MAPS S - T
60 files
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total_tankrace_beta3
By kate
Dual map
axis "Your mission, as an Axis player: Drive tank and truck to victory!"
allied "Your mission, as an Allied player: Drive tank and truck to victory!"
neutral "This map is Total Tankrace (beta2). It is a frag-friendly mind-stressing map where both teams try to escort their tank and truck to victory!"
Axis Objective Descriptions
1 "Primary Objective:*Drive tank and truck to victory!"
Allied Objective Descriptions
1 "Primary Objective:*Drive tank and truck to victory!"
14 downloads
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Submitted
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snipertram_beta1
By kate
Author : Sauerlaender
Email address : [email protected]
Map Information
Game : Return to Castle Wolfenstein: Enemy Territory
Title : Snipertram
Filename : snipertram_beta1.pk3
Release date : 02.10.2005
Program : SD Radiant 1.4.0
Build time : many weeks :-)
Compile time : 1 hour ca.
Compile machine : AMD Athlon 3200, 512mb
Installation : Place the snipertram_beta1.pk3 to your etmain folder.
Info!
#. Version Beta 1:
Please report any bugs or if you have ideas on how to improve the map to [email protected]
#. Objectives:
Axis Objective Descriptions
Primary Objective: "Protect the gold!"
Primary Objective: "Don't let the enemy run away with the gold to the tower! It's Game Over, if you let the Allies do that!"
Secondary Objective:"Capture and hold the Flag!"
Secondary Objective:"Protect the Generator!"
Secondary Objective:"Don't let the enemy construct the ammo and health dispenser!"
Secondary Objective:"Construct and defend the Command post!"
Secondary Objective:"Construct the Axis Wall!"
Allied Objective Descriptions
Primary Objective:"Steal the gold!"
Primary Objective:"Run with the gold to the tower, to win the game!"
Secondary Objective:"Capture and hold the Flag!"
Secondary Objective:"Destroy the Generator!"
Secondary Objective:"Construct the ammo and health dispenser!"
Secondary Objective:"Construct and defend the Command post!"
Secondary Objective:"Don't let the Axis construct their Wall!"
Special thanks and Credits to:
Loffy (SWE), Iffy, Kafor Sven (GER),Storm Rising, Major Fleischer, gPk][SnipEr, MIKUltra
and all The others great Mapper and People they share their Prefabs!
<<SIX3>> http://www.six3.at.tt
[DOOC] http://www.clandooc.de
-=DLL=- http://www.die-lucky-looser.ath.cx
for Map Testing
Sorry German now ;-)
Diese Map entstand aus Neugier wie man mit dem Radianten arbeitet....
Angefangen habe Ich loffys_tram_prefab zu bearbeiten und zu verändern,
Ich wollte lernen zu mappen und den Radianten zu verstehen, deshalb sind in dieser Map sehr viele Prefabs anderer Mapper.
Ohne Sie wäre ich nie soweit gekommen.
Ich glaube genug gelernt zu haben um jetzt mit meiner ersten komplett eigenen Map zu beginnen.
Sollte Ich einen mapper vergessen haben dessen arbeit ich benutzt habe, verzeiht bitte und gebt mir bescheid damit ich ihn hier mit erwähne.
Gruß
Sauerlaender
14 downloads
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Submitted
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The Well Of Youth (Twoy)
By kate
Title: The Well Of Youth
Filenames: twoy_beta.pk3; ratty_textures.pk3; twoy_readme.txt
Author: Rought
Created: 2003-2004
E-Mail: [email protected]
Special Thanks to: Fragpoint (for the great textures and his help!), ratty redemption (for his beautiful water and q3map2-support),
Beowulf&friends ;)(for thinking about the script)
THANK YOU ALL! :)
Thanks also to: Splash Damage, id Software
Known Bugs: low fps at some parts of the map...I'm sorry, but not enough time to fix that problem...
Story: The Axis have found the well of youth and want to use for invulnerability
but the Allies have been informed and need to get a jug of it to know what the forumula of the liquid is.
About: In case of time I finished the map before it would take even longer...Every week I thought about changing
some parts of the map, but I know this would never end...so...I finished it and the story has an end!
There are still parts of the map I want to change...but there is no time for it ;)
I hope you'll enjoy it!
Install Instructions:
Unzip twoy_beta.zip
Place twoy_beta.pk3 in your Enemy Territory/etmain/
directory
Start ET from the shortcut
You can play the map within the game-menue
Construction
Base: Rought
Editor Used: GTKRadiant 1.4.0
Nr. of Brushes: 10583 Brushes
Nr. of Entities: 1908 Entities
Compile Machine: AthlonXP 2600+ with 1536mb DDR
Compiling Time: 1136 sec.
