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  1. superior_v11

    Axis Objective Descriptions
    1    "Primary Objective:**Zerstoere den Tuergenerator, um zugang zum Bombendeck zu erhalten.*Destroy the Generator, in order to receive entrance to the bomb deck"
    2    "Primary Objective:**Plaziere die vier Bomben im Schiffsrumpf.*Place four bombs in the Shiphull"
    3    "Primary Objective:**Baue den Zuender. *Build the Detonator."
    4    "Primary Objective:**Baue einen Kommandoposten.*Build the Commandpost"
    5    "Primary Objective:**Spiel eine runde Schiffeversenken.....*Play a round ship sinking..."

    // Allied Objective Descriptions
    1    "Primary Objective:**Schuetze den Tuergenerator.*Save the Generator!"
    2    "Primary Objective:**Hindere die Axen daran, Bomben im Schiff anzubringen.*Prevent the Axen to attach bombs in the ship."
    3    "Primary Objective:**Verhindere den Bau des Zuenders.*Prevent build the Detonator."
    4    "Primary Objective:**Baue einen Kommandoposten.*Build the Commandpost"
    5    "Primary Objective:**Verhindere die versenkung des Schiffes.*Prevent sinking the ship!"
    HMS Superior Version 1.1
    von Sternschubser 09/08
    http://home.arcor.de/thorundhammer
    die pk3 datei in das /etmain verzeichniss legen
    thanks for great models/prefabs:
    Seafire Aircraft
    Pegazus   www.hot.ee/smmapping
    wp_torpedo
    dt_aa_mm misc models
    Detoeni   www.wolfproject.net   http://www.planetwolfenstein.com/detoeni
    dynamit
    mlb       www.gd-experience.eu/index.php?section=1
    danke an:
    Kernwaffe.de
    dem einzig wahren et-server :)
    lever-desinger.de
    ohne die tollen tutorials hätt ich das wohl nie geschafft
    id software
    einfach herrlich, das so ein spiel umsonst ausgegeben wird und dann nach 3 jahren sogar die source freigegeben werden
    anregungen und kritik an
    thorundhammer*at*gmx.de

    6 downloads

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  2. tiger_dump_b7

    Axis Objective Descriptions
    1    "Primary Objective:**Prevent the Allies from constructing and reinforcing a Bridge over the frozen river."
    2    "Primary Objective:**Prevent the Allied Tank from destroying the Tunnel Doors."
    3    "Primary Objective:**Disable the Allied Tank before it can blow open the Depot Gates."
    4    "Primary Objective:**Defend the Depot Fuel Dump."
    5    "Secondary Objective:**Defend the damaged Side Wall."
    6    "Secondary Objective:**Build your Command Post for improved charge times."
    7    "Secondary Objective:**Stop the Allies from constructing a Command Post."
    // Allied Objective Descriptions
    1    "Primary Objective:**Construct and reinforce a Bridge over the frozen river."
    2    "Primary Objective:**Escort the Tank over the Bridge to destroy the Tunnel Doors."
    3    "Primary Objective:**Cover the Tank as it destroys the Axis Depot Gates."
    4    "Primary Objective:**Dynamite the Axis Fuel Dump."
    5    "Secondary Objective:**Escort the Tank to destroy the Side Wall to the rear of the Depot."
    6    "Secondary Objective:**Stop the Axis from constructing a Command Post."
    7    "Secondary Objective:**Build a Command Post for faster charge times."

