Jump to content

MAPS S - T

60 files

  1. thebook

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

    6 downloads

       (0 reviews)

    0 comments

    Submitted

  2. toaster

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

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

    8 downloads

       (1 review)

    0 comments

    Submitted

  3. tm_jungle_b2

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

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

    6 downloads

       (0 reviews)

    0 comments

    Submitted

  4. sedesrc1

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

    6 downloads

       (0 reviews)

    0 comments

    Submitted

  5. supergoldrush_final

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

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

    11 downloads

       (1 review)

    0 comments

    Updated

  6. the_moskeeb1

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

    5 downloads

       (0 reviews)

    0 comments

    Updated

  7. secret_bay_et_fixed (etsbay)

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

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

    15 downloads

       (0 reviews)

    0 comments

    Updated

  8. transmitter + script

    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

       (1 review)

    0 comments

    Updated

  9. transmitter_spring

    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 reviews)

    0 comments

    Submitted

  10. subway

    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 reviews)

    0 comments

    Submitted

  11. The Well Of Youth (Twoy)

    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 reviews)

    0 comments

    Submitted

  12. steelplant2

    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 reviews)

    0 comments

    Updated

  13. schoolnc

    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 reviews)

    0 comments

    Updated

  14. school

    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 reviews)

    0 comments

    Submitted

  15. tankbuster_200

    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 reviews)

    0 comments

    Submitted

  16. sos_secret_weapon

    // 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 reviews)

    0 comments

    Submitted

  17. thief_city

    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 reviews)

    0 comments

    Submitted

  18. summer_palace_b1

    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 reviews)

    0 comments

    Submitted

  19. snipertram_beta1

    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 reviews)

    0 comments

    Submitted

  20. The_Battle_of_Monte_Cassino_beta1

    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

       (1 review)

    0 comments

    Submitted

  21. total_tankrace_beta3

    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 reviews)

    0 comments

    Submitted

  22. spearhead_b2

    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 reviews)

    0 comments

    Submitted

  23. town

    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 reviews)

    0 comments

    Submitted

  24. supplydepot2

    // 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 reviews)

    0 comments

    Submitted

  25. tm_lcity_b5

    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 reviews)

    0 comments

    Submitted


×
×
  • Create New...