MAPS S - T
60 files
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thebook
By kate
dual map
scenario information
allieds:
Infiltrate the City and Steal the secret of Cali from the Axis!
6 downloads
0 comments
Submitted
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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
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tm_jungle_b2
By kate
Island map where allies have to steal document and bring it to beach.
Axis have to defend document and middle capturable spawn point.
01:54 2011-06-07
Second release for TLR contest.
- change spawntime to let easier allies capture first spawn point
- added dynamitable main door to secure middle spawn point
- added side corrridor to let axis easier return stolen document
- reubild all spawn points.
- decrease foliage
02:09 2011-04-30
First release for TLR Contest
BR
Tomasz Malewski
[email protected]
---
Allies control all objectives at the start (0 == AXIS, 1 == ALLIED)
allied_desc 1 "steal document"
axis_desc 1 "protect document"
SHORT DESCRIPTIONS
axis_desc 1 "Hold the objective"
allied_desc 1 "Hold the objective"
6 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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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_moskeeb1
By kate
cause crash with that messages MAX_GAMESTATE CHARS exceeded
24/06/07
By Masterkiller(QC)
Very special thanks to the following people. Without them this would still just be a bad idea in my head.
Lead-Mapper - i just pretend to map - masterkiller(QC)
Testing/Ideas - tons of bugs/ideas - CED and his Brother,Tony,fred, tipou and more friend. (thanks guys)
Help - pakalatak and psylopat (from easymapping)
The goldrush source
web ressource:
http://easymapping.free.fr/html/
http://etmapping.goldzoneweb.info/tuto.php
http://www.enemyterritory-stuff.com/
http://www.drakir.tk/
http://www.gamedesign-online.com
http://www.splashdamage.com/forums/
http://user.tninet.se/~fzo823r/
http://www.pythononline.co.uk/et/tutorial.htm
http://members.lycos.co.uk/quakeroats/q3map2/shader_manual/
http://www.wolfensteinx.com/surface/tutorials.html
http://hackerteam.free.fr/
Any suggestions/bugs/thoughts/for the final version can be done in this topic
http://easymapping.free.fr/html/modules/newbb/viewtopic.php?topic_id=1209&forum=4
_____
Axis Objective Descriptions
1 "Primary Objective:**Stop the Allies from blowing the Axis Tank Door Garage."
2 "Primary Objective:**Disable or obstruct the Allied Tank to prevent it reaching the Bank Courtyard."
3 "Primary Objective:**Prevent the Allies from using the Tank to blow open the Back Moskee Doors."
4 "Primary Objective:**Stop the Allies from stealing the Gold Bars from the Moskee Vault."
5 "Primary Objective:**Stop the Allies from escaping with the Gold via a Boat in the sub_bunker."
6 "Secondary Objective:**Set up a Command Post inside the sub_bunker to gain a respawn point. DONT BUILD IT TO FAST BECAUSE YOU WILL LOST THE TANK DEPOT RESPAWN!!!"
7 "Secondary Objective:**Prevent the Allies from establishing a Command Post and build your from fortifying your position with a Command Post."
// Allied Objective Descriptions
1 "Primary Objective:**Blow The Tank Door to steal a Tank from the Axis garage."
2 "Primary Objective:**Protect the Tank and escort it to the Moskee valley, clearing any obstructions along the route."
3 "Primary Objective:**Escort the Tank into position to blow the Moskee Back Doors open to reach the 2 goldcrates."
4 "Primary Objective:**Steal two crates of Gold from the Moskee Vault and escort it to the boat."
5 "Primary Objective:**Escape with the crates of Gold using the Boat in the sub_bunker."
6 "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post inside the sub_bunker ."
7 "Secondary Objective:**Establish a Command Post at foward garage door."
5 downloads
0 comments
Updated
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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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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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transmitter_spring
By kate
Transmitter Spring
*Start Decomple and Edit - Spring Version - *Edit Author: Tardis - 26-05-2012
*Help From Kemon & Matoes - Genral Mapping Help - Matoes Terrain 28-05-2012
** Edits from Orgnal ** Orgnal Map file not avalabe so decomplie was done.
** May be slight differences **
// Axis Objective Descriptions
1 "Primary Objective:**Prevent the Allies from building the Bridge."
2 "Primary Objective:**Don't let the Allies carry the Modification Kit to the Transmitter."
3 "Primary Objective:**Prevent the Allies from rearranging the Antenna towards their pirate sender."
4 "Secondary Objective:**Defend the Grate Door from the Allies."
5 "Secondary Objective:**Defend the Forward Hut from the Allies."
6 "Secondary Objective:**Defend the Serpentine Barricade from allied sabotage attempts."
7 "Secondary Objective:**Stop the Allies from constructing a Command Post in the Forest Hut.**Construct a Command Post!"
// Allied Objective Descriptions
1 "Primary Objective:**Construct the Bridge."
2 "Primary Objective:**Carry the Modification Kit to the Transmitter-Station inside the Castle complex."