    8 downloads

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  3. tiger_110

    Title        Tiger!
    File name    tiger_110.pk3
    Map name    tiger
    Version        1.1.0   (Created August 2006)
    Author        2Bit    (www.tibetclan.com)
    Other 2Bit maps    Breakout
            Glider Assault
            TankBuster
            British Bulldog
            6Flags
            110 Factory
            2Tanks
            Ludendorff Bridge
            - available from www.tibetclan.com or www.pythononline.co.uk/et
    Nbr of players    Recommended 6-20 per team
    Installation    Put the pk3 file into the etmain folder.
    Scenario    Late June 1944, France. An Allied convoy must pass through a small french town as part of the push east.
            Their route takes them within range of ace tank commander SS-Obersturmfuehrer Michael Wittman in his Tiger tank.
            Allied infantry must attempt to neutralize the Tiger as the vehicles pass though the town.
            Axis infantry must support the Tiger as it tries to destroy the Allied motorized convoy.
    Allied Victory    Allies win if they escort 3 of the 5 convoy trucks to safety.
    Axis Victory    Axis win if the Tiger destroys 3 of the 5 convoy trucks.
    Gameplay    The Allies must escort their convoy, one truck at a time, safely through the village to safety. The Tiger will
            not hunt for a truck until it first moves from the allied spawn.
            Only engineers can escort a truck (including Axis engineers, to prevent allies from playing a holdup
            game and letting the timer expire without bringing out the next truck).
            The Tiger tank moves independently, without player escort, and actively hunts the trucks.  It is much
            stronger than normal tanks, and can fire its main cannon at allied soldiers if the opportunity arises.
            If the Tiger gets line of sight to a truck, is not at point-blank range and not prevented from firing (see below)
            it will fire at and destroy the truck.  The Tiger cannot fire behind it. A truck may find safety at a corner
            because the Tiger may come across it at point-blank range and be forced to withhold fire and pass it by.
            Allied Field Ops can send false radio signals to the Tiger ordering it not to fire at trucks.
            Axis Field Ops can countermand the false radio signals.
            Allies can destroy the radio mast.  The Tiger will return to base and no further orders can be
            issued to it until the mast is repaired.  So it is an important allied tactic to first send the false orders.
            Axis can deploy fuel into depressions in the road in the path of the trucks.  Once ignited this
            forms a temporary fire barrier to the trucks. But if they deliver the fuel too early to the roadside,
            the allies may ignite it so that it burns out harmlessly.
            When the truck advances sufficiently, an allied forward spawn flag becomes available.  It is removed again
            when the truck escapes or is destroyed.  Also at this time, for 30 seconds, fast routes are available for the
            allied players to get them back to the spawn (without having to self kill) ready for the next truck.
            Each truck picks the route to follow (one of two) which is furthest from the tank's current position.
    Gamemodes    Objective, Stopwatch.
    Thanks to    Splash Damage and Activision for everything.
            Detoeni, Drakir and Iffy for their excellent models.
            The textures were drawn from many sources, so I'd like to thank the following for
            their invaluable contribution:
                LeMog, DaveGH, BerneyBoy, Uchronic, Blushing Bride, Chavo One, Massive and StormShadow.
            Anyone else whose texture I may have inadvertently used.
            TibeT Clan and associates for testing and feedback.
     

    15 downloads

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  4. tides

    Tides of War
    This map was created by FrostyChilli, FrostyMixi, Jens-Stefan in 31/01/2010.
    It was completed and polished in 12/12/2014.
    Inspiration for map layout came from a map called LNA 1v1. Work was started in 2009, first version completed in 2010.
    Then it was not published but stalled for 4 years. Until I decided to pick up the map again and finish it.
    It is the second map in my coming Campaign scenario, with the first one being finished and polished as well(2014/11).
    Thank you for Rayban for foliage models and textures. Also thanks to people from SplashDamage forums for great help!
     
    Thank you for developers of Enemy Territory for making such a great game!
    Cheers,
    Jens!
    __________________
    // Axis Objective Descriptions
    1    "Primary Objective:**Don't let Allied forces destroy the Generator."
    2    "Primary Objective:**Defend the Secret Entrance in the basement!"
    3    "Secondary Objective:**Prevent Allies from constructing the net!"
    4    "Secondary Objective:**Construct the net!"
    5    "Secondary Objective:**Construct the Command Post!"
    6    "Secondary Objective:**Prevent Allies from destroying the sewer entrance!"

    // Allied Objective Descriptions
    1    "Primary Objective:**Destroy the Generator!"
    2    "Primary Objective:**Destroy the Secret Entrance!"
    3    "Secondary Objective:**Construct the net!"
    4    "Secondary Objective:**Prevent Axis from constructing the net!"
    5    "Secondary Objective:**Construct the Command Post!"
    6    "Secondary Objective:**Destroy the sewer entrance!"
     

    20 downloads

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  5. Tram2_b2

    Description:
    Spawntimes: 20 Allies / 30 Axis
    Changes from mp_tram to Tram2:
    Map is cut in half (2nd stage only)
    Documents are now at the old transmitter
    Transmitter is outside South-West of the Castle
    Flag spawn at the Tram Tower for Allies
    Lower Basement Door now grants the Allies a permanent spawn at the Northern Hut
    New spiral staircase added to the Castle as a safe way to reach the transmitter outside
    2023-02-24
    This map is a reimagining of mp_tram for Return to Castle Wolfesntein converted into a stopwatch map all the credit goes to the original map makers
    find a bug? or have a suggestion regarding the map? contact me on discord @ John_Mullins#8799
     Axis Objective Descriptions
    1    "Secondary Objective:**Defend the Castle Lower Door."
    2    "Primary Objective:**Prevent the Allies from retrieving the Agent One Documents."
    3    "Primary Objective:**Stop the Allies before they use the Radio Transmitter."
    4   "Secondary Objective:**Stop the Allies from capturing the Tram Tower Flag."
     Allied Objective Descriptions
     1    "Secondary Objective:**Break into the Castle Lower Door."
     2    "Primary Objective:**Retrieve the Agent One Documents."
     3    "Primary Objective:**Send message from the Radio Transmitter."
     4    "Secondary Objective:**Capture the Tram Tower Flag"