Copyright(c) and Permissions:
Authors MAY NOT use this map as a base to build additional levels.
Textures and Art do have a copyright! DO NOT USE it without contacting me!
You MUST NOT distribute this level UNLESS you INCLUDE THIS FILE WITH
NO MODIFICATIONS.
This level may be distributed over the Internet.
You are authorised to put this level on CD.
(c) Copyright © 2004 [Manuel Johns]. All Rights Reserved
---------
Axis Objective Descriptions
1 "Primary Objective:**Prevent the Allies of building the bridge!"
2 "Primary Objective:**Don't let the Allies steal the Jug!"
3 "Primary Objective:**Prevent the Allies of stealing the water!"
Allied Objective Descriptions
1 "Primary Objective:**Build the Bridge!"
2 "Primary Objective:**Steal a jug in the bunker to get some water!"
3 "Primary Objective:**Get the water and flee!"
13 downloads
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Submitted
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sw_oasis_b3
By kate
PUR3MAP ARCHIVES OF AMERICA
beta test 1
Title : sw_oasis_te
Date : 16/Jul/2005 16:37
pk3 name : sw_oasis_te.pk3
Filename : sw_oasis_te.bsp
Author : RivrStyx
Email Address : mailto:[email protected]
Web : http://www.planetquake.com/pur3maps - http://www.team-resurrection.net
Description : sw_oasis modified competition map
Additional Credits to : id software and Splash Damage
Permission granted by Splash Damage and activision to modify Oasis for competition play
***Changes***
1. Can jump between guns.
2. 1 pump drains tunnels (Pump at allies start). Theres a covert door in tunnels near exit. Tunnels are connected so both wells can be used to access Old City to blow the wall or grab the flag.
3. When pump is build allies will spawn near the pump. If its blown they spawn at original Allies start. This spawn can be used to access tunnels to garrison since tunnels are connected...so allies have 2 spawns when flag or wall is blown to attack guns.
4. Inside the covert door by old city is a tunnel access switch which opens tunnel door for teammates if jumping the wall or getting a uni. Also axis can open for teammates to blow pump.
5. When Old City wall is blown the small covert door to the left is blown out also. Power to axis only door in tunnels is also disabled at this point and dor opens for allies to use.
6. Water drains more and only a spot or 2 of water remain when drained.
7. Ladder where MG was is moved down one room. It comes up in a room in the upper level instead of by the MG. Can still get to it the way you did before underneath by tank... *but also can access it through a door which is satchel/dynamitable at far south room in front of the garrison. (MG in garrison removed and some cans and boxes replaced for cover)
8. *satchel/Dynamitable door that gives access from south side to lower area near tank and ladder to upper Garrison. Axis can rebuild.
9. Axis upper garrison spawn accessible.
10. Added door behind axis spawn in alley can be used to attack coming from the old city wall when using the upper path.
11. Wall added where axis spawn to cut off axis easy access to tunnel side. Should help give allies a better chance at this choke point rather then axis spawning right next to it and instantly shutting it down. Exit from Axis spawn to under MG area.
******** Play Description ***********
SW_Oasis
// Axis Objective Descriptions
1 "Primary Objective:**Protect the North Pak 75mm Gun in the Axis Garrison."
2 "Primary Objective:**Protect the South Pak 75mm Gun in the Axis Garrison."
3 "Primary Objective:**Defend the Old City Wall from being breached."
4 "Secondary Objective:**Defend the Old City and prevent access through tunnel door."
5 "Secondary Objective:**Keep the Caves flooded by preventing the repair of the Oasis Water Pump."
6 "Secondary Objective:**Repair and prevent the Allies from destroying the side Garrison Door and gaining easier access to guns."
7 "Secondary Objective:**Prevent the Allies from establishing a Command Post at the Oasis."
8 "Secondary Objective:**Set up a Command Post inside the Upper Garrison."
// Allied Objective Descriptions
1 "Primary Objective:**Destroy the North Pak 75mm Gun in the Axis Garrison."
2 "Primary Objective:**Destroy the South Pak 75mm Gun in the Axis Garrison."
3 "Primary Objective:**Breach the Old City Wall and disable the power to the tunnel door for access."
4 "Secondary Objective:**Capture the Old City."
5 "Secondary Objective:**Repair the Oasis Water Pump and drain the water out of the Caves."
6 "Secondary Objective:**Destroy the side Garrison Door for easier access to guns."
7 "Secondary Objective:**Establish a forward Command Post at the Oasis."
