MAPS S - T
60 files
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stukton
By kate
"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
14 downloads
0 comments
Updated
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saberpeak_final + _saberpeak_final_nightsky
By kate
MAP Name: Saberpeak
Game: Enemy Territory
Version: Final
Author: NOP
Website: http://home.comcast.net/~saberpeak/
Date: August 11, 2004
INSTALLATION INSTRUCTIONS
Place saberpeak_final.pk3 inside the etmain folder in your game directory.
ETPRO INFORMATION
To have command icons not appear outside compass in servers running the
etpro mod download saberpeak_etpro.pk3 from the map website and place
it inside your etpro folder in your game directory.
IMPORTANT: Do not place saberpeak_etpro.pk3 in your etmain directory.
If you do your comand map icons will not show up in servers that
are not running etpro.
MAP DESCRIPTION
A small secluded beach resort proved to be the ideal place for the axis
to establish a secret docking station for their u-boats. Surrounded by
very tall cliffs, the small Saberpeak gulf is well hidden from prying
eyes and unwelcome visitors.
A small group of allied forces were sent on a mission along the coast
to find the secret base and destroy any u-boats in its hangar. This will
prove quite difficult since the axis have heavily fortified the resort
turning it into an impenetrable fortress. To make things even worse an
ammo shipment sent to supply the allies assault boat was intercepted by
the axis leaving the allies severely weakened.
RECOMMENDED NUMBER OF PLAYERS:
The map has a lot of open spaces and it was meant to be played with a
large number of players. Personally I recommend a minimum of 15 and a
maximum of whatever your server can handle before it goes up in flames.
That being said however, it's up to you.
OBJECTIVES:
ALLIES:
Primary:
1)Escort the assault boat to the old dock.
2)Steal the ammo from the truck and load it onto the boat.
3)Escort the boat to the resort gates and use the boat cannons to destroy the entrance.
4)Destroy the submarine.
Secondary:
1)Destroy the side wall
2)Construct the command post
AXIS:
1)Don't let the allies steal the ammo.
2)Stop the boat from destroying the resort gates.
3)Protect the submarine.
Secondary
4)Construct the command post.
KNOWN ISSUES
1) There is a small bug where if the boat gets damaged while it is
destroying the boulder blocking the side path and an allied player is
on the boat during this time, the boat will not be repairable even though
it is damaged. To fix this bug the allied players have to get off the boat
until the boat becomes repairable (which should take about 1 or 2 seconds).
2) Because the map is so big there are certain limitations imposed by the
game. These have to do with the maximum distance a projectile can travel
which is 8192 game units. Although this distance is very large, there are
certain points in the map where you can see this far (and probably more)
which means that if you shoot at a player further than 8192 units your
bullets simply wont reach. This restriction doesn't apply to scoped weapons.
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. In particular special
thanks to sock for all his tutorials, LDR revisions and for always answering
questions no matter how stupid they were.
Thanks to ydnar for the amazing work with q3map2. Without the great features
he's added to the compiler this map would not have been possible.
Thanks to all the people who played the beta version and mailed me suggestions
and reported bugs. Please keep supporting custom maps and the modding community.
*********
This map can be distributed freely as long as this readme file accompanies it.
This map or its contents cannot be distributed or used in any way for profit.
Your are free to use any brushwork or models from this map as prefabs for your own maps.
Visit the release website to obtain the source files and info on how to use them.
Please read the notes on the naming conventions to eliminate any conflicts with file names etc.
DONE.
This mapper is now officially on a nop loop awaiting an interrupt.
24 downloads
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sandheli01b
By kate
Author : Antti "seven_dc" Suuronen
Email address : seven_dc@hotmail
Map Information
Game : Return to Castle Wolfenstein: Enemy Territory
Title : sandheli01b
Filename : sandheli01b.pk3
Release date : 20.12.2003
Decription : Year 1945, The axis has developed a new secret weapon:
the assault helicopter "Sandheli". The allied intelligence
have located the prototype building site and make crucial
move to destroy the axis helicopter.