    51 downloads

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  6. sub2_b2

    2023-03-08
    Description:
    Reimagining of mp_sub from Return to Castle Wolfenstein for ET
    Spawntimes: 20 Allies / 30 Axis
    Timelimit: 10 Minutes
    Changes from mp_sub to Sub2:
    Change: Main Door is destroyed at the start of the map
    Change: The Axis Submarine now requires two dynamites to be planted in order for the allies to win
    Added: Path from Central Access Room (Above Flag) to the Axis Workshop
    Added: Two new rooms inside the axis spawn Office and Workshop that has a team door that can be destroyed by a satchel and rebuilt by the axis
    Added: Dropdown from axis spawn to filtration
    Added: Filtration Hallway that leads to the back of the Axis Submarine
    Added: Spiral stairs at the back of the submarine pen that connects the first, second floor and the crane balcony
    Added: The room overlooking the submarine from RTCW's singleplayer (third floor)
    2023-03-10
    _b2 fixes: removed some models and entities reduced lightmapsize to fit the default com_hunkmegs 56 limitation. Changed the map coordinates for omnibot
    special thanks to [UJE]Niek for the omnibot waypoints
    find a bug? or have a suggestion regarding the map? contact me on discord @ John_Mullins#8799

    18 downloads

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  7. 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

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  8. teuthonia_final + (waypoints in test )

    new botfiles  Author Ets_Cyberwolf

    Summer 2014 (Yeah, some old dudes are still making ET maps these days)

    Version    : final release

     Author    : Teuthis
    url        : http://forums.warchest.com/forum.php
    url        : http://www.thewolfteam.org/news.php
    email        : goto one of the two websitesand send your message to Teuthis.  
    I'd love to get some feedback about the map (criticism welcome of course too)  
     
     
    Reason for making this map:  
    I am mapping for ET because I enjoy mapping, irrespective of whether the map is finally released or not. Reason I released this one and not others is because I believe that people will specifically like this one. If you are familiar with ET you will recognize some similarities to goldrush. This is on purpose because I personally think goldrush is by far the best custom map and I wanted to create something that has kinda similar gameplay and texturing so that people who like goldrush will likely also enjoy playing this one. Also the goldrush.map file is open source and its legal to use brush and script work from this map (what a great coincidence YEAH!).
    Important:
    This map may only be distributed without any costs and free of charge. It is solely to be used for enemy territory and all rights belong to id software. All rules from id apply.
     ----------------------------------------->
    | Story: well if you know goldrush you know what's coming now:
    |      The Allies have to steal a tank and steal some gold bars
    |          ...escord the tank, clear the tank barriers and blow up the bank door
    |          ...steal the gold bars and bring them to a nearby truck
    |          ...escord the truck with the gold to the home base
    |      The Axis have to prevent the Allies to steal and secure the gold.  
    |----------------------------------------->
     ----------------------------------------->                
    |            :..Unzip Teuthonia_final.pk3 into your etmain folder.
    |            :..Launch Enemy Territory, find a server and have fun                                    
    |----------------------------------------->
     ----------------------------------------->
    | Objectives:..
    |     Allies:..
    |          1:..Repair the tank
    |          2:..Escort the Tank and destroy the tank barriers
    |          3:..Escort the Tank into position to blow up the bank door
    |          4:..Steal the gold and bring it to a nearby truck
    |          5:..Escort the truck
    |          6:..Build a Command Post for faster charge times
    |          7:..Stop the Axis from constructing a Command Post
    |----------------------------------------->
    |       Axis:..
    |          1:..Prevent the Allies from repairing the tank
    |          2:..Build up the tank barriers
    |          3:..Prevent the Allies from blowing up the bank door
    |          4:..Stop the Allies from stealing the gold
    |          5:..Stop the Allies from escaping with the gold
    |          6:..Stop the Allies from constructing a Command Post
    |          7:..Build your Command Post for improved charge times
    |----------------------------------------->
     
     ----------------------------------------->
    | Miscellania:..
    |            :..editor       : GtkRadiant 1.5 and 1.6.4 (what a powerful weapon this radiant is, unbelievable)
    |            :..compiler     : q3map2 build in GTKradiant
    |            :..build time   : more than a year but as I said I map for recreational purposes with quite big gaps in between
    |            :..I only used mainly custom textures
    |         :..models are either common models that come with ET or they are from TWT Thunder (big thanks)
    |         :..some modified shaders and textures are originally from Simonoc (thanks Simonoc for these great turtorials on the blending stuff )
     ----------------------------------------->
    | Credits    :..
    |            :..my wife for her understanding that mapping is not a complete useless way of spending your free time
    |            :..the guys who made goldrush. You folks seriously kick ass. Thanks for making the source code open access and to release the .map file
    |            :..my local brewery
    |         
    |            :..all the people from the SD warchest forum that helped with dozens of questions, most importantly Mateos and Thunder13 (big thanks to you guys)    
    |         :..the level-designer Forum for great discussions and the nice tutorials (e.g. michi.be for the Tut on flagfire, and LD/NighWulf for the Tut on the doors)
    |         :..the sources for the free to use sounds I used: From www.freesounds.org I used the battlefield sound, which was made by Mike Koenig (big thanks)
    |         :..the sources for the free to use sounds I used: From www.soundbible.com I used the helicopüter sound (big thanks)
    |         :..the sources for the free to use sounds I used: From www.soundbible.com I used the machine gun sound (big thanks)
    |         :..for the tank and truck I thank folks making the prefab generator: http://www.ruizzz.nl/prefabgenerator/index.php
    |         :..TheWolfTeam, especially Mateos, Thunder, Micha and Ove for lots of help
    |         :..The folks from dark alchemy for great feedback, support and testing the map
    |         :..Special thanks to Thunder for the models, Mateos for help with scripting and Micha for the waypoints
    |----------------------------------------->
    | Copyright  :..
    |            :..Copyright (c) 2014 by id software
    |            :..all laws from ID software and splash damage that apply for enemy territory also apply to this map.
    |----------------------------------------->
    | Permissions:..You may not include or distribute this map in any sort of commercial product. You may not edit this file in any means
    |            :..distribute this map via any non-electronic means, including but not limited to compact disks, and floppy disks.
    |            :..you many not Redo/reproduce/update this map in any way without permission from the author.
    |            :..distribution is only allowed without any charge for the receipient. This map is for non-commercial use only. No one is allowed to make profit with this map.

