USED          : netradiant 1.5 custom x64
    KNOWN BUGS              :
    COMPILE MACHINE         : amd ryzen 7 3700x 8x 3.5 ghz ,16 gb ram ddr4,Asus ROG Strix-RX580-O8G,win10 x64
    COMPILE TIME            : light 10 min - vis 176 sec - bsp 18 sec
    COMPILE version         : LIGHT:  [q3map2] -light -v -areascale 0.40 -pointscale 0.40 -thresh 0.5 -shade -samples 3 -samplesize 8 -threads 8 -patchshadows "[MapFile]"
    BRUSHES                 : 11011
    PATCHES                 : 537
    INGAME ENTITIES         : 487
    ENTITIES                : 1111
    MISC_MODELS             : 106
    LIGHT                   : 272
    =======================
    = special thanks =
    Aciz for weapon_respawn script
    twt teuthis for support
    twt mateos for support
    macchute for help with scripting
    kemon for hint support
    WuTangH help with scripting at obj
    twt ray for support
    uje niek for support/feedback and beta test on server
    garux for NetRadiant 1.5 custom
    Simon O'C for tuts
    Victor Karp for tuts
    ets kate beta test on server
    wasp.sk for support/feedback and beta test on server
    ================================================================================
    = Credits =
    twt thunder:
    weld.model
    generators.model
    weldtanksm.model
    tools.model
    -----------------------------------------
    Devils Right Hand:
    models\mapobjects\dmodels\ellas
    textures toxic_facility_misc/generator1  
    textures toxic_facility_misc/generator11
    textures toxic_facility_misc/generator2
    textures toxic_facility_misc/generator22
    textures toxic_facility_misc/time_vortex
    textures toxic_facility_misc/time_vortex2
    textures toxic_facility_misc/noise_green
    textures toxic_facility_misc/power_panel
    textures toxic_facility_misc/number_panel
    textures toxic_facility_banner/banner
    textures toxic_facility_lights/redlight
    textures toxic_facility_lights/whitelight
    -----------------------------------------
    Greg Ward (flipout):
    textures toxic_facility_misc/grunge_9
    textures toxic_facility_misc/Splatter01
    textures toxic_facility_misc/Splatter02  
    textures toxic_facility_misc/slime
    -----------------------------------------
    D-Meat:
    toxic_facility_metal/blastdoor_back
    -----------------------------------------
    Yves Allaire aka "evillair :
    toxic_facility_metal/eX_floor_mtl_wrn_01_d
    toxic_facility_metal/eX_trim_simple_01_d
    toxic_facility_metal/eX_mtl_panel_04_d
    toxic_facility_metal/eX_floor_grate03_d
    toxic_facility_metal/eX_mtl_panel_03_d
    -----------------------------------------

    trak, tZorkc :
    toxic_facility_metal/trim_trim9a
    toxic_facility_metal/trim_trim9b
    toxic_facility_metal/trim_trim9c
    toxic_facility_metal/trim_trim9d
    toxic_facility_metal/trim_trim9e
    toxic_facility_metal/wall_wall4a
    toxic_facility_metal/wall_wall4b
    toxic_facility_metal/wall_wall4c
    toxic_facility_metal/wall_wall4d
    -----------------------------------------

    textures are from www.textures.com
    toxic_facility_metal/metal_blue
    toxic_facility_metal/metal_blue_rust
    toxic_facility_metal/metal_green
    toxic_facility_metal/metal_green_rust
    toxic_facility_metal/metal_green2_rust
    toxic_facility_metal/metal_rust
    toxic_facility_metal/metal_rust2
    toxic_facility_glass/WindowsBacklit
    -----------------------------------------
    signs are free from net
    -----------------------------------------
    Simon O'C :
    textures\toxic_facility_misc/xtele_swirl4
    -----------------------------------------
    Avoc @ eft-clan.com     : skybox
    firefly                 : cloud
    ---------------------------
    nobiax : barrel.model
    ================
    Distribution / Copyright / Permissions
    Copyright (c) 2021  Devils Right Hand
    All rights reserved
    YOU are not allowed to make any money directly/indirectly from my textures use.
    Authors MAY NOT use this level as a base to build additional levels.
    This level is not to be used, replicated or edited for any other Mod, Total Conversion, Game
    or Game Engine.
    This level may be electronically distributed not-for-profit 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.
     