3 "Primary Objective:**Rearrange the Antenna towards our pirate sender."
4 "Secondary Objective:**Destroy the Grate Door. Keep the attack rolling!"
5 "Secondary Objective:**Capture the Forward Hut from the Axis. Keep the attack rolling!"
6 "Secondary Objective:**Destroy the Serpentine Barricade to secure the Forward Hut."
7 "Secondary Objective:**Stop the Axis from constructing a Command Post in the Forest Hut.**Construct a Command Post!"
Objective's Not listed - Allied
Constuct The Cave Ladder
Destroy The Bunker Wall ( AmmoBunker Side )
Destroy The Tunnel Wall ( Grate Side Only distoyable from one side )
Objective's Not listed - Axis
Prevent the Allies from building The Cave Ladder
Defend the The Bunker Wall ( AmmoBunker Side )
Defend the The Tunnel Wall ( Grate Side Only distoyable from one side )
New Terrain Spring Version - Thanks Matoes - 28-05-2012
New ladder - constutable - 18-09-2014
New Dynamiteable walls for access to other map areas AmmoBunker Side & Grate Side. - 18-09-2014
New other rooms opend due to new Dynamiteable walls. - 18-09-2014
* Caulked more non-visible surfaces.
* Slightly improved VIS blocking.
* Caulked a lot more surfaces inside the buildings.
* Changed Command Map skin
* Changed Map photo
* Rewrote shaders and changed map script.
* added models + clips - 18-09-2014
* added game_models for *black hack* (thanks Kemon) + clips - 18-09-2014
* added lighting ** May be slight differences due to decomplie ** - 18-09-2014
* added in new sound files for news awell as for the cave ladder ** - 02-10-2014
* improved more VIS and no more calk showing on textures added more lightblock ** - 05-10-2014
* changes some texture facing (Mirror Image Thanks Kemon) ** - 19-10-2014
*Compile times:
BSP - 45 seconds elapsed
VIS - 59 seconds elapsed
LIGHT - 1133 seconds elapsed
Other Help
darkness_sky - Avoc
rayban textures/ follage - refrance also radar refrance for follage.
Splash Damage and WarChest Forums
-----------------------------------------------------------------------------------------------------------------------
** Orgnal Map **
Transmitter Final
-----------------
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 - [email protected] or at the SD Forums (www.splashdamage.com)
*Creation time:
AUG 2003 - OCT 2004
*Compile times:
BSP - 206 seconds
VIS - 687 seconds
LIGHT - 11668 seconds
*Contact:
[email protected] (Tardis) or at the SD Forums(http://forums.warchest.com)
*INSTALLATION:
transmitter_spring.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. *
4 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.
4 downloads
0 comments
Submitted
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The Well Of Youth (Twoy)
By kate
Title: The Well Of Youth
Filenames: twoy_beta.pk3; ratty_textures.pk3; twoy_readme.txt
Author: Rought
Created: 2003-2004
E-Mail: [email protected]
Special Thanks to: Fragpoint (for the great textures and his help!), ratty redemption (for his beautiful water and q3map2-support),
Beowulf&friends ;)(for thinking about the script)
THANK YOU ALL! :)
Thanks also to: Splash Damage, id Software
Known Bugs: low fps at some parts of the map...I'm sorry, but not enough time to fix that problem...
Story: The Axis have found the well of youth and want to use for invulnerability
but the Allies have been informed and need to get a jug of it to know what the forumula of the liquid is.
About: In case of time I finished the map before it would take even longer...Every week I thought about changing
some parts of the map, but I know this would never end...so...I finished it and the story has an end!
There are still parts of the map I want to change...but there is no time for it ;)
I hope you'll enjoy it!
Install Instructions:
Unzip twoy_beta.zip
Place twoy_beta.pk3 in your Enemy Territory/etmain/
directory
Start ET from the shortcut
You can play the map within the game-menue
Construction
Base: Rought
Editor Used: GTKRadiant 1.4.0
Nr. of Brushes: 10583 Brushes
Nr. of Entities: 1908 Entities
Compile Machine: AthlonXP 2600+ with 1536mb DDR
Compiling Time: 1136 sec.
Copyright(c) and Permissions:
Authors MAY NOT use this map as a base to build additional levels.
Textures and Art do have a copyright! DO NOT USE it without contacting me!
You MUST NOT distribute this level UNLESS you INCLUDE THIS FILE WITH
NO MODIFICATIONS.
This level may be distributed over the Internet.
You are authorised to put this level on CD.
(c) Copyright © 2004 [Manuel Johns]. All Rights Reserved
---------
Axis Objective Descriptions
1 "Primary Objective:**Prevent the Allies of building the bridge!"
2 "Primary Objective:**Don't let the Allies steal the Jug!"
3 "Primary Objective:**Prevent the Allies of stealing the water!"
Allied Objective Descriptions
1 "Primary Objective:**Build the Bridge!"
2 "Primary Objective:**Steal a jug in the bunker to get some water!"