Program : SD Radiant 1.3.12, q3map_2.5.12 unstable.
Build time : meta 126 s, Vis 253 s, light 336 s
Compile time : 45 minutes
Compile machine : AMD 1800+ XP, 512mb
Installation : Place the sandheli01b.pk3 to your etmain folder, select it from the
multiplayer->create server menu or bring down the console and type: map sandheli01b.
"Year 1945, The axis has developed a new secret weapon, the assault helicopter Sandheli. The allied intelligence have located the prototype building site and make crucial move to destroy the axis helicopter."
// Axis Objective Descriptions
1 "Primary Objective:**Build the commandpost."
2 "Primary Objective:**Defend the north wall."
3 "Primary Objective:**Defend the south wall."
4 "Primary Objective:**Defend the Helicopter at all costs."
// Allied Objective Descriptions
1 "Primary Objective:**Build the commandpost."
2 "Primary Objective:**Destroy the north wall"
3 "Primary Objective:**Destroy the south wall."
4 "Primary Objective:**Destroy the helicopter."
-------------------------------------------------
Special thanks to
-------------------------------------------------
Sock at SD forums for technical help.
Drakir for prefabs and tutorials.
Go_Gerbil for textures and comments.
S.S Herpie for hosting the alpha tests.
Ifurita for his excelent tutorials!
RedFella for comments and new site http://www.levelsource.com
Slippery Jim for News
Miso "mwing" for playing
Aleksi for beeing my son
joop sloop for pillars!
* See the map itself
-------------------------------------------------
Copyright © 2003 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.
18 downloads
0 comments
Submitted
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school
By kate
Axis Objective Descriptions
1 "Primary Objective:**Disable or obstruct the Allied-held Tank to prevent it reaching the School doors."
2 "Primary Objective:**Prevent the Allies from using the Tank to blow up the School Doors."
3 "Secondary Objective:**Prevent Allies from constructing Assault ramp"
4 "Primary Objective:**Stop the Allies from stealing School record from teachers' staff room."
5 "Primary Objective:**Stop the Allies from escaping with School record via a Truck in the BACK Courtyard of School."
6 "Secondary Objective:**Prevent the Allies from establishing a Command Post in basement."
7 "Secondary Objective:**Set up a Command Post in basement."
// Allied Objective Descriptions
1 "Primary Objective:**Protect the Tank and escort it to the School doors, clearing any obstructions along the route."
2 "Primary Objective:**Blow up the School Doors."
3 "Secondary Objective:**Construct Assault ramp"
4 "Primary Objective:**Steal School record from teachers' staff room."
5 "Primary Objective:**Escape with School record using the Truck in the BACK Courtyard of School."
6 "Secondary Objective:**Establish a Command Post in basement"
7 "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post in basement."
10 downloads
0 comments
Submitted
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schoolnc
By kate
Author : "voodoo"
Email address : [email protected]
Webpage : no page
Country : Slovenia (not Slovakia)
My first map.
Map Information
Game : Return to Castle Wolfenstein: Enemy Territory
Title : School
Filename : school.pk3
Release date : 6.8.2006
Decription : Axis have School record which Allies have to steal!
Version : 1.0
Program : GTK Radiant 1.3.8 and 1.4.0 (for drawing)
GTK Radiant 1.5.0 (for BSP)
Build time : about 4 months
Compile time : 1 hour 20 minutes
Compile machine : Intel Celeron 2400, 768mb RAM
BSP : -meta, -vis, -light -fast -samples 2 -bounce 8
Total Brushes : 6920
Total Entities : 955
Basicscript : from Goldrush
Installation : Place the school.pk3 to your etmain folder, select it from the multiplayer->create server
menu or bring down the console and type: /map school
IMPORTANT Info : Forward Axis bunker dissapears when Tank passes Barrier
Only 1 objective must be carried to Truck
Landmines disabled
When School doors al blow up, Tank cant be repaired
Made for max. 40 players (20 Allies, 20 Axis)
Bugs
-possible errors when running with ETMAIN (problems with MG guns)
-possible viewing cracks in buildings (depends on your config)
Thanks to
-Wolfenstein: Enemy Territory - Resource Site Forum --- http://enemy-territory.4players.de:1041/e107_plugins/forum/forum.php ---
-All who made this tutorials --- http://enemy-territory.4players.de:1041/e107_plugins/forum/forum_viewtopic.php?146209 ---
sites not anymore online
Special thanks to: - EB, who answered every question I had
- Those who will have this map on their server (if someone will)
Copyright © 2006 "voodoo" 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 (except scripts of course) without MY permission.