    |----------------------------------------->
    | Last note from the author
    |         :..the map is free of Nazi symbols. Please keep it that way. The day I see my map modified with such symbols is the last day I mapped for ET. Thanks for your understanding :)

    21 downloads

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  9. snatch3_fixed

    This is  fixed version of Snatch 3.
    Fixes:
    - radar and dynamite visable at limbo
    - radio wall texture enbabled
    See Snatch3_readme.txt for original manual.
    Installation: remove "snatch3.pk3" from your server (keep it somewhere as backup in case of any troubles) and copy this file into your etmain folder and restart ET server.
    For campaign files or any other map rotation files use "snatch3" as map name, don't use "snatch3_fixed"!
    sage [at] subsys [dot] de
    Release date: 2006-09-30
    Author: SteelRat
    Map Name: Snatch3
    BSP name: snatch3
    Gametypes supported: Objective and Stopwatch
    Gametime: 20 Minutes
    Bug Fixes in this version since the Snatch2.pk3 release (2006-05-22):
    01. Fixed (total rewrite) the forest house spawn that was active at the beginning of map that was being exploited by some players.
    02. Added Axis second spawn by Axis command post and storage (new area)
    03. Spawnpoints for both teams are autochanged when truck passes thru base gate. Axis spawn by CP and storage, Allies at initial spawn (old spawnpoints still available though).
    04. Removed annoying brush near Forest House in the bush.
    05. The truck is now moving 25 units faster than previously, was 125 and is now 150.
    06. Minor texture fixes and addition of a few small items
    Using the setspawnpt command for manual/scripted selection of spawnpoints:
    Allies
    0 = Forest House
    1 = Initial Spawn (Allied House)
    Axis
    1 = Initial Spawn (Base Spawn)
    4 = Storage/Command post

    Bug Fixes in this version since the Snatch.pk3 release (2006-05-18):
    01. Removed 2:nd spawn for Axis and fixed spawning.
    02. Updated command post script for Allies
    03. Allies can now choose spawn point once comm post is built, default is the command post until truck has passed the main gate. If the truck has passed the main gate, Axis destroyed the Allied command  post and Allies rebuild it they will spawn at their initial spawn but have the option to use the command post spawn.
    04. Fixed the flying stairs ;)
    05. Updated tcMod for the terrain
    06. Made the previously Axis only door near Axis command post available to both teams.

    Bug Fixes in this version since the Beta Release (2006-05-11):
    01. Caulk in stairs by Axis Command post - fixed.
    02. Spawn bug fixed (total workover).
    03. Added some extra cover near map end by the road.
    04. Widened door to tunnel by the truck by 4 units and added player clip.
    05. Added player clip by tunnel exit on top of the hill.
    06. Modified player clip by Axis spawn on ledge by MG42
    07. Modified script and removed faulty entity calls.
    08. Widened distance between dragon teeth at truck barriers.
    09. Allies Command Post bug fixed (const class and spawn move)
    10. Minor texture fixes all over the map.
    11. Moved Allied Construction Tower on east side of bridge a bit.
    12. Changed Allied spawn time.
    13. A number of shader fixes.

    ---------------------
    Map Story
    ---------------------
    June 1943: The Axis have a small but vital communication outpost, which controls the Blitzkrieg on all major frontlines. This outpost is equipped with the new radar technology and the Allies are planning an attack (codename: Snatch). The aim is to steal a radar part which in turn will give the Allies crucial electronical know-how.**Will the Axis defend the outpost or will Operation Snatch be a success for the Allied Forces?
     
    ---------------------
    Map Objectives
    ---------------------
    Allied Objectives
    Primary objectives:
    *Steal the Radar Parts from the radar tower.
    *Steal the Truck and escape with the Radar Parts.

    Secondary Objectives:
    *Destroy the Main Gate.
    *Construct the Command Post.
    *Destroy the Axis Command Post.
    *Destroy the Radio Wall.

    Axis Objectives:
    Primary objectives:
    *Stop the Allied forces from stealing the Radar Parts!
    *Prevent the Allies from stealing the Truck!
    *Prevent the Allies from escaping with the Truck!