8 "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post in the Upper Garrison."
- Construction -
Base : ETs oasis map modified for competition stopwatch play
Editor(s) used : GTKRadiant
Known Bugs : None.
- Copyright / Permissions -
This level is (c) 2005 Dan Dorn.
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.
13 downloads
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Submitted
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summer_palace_b1
By kate
Author : Blushing_Bride
Email address : [email protected]
Map Information
Game : Return to Castle Wolfenstein: Enemy Territory
Title : summer_palace_b1
Filename : summer_palace_b1.pk3
Version : Beta1 Version
Release date : 5/07/2004
Decription : A medium sized map designed for competition and public play
Installation : Place the summer_palace_b1.pk3 to your etmain folder, select it from the multiplayer->create server menu or
bring down the console and type: map summer_palace_b1.
Objectives
# The Allies need to try and retrieve both radar parts from the courtyard area
# The Axis need to stop the Allies from doing the above
Additional Map Information/Credits
Prefabs and thanks : Ifurita and team for making the source of byzantine and vengeance maps avaible for me to steal such things as Command posts. Iffy's webby http://planetwolfenstein.com/4newbies/
Drakir for helping me do the returnable objective script and some prefabs. His webby http://www.drakir.tk/
Many thanks to everyone at http://www.splashdamage.com/ for information about mapping
Tanks alot to clan NW for help with testing. http://www.clan-nightwatch.org/
And thanks to anyone else who feels that they deserve thanking who i might have forgotten. Send me an email and ill make a big thanks to you in the next release.
Testing
# This needs testing. I have no idea about this but if you play it and think
it's rubbish then please let me know why so i can fix it for a final release at a later date. If you want to host this map
on a server then please do so but let me know so that i can join in.Feel free to discuss this map at
http://www.clan-nightwatch.org/ and leave feedback and advice on what to fix and what to balance
Copyright © 2004
This level may be electronically distributed only at
NO CHARGE to the recipient in its current state, MUST
include this .txt file, and may NOT be modified IN
ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE
DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR
WRITTEN PERMISSION.
13 downloads
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Submitted
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sod2_rev1
By kate
Author: -=AN=-Duke Life's a Beach
Email address: [email protected] //can mail bugs here
Webpage: http://anclan.nl
Release date: 20st April, 2009
Filename: sod2_rev.pk3
Program: GTK-Radiant, Photoshop, gimb
Build time: started work 16-09-2008
Map information
Game: Return to Castle Wolfenstein - Enemy Territory
Map time: 20 min
Installation
Place the sod2_rev.pk3 in your *\instaldir\etmain folder, select it from the multiplayer->create
server menu or bring down the console and type: /map sod2_rev
Map Description
Duke s knife the Spear of Destiny is feared among many.
Last time the Allies were success full in stealing The Spear of Destiny.
The Axis HQ have learned where the Allies keep Duke s knife and gone try to steal it back.
The Axis need to repair the tank, take control over the city and use the tank to break into the bank.
If the Axis are successful then the train stands ready to bring them to safety.
Map Objectives
Allied objectives:
Prevent the Axis from fixing the tank!
Construct the Command Post!
Prevent the Axis from blowing up the bank doors!
Defend Duke’s knife The Spear of Destiny!
Prevent the Axis form securing the Spear of Destiny!
Construct the tank barrier!
Capture the flag and take control of the city!
Prevent the Axis form constructing the footbridge and destroying the footbridge gate!
Axis objectives:
Fix the tank you need it to blow up the bank doors!
Construct the Command Post!
Use the tank to blow up the bank doors!
Steal Duke’s knife The Spear of Destiny!
Secure the Spear of Destiny!
Prevent the Allies from constructing the tank barrier!
Capture the flag and take control of the city!
Build the footbridge and destroy the footbrigde gate to get a backroot to the train!
Changes since B1
*Flag added to the church and Allies Spawn.
*Tank stop fader form the tank barrier.
*Tank speed decreased.
*Map time changed form 30 to 20 min.
*Campaign and Arena files cleaned up.
*Textures cleaned up and added.
*Footbridge was added. (constructible for Axis)
*Footbridge gate was added. (constructible for Allies)
*Fence was added around the train.
*Your able to climb in trees.
*Team door (Allies, cvops) was added to the train yard.
*Players can changes spawns.
*CP sound fixed.
*New Flags on the top of the bank and church.
*Portals are looking better now.
*More light was added to the map.
*Secret rooms are looking better now.
*Sounds added and quality improved.
*Water was lowered.
*Goldbar in the bank has bin changed into a knife.
*Goldbar in the terain has bij changed into a safe.