3 "Primary Objective:**Get the water and flee!"
12 downloads
0 comments
Submitted
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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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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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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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tankbuster_200
By kate
File name tankbuster_200.pk3
Map name TankBuster
Version 2.0.0 (Created May 2007)
Author 2Bit (www.tibetclan.com)
Installation Put the pk3 file into the etmain folder.
The Story Spring 1944, Italy. The Allies are finally advancing at the Gustav Line when an S.O.E.
Intelligence report reveals a hidden reserve of Axis armour near Monte Cassino.
The Allies must breach the depot heavy defences and destroy all the tanks stockpiled
there before they can be used in an Axis counter offensive.
Description The Allies must escort a truck laden with a massive bomb to the re-inforced main gate of
the Axis tank depot. The bomb is detonated when the Allied Command Post is built.
Once access has been obtained to the interior of the depot, the Allies must assault the
tank garage and destroy the 8 jagdpanther tanks inside. Tanks destroyed cannot be repaired.
Gameplay Notes The shortcut for the Allies to their Command Post is through a Teller minefield.
These anti-tank mines have been converted to act as anti-personnel, and cannot be defused.
They are only revealed when a Cov Ops goes near them. (The distribution of Teller mines is
different for each game)
The depot has a deadly 88mm on the depot roof. It can be aimed at the road, hilltop or
minefield. It is tough but can be destroyed by explosive weapons. NOTE: the 88mm cannot
be aimed unless the Axis Command Post is operational. Destroying the Command Post will
prevent aiming although it can still be fired at its current target.
When fighting along the internal railway line, beware of the live rails carrying 750 volts.
The power to the live rails is cut if the generator supplying the workshop fan is damaged;
this does not stop the trains, which switch to internal batteries.
Gamemodes Objective, Stopwatch.
Thanks to Splash Damage and Activision for the best (free!!) game I've ever played.
DaBoy for prefabbing the front depot building.
Drakir and Iffy for various excellent prefabs.
TibeT Clan for invaluable testing and feedback.
7 downloads
0 comments
Submitted
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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
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thief_city
By kate
Axis Objective Descriptions
1 "Primary Objective:**Steal the Gold and escape to the sewers!"
2 "Primary Objective:**Destroy the safe door!"
3 "Secondary Objective:**Destroy the safe wooden barrier!"
4 "Secondary Objective:**Destroy the North wall!"
5 "Secondary Objective:**Destroy the West wall!"
6 "Secondary Objective:**Build the command post"
// Allied Objective Descriptions
1 "Primary Objective:**Defend the Gold!"
2 "Primary Objective:**Defend the safe door!"
3 "Secondary Objective:**Build the safe wooden barrier"
4 "Secondary Objective:**Defend the North wall!"
5 "Secondary Objective:**Defend the West wall!"
6 "Secondary Objective:**Build the command post"
12 downloads
0 comments
Submitted
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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
0 comments
Submitted
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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
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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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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
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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
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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
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supplydepot2
By kate
// Axis Objective Descriptions
1 "Primary: Stop the Allies from breaching the Forward Bunker Gate with dynamite."
2 "Primary: Stop the Allies from breaching the Depot Gate with dynamite."
3 "Primary: Ensure that the Allied truck does not reach the Depot crane."
4 "Primary: Stop the Allies from constructing the crane controls on the upper level of the Depot warehouse, and don't let them operate the crane."
5 "Primary: Do not allow the Allied truck to escape with the gold."
6 "Secondary: Stop the Allies from breaching the West Depot Wall with dynamite."
7 "Secondary: Stop the Allies from breaching the East Depot Wall with dynamite."
8 "Secondary: Build a command post at the abandoned cabin, and do not allow the allies to do the same."
// Allied Objective Descriptions
1 "Primary: Breach the Forward Bunker Gate with dynamite."
2 "Primary: Breach the Depot Gate with dynamite."
3 "Primary: Escort the Allied truck to the Depot crane."
4 "Primary: Construct the crane controls on the upper level of the Depot warehouse, and operate the crane to load the gold onto the Truck."
5 "Primary: Escort the Allied truck out of the Depot and escape with the gold."
6 "Secondary: Breach the West Depot Wall with dynamite."
7 "Secondary: Breach the East Depot Wall with dynamite."
8 "Secondary: Build a command post at the abandoned cabin, and do not allow the axis to do the same."
5 downloads
0 comments
Submitted
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tm_lcity_b5
By kate
Map by:
[email protected] / TOMPL , You can catch me on W33Dsmok3rs , mafiacrime , BBA and forum splashdamage
Site:
http://tompl.isgreat.org
Objective:
Axis -
1. Escape from jail and destroy main gate
2. Capture Forward spawn
3. Destroy Main church gate or window
3. Destroy objective under church in basement
Allies - defend gate, foward spawn, main door in church objective.
Thanks:
- OSK clan - Old SChool Killaz for help
- =818=MickyP[MW] from Omnibot
22 downloads
0 comments
Submitted