    4 downloads

       (0 reviews)

    0 comments

    Submitted

  16. Teutoburg_Forest

    January 2016 (Yeah, we are still making ET maps )

    Title        : teutoburg_forest      
    file Name    : teutoburg_forest.bsp
    Version    : beta 2 (but hopefully also the final version)

    Author    : TWT-Teuthis
    url        : http://forums.warchest.com/forum.php
    email        : goto http://forums.warchest.com/forum.php and send your message to Teuthis. I'd love to get some feedback about the map (criticism welcome of course too) 
    Storyline
    The Allies have surrounded the famous Teutoburg forest, an impervious forest in northwest Germany. The Axis are hiding a substantial amount of gold in the forest. The Axis are trying to escape from the forest with the gold. The Allies
    | Story short and punchy:
    | Axis are trying to escape from the forest and Allies have to prevent this.
    | Objectives:..
    |     Axis:..
    |          1:..Escort the truck with the gold to the nearby train station
    |          2:..Destroy the main entrance
    |          3:..Escort the truck over the bridge
    |          4:..Load the gold on the Train
    |          5:..Escape with the gold from the forest
    |       Secondary objectives
    |       - Destroy the side entrance
    |       - Built the command post to create an alternative Spawn
    |       - Destroy the Allied command post command post
    |       Allies:..
    |      
    |          1:..Prevent the Axis from reaching the train station with the gold
    |          2:..Prevent the Axis from destroying the main entrance
    |          3:..Prevent the Axis from escorting the truck over the bridge
    |          4:..Prevent the Axis from loading the gold on the train
    |          5:..Prevent the Axis from escaping with the gold from the forest   
           Secondary objectives
    |       
               - Prevent the Axis from destroying the side entrance   
               - Built the command post
    |       - Destroy Axis command post command post
    |----------------------------------------->
    | Miscellania:..
    |            :..build time   : pretty much exactly 4 months
     ----------------------------------------->
    | Credits (Sorry but there are a lot of people that need credit)
    |            :..all the people from the SD warchest forum that helped with dozens of questions, most importantly Stealth, KeMon and Rayban    
    |            :..Simonoc for great tutorials on alpha blending and for shaders and textures (please check his website for license agreement when using his textures)
    |            :..For textures I thank TWT-Thunder, Macchute, RayBan,
    |            :..TWT-Mateos and TWT-Thunder
     for discussions on scripting
    |            :..TWT-Thunder and TWT-Kic for dozens of models, shaders and textures    
    |         :..the sources for the free to use sounds I used: From www.soundbible.com I used the avalanche (big thanks)
    |         :..the sources for the free to use sounds I used: From www.freesounds.org I used the ambient sounds                       
    |            :..For testing the test map I thank the Desperados Clan (especially Ray and Darth vader), the UJE clan and SSF Sage
    |          :..most important credit goes to TheWolfTeam, especially TWT-Thunder, TWT-Mateos, Macchute, and TWT-Devilsrighthand for endless support in scripting, models and mapping ideas.
    |          :..for the waypoints, I thank Native 12 (awesome job) from the omnibot-Forum
    |          :..for great discussions I thank Rayban, Diego, TomTom7777, Phisherman, Kemon, and Stealth
     
    -------------------------------------------------------
    | 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) 2015 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. You may not edit this file in any means.
    |            :..you many not Redo/reproduce/update this map in any way without permission from the author.
    |            :..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
             
            :..the map is free of Nazi symbols. Please leave it that way. 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

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  17. secrets

    Axis Objective Descriptions
    1    "Primary Objective:**Steal the documents from the Allies secret place."
    2    "Primary Objective:**Get those documents to the Radio Tower!"

    Allied Objective Descriptions
    1    "Primary Objective:**Prevent the Documents from falling into enemy hands."
    2    "Primary Objective:**Prevent Axis from getting the Documents to the radio tower at all costs."

    2 downloads

       (0 reviews)

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    Submitted

  18. tournementdm v2.0

    no objecdata file

    3 downloads

       (0 reviews)

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    Updated

  19. thebook

    dual map
    scenario information
    allieds:
    Infiltrate the City and Steal the secret of Cali from the Axis!
     

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  20. toaster

    Map:             Toaster (Beta 5)
    Map type:        Fun
    Author:         B0n3g1b - [email protected]
    Visit for update:   http://wet.ho.com.ua
    ------------
    Instructions:         Place "toaster.pk3" into your ET/etmain/
    ------------
    Tools:             GtkRadiant 1.4.0-ET, Q3map2 2.5.7, EasyGen 1.42, Fotoshop 7.0
    Build time:          23 days
    Last update:        19.05.06
    .zip Size:        2 MB
    .pk3 Size:        9 MB    
    ------------
    Missions:
    axis_desc    
    1    "Primary Objective:**Construct the Command Post."
    2    "Secondary Objective:**Do not let Allies to reach the Gun."

    allied_desc 
    1    "Primary Objective:**Construct the Command Post."
    2    "Secondary Objective:**Do not let Axis to reach the Gun."
    ------------
    Time Limit:        30 min
    Axis Respawn Time:    5 sec
    Allies Respawn Time:    5 sec

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  21. tm_jungle_b2

    Island map where allies have to steal document and bring it to beach.
    Axis have to defend document and middle capturable spawn point.