*Command map marker safe added to the train.
*Spawn into a other player was fixed.
Changes since Final
*Map has bin rebuild so you will have a better FPS and less LAG.
*Missing texture added.
*Missing door shader added.
*New secreted sniper spot added.
*New footbridge added.
*Footbridge gate is deleted.
*new was to get into the secret rooms (there are 6).
*New sounds.
*New textures.
*Church and bank have bin rebuild.
*More fun stuff was added.
Special thanks
Thanks to:
-=AN=-Zim*
-=AN=-TheDevilhimself
-=AN=-Destr!8r
13 downloads
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Submitted
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thief_city
By kate
Axis Objective Descriptions
1 "Primary Objective:**Steal the Gold and escape to the sewers!"
2 "Primary Objective:**Destroy the safe door!"
3 "Secondary Objective:**Destroy the safe wooden barrier!"
4 "Secondary Objective:**Destroy the North wall!"
5 "Secondary Objective:**Destroy the West wall!"
6 "Secondary Objective:**Build the command post"
// Allied Objective Descriptions
1 "Primary Objective:**Defend the Gold!"
2 "Primary Objective:**Defend the safe door!"
3 "Secondary Objective:**Build the safe wooden barrier"
4 "Secondary Objective:**Defend the North wall!"
5 "Secondary Objective:**Defend the West wall!"
6 "Secondary Objective:**Build the command post"
12 downloads
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Submitted
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SecRadar2_final
By kate
map: SecRadar2_final
longname: Security Radar
(Dedicated the Paulaner ET-server. for the many hours fun, FischCommand :-))
STATUS: FINAL II
Changes against Final:
o Bugs/Fixes:
- Forget an area portal to remove (big "hall of hoom effect" on stair in
Axis main building if Allies destroy the entry) grrmmmbl.
- texture error in tunnel from 1. watch tower to Axis main building
- better final compiling (in first final some shadow errors in terrain)
- For a more balanced game:
If Axis construct the ladder to roof then an additional steel wall
(the place under the big gas tank) will be created. It's for better
defensive the Axis.
- Sound of all wood doors to wood-sound changed (before: metal)
- fog density no longer completely so strongly
- objective sound (at begin of game) for Axis works
o New:
+ Stairway (ladder) near 2. watch tower to elevator
+ For a more balanced game:
New room with many details (in first floor on stair) in the Axis main
building (including MG42). For better defensive the Axis
+ New song "deadman". Listen "deadman" song on cemetery near door ;-)
+ misc optical details
----------------
Briefing:
Southern Germany, 1944. The Axis developed secret plans for a new war
zeppelin. The allied ones must bring these secret plans into their
possession and to the large radar station deliver. These secret plans
will be sent automatically to the next Allies base.
Allies:
Primary:
- Destroy the entry to the second floor into Axis base
- Destroy the secret document box into Axis base
- Escape with the secret documents and bring it to big radar station
Secondary:
- Destroy the Axis gate to the roof
- Destroy the Flag near big radar station
- Construct a ramp to the Flag and radar station
- Destroy alternate entry on the roof
Axis:
Primary:
- Defend the entry to the second floor into Axis base
- Keep the Top Secret Documents from being taken by the Allies into Axis base
- Do not let the Allies escape the Documents to the big radar station
Secondary:
- Construct a gate to the roof and a steel wall
- Prevent the destruction of the Flag near big radar station
- Destroy the ramp to the Flag and radar station
- Defend the alternate entry on the roof
------------------------------------------------------------------------------
German Language (Deutsch):
Situation:
Süddeutschland, 1944. Die Axis haben einen geheimen Plan für einen neuen
Kriegszeppelin entwickelt. Die Allierten müssen diese geheime Pläne stehlen
und diese auf die große Radarstation im Gebirge bringen, die Pläne werden
dann per Funksignal zur nächstgelegenen Allierten-Funkstation automatisch
übertragen.
Allierte:
Primärziele:
- Zerstöre die Luke bei der Treppe zum 2. Stock in der Axis-Basis
- Zerstöre den "Safe" in dem sich die geheimen Dokumente befinden
- Flüchte mit den geheimen Dokumenten zum Gebirge und bringe sie
auf die große Radarstation. Dabei gibt es mehrere Fluchtwege:
1. Direkt vom Geheimraum durch/über den Luftkanal ins Freie
2. Vom 2. Stock bei Schiebetür zur Treppe in den 1. Stock
(natürlich nur, wenn Luke bei Treppe freigesprengt ist)
3. Als cvops die Axis-Leiter hoch zum Dach
Sekundärziele:
- Zerstöre die Axis-Leiter zum Dach der Axis-Basis
- Zerstöre das Flag in der Nähe der großen Radarstation
- Konstruiere eine Rampe mit Leiter als Aufgang zur Radarstation
- Sprenge den Gaskessel auf dem Dach um einen oberen Eingang zu ermöglichen
Axis:
Primärziele:
- Verteidige die Luke bei der Treppe zum 2. Stock in der Axis-Basis
- Verteidige den "Safe" in dem sich die geheimen Dokumente befinden
- Verhindere, dass die Axis mit den geheimen Dokumenten ins Gebirge zur
großen Radarstation fliehen und ihn dort abliefern wollen.
