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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transmitter + script
By kate
Release Date: 15-10-2004
*Story:
Civilians manipulated by the Volksempfänger's propaganda program are resisting the allied forces.
To break the resistance, Allies have to overtake a local Transmitter, which is amplifying the master-signal from Berlin for local receivers.
They have to manipulate the transmission-frequency by installing a radio Modification Kit on the Transmitter.
The Allies also have to rotate the Antenna towards their pirate sender.
*Authors:
heeen (until Beta2)
MindLink
thegnat
*Creation time:
AUG 2003 - OCT 2004
*Compile times:
BSP - 206 seconds
VIS - 687 seconds
LIGHT - 11668 seconds
*Contact:
[email protected] or at the SD Forums (www.splashdamage.com)
*INSTALLATION:
trans_cm_icons_ETpro.pk3 goes to "/ETpro" folder
transmitter.pk3 goes to "/etmain" folder
*Objectives:
ALLIES
------
- Construct the Bridge.
- Carry the Modification Kit to the Transmitter-Station inside the Castle complex.
- Rearrange the Antenna towards our pirate sender.
- Infiltrate through the Tunnel Grate.
- Capture the Forward Hut from the Axis.
- Destroy the Serpentine Barricade to secure the Forward Hut.
- Stop the Axis from constructing a Command Post in the Forest Hut.
AXIS
----
- Prevent the Allies from building the Bridge.
- Don't let the Allies carry the Modification Kit to the Transmitter.
- Prevent the Allies from rearranging the Antenna towards their pirate sender.
- Defend the Forward Hut from the Allies.
- Defend the Serpentine Barricade from Allied sabotage attempts.
- Stop the Allies from constructing a Command Post in the Forest Hut.
*Comments:
[IMPORTANT NOTE]
Serveradmins might raise their HUNKMEG configuration. In some cases, the server may crash with custom maps. oO? Ours didn't.
Hunkusage of Transmitter (may vary): 49.689.216 Byte (Client) 45.419.616 Byte (Server)
[/IMPORTANT NOTE]
This map is not built with competitive gaming in mind. Its built for public fun.
So please, don't start moaning that it might be unbalanced. We tried to balance it as good as possible, providing alternative routes.
IT'S NOT MADE FOR COMPETITION - USE AT YOUR OWN RISK! ;]
*Credits:
- n0lame Community for the massive testing since the Alpha-stage of the map 2003, especially nodgam. ;]
- Sock, ydnar, digiBob for providing so much help and tips. Thank you guys! :]
- Bloodstain for the cool Voice Overs - they rock! ;>
- ForumDamage members for providing Beta feedback and some useful hints and tips
- Tamara "Ophelia" Crossley ([email protected]) for the angel statue model
- Robbie "Arcana" Powell ([email protected]) for the tombstone models
- MrLego for the hint with the objective icon
- evillair for the disclaimer ;)
*Changes since Beta2:
- Forest Hut spawn fixed (now available: 16 spawns for Allies when Commandpost constructed)
- Forward Hut spawn is Allied only, when the Serpentine Barricade is destroyed
- The raiseable Backdoor is now also destroyable with dynamite
- Moved the Antenna Control Room from the top to the 1st floor
- Added a small flag at the tower that indicates in which direction the Antenna is arranged (Axis/Allies)
- Added a third route to the Antenna Controls (small rounded staircase at the back)
- Added 10 second countdown when Allies accomplished both objectives to give Axis a piece of hope ;]
- "One Man Show" at the Caveladder is a bit harder now. :] (:P+thx p0ny*)
- Changed position of the Allied Castle MG42 to cover the small bridge and the Backgate
- Added ruins in front of the castle to give Allies a bit more cover
- Many details + look&feel stuff added/improved, new custom textures added
*********************-DISCLAIMER-************************
* 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. *
39 downloads
0 comments
Updated
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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
0 comments
Updated
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The_Battle_of_Monte_Cassino_beta1
By kate
Hunkmegs issues
Axis Objective Descriptions
1 "Primary Objective:**Prevent the Allies from constructing an Assault Ramp up the Meadow in front of the Monastery."