____________
Axis Objective Descriptions
1 "Primary Objective:**Disable or obstruct the Allied-held Tank to prevent it reaching the School doors."
2 "Primary Objective:**Prevent the Allies from using the Tank to blow up the School Doors."
3 "Secondary Objective:**Prevent Allies from constructing Assault ramp"
4 "Primary Objective:**Stop the Allies from stealing School record from teachers' staff room."
5 "Primary Objective:**Stop the Allies from escaping with School record via a Truck in the BACK Courtyard of School."
6 "Secondary Objective:**Prevent the Allies from establishing a Command Post in basement."
7 "Secondary Objective:**Set up a Command Post in basement."
// Allied Objective Descriptions
1 "Primary Objective:**Protect the Tank and escort it to the School doors, clearing any obstructions along the route."
2 "Primary Objective:**Blow up the School Doors."
3 "Secondary Objective:**Construct Assault ramp"
4 "Primary Objective:**Steal School record from teachers' staff room."
5 "Primary Objective:**Escape with School record using the Truck in the BACK Courtyard of School."
6 "Secondary Objective:**Establish a Command Post in basement"
7 "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post in basement."
18 downloads
0 comments
Updated
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SecRadar2_final
By kate
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/
10 downloads
0 comments
Submitted
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secret_bay_et_fixed (etsbay)
By kate
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."
15 downloads
0 comments
Updated
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secrets
By kate
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."
9 downloads
0 comments
Submitted
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sedesrc1
By kate
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
6 downloads
0 comments
Submitted
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sfx_endor
By kate
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."
9 downloads
0 comments
Submitted
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snatch3_fixed
By kate
This is fixed version of Snatch 3.
Fixes:
- radar and dynamite visable at limbo
- radio wall texture enbabled
See Snatch3_readme.txt for original manual.
Installation: remove "snatch3.pk3" from your server (keep it somewhere as backup in case of any troubles) and copy this file into your etmain folder and restart ET server.
For campaign files or any other map rotation files use "snatch3" as map name, don't use "snatch3_fixed"!
sage [at] subsys [dot] de
Release date: 2006-09-30
Author: SteelRat
Map Name: Snatch3
BSP name: snatch3
Gametypes supported: Objective and Stopwatch
Gametime: 20 Minutes
Bug Fixes in this version since the Snatch2.pk3 release (2006-05-22):
01. Fixed (total rewrite) the forest house spawn that was active at the beginning of map that was being exploited by some players.
02. Added Axis second spawn by Axis command post and storage (new area)
03. Spawnpoints for both teams are autochanged when truck passes thru base gate. Axis spawn by CP and storage, Allies at initial spawn (old spawnpoints still available though).
04. Removed annoying brush near Forest House in the bush.
05. The truck is now moving 25 units faster than previously, was 125 and is now 150.
06. Minor texture fixes and addition of a few small items
Using the setspawnpt command for manual/scripted selection of spawnpoints:
Allies
0 = Forest House
1 = Initial Spawn (Allied House)
Axis
1 = Initial Spawn (Base Spawn)
4 = Storage/Command post
Bug Fixes in this version since the Snatch.pk3 release (2006-05-18):
01. Removed 2:nd spawn for Axis and fixed spawning.
02. Updated command post script for Allies
03. Allies can now choose spawn point once comm post is built, default is the command post until truck has passed the main gate. If the truck has passed the main gate, Axis destroyed the Allied command post and Allies rebuild it they will spawn at their initial spawn but have the option to use the command post spawn.