    Secondary objectives:
    *Prevent the Allies from detroying the Main Gate.
    *Destroy the Allied Command Post.
    *Construct the Command Post.
    *Prevent the Allies from detroying the Radio Wall.

    ---------------------
    Installation
    ---------------------
    Put the snatch2.pk3 file in your \etmain directory. The mapname is snatch2 if you want to add it to any script.

    ---------------------
    Thanks
    ---------------------
    Special thanks to Ringa who helped me with icons, command map and good ideas.
    Big kudos goes to Loffy for helping me out and getting me back on track :)

    ---------------------
    Contact info
    ---------------------
    Website: www.srcgaming.com
    e-mail: steelrat at bredband.net
    IRC channel @ Quakenet: #srcgaming
    ###SteelRat's Cage ET Server: 213.132.119.21:27960

    24 downloads

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  10. sp_delivery_te

    Version:             Final
    Filename:            sp_delivery_te.pk3
    Release date:        25.05.2008
    Original map by:     Apple & GW
    Modified by:         jump3r & eiM & Snake
    E-mail:              [email protected] / [email protected]
    Homepage:         http://community.eicher.tv
    The Axis are temporarily storing a number of gold crates in a fortified storehouse while they await their transfer to a more secure location. Allies must first gain control of the storehouse by damaging the forward bunker's East and West Walls, then with their forward spawn secured they must escape with a number of gold crates using the Axis' very own cargo trucks for transportation
    = Tools used =
    ==============
    GTK Radiant 1.5RC1 & GTK Radiant 1.4
    Q3Map2 2.5.16
    UltraEdit-32
    Notepad
    Adobe Photoshop CS

    = Mapping resources used =
    ==========================
    http://www.splashdamage.com/forums/
    http://simland.planetquake.gamespy.com
    http://en.wikibooks.org/wiki/Q3Map2
    http://members.lycos.co.uk/quakeroats/q3map2/shader_manual/
    http://nibsworld.com/rtcw/
    http://www.wolfensteinx.com/surface/tutorials.html
    http://tramdesign.planetwolfenstein.gamespy.com/resources.html
    http://bubba.planetquake.gamespy.com/
    http://www.level-designer.de

    = Changes (sp_delivery2 -> sp_delivery3a2[not published] -> sp_delivery_te_a2) =
    ==========================================
    v3a1:
    - completely reworked VIS structure
    - VIS compilation!
    - texture fixes, realigned textures
    - more caulking
    - better clipping
    - brush fixes, fixed leakings
    - fixed some minor z-fighting effects
    - added coronas
    - added a window near the trucks
    - fixed buggy terrain under left and right destroyable wall
    - added tracemap
    - new, better levelshot
    - removed short wait before endround
    v3a2:
    - fixed two texture leaks
    - more detail brushes near the gold crates
    - some small changes...
    te_a1:
    - fixed all corrupted brushes
    - added lightnings
    - added HINT brushes
    - LIGHT compilation
    - jumpdown near axis spawn/lift
    te_a2:
    - widened doors
    - reworked gravetunnel
    - made the alarm only sound once activated
    - moved the truck & gold a bit
    - fixxed the skybox near trucks
    - added downstairs spawn for allies at flag
    - axis autospawn at flag in beginning
    - added bushes/wooden barriers in first stage
    - respawntimes now: axis 30 / allies 20
    - added some more lights
    te_a3:
    - fixed speaker announcements
    - fixed autospawns
    - fixed some broken brushes
    - added some more lights
    - changed the hole at the window of door controls
    - fixxed the big stones
    - set the axis spawn back to offices
    - made spawntime 20/20 again
    te_a4:
    - fixxed several brushleaks
    - highered the doors
    - made the glasshole smaller
    - edited clip at trains
    - decreased intensity of lights
    - added clips for some lights
    - aligned some more textures
    - spawntime 20/30 again =)
    - added tunnel at first allies spawn (anti spawncamp)
    te_a5:
    - door controls button is now a constructible
    - door controls room was made a bit bigger
    - gold is now only takeable when the doors are opened
    - fixxed some lightningbugs
    - added etpro location informations (thx to antman)
    te_a6:
    - general fixxes
    - 2nd part made bigger
    - added light effect at window
    te_b1:
    - deleted light effect at window
    - made golddoors stay open after first opening
    - allies secure forward bunker after button construction
    te_b2:
    - deleted some railings behind tunnel
    - tunnelfloor is not mine-able anymore
    - fixxed spawnbug
    - fixxed button-pushbug
    - added clips for 2nd truck (got deleted somehow^^)
    - fixxed the goldreturned soundbug
    te:
    - fixxed a textureleak
    - fixxed the doubledynamited & bugged east/west wall