2 "Secondary Objective:**Prevent the Allies from Capturing the Meadow."
3 "Secondary Objective:**Prevent the Allies from constructing the Assault Ladders up the Monastery."
4 "Secondary Objective:**Prevent the Allies from Capturing the South Courtyard."
5 "Secondary Objective:**Prevent the Allies from establishing a Command Post in the Monastery."
6 "Secondary Objective:**Set up a Command Post in the Monastery."
7 "Secondary Objective:**Prevent the Allies from destroying the church door."
8 "Primary Objective:**Prevent the Allies from stealing the Secret Map."
Allied Objective Descriptions
1 "Primary Objective:**Construct an Assault Ramp up the Meadow in front of the Monastery."
2 "Secondary Objective:**Capture the Meadow from the Axis."
3 "Secondary Objective:**Construct an Assault Ladders up the Monastery."
4 "Secondary Objective:**Capture the South Courtyard from the Axis."
5 "Secondary Objective:**Establish a Command Post in the Monastery."
6 "Secondary Objective:**Prevent the Axis from establishing a Command Post in the Monastery."
7 "Secondary Objective:**Destroy the church Door."
8 "Secondary Objective:**Steal the Secret Map."
14 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."
16 downloads
0 comments
Updated
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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
23 downloads
0 comments
Updated
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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
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sw_cathedral_b7
By kate
-------------------------------------------------
Basic Information
-------------------------------------------------
Author : Blushing_Bride
Email address : [email protected]
-------------------------------------------------
Map Information
-------------------------------------------------
Game : Return to Castle Wolfenstein: Enemy Territory
Title : sw_cathedral_b6
Filename : sw_cathedral_b6.pk3
Version : Beta Version
Release date : 5/06/2006
Decription : A medium sized map designed for competition and public play
Installation : Place the sw_cathedral_6b.pk3 to your etmain folder, select it from the multiplayer->create server menu or
bring down the console and type: map cathedral.
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Objectives
---------------------------------------------------------------------------------------------------------------------------
# The Allies need to blow open the door to secure forward spawn and then try and retrieve both radar parts fro the courtyard
# The Axis need to stop the Allies from doing the above
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Additional Map Information/Credits
---------------------------------------------------------------------------------------------------------------------------
Prefabs and thanks : Ifurita for finalising the map by adding signs, objective markers, a command map and limbo stuff
Go_Gerbil for allowing me to use his light halo texture (the light coming through the cathedral windows). His webby http://theburrow.fragland.net/
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/
More Massive thanks to Ifurita for creating the command map and all the sign textures that appear in the map.
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
Huge thanks to the great people at Peterborough and Southwark cathedrals for allowing me to take so many pictures to make textures.
Big thanks to clan SenF (http://wolf.dehn.net/) and clan Nightwatch (http://www.clan-nightwatch.org/) for helping me test this map
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 © 2006
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.
15 downloads
0 comments
Updated
-
toaster
By kate
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
8 downloads
0 comments
Submitted
-
toxic_fabric_wolfet_ctf
By kate
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.
18 downloads
0 comments
Submitted
-
tounine_b2
By kate
Version: Beta2
Shortname: tounine_b2
Release date: 20.05.2010
Teamsize: 5 vs 5
Map by: eiM
=========
=Contact=
=========
IRC: #reVeal.et / #et.mapping
Mail: aim4r [at] gmx [dot] net
=============
=Spawnpoints=
=============
Allies:
0 - Autospawn
1 - Hillspawn
2 - Villagespawn
3 - Commandpost
4 - Commandpost
5 - Hillspawn
Axis:
0 - Autospawn
1 - Villagespawn
2 - Villagespawn
3 - Bunkerspawn
4 - Villagespawn
===============
=Thank Goes To=
===============
chosen (mapdesign)
Bio (interior design)
Fendah
draqii
antman
Dersaidin
Seanza (TLR)
Splashdamage
============
=Tools Used=
============
GTK Radiant 1.5RC1 & GTK Radiant 1.4
Q3Map2 2.5.16
Q3Map2 GUI
Notepad2
Adobe Photoshop CS
Enemy Territory
========================
=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
http://www.antman.info
This map was created as entry for the TLR Mapping Contest.