04. Fixed the flying stairs ;)
05. Updated tcMod for the terrain
06. Made the previously Axis only door near Axis command post available to both teams.
Bug Fixes in this version since the Beta Release (2006-05-11):
01. Caulk in stairs by Axis Command post - fixed.
02. Spawn bug fixed (total workover).
03. Added some extra cover near map end by the road.
04. Widened door to tunnel by the truck by 4 units and added player clip.
05. Added player clip by tunnel exit on top of the hill.
06. Modified player clip by Axis spawn on ledge by MG42
07. Modified script and removed faulty entity calls.
08. Widened distance between dragon teeth at truck barriers.
09. Allies Command Post bug fixed (const class and spawn move)
10. Minor texture fixes all over the map.
11. Moved Allied Construction Tower on east side of bridge a bit.
12. Changed Allied spawn time.
13. A number of shader fixes.
---------------------
Map Story
---------------------
June 1943: The Axis have a small but vital communication outpost, which controls the Blitzkrieg on all major frontlines. This outpost is equipped with the new radar technology and the Allies are planning an attack (codename: Snatch). The aim is to steal a radar part which in turn will give the Allies crucial electronical know-how.**Will the Axis defend the outpost or will Operation Snatch be a success for the Allied Forces?
---------------------
Map Objectives
---------------------
Allied Objectives
Primary objectives:
*Steal the Radar Parts from the radar tower.
*Steal the Truck and escape with the Radar Parts.
Secondary Objectives:
*Destroy the Main Gate.
*Construct the Command Post.
*Destroy the Axis Command Post.
*Destroy the Radio Wall.
Axis Objectives:
Primary objectives:
*Stop the Allied forces from stealing the Radar Parts!
*Prevent the Allies from stealing the Truck!
*Prevent the Allies from escaping with the Truck!
Secondary objectives:
*Prevent the Allies from detroying the Main Gate.
*Destroy the Allied Command Post.
*Construct the Command Post.
*Prevent the Allies from detroying the Radio Wall.
---------------------
Installation
---------------------
Put the snatch2.pk3 file in your \etmain directory. The mapname is snatch2 if you want to add it to any script.
---------------------
Thanks
---------------------
Special thanks to Ringa who helped me with icons, command map and good ideas.
Big kudos goes to Loffy for helping me out and getting me back on track :)
---------------------
Contact info
---------------------
Website: www.srcgaming.com
e-mail: steelrat at bredband.net
IRC channel @ Quakenet: #srcgaming
###SteelRat's Cage ET Server: 213.132.119.21:27960
24 downloads
0 comments
Updated
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snipertram_beta1
By kate
Author : Sauerlaender
Email address : [email protected]
Map Information
Game : Return to Castle Wolfenstein: Enemy Territory
Title : Snipertram
Filename : snipertram_beta1.pk3
Release date : 02.10.2005
Program : SD Radiant 1.4.0
Build time : many weeks :-)
Compile time : 1 hour ca.
Compile machine : AMD Athlon 3200, 512mb
Installation : Place the snipertram_beta1.pk3 to your etmain folder.
Info!
#. Version Beta 1:
Please report any bugs or if you have ideas on how to improve the map to [email protected]
#. Objectives:
Axis Objective Descriptions
Primary Objective: "Protect the gold!"
Primary Objective: "Don't let the enemy run away with the gold to the tower! It's Game Over, if you let the Allies do that!"
Secondary Objective:"Capture and hold the Flag!"
Secondary Objective:"Protect the Generator!"
Secondary Objective:"Don't let the enemy construct the ammo and health dispenser!"
Secondary Objective:"Construct and defend the Command post!"
Secondary Objective:"Construct the Axis Wall!"