    11 downloads

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  11. sw_cathedral_b7

    -------------------------------------------------
     Basic Information
    -------------------------------------------------
    Author        : Blushing_Bride
    Email address    : [email protected]
    -------------------------------------------------
     Map Information
    -------------------------------------------------
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : sw_cathedral_b6
    Filename    : sw_cathedral_b6.pk3
    Version         : Beta Version
    Release date    : 5/06/2006
    Decription    : A medium sized map designed for competition and public play
    Installation    : Place the sw_cathedral_6b.pk3 to your etmain folder, select it from the multiplayer->create server menu or
                      bring down the console and type: map cathedral.
    ---------------------------------------------------------------------------------------------------------------------------
     Objectives
    ---------------------------------------------------------------------------------------------------------------------------
    # The Allies need to blow open the door to secure forward spawn and then try and retrieve both radar parts fro the courtyard
    # The Axis need to stop the Allies from doing the above
    ---------------------------------------------------------------------------------------------------------------------------
     Additional Map Information/Credits
    ---------------------------------------------------------------------------------------------------------------------------
    Prefabs and thanks        : Ifurita for finalising the map by adding signs, objective markers, a command map and limbo stuff
                                Go_Gerbil for allowing me to use his light halo texture (the light coming through the cathedral windows). His webby http://theburrow.fragland.net/
                                Ifurita and team for making the source of byzantine and vengeance maps avaible for me to steal such things as Command posts. Iffy's webby http://planetwolfenstein.com/4newbies/
                                More Massive thanks to Ifurita for creating the command map and all the sign textures that appear in the map.
                                Drakir for helping me do the returnable objective script and some prefabs. His webby http://www.drakir.tk/
                                Many thanks to everyone at http://www.splashdamage.com/ for information about mapping
                                Huge thanks to the great people at Peterborough and Southwark cathedrals for allowing me to take so many pictures to make textures.
                                Big thanks to clan SenF (http://wolf.dehn.net/) and clan Nightwatch (http://www.clan-nightwatch.org/) for helping me test this map
                                And thanks to anyone else who feels that they deserve thanking who i might have forgotten. Send me an email and ill make a big thanks to you in the next release.
                      
                      
    ----------------------------------------------------------------------------------------------------------------------------
     Testing
    ----------------------------------------------------------------------------------------------------------------------------
    # This needs testing. I have no idea about this but if you play it and think
    it's rubbish then please let me know why so i can fix it for a final release at a later date. If you want to host this map
    on a server then please do so but let me know so that i can join in.Feel free to discuss this map at
    http://www.clan-nightwatch.org/ and leave feedback and advice on what to fix and what to balance
    -------------------------------------------------
    Copyright © 2006
    This level may be electronically distributed only at
    NO CHARGE to the recipient in its current state, MUST
    include this .txt file, and may NOT be modified IN
    ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE
    DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR
    WRITTEN PERMISSION.

    15 downloads

       (0 reviews)

    0 comments

    Updated

  12. sw_el_kef

    axis "El Kef is a city taken over by the Axis to set up backup and cover the Tunisian coast. An allied squad is sent over to El Kef to rob a radio transmitter so Axis forces can receive the crypted messages of Allied defense points"

    wm_mapdescription allied "El Kef is a city taken over by the Axis to set up backup and cover the Tunisian coast. An allied squad is sent over to El Kef to rob a radio transmitter so Axis forces can receive the crypted messages of Allied defense points"

    wm_mapdescription neutral "El Kef is a city taken over by the Axis to set up backup and cover the Tunisian coast. An allied squad is sent over to El Kef to rob a radio transmitter so Axis forces can receive the crypted messages of Allied defense points

    10 downloads

       (0 reviews)

    0 comments

    Submitted

  13. Thud in the Sand -Tits- ( privates waypoints )

    Author:            -)A(-WuTang**
    Version:            Beta 2 (B2)
    Released:            18th Nevember 2016

    Contacts:
    Email:    [email protected]
    Forum:    www.dark-alchemy.com    - user WuTangH
    www.thewolfteam.org    - user WuTangH
     www.splashdamage.com    - user WuTangH
    About:
    This is the 2nd released version. The map is situated in small egypt-style town, and ends up in underground axis bunkers.
    Objectives:
        Allies:
            Primary: Steal the Dynamite and deliver it to the Truck.
            Primary: Escort the Truck through barrier and Destroy City gate.
            Primary: Destroy two tunnel Gates to gain access into underground bunkers.
            Primary: Use button in Control Cabin to move rockets out of Safe.
            Primary: Steal Captains Key from his table and deliver it to the Safe to open it.
            Primary: Steal the Case, Moneypack 1 and Moneypack 2, and deliver them to the green truck on the other exit of bunkers.
            Secondary: Destroy Hovel Wall to gain one more acess to Dynamite.
            
        Axis:
            Defend, defend, defend, go on a cig, and defend again.
            Also feel free to build Truck barrier.
      