    01:54 2011-06-07
    Second release for TLR contest.
    - change spawntime to let easier allies capture first spawn point
    - added dynamitable main door to secure middle spawn point
    - added side corrridor to let axis easier return stolen document
    - reubild all spawn points.
    - decrease foliage
    02:09 2011-04-30
    First release for TLR Contest
    BR
    Tomasz Malewski
    [email protected]
    ---
     Allies control all objectives at the start (0 == AXIS, 1 == ALLIED)
    allied_desc    1    "steal document"
    axis_desc        1    "protect document"
    SHORT DESCRIPTIONS
    axis_desc    1    "Hold the objective"
    allied_desc    1    "Hold the objective"

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  22. sedesrc1

    Sedes RC1
    Author: six
    [email protected]
    http://www.planetwolfenstein.com/six
    Programs used in creation:
    GTKRadiant 1.4
    Adobe Photoshop 6.0
    Notepad
    Changes:
    -Pits were removed/replaced to fix "bottleneck" issues
    -Window by axis spawn is clipped to keep balance
    OBJECTIVES
    ----------Axis Objectives----------
    Defend the main entrance
    Defend the generator
    Defend the old city
    Defend the gold crate
    Construct the command post
    ---------Allied Objectives---------
    Destroy the main entrance
    Construct generator
    Capture the old city
    Get the gold crate
    Construct the command post