===========
=CHANGELOG=
===========
====B2====
- added more bunker ways at back axis spawn
- made south/east cave wider
- added transmitter limbo icon
- fixed clipbugs at objectivebunker
16 downloads
0 comments
Submitted
-
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
-
0 comments
Updated
-
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
-
town
By kate
map by Pro+sS
The Allies must deffend the howitzer ammo, and the Axis must destroy it.
Axis Objective Descriptions
1 "Primary Objective:**Destroy the howitzer ammo."
2 "Secondary Objective:**Destroy the mg near the howitzer."
3 "Secondary Objective:**Construct the ladder."
4 "Secondary Objective:**Destroy the side door."
// Allied Objective Descriptions
1 "Primary Objective:**Defend the howitzer ammo boxes."
2 "Secondary Objective:**Create an mg near the howitzer."
3 "Secondary Objective:**Destroy the Axis ladder."
4 "Secondary Objective:**Deffend the side door."
6 downloads
0 comments
Submitted
-
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.
17 downloads
0 comments
Submitted
-
total_tankrace_beta3
By kate
Dual map
axis "Your mission, as an Axis player: Drive tank and truck to victory!"
allied "Your mission, as an Allied player: Drive tank and truck to victory!"
neutral "This map is Total Tankrace (beta2). It is a frag-friendly mind-stressing map where both teams try to escort their tank and truck to victory!"
Axis Objective Descriptions
1 "Primary Objective:*Drive tank and truck to victory!"
Allied Objective Descriptions
1 "Primary Objective:*Drive tank and truck to victory!"
14 downloads
0 comments
Submitted
-
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
-
thehouse
By kate
About This File
Additional Credits to : id software and Splash Damage
Beta testing: BOMBERMAN, *TDS*BERG, SPACEKEES
Also thnx to BOMBERMAN for giving some good ideas for the stuff in some rooms (especially the gallery and the bar).
================================================================
******** Play Description ***********
Operation: The House
BACKGROUND:
After a hard work of investigations the Allies found out, that the Axis captured a very strange house.
There is a Lab, with which the Axis produce some secret fluids.
Also a legend tells, that in this house there is a Power stone, which gives the Axis a lot of health.
MISSION:
Allies: Infiltrate the house and get the forward spawn in the living room. Find your way in the house using
all kind of secret ways. Don't hesitate to kill all Axis, who bars yours way.
Search for the keys, which will open you some doors for easier access the lab and the room with the power stone.
Destroy finally this lab and this power stone, so that the Axis have no benefit from them anymore.
If you have time, enjoy yourself in the swimming pool, in the labyrinth and in the gallery.
Maybe you wonna take a drink in the bar?
*Primary Objectives
1) Destroy the Power Stone with dynamite.
2) Dynamite the lab.
*Secondary Objectives
1) Capture the forward spawn.
2) Take the key 1 and open with it door 1.
3) Take the key 2 and open with it door 2.
4) Build your own Command Post in the library.
5) Blow up every other door and the shield to the basement.
- Construction -
Base : New level from scratch
Editor(s) used : Q3Radiant
Known Bugs : None.
- Copyright / Permissions -
This level is (c) 2005 highfighter.
You may not include or distribute this map in any sort of commercial product without
permission from the author.
You may not Redo/reproduce/update this map in any way without permission from the author.
17 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
-
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
-
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
-
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
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Info!
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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
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Special thanks and Credits to:
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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).
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Copywrite
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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.
4 downloads
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Submitted
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Thud in the Sand -Tits- ( privates waypoints )
By kate
Author: -)A(-WuTang**
Version: Beta 2 (B2)
Released: 18th Nevember 2016
Contacts:
Email: [email protected]
Forum: www.dark-alchemy.com - user WuTangH
www.thewolfteam.org - user WuTangH
www.splashdamage.com - user WuTangH
About:
This is the 2nd released version. The map is situated in small egypt-style town, and ends up in underground axis bunkers.