Sekundärziele:
- Konstruiere einen Aufgang zum Dach im 2. Stock der Axis-Basis
- Verhindere die Zerstörung vom Flag in der Nähe der großen Radarstation
- Zerstöre die Rampe (Leiter) die als Aufgang zur großen Radarstation dient
- Verteidige den 2. Eingang zum Dach der Axis-Basis
Besonderheiten/Anmerkungen:
Teleporter (von beiden Teams nutzbar):
- Teleporter 1:
Dieser Teleporter befindet sich auf der Oberleitung kurz vor der
Wand zum Axis-Hauptgebäude. Das Ziel ist der obere Spawn (Fahne)
- Teleporter 2:
Dieser Teleporter befindet sich in dem Eissee in der Nähe des Axis-Spawns
Das Ziel ist der Suchscheinwerfer mit Möglichkeit zum Aufstieg über 2 Bäume
zum Radarturm.
Tunnels bzw. Stollen (von beiden Teams nutzbar):
- Stollen:
In der Nähe des 1. Allies Spawns gibt es einen Stollen der quer hoch durch
den Berg führt und bis fast zum Radarturm geht.
- Abwasserkanal:
Der Abwasserkanal verbindet den 1. Wachtturm mit dem Axis-Hauptgebäude.
Der Eingang befindet sich unter dem 1. Wachtturm bzw. im Erdgeschoß des
Axis-Hauptgebäudes.
Erkletterbare Bäume (von beiden Teams nutzbar):
- 3 rings um das Axis Hauptgebäude um zum Dach zu gelangen
- 1 kurz vor dem Stollen beim Allies Spawn (bei kleinem Lager)
- 2 beim Allies Spawn hoch auf das kleine zerstörte Haus
- 1 beim großen Lager in der Nähe des Allies Spawn (rechts neben Straße)
- 1 um jeden Wachtturm
- 2 oberhalb des Suchscheinwerfers (Aufstieg zum Radarturm-Bereich)
- 2 Vor der konstruierbaren Rampe (Aufstieg zum Radarturm-Bereich)
Minen:
- Grundsätzliches:
Bei der Fahne auf dem Dach können ebenfalls Minen gelegt werden.
Außerdem können Minen in jedem der 3 versch. Terrain-Gelände gelegt werden,
somit ist die Map sehr gut geeignet für die exzessive Verwendung
derselben ;-)
----------------------------------------------------------------------------
contact: FischCommand(AT)arcor.de
Download, Infos und Screenshots: http://agent-de.org/ET/
11 downloads
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Submitted
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sp_delivery_te
By kate
Version: Final
Filename: sp_delivery_te.pk3
Release date: 25.05.2008
Original map by: Apple & GW
Modified by: jump3r & eiM & Snake
E-mail: [email protected] / [email protected]
Homepage: http://community.eicher.tv
The Axis are temporarily storing a number of gold crates in a fortified storehouse while they await their transfer to a more secure location. Allies must first gain control of the storehouse by damaging the forward bunker's East and West Walls, then with their forward spawn secured they must escape with a number of gold crates using the Axis' very own cargo trucks for transportation
= Tools used =
==============
GTK Radiant 1.5RC1 & GTK Radiant 1.4
Q3Map2 2.5.16
UltraEdit-32
Notepad
Adobe Photoshop CS
= Mapping resources used =
==========================
http://www.splashdamage.com/forums/
http://simland.planetquake.gamespy.com
http://en.wikibooks.org/wiki/Q3Map2
http://members.lycos.co.uk/quakeroats/q3map2/shader_manual/
http://nibsworld.com/rtcw/
http://www.wolfensteinx.com/surface/tutorials.html
http://tramdesign.planetwolfenstein.gamespy.com/resources.html
http://bubba.planetquake.gamespy.com/
http://www.level-designer.de
= Changes (sp_delivery2 -> sp_delivery3a2[not published] -> sp_delivery_te_a2) =
==========================================
v3a1:
- completely reworked VIS structure
- VIS compilation!