    2 downloads

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  23. supergoldrush_final

    map crashing server >> message gamechars exceeded
     
    goldrush made by SplashDamage/ID Software/Activision and only MODIFIED by NullZilla. I take no credit for making this map I have only modified some of it for FuN play!!
     Email = [email protected]
    All new (non ET) textures/shaders (except the goldbar texture) I have made. If you want to use them just give me credit and you can.
    What's new in this version (SuperGoldrush_Final, the prettier version):
    • The starting time limit is now 8 minutes. When the Allies steal the tank, the time limit will be extended to 20 minutes. When the tank gets past the first barrier, the time will be extended to 25 minutes. When the tank gets into the bank courtyard, the time limit will be extended to 30 minutes.  This makes it for the Allies have to steal the tank quickly, but once they get it in the courtyard they have much more time to get the gold.
    • Tons of things are now buttons you can press, and something (funny) will happen. See something that is by itself, or something that catches the eye? Try going up to it and pressing activate. Something might happen!
    • Allies can flood the bank by pressing a button in the "Control Room". They can only press this button every 2 minutes. Flooding the bank will kill most people inside. Although this will kill people inside, while the bank is flooding no one can get into the bank. So use it when the time is right. Only Allies can press this button.
    • Allies OR Axis can kill people in the bank entrance by pressing a button in the "Control Room". This will make a few spikes drop down from the ceiling killing anyone in their path. This button can only be pressed every 60 seconds.
    • Improved lighting
    • New textures in a few places
    • You can now plant landmines on the bridge.
    • There is now a room up high I now dub "the control room". Inside is a table and when you press a button a few special things will spawn on the table. There is also monitors there showing different parts of the bank. Also there are now buttons there that activate traps in the bank and you can see the traps in the monitors. (Great Fun!!)
    • Most chicks taken out due to request by a few servers that wanted to run the map. In place of them are either new passages or new pictures.
    • Easier to get inside the bridge
    • MG nest by the 2nd tank barrier has been re-made
    • A few buildings taken out
    • Even MORE rooms and paths
    • All bugs fixed (I Hope, since this if the final version and I won't be able to fix any after this)
    • Tons of  useless "decorative" structures removed to speed up compile time and to better FPS.
    • Tons of stuff now caulked, even more caulk then the original goldrush so FPS *should* be better.
    • Almost every clip (prevents people from walking or flying somewhere) removed; except for ones that are nessesary, like on stairs. This will allow you to go almost anywhere you desire but the downside is if you go up too high you will see much of the map invisible due to caulking.
    • I included the .map file in the pk3 if you want to see how anything is done. I thought, well if the original goldrush is going to be open source then why not SuperGoldrush? Feel free to use anything I made in it as long as you give me credit in your readme (like I am giving credit to people).
    Known Bugs:
    • There are a few spots in which the FPS rate drops low. I have tried everything possible and no matter what I do this is not fixed.  
    • In one of the hidden underground tunnels, there is a spot that has a hall-of-mirrors effect. I have no clue what the heck is causing it. There is nothing there at all except what should be there.
    • When the bank is flooding, if you are behind the bank and look up you can see the water rising into the air. LOL.
    • When you flood the bank the announcer says the bank is flooding TWICE. Don't know why it does this it should only play once.
    What was new in the previous version (SuperGoldrush2, the funner version):
    • That middle tower thing is now hollow on the inside and you can climb up it.
    • New spiral stairs in the bank
    • New air vent in bank
    • More tunnels with a few surprises ;)
    • A teleporter somewhere in the caves in a hard to get to spot that teleports your right behind the bank.
    • Many more rooms and paths
    • A few bugs fixed
    • New Lights in some of the darker rooms
    • An even more efficient map which will give you lower FPS then even the original goldrush :D
    • Better lighting even more then the original goldrush :)
    • Slightly more efficient scripting here and there
    • More realistic placing of the ambient music in the map (pvs)
    • Allies can dynamite a "back door" in the bank to get the crates and escape easier.
    • After truck reaches final spot game waits a few more seconds then normal before ending.
    • New sniping spots
    • You can get INSIDE the bridge and shoot from there.
    • Random decor here and there.
    • New underground tunnels
    • Even more stuff I can't think of right now :(
    What was new in the first version (SuperGoldrush, the fun version):
    • More rooms than original goldrush
    • Some clips removed
    • Better lighting
    • Some fun things like "you are an idiot."
    • New paths
    • Underground tunnels.
    Hints, Tips Tricks, and more:
    • The "Back Door" in the bank can be dynamited from the inside by allies. And the bank can be flooded by allies by pushing a button.
    • People say Oh great just what goldrush needs, more MGs for axis. This map maker is a moron. But little does this idiot know, the allies can use these MGs as well ;).  Infact the new MG near the original axis spawn is useful for raping the axis as they come out of their spawn. Also to stop axis from getting to the tank allowing allies to repair it.
    • Second balcony on bank does make getting the gold harder. This is why I made a back door the allies can dynamite to get the gold easier and escaping easier. Though some may argue dynamiting this door will even be harder then just grabbing the gold and running, what it does do is distracts the axis's attention from the gold. While they are disarming the dynamite, grab the gold, and vice versa.
    • The new up-high sniping ledges are there for a reason. Use them.
    • Crouch and get into a window and shoot from there. Chances are the enemy won't see you, and even if they do it will be too late.
    • Somewhere in the tunnels there is a teleporter that will teleport you right behind the bank. Though this does come at a cost as getting to that teleporter you will be injured. So Guess what, there is health and ammo cabinets right by the bank. Use them.
    • Explore the map before playing seriously. There are so many new camping spots like in the tall tower. It's there for a reason, use it!
    • MGs can be damaged with bullets and even a knife. Is that second MG making getting to the tank hard Shoot it (with the tank's turret) and make 'er smoke!
    • USE THE NEW PATHS!
    FAQ:

    Q Why did you make a SuperGoldrush map
    A Well I'm a big goldrush fan. I like the map. I really hated how you couldn't get on the second floor of the bank, and the  dev's putting clip brushes in dumb spots like on the middle tower thing. So I thought, hmm why not expand a few things.  Like more rooms, a few more MGs, more health cabinets where I think they are needed, and more. Originally this map was just a private map for my clan for us to play on (hence those posters in a few rooms which have members' names on them). I never expected it to be leaked to the public and submitted to various map sites!
    Q I really like the shaking effect your screen does in **EDITED** spot. How was this accomplished
    A With a  target_rumble. I included the .map file in the pk3 if you want to see how anything is done. .maps open with gtkradiant/qeradiant
    Thanks to
    • Drakir.tk for the healthammo cabinet prefab. Not that I couldn't make one myself, it's just much quicker to load a prefab rather then creating multiple trigger brushes and models ;)
    • Hummer for the gold bars prefab. Again not that it is hard to make square objects colored gold, it's just so much quicker with a few clicks of the mouse to load a prefab up. I really liked hummer's gold texture anyway. ;)
    • Bubba for the  Shiva (which I heavily modified)
    • SplashDamage/ID Software/Activision for the original goldrush in which I only modified and take no credit for.
     