Allied Objective Descriptions
Primary Objective:"Steal the gold!"
Primary Objective:"Run with the gold to the tower, to win the game!"
Secondary Objective:"Capture and hold the Flag!"
Secondary Objective:"Destroy the Generator!"
Secondary Objective:"Construct the ammo and health dispenser!"
Secondary Objective:"Construct and defend the Command post!"
Secondary Objective:"Don't let the Axis construct their Wall!"
Special thanks and Credits to:
Loffy (SWE), Iffy, Kafor Sven (GER),Storm Rising, Major Fleischer, gPk][SnipEr, MIKUltra
and all The others great Mapper and People they share their Prefabs!
<<SIX3>> http://www.six3.at.tt
[DOOC] http://www.clandooc.de
-=DLL=- http://www.die-lucky-looser.ath.cx
for Map Testing
Sorry German now ;-)
Diese Map entstand aus Neugier wie man mit dem Radianten arbeitet....
Angefangen habe Ich loffys_tram_prefab zu bearbeiten und zu verändern,
Ich wollte lernen zu mappen und den Radianten zu verstehen, deshalb sind in dieser Map sehr viele Prefabs anderer Mapper.
Ohne Sie wäre ich nie soweit gekommen.
Ich glaube genug gelernt zu haben um jetzt mit meiner ersten komplett eigenen Map zu beginnen.
Sollte Ich einen mapper vergessen haben dessen arbeit ich benutzt habe, verzeiht bitte und gebt mir bescheid damit ich ihn hier mit erwähne.
Gruß
Sauerlaender
13 downloads
0 comments
Submitted
-
sod2_rev1
By kate
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
11 downloads
0 comments
Submitted
-
sos_secret_weapon
By kate
// Allied Objective Descriptions
1 "Steal the secret weapon and deliver it to the drop point at the airplane."
2 "Build the radio to enable the drop point."
3 "Capture the forward spawn. Axis can not spawn at flag, only reclaim it"
4 "Blow up the upper door."
5 "Blow upp the lower door."
// Axis Objective Descriptions
1 "Protect the secret weapon."
2 "Stop the radio from being built, and destroy it if is built."
3 "Capture the forward spawn. Allies can spawn at flag, you can not."
4 "Protect the upper door."
5 "Protect the lower door."
5 downloads
0 comments
Submitted
-
sottevast_b3
By kate
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
9 downloads
0 comments
Submitted
-
sottevast_pe + etpro_mapscript.pk3
By kate
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
40 downloads
0 comments
Updated
-
sp_delivery_te
By kate
Version: Final
Filename: sp_delivery_te.pk3
Release date: 25.05.2008
Original map by: Apple & GW
Modified by: jump3r & eiM & Snake
E-mail: [email protected] / [email protected]
Homepage: http://community.eicher.tv
The Axis are temporarily storing a number of gold crates in a fortified storehouse while they await their transfer to a more secure location. Allies must first gain control of the storehouse by damaging the forward bunker's East and West Walls, then with their forward spawn secured they must escape with a number of gold crates using the Axis' very own cargo trucks for transportation
= Tools used =
==============
GTK Radiant 1.5RC1 & GTK Radiant 1.4
Q3Map2 2.5.16
UltraEdit-32
Notepad
Adobe Photoshop CS
= Mapping resources used =
==========================
http://www.splashdamage.com/forums/
http://simland.planetquake.gamespy.com
http://en.wikibooks.org/wiki/Q3Map2
http://members.lycos.co.uk/quakeroats/q3map2/shader_manual/
http://nibsworld.com/rtcw/
http://www.wolfensteinx.com/surface/tutorials.html
http://tramdesign.planetwolfenstein.gamespy.com/resources.html
http://bubba.planetquake.gamespy.com/
http://www.level-designer.de
= Changes (sp_delivery2 -> sp_delivery3a2[not published] -> sp_delivery_te_a2) =
==========================================
v3a1:
- completely reworked VIS structure
- VIS compilation!