- texture fixes, realigned textures
- more caulking
- better clipping
- brush fixes, fixed leakings
- fixed some minor z-fighting effects
- added coronas
- added a window near the trucks
- fixed buggy terrain under left and right destroyable wall
- added tracemap
- new, better levelshot
- removed short wait before endround
v3a2:
- fixed two texture leaks
- more detail brushes near the gold crates
- some small changes...
te_a1:
- fixed all corrupted brushes
- added lightnings
- added HINT brushes
- LIGHT compilation
- jumpdown near axis spawn/lift
te_a2:
- widened doors
- reworked gravetunnel
- made the alarm only sound once activated
- moved the truck & gold a bit
- fixxed the skybox near trucks
- added downstairs spawn for allies at flag
- axis autospawn at flag in beginning
- added bushes/wooden barriers in first stage
- respawntimes now: axis 30 / allies 20
- added some more lights
te_a3:
- fixed speaker announcements
- fixed autospawns
- fixed some broken brushes
- added some more lights
- changed the hole at the window of door controls
- fixxed the big stones
- set the axis spawn back to offices
- made spawntime 20/20 again
te_a4:
- fixxed several brushleaks
- highered the doors
- made the glasshole smaller
- edited clip at trains
- decreased intensity of lights
- added clips for some lights
- aligned some more textures
- spawntime 20/30 again =)
- added tunnel at first allies spawn (anti spawncamp)
te_a5:
- door controls button is now a constructible
- door controls room was made a bit bigger
- gold is now only takeable when the doors are opened
- fixxed some lightningbugs
- added etpro location informations (thx to antman)
te_a6:
- general fixxes
- 2nd part made bigger
- added light effect at window
te_b1:
- deleted light effect at window
- made golddoors stay open after first opening
- allies secure forward bunker after button construction
te_b2:
- deleted some railings behind tunnel
- tunnelfloor is not mine-able anymore
- fixxed spawnbug
- fixxed button-pushbug
- added clips for 2nd truck (got deleted somehow^^)
- fixxed the goldreturned soundbug
te:
- fixxed a textureleak
- fixxed the doubledynamited & bugged east/west wall
11 downloads
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Submitted
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supergoldrush_final
By kate
map crashing server >> message gamechars exceeded
goldrush made by SplashDamage/ID Software/Activision and only MODIFIED by NullZilla. I take no credit for making this map I have only modified some of it for FuN play!!
Email = [email protected]
All new (non ET) textures/shaders (except the goldbar texture) I have made. If you want to use them just give me credit and you can.
What's new in this version (SuperGoldrush_Final, the prettier version):
• The starting time limit is now 8 minutes. When the Allies steal the tank, the time limit will be extended to 20 minutes. When the tank gets past the first barrier, the time will be extended to 25 minutes. When the tank gets into the bank courtyard, the time limit will be extended to 30 minutes. This makes it for the Allies have to steal the tank quickly, but once they get it in the courtyard they have much more time to get the gold.
• Tons of things are now buttons you can press, and something (funny) will happen. See something that is by itself, or something that catches the eye? Try going up to it and pressing activate. Something might happen!
• Allies can flood the bank by pressing a button in the "Control Room". They can only press this button every 2 minutes. Flooding the bank will kill most people inside. Although this will kill people inside, while the bank is flooding no one can get into the bank. So use it when the time is right. Only Allies can press this button.
• Allies OR Axis can kill people in the bank entrance by pressing a button in the "Control Room". This will make a few spikes drop down from the ceiling killing anyone in their path. This button can only be pressed every 60 seconds.
• Improved lighting
• New textures in a few places
• You can now plant landmines on the bridge.
• There is now a room up high I now dub "the control room". Inside is a table and when you press a button a few special things will spawn on the table. There is also monitors there showing different parts of the bank. Also there are now buttons there that activate traps in the bank and you can see the traps in the monitors. (Great Fun!!)
• Most chicks taken out due to request by a few servers that wanted to run the map. In place of them are either new passages or new pictures.
• Easier to get inside the bridge
• MG nest by the 2nd tank barrier has been re-made
• A few buildings taken out
• Even MORE rooms and paths
• All bugs fixed (I Hope, since this if the final version and I won't be able to fix any after this)
• Tons of useless "decorative" structures removed to speed up compile time and to better FPS.
• Tons of stuff now caulked, even more caulk then the original goldrush so FPS *should* be better.
• Almost every clip (prevents people from walking or flying somewhere) removed; except for ones that are nessesary, like on stairs. This will allow you to go almost anywhere you desire but the downside is if you go up too high you will see much of the map invisible due to caulking.