    Programs used:
        GTKRadiant 1.5
        Notepad++
        Adobe Photoshop CS6
        Audacity
        MD3Compile.exe
        Paint (yeah right)
    Credits & some Copyrights:
    Textures were downloaded for free, or made by me.
        Moving water - from Quotidian map by Avoc
        Props_wall - posters textures - made by Sid and Etch
        Plus some nice sites:   http://www.davegh.com/index.php
                   http://www.mb3d.co.uk/mb3d/maxTextures_Home_-_Free_Seamless_and_Tileable_High_Res_Textures.html
                   http://opengameart.org/textures/all
        
    Models:        Case - made by Devils-Right-Hand of TWT-team.
            Two money models - made by Thunder of TWT-team.
            Chevy truck - made by Thunder of TWT-team.
            Key - made by Thunder of TWT-team.
            Bunker lights - made by Thunder of TWT-team.
            Market props - made by Thunder of TWT-team.
            The big jungle tree - made by Kic.
            Gas props - made by Thunder of TWT-team.
            Tap model - made by Thunder of TWT-team.
            Big dynamite - made by MLB guys.
    Sounds:        Sounds included in pk3 are made out of ET original sounds. So feel free to use any of them.
                    
    You can use all textures from this pack. Those downloaded are free, and those made by me are totally free too (as they look terrible anyway).
    AFAIK you can use models, but please give credits as I did. You will find all custom models on thewolfteam website.
    Thanks to C from UJE Clan for their prefab generator.
    I've also downloaded Control Panel textures, Health & Ammo cabins prefab, Oil barrel prefab, and crates prefab. However, authors are unknown to me. Thanks to them anyway..
                    
    Special thanks to all people that helped or discussed my map with me:
    Teuthis            
    -)A(-Islander        
    -)A(-Lammert        
    TWT-Thunder        
    TomTom7777        
    -)A(-Tomimaki        
    -)A(-Old-Owl
    Kemon
    Timothy
    Mateos
    Macchute        
    Stealth
    -|D|-Ray
    Devils Right Hand
    native12
    [UJE]Niek
    -SSF-Sage
    Micha
    AoS-Fabi
    ETc|Jay
    webDogster
    macbeth
    And another people from SplashDamage, TheWolfTeam and Dark Alchemy forums.
    Support Dark Alchemy with joining our servers.
    Support TheWolfTeam with joining their forums. (we need testers, too)
    You may not include or distribute this map in any sort of commercial product without
    permission from the author.  You may not mass distribute this level via any
    non-electronic means, including but not limited to compact disks, and floppy disks.
    You may not Redo/reproduce/update this map in any way without permission from the author.
    This will change IF map source file will be released to public.
    Another bunker enterance.
    Chevy (green) Truck moved to the new bunker exit on the other side of mountain.
    A little performance fix, but it's still quite bad.
    Fixed shaders bug of water & sky textures that bugged textures on other maps in map-rotations.
    Fixed objective deliver points, so you can't capture the Key and other objectives at Truck anymore.
    Another floors on buldings, roofs, plus many more brushwork.
    Changed spawntimes to balance map a little.
    Stones at waterfall are not models anymore, but brushes.
    Tunnel terrain is not so flat anymore.
    2nd allied spawn is devided on two positions (under one spawnpoint)
    Added objective cameras in limbo menu.
    Added pipeline holders so they look more real.
    DONE - All cables are non-solid now and will not block jumping players in tunnels anymore.
    Configstrings - all soundscripts are called just s[number], that's all I could do about it.
    Brushes, entities, textures, and scripts cleanup.
    Truck barrier has new design.
    Added missing sound when The Key is dropped, or delivered to the Safe.
     

    15 downloads

       (0 reviews)

    0 comments

    Submitted

  14. townsquare_final

    Author        : Blushing_Bride (yes it's a silly and i think about changing it all the time)
    Email address    : [email protected]
     Map Information
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : townsquare_beta2
    Filename    : townsquare_beta2.pk3
    Version         : Beta2 Version
    Release date    : 25/04/2003
    Decription    :
    "After the success D-Day landings the Allied forces are pushing forward on all fronts. As they advance across France each town no matter how big or small becomes a battle field. It's an all-or-nothing fight to the death."
     "The Axis are guarding a hoard of gold in an old palace. The Allies must blast their way inside and run off with the loot."
    allied "Millions of dollars in Axis gold lie in an abandoned palace in France: liberate it. Enter under cover of darkness, blow open the palace doors and make your escape."

    axis "Gold bars worth millions of Reichsmarks lie in an abandoned palace. Guard the palace closely and ensure that the Allies do not steal the gold."

    neutral "The Axis are guarding a hoard of gold in an old abandoned palace. The Allies must steal it and escape in a getaway Truck."

    Installation    : Place the townsquare_beta2.pk3 to your etmain folder, select it from the multiplayer->create server menu or
                      bring down the console and type: map townsquare_beta2.
    ----------------------------
     Objectives
    -----------------------------
    # The Allies need to blow open the palace door and run away with the gold
    # The Axis need to stop the Allies from pinching their gold
    -------------------------------
     Additional Map Information/Credits
    --------------------------------
    Prefabs         : Command Post and Script: Hosted by seven_dc from the splashdamage forums although i believe
                      it was orignally made by Drakir.
                      Gold bits: Thanks to Ifurita from SDs forums and his awesome website www.planetwolfenstein.com/4newbies/
                      Palace Door (the bit wot you blow up with dyno) Many thanks to MadMaximus for his working prefab
                      Health and Ammo cabinets: thanks to Drakir (http://www.drakir.tk/) for the prefab but he thanks lennyballa
                      from the SD forums so i will too.
                      Water Pump. Many thanks to Sock for supplying this and a script
    Thanks          : Thanks to clan Night Watch for helping test this. And thanks to anyone else who feels that they deserve thanking
                      
                      
    -------------------------------
     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 © 2003
    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.