- texture fixes, realigned textures
- more caulking
- better clipping
- brush fixes, fixed leakings
- fixed some minor z-fighting effects
- added coronas
- added a window near the trucks
- fixed buggy terrain under left and right destroyable wall
- added tracemap
- new, better levelshot
- removed short wait before endround
v3a2:
- fixed two texture leaks
- more detail brushes near the gold crates
- some small changes...
te_a1:
- fixed all corrupted brushes
- added lightnings
- added HINT brushes
- LIGHT compilation
- jumpdown near axis spawn/lift
te_a2:
- widened doors
- reworked gravetunnel
- made the alarm only sound once activated
- moved the truck & gold a bit
- fixxed the skybox near trucks
- added downstairs spawn for allies at flag
- axis autospawn at flag in beginning
- added bushes/wooden barriers in first stage
- respawntimes now: axis 30 / allies 20
- added some more lights
te_a3:
- fixed speaker announcements
- fixed autospawns
- fixed some broken brushes
- added some more lights
- changed the hole at the window of door controls
- fixxed the big stones
- set the axis spawn back to offices
- made spawntime 20/20 again
te_a4:
- fixxed several brushleaks
- highered the doors
- made the glasshole smaller
- edited clip at trains
- decreased intensity of lights
- added clips for some lights
- aligned some more textures
- spawntime 20/30 again =)
- added tunnel at first allies spawn (anti spawncamp)
te_a5:
- door controls button is now a constructible
- door controls room was made a bit bigger
- gold is now only takeable when the doors are opened
- fixxed some lightningbugs
- added etpro location informations (thx to antman)
te_a6:
- general fixxes
- 2nd part made bigger
- added light effect at window
te_b1:
- deleted light effect at window
- made golddoors stay open after first opening
- allies secure forward bunker after button construction
te_b2:
- deleted some railings behind tunnel
- tunnelfloor is not mine-able anymore
- fixxed spawnbug
- fixxed button-pushbug
- added clips for 2nd truck (got deleted somehow^^)
- fixxed the goldreturned soundbug
te:
- fixxed a textureleak
- fixxed the doubledynamited & bugged east/west wall
10 downloads
0 comments
Submitted
-
spearhead_b2
By kate
Axis Objective Descriptions
1 "Primary Objective:**Protect the Forward Entrances and the Forward Spawn"
2 "Primary Objective:**Construct the Command Post"
3 "Primary Objective:**Protect the Depot Gates"
4 "Primary Objective:**Protect the Documents"
5 "Secondary Objective:**Stop the Truck"
// Allied Objective Descriptions
1 "Primary Objective:**Destroy the Forward Entrances"
2 "Primary Objective:**Capture the Forward Bunker"
3 "Primary Objective:**Construct the Command Post"
4 "Primary Objective:**Destroy the Depot Gates"
5 "Secondary Objective:**Steal the Documents"
6 "Secondary Objective:**Escape with the Truck"
7 downloads
0 comments
Submitted
-
steelplant2
By kate
Author : Rikard "Drakir" Lindgren
Email address : [email protected]
Webpage : http://www.drakir.tk
Map Information
--------------------------
Game : Return to Castle Wolfenstein: Enemy Territory
Title : Steelplant 2
Filename : steelplant2.pk3
Release date : 2004-05-04
Decription : Better version for public play, Special clan M8D International edition!
Program : SD Radiant 1.3.8
Build time : 5 days + A few hours fixes
Compile time : 20 mins
Compile machine : AMD Athlon 2200, 512mb
Installation : Place the steelplant2.pk3 to your etmain folder, select it from the multiplayer->create server menu or
bring down the console and type: map steelplant2.
New Textures : Yes, 43 new including a new SKY set.
New Sounds : Nope
New Models : Nope
Info!
#. Version info:
New version, there is no such thing as a final version!
#. Changed the spawntimes from 1 second to 15-Allies, 25-Axis
#. Added Teamdoor on the Yard, Allied CVOps can open.