Objectives:
Allies:
Primary: Steal the Dynamite and deliver it to the Truck.
Primary: Escort the Truck through barrier and Destroy City gate.
Primary: Destroy two tunnel Gates to gain access into underground bunkers.
Primary: Use button in Control Cabin to move rockets out of Safe.
Primary: Steal Captains Key from his table and deliver it to the Safe to open it.
Primary: Steal the Case, Moneypack 1 and Moneypack 2, and deliver them to the green truck on the other exit of bunkers.
Secondary: Destroy Hovel Wall to gain one more acess to Dynamite.
Axis:
Defend, defend, defend, go on a cig, and defend again.
Also feel free to build Truck barrier.
Programs used:
GTKRadiant 1.5
Notepad++
Adobe Photoshop CS6
Audacity
MD3Compile.exe
Paint (yeah right)
Credits & some Copyrights:
Textures were downloaded for free, or made by me.
Moving water - from Quotidian map by Avoc
Props_wall - posters textures - made by Sid and Etch
Plus some nice sites: http://www.davegh.com/index.php
http://www.mb3d.co.uk/mb3d/maxTextures_Home_-_Free_Seamless_and_Tileable_High_Res_Textures.html
http://opengameart.org/textures/all
Models: Case - made by Devils-Right-Hand of TWT-team.
Two money models - made by Thunder of TWT-team.
Chevy truck - made by Thunder of TWT-team.
Key - made by Thunder of TWT-team.
Bunker lights - made by Thunder of TWT-team.
Market props - made by Thunder of TWT-team.
The big jungle tree - made by Kic.
Gas props - made by Thunder of TWT-team.
Tap model - made by Thunder of TWT-team.
Big dynamite - made by MLB guys.
Sounds: Sounds included in pk3 are made out of ET original sounds. So feel free to use any of them.
You can use all textures from this pack. Those downloaded are free, and those made by me are totally free too (as they look terrible anyway).
AFAIK you can use models, but please give credits as I did. You will find all custom models on thewolfteam website.
Thanks to C from UJE Clan for their prefab generator.
I've also downloaded Control Panel textures, Health & Ammo cabins prefab, Oil barrel prefab, and crates prefab. However, authors are unknown to me. Thanks to them anyway..
Special thanks to all people that helped or discussed my map with me:
Teuthis
-)A(-Islander
-)A(-Lammert
TWT-Thunder
TomTom7777
-)A(-Tomimaki
-)A(-Old-Owl
Kemon
Timothy
Mateos
Macchute
Stealth
-|D|-Ray
Devils Right Hand
native12
[UJE]Niek
-SSF-Sage
Micha
AoS-Fabi
ETc|Jay
webDogster
macbeth
And another people from SplashDamage, TheWolfTeam and Dark Alchemy forums.
Support Dark Alchemy with joining our servers.
Support TheWolfTeam with joining their forums. (we need testers, too)
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.
This will change IF map source file will be released to public.
Another bunker enterance.
Chevy (green) Truck moved to the new bunker exit on the other side of mountain.
A little performance fix, but it's still quite bad.
Fixed shaders bug of water & sky textures that bugged textures on other maps in map-rotations.
Fixed objective deliver points, so you can't capture the Key and other objectives at Truck anymore.
Another floors on buldings, roofs, plus many more brushwork.
Changed spawntimes to balance map a little.
Stones at waterfall are not models anymore, but brushes.
Tunnel terrain is not so flat anymore.
2nd allied spawn is devided on two positions (under one spawnpoint)
Added objective cameras in limbo menu.
Added pipeline holders so they look more real.
DONE - All cables are non-solid now and will not block jumping players in tunnels anymore.
Configstrings - all soundscripts are called just s[number], that's all I could do about it.
Brushes, entities, textures, and scripts cleanup.
Truck barrier has new design.
Added missing sound when The Key is dropped, or delivered to the Safe.
15 downloads
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Submitted
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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
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