• I included the .map file in the pk3 if you want to see how anything is done. I thought, well if the original goldrush is going to be open source then why not SuperGoldrush? Feel free to use anything I made in it as long as you give me credit in your readme (like I am giving credit to people).
Known Bugs:
• There are a few spots in which the FPS rate drops low. I have tried everything possible and no matter what I do this is not fixed.
• In one of the hidden underground tunnels, there is a spot that has a hall-of-mirrors effect. I have no clue what the heck is causing it. There is nothing there at all except what should be there.
• When the bank is flooding, if you are behind the bank and look up you can see the water rising into the air. LOL.
• When you flood the bank the announcer says the bank is flooding TWICE. Don't know why it does this it should only play once.
What was new in the previous version (SuperGoldrush2, the funner version):
• That middle tower thing is now hollow on the inside and you can climb up it.
• New spiral stairs in the bank
• New air vent in bank
• More tunnels with a few surprises ;)
• A teleporter somewhere in the caves in a hard to get to spot that teleports your right behind the bank.
• Many more rooms and paths
• A few bugs fixed
• New Lights in some of the darker rooms
• An even more efficient map which will give you lower FPS then even the original goldrush :D
• Better lighting even more then the original goldrush :)
• Slightly more efficient scripting here and there
• More realistic placing of the ambient music in the map (pvs)
• Allies can dynamite a "back door" in the bank to get the crates and escape easier.
• After truck reaches final spot game waits a few more seconds then normal before ending.
• New sniping spots
• You can get INSIDE the bridge and shoot from there.
• Random decor here and there.
• New underground tunnels
• Even more stuff I can't think of right now :(
What was new in the first version (SuperGoldrush, the fun version):
• More rooms than original goldrush
• Some clips removed
• Better lighting
• Some fun things like "you are an idiot."
• New paths
• Underground tunnels.
Hints, Tips Tricks, and more:
• The "Back Door" in the bank can be dynamited from the inside by allies. And the bank can be flooded by allies by pushing a button.
• People say Oh great just what goldrush needs, more MGs for axis. This map maker is a moron. But little does this idiot know, the allies can use these MGs as well ;). Infact the new MG near the original axis spawn is useful for raping the axis as they come out of their spawn. Also to stop axis from getting to the tank allowing allies to repair it.
• Second balcony on bank does make getting the gold harder. This is why I made a back door the allies can dynamite to get the gold easier and escaping easier. Though some may argue dynamiting this door will even be harder then just grabbing the gold and running, what it does do is distracts the axis's attention from the gold. While they are disarming the dynamite, grab the gold, and vice versa.
• The new up-high sniping ledges are there for a reason. Use them.
• Crouch and get into a window and shoot from there. Chances are the enemy won't see you, and even if they do it will be too late.
• Somewhere in the tunnels there is a teleporter that will teleport you right behind the bank. Though this does come at a cost as getting to that teleporter you will be injured. So Guess what, there is health and ammo cabinets right by the bank. Use them.
• Explore the map before playing seriously. There are so many new camping spots like in the tall tower. It's there for a reason, use it!
• MGs can be damaged with bullets and even a knife. Is that second MG making getting to the tank hard Shoot it (with the tank's turret) and make 'er smoke!
• USE THE NEW PATHS!
FAQ:
Q Why did you make a SuperGoldrush map
A Well I'm a big goldrush fan. I like the map. I really hated how you couldn't get on the second floor of the bank, and the dev's putting clip brushes in dumb spots like on the middle tower thing. So I thought, hmm why not expand a few things. Like more rooms, a few more MGs, more health cabinets where I think they are needed, and more. Originally this map was just a private map for my clan for us to play on (hence those posters in a few rooms which have members' names on them). I never expected it to be leaked to the public and submitted to various map sites!
Q I really like the shaking effect your screen does in **EDITED** spot. How was this accomplished
A With a target_rumble. I included the .map file in the pk3 if you want to see how anything is done. .maps open with gtkradiant/qeradiant
Thanks to
• Drakir.tk for the healthammo cabinet prefab. Not that I couldn't make one myself, it's just much quicker to load a prefab rather then creating multiple trigger brushes and models ;)
• Hummer for the gold bars prefab. Again not that it is hard to make square objects colored gold, it's just so much quicker with a few clicks of the mouse to load a prefab up. I really liked hummer's gold texture anyway. ;)
• Bubba for the Shiva (which I heavily modified)
• SplashDamage/ID Software/Activision for the original goldrush in which I only modified and take no credit for.