#. Fixed small bug with dyno at Grate.
#. Added railings at the inner Room.
#. Added a few small things to some places for more hideouts.
#. Added a new path from mid floor to one of the spawns inside.
#. Added 2 new textures of clan M8D Logotypes.
How to play!
Allies:
#. Get the Prototype inside the well and bring it to the exit door at the far end of the map.
Axis:
#. Defend the Prototype in the well.
-------------------------------------------------
Special thanks and Credits to:
-------------------------------------------------
#. M8D international for being a bad ass clan.
#. Justin Fisher, http://quake.stuff.gen.nz/ for the neat SKY textures.
#. Crytek for making a fantastic game "Far Cry", and me being a cheater using some of their textures!
Alot of the new textures comes from farcry, but by reading the legal stuff i came to the conclusion that as long as i dont benifit from using the stuff that comes with the game or using it in any way that any other company can benifit from it its ok to use em.
31 downloads
0 comments
Updated
-
stukton
By kate
/ 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."
18 downloads
0 comments
Submitted
-
sub_base_final
By kate
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."
14 downloads
0 comments
Updated
-
sub2_b2
By kate
2023-03-08
Description:
Reimagining of mp_sub from Return to Castle Wolfenstein for ET
Spawntimes: 20 Allies / 30 Axis
Timelimit: 10 Minutes
Changes from mp_sub to Sub2:
Change: Main Door is destroyed at the start of the map
Change: The Axis Submarine now requires two dynamites to be planted in order for the allies to win
Added: Path from Central Access Room (Above Flag) to the Axis Workshop
Added: Two new rooms inside the axis spawn Office and Workshop that has a team door that can be destroyed by a satchel and rebuilt by the axis
Added: Dropdown from axis spawn to filtration
Added: Filtration Hallway that leads to the back of the Axis Submarine
Added: Spiral stairs at the back of the submarine pen that connects the first, second floor and the crane balcony
Added: The room overlooking the submarine from RTCW's singleplayer (third floor)
2023-03-10
_b2 fixes: removed some models and entities reduced lightmapsize to fit the default com_hunkmegs 56 limitation. Changed the map coordinates for omnibot
special thanks to [UJE]Niek for the omnibot waypoints
find a bug? or have a suggestion regarding the map? contact me on discord @ John_Mullins#8799
18 downloads
0 comments
Submitted
-
subway
By kate
Author : Rowan Drew aka 'aussieAllie' playing ET, 'ausman' in the forums
Email address : [email protected]
Website : http://rowan.esiteconnect.com/wolf/
Map Information
Game : Return to Castle Wolfenstein: Enemy Territory
Title : subway
Filename : subway.pk3
Release date : 12-07-2005
Decription : While on the retreat the Axis have planted dynamite
in an key african city subway which threatens to
destroy its foundations. The Allies have to remove
the dynamite threat and detonate the explosives
safely before valuable resources are detroyed.
The dynamite planted contains tapped circuits and
disarming them will only trigger the blast.
Program : SD Radiant 1.4.0
Build time : 18 months off and on
Compile time : 12 mins
Compile machine : (most development) pIII 450mhz, 320mb ram, TNT16mb
yes it is possible to map with this!!(except for lighting)
(final development and compile) P4 2.5Ghz, 1024mb ram, Geforce2 64mb
Installation : Place the subway.pk3 to your etmain folder, select it from the multiplayer->create server menu or
bring down the console and type: map subway
NOTE: Please Make sure any previous releases of subway have been removed
from your etmain directory.
Custom Textures : 33
Custom Sounds : 34
Custom Models : 8
-------------------------------------------------
Info!
-------------------------------------------------
This is my second map in what will hopefully be of many. After 18 long months of a
hugh learning curve and countless hours of cursing, throwing, crying, searching for
answers in the darkest of places and juggling time between study, work and mapping,
Finally this map has gone final, its taken a long time but I finally got it at this stage.