    8 downloads

       (0 reviews)

    0 comments

    Submitted

  15. 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.
     
     

    32 downloads

       (0 reviews)

    0 comments

    Updated

  16. tounine_b2

    Version: Beta2
    Shortname: tounine_b2
    Release date: 20.05.2010
    Teamsize: 5 vs 5
    Map by: eiM
    =========
    =Contact=
    =========
    IRC: #reVeal.et / #et.mapping
    Mail: aim4r [at] gmx [dot] net
    =============
    =Spawnpoints=
    =============
    Allies:
    0 - Autospawn
    1 - Hillspawn
    2 - Villagespawn
    3 - Commandpost
    4 - Commandpost
    5 - Hillspawn
    Axis:
    0 - Autospawn
    1 - Villagespawn
    2 - Villagespawn
    3 - Bunkerspawn
    4 - Villagespawn
    ===============
    =Thank Goes To=
    ===============
    chosen (mapdesign)
    Bio (interior design)
    Fendah
    draqii
    antman
    Dersaidin
    Seanza (TLR)
    Splashdamage
    ============
    =Tools Used=
    ============
    GTK Radiant 1.5RC1 & GTK Radiant 1.4
    Q3Map2 2.5.16
    Q3Map2 GUI
    Notepad2
    Adobe Photoshop CS
    Enemy Territory
    ========================
    =Mapping resources used=
    ========================
    http://www.splashdamage.com/forums/
    http://simland.planetquake.gamespy.com
    http://en.wikibooks.org/wiki/Q3Map2
    http://members.lycos.co.uk/quakeroats/q3map2/shader_manual/
    http://nibsworld.com/rtcw/
    http://www.wolfensteinx.com/surface/tutorials.html
    http://tramdesign.planetwolfenstein.gamespy.com/resources.html
    http://bubba.planetquake.gamespy.com/
    http://www.level-designer.de
    http://www.antman.info

    This map was created as entry for the TLR Mapping Contest.
    ===========
    =CHANGELOG=
    ===========
    ====B2====
    - added more bunker ways at back axis spawn
    - made south/east cave wider
    - added transmitter limbo icon
    - fixed clipbugs at objectivebunker
     

    17 downloads

       (0 reviews)

    0 comments

    Submitted

  17. sandheli01b

    Author        : Antti "seven_dc" Suuronen
    Email address    : seven_dc@hotmail
     Map Information
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : sandheli01b
    Filename    : sandheli01b.pk3
    Release date    : 20.12.2003
    Decription    : Year 1945, The axis has developed a new secret weapon:
              the assault helicopter "Sandheli". The allied intelligence
              have located the prototype building site and make crucial
              move to destroy the axis helicopter.
    Program        : SD Radiant 1.3.12, q3map_2.5.12 unstable.
    Build time     : meta 126 s, Vis 253 s, light 336 s
    Compile time    : 45 minutes
    Compile machine    : AMD 1800+ XP, 512mb
    Installation    : Place the sandheli01b.pk3 to your etmain folder, select it from the           
              multiplayer->create server menu or bring down the console and type: map sandheli01b.
    "Year 1945, The axis has developed a new secret weapon, the assault helicopter Sandheli. The allied intelligence have located the prototype building site and make crucial move to destroy the axis helicopter."
    // Axis Objective Descriptions
    1    "Primary Objective:**Build the commandpost."
    2    "Primary Objective:**Defend the north wall."
    3    "Primary Objective:**Defend the south wall."
    4    "Primary Objective:**Defend the Helicopter at all costs."

    // Allied Objective Descriptions
    1    "Primary Objective:**Build the commandpost."
    2    "Primary Objective:**Destroy the north wall"
    3    "Primary Objective:**Destroy the south wall."
    4    "Primary Objective:**Destroy the helicopter."
    -------------------------------------------------
     Special thanks to
    -------------------------------------------------
    Sock at SD forums for technical help.
    Drakir for prefabs and tutorials.
    Go_Gerbil for textures and comments.
    S.S Herpie for hosting the alpha tests.
    Ifurita for his excelent tutorials!
    RedFella for comments and new site http://www.levelsource.com
    Slippery Jim for News
    Miso "mwing" for playing
    Aleksi for beeing my son
    joop sloop for pillars!
    * See the map itself

    -------------------------------------------------
    Copyright © 2003 Antti Suuronen all rights reserved
    This level may be electronically distributed only at
    NO CHARGE to the recipient in its current state, MUST
    include this .txt file, and may NOT be modified IN
    ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE
    DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR
    WRITTEN PERMISSION.

    18 downloads

       (0 reviews)

    0 comments

    Submitted

  18. 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

  19. 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

  20. 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

  21. 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

  22. 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

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    Updated

  23. 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)

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  24. 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
     

    14 downloads

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  25. 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)

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