     

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  24. the_moskeeb1

    cause crash with that messages MAX_GAMESTATE CHARS exceeded
    24/06/07
    By Masterkiller(QC)
    Very special thanks to the following people.  Without them this would still just be a bad idea in my head.
    Lead-Mapper    -    i just pretend to map    -    masterkiller(QC)
    Testing/Ideas    -    tons of bugs/ideas    -    CED and his Brother,Tony,fred, tipou and more friend. (thanks guys)
    Help - pakalatak and psylopat (from easymapping)
    The goldrush source
    web ressource:  
    http://easymapping.free.fr/html/
    http://etmapping.goldzoneweb.info/tuto.php
    http://www.enemyterritory-stuff.com/
    http://www.drakir.tk/
    http://www.gamedesign-online.com
    http://www.splashdamage.com/forums/
    http://user.tninet.se/~fzo823r/
    http://www.pythononline.co.uk/et/tutorial.htm
    http://members.lycos.co.uk/quakeroats/q3map2/shader_manual/
    http://www.wolfensteinx.com/surface/tutorials.html
    http://hackerteam.free.fr/
    Any suggestions/bugs/thoughts/for the final version can be done in this topic
    http://easymapping.free.fr/html/modules/newbb/viewtopic.php?topic_id=1209&forum=4
    _____
    Axis Objective Descriptions
    1    "Primary Objective:**Stop the Allies from blowing the Axis Tank Door Garage."
    2    "Primary Objective:**Disable or obstruct the Allied Tank to prevent it reaching the Bank Courtyard."
    3    "Primary Objective:**Prevent the Allies from using the Tank to blow open the Back Moskee Doors."
    4    "Primary Objective:**Stop the Allies from stealing the Gold Bars from the Moskee Vault."
    5    "Primary Objective:**Stop the Allies from escaping with the Gold via a Boat in the sub_bunker."
    6    "Secondary Objective:**Set up a Command Post inside the sub_bunker to gain a respawn point. DONT BUILD IT TO FAST BECAUSE YOU WILL LOST THE TANK DEPOT RESPAWN!!!"
    7    "Secondary Objective:**Prevent the Allies from establishing a Command Post and build your from fortifying your position with a Command Post."
    // Allied Objective Descriptions
    1    "Primary Objective:**Blow The Tank Door to steal a Tank from the Axis garage."
    2    "Primary Objective:**Protect the Tank and escort it to the Moskee valley, clearing any obstructions along the route."
    3    "Primary Objective:**Escort the Tank into position to blow the Moskee Back Doors open to reach the 2 goldcrates."
    4    "Primary Objective:**Steal two crates of Gold from the Moskee Vault and escort it to the boat."
    5    "Primary Objective:**Escape with the crates of Gold using the Boat in the sub_bunker."
    6    "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post inside the sub_bunker ."
    7    "Secondary Objective:**Establish a Command Post at foward garage door."
     
     

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  25. secret_bay_et_fixed (etsbay)

    Axis Objective Descriptions
    1    "Primary Objective:**Stop the Allies from stealing the Gold from the Bank and Stop the Allies from escaping with the Gold via a U-Boot in the Sea."
    2    "Secondary Objective:**Prevent the Allies from constructing an Assault Ramp up the East side of the Bunker."
    3    "Secondary Objective:**Prevent the Allies from constructing an Assault Ramp up the West side of the Bunker."
    4    "Secondary Objective:**Defend the Main Entrance."
    5    "Secondary Objective:**Defend the Side Entrance."
    6    "Secondary Objective:**Capture the Forward Bunker."
    7    "Secondary Objective:**Stop the Allies from constructing a Command Post in the Side Bunker."
    8    "Secondary Objective:**Prevent the Allies from establishing a Water Pump on the Beach."

    Allied Objective Descriptions
    1    "Primary Objective:**Steal two crates of Gold from the Bank and Escape with the crates of Gold using the U-Boot in the Sea."
    2    "Secondary Objective:**Construct an Assault Ramp up the East side of the Bunker."
    3    "Secondary Objective:**Construct an Assault Ramp up the West side of the Bunker."
    4    "Secondary Objective:**Destroy the Main Entrance."
    5    "Secondary Objective:**Destroy the Side Entrance."
    6    "Secondary Objective:**Capture the Forward Bunker."
    7    "Secondary Objective:**Stop the Axis from constructing a Command Post in the Side Bunker."
    8    "Secondary Objective:**Repair the Water Pump on the Beach."

    2 downloads

       (0 reviews)

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    Updated


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