#Some interesting facts are;
3 scripted trains
2 scripted boagies
1 truck stolen from goldrush
1 script which has been really heavily sworn at
192 splines used
348 models used
151 script movers
8459 lines of script
6 design programs used
28 fights with the girlfriend over spending too much time with the map
48 crashes of my computer somehow related to my map
630hrs+ trying to nut out problems
#. version FINAL info
==compile==
q3map2.5.16
:BSP -meta -mv 1024 -mi 6144
:VIS -vis -saveprt
:LIGHT -light -fast -samples 2 -filter -patchshadows -external -lightmapsize 256 -approx 8
==problems fixed==
1. Some subways have been remove to make layout more straightforward
==new things included==
1. Escalators now are animated
2. Subways have been more tuberised
3. Signs added in subways so people have a better idea of where they're going
4. Wall posters added, posters from poster pack at www.wolfensteinx.com/Surface/files.html
5. tyre track decals added to city streets
6. more detail in the subways
7. ground train signals changed to lever style
8. Last man standing script now included
9. target locations added
#. version BETA3,BETA2,BETA info and complete readme
go to http://rowan.esiteconnect.com/wolf/subway/full_readme.txt
-------------------------------------------------
Special thanks and Credits to:
-------------------------------------------------
A very special thanks to Detoeni who designed the train models and made them move smooth as a
baby's bottom, helped redesign some of the hull, and for putting his time and effort on anything else.
Also to WeblionX for giving me advice and pointers and the kind people at surface forums, www.wolfensteinx.com/surface/forums
Feel like u want to map come down to surface and we'll help you get started.
You great peps at Splashdamage forums, www.splashdamage.com/forums
All server admins, and players of the maps who pointed out some of the issues for me
The makers of ET, Splashdamage
Numerous tutorial makers
My poor pIII for putting up with me once again, u did well baby
Last but not least my girlfriend Nikky, who kept me sane so far during the tough times plus more again(b2) and again(b3) and again(final).
-------------------------------------------------
Copywrite
-------------------------------------------------
Copywrite Rowan Drew 2005. All rights reserved. This pk3 is allowed to be downloaded
and redistributed for free but in no ways is the contents to modified or re-used without the consent from
the author, email [email protected]. Always happy to help.
5 downloads
0 comments
Submitted
-
summer_palace_b1
By kate
Author : Blushing_Bride
Email address : [email protected]
Map Information
Game : Return to Castle Wolfenstein: Enemy Territory
Title : summer_palace_b1
Filename : summer_palace_b1.pk3
Version : Beta1 Version
Release date : 5/07/2004
Decription : A medium sized map designed for competition and public play
Installation : Place the summer_palace_b1.pk3 to your etmain folder, select it from the multiplayer->create server menu or
bring down the console and type: map summer_palace_b1.
Objectives
# The Allies need to try and retrieve both radar parts from the courtyard area
# The Axis need to stop the Allies from doing the above
Additional Map Information/Credits
Prefabs and thanks : Ifurita and team for making the source of byzantine and vengeance maps avaible for me to steal such things as Command posts. Iffy's webby http://planetwolfenstein.com/4newbies/
Drakir for helping me do the returnable objective script and some prefabs. His webby http://www.drakir.tk/
Many thanks to everyone at http://www.splashdamage.com/ for information about mapping
Tanks alot to clan NW for help with testing. http://www.clan-nightwatch.org/
And thanks to anyone else who feels that they deserve thanking who i might have forgotten. Send me an email and ill make a big thanks to you in the next release.
Testing
# This needs testing. I have no idea about this but if you play it and think
it's rubbish then please let me know why so i can fix it for a final release at a later date. If you want to host this map
on a server then please do so but let me know so that i can join in.Feel free to discuss this map at
http://www.clan-nightwatch.org/ and leave feedback and advice on what to fix and what to balance
Copyright © 2004
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.
13 downloads
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Submitted
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supergoldrush_final
By kate
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.
11 downloads
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Updated