11 downloads
0 comments
Updated
-
sw_el_kef
By kate
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 comments
Submitted
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school
By kate
Axis Objective Descriptions
1 "Primary Objective:**Disable or obstruct the Allied-held Tank to prevent it reaching the School doors."
2 "Primary Objective:**Prevent the Allies from using the Tank to blow up the School Doors."
3 "Secondary Objective:**Prevent Allies from constructing Assault ramp"
4 "Primary Objective:**Stop the Allies from stealing School record from teachers' staff room."
5 "Primary Objective:**Stop the Allies from escaping with School record via a Truck in the BACK Courtyard of School."
6 "Secondary Objective:**Prevent the Allies from establishing a Command Post in basement."
7 "Secondary Objective:**Set up a Command Post in basement."
// Allied Objective Descriptions
1 "Primary Objective:**Protect the Tank and escort it to the School doors, clearing any obstructions along the route."
2 "Primary Objective:**Blow up the School Doors."
3 "Secondary Objective:**Construct Assault ramp"
4 "Primary Objective:**Steal School record from teachers' staff room."
5 "Primary Objective:**Escape with School record using the Truck in the BACK Courtyard of School."
6 "Secondary Objective:**Establish a Command Post in basement"
7 "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post in basement."
10 downloads
0 comments
Submitted
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toaster
By kate
Map: Toaster (Beta 5)
Map type: Fun
Author: B0n3g1b - [email protected]
Visit for update: http://wet.ho.com.ua
------------
Instructions: Place "toaster.pk3" into your ET/etmain/
------------
Tools: GtkRadiant 1.4.0-ET, Q3map2 2.5.7, EasyGen 1.42, Fotoshop 7.0
Build time: 23 days
Last update: 19.05.06
.zip Size: 2 MB
.pk3 Size: 9 MB
------------
Missions:
axis_desc
1 "Primary Objective:**Construct the Command Post."
2 "Secondary Objective:**Do not let Allies to reach the Gun."
allied_desc
1 "Primary Objective:**Construct the Command Post."
2 "Secondary Objective:**Do not let Axis to reach the Gun."
------------
Time Limit: 30 min
Axis Respawn Time: 5 sec
Allies Respawn Time: 5 sec
9 downloads
0 comments
Submitted
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secrets
By kate
Axis Objective Descriptions
1 "Primary Objective:**Steal the documents from the Allies secret place."
2 "Primary Objective:**Get those documents to the Radio Tower!"
Allied Objective Descriptions
1 "Primary Objective:**Prevent the Documents from falling into enemy hands."
2 "Primary Objective:**Prevent Axis from getting the Documents to the radio tower at all costs."
9 downloads
0 comments
Submitted
-
Teutoburg_Forest
By kate
January 2016 (Yeah, we are still making ET maps )
Title : teutoburg_forest
file Name : teutoburg_forest.bsp
Version : beta 2 (but hopefully also the final version)
Author : TWT-Teuthis
url : http://forums.warchest.com/forum.php
email : goto http://forums.warchest.com/forum.php and send your message to Teuthis. I'd love to get some feedback about the map (criticism welcome of course too)
Storyline
The Allies have surrounded the famous Teutoburg forest, an impervious forest in northwest Germany. The Axis are hiding a substantial amount of gold in the forest. The Axis are trying to escape from the forest with the gold. The Allies
| Story short and punchy:
| Axis are trying to escape from the forest and Allies have to prevent this.
| Objectives:..
| Axis:..
| 1:..Escort the truck with the gold to the nearby train station
| 2:..Destroy the main entrance
| 3:..Escort the truck over the bridge
| 4:..Load the gold on the Train
| 5:..Escape with the gold from the forest
| Secondary objectives
| - Destroy the side entrance
| - Built the command post to create an alternative Spawn
| - Destroy the Allied command post command post
| Allies:..
|
| 1:..Prevent the Axis from reaching the train station with the gold
| 2:..Prevent the Axis from destroying the main entrance
| 3:..Prevent the Axis from escorting the truck over the bridge
| 4:..Prevent the Axis from loading the gold on the train
| 5:..Prevent the Axis from escaping with the gold from the forest
Secondary objectives
|
- Prevent the Axis from destroying the side entrance
- Built the command post
| - Destroy Axis command post command post
|----------------------------------------->
| Miscellania:..
| :..build time : pretty much exactly 4 months
----------------------------------------->
| Credits (Sorry but there are a lot of people that need credit)
| :..all the people from the SD warchest forum that helped with dozens of questions, most importantly Stealth, KeMon and Rayban
| :..Simonoc for great tutorials on alpha blending and for shaders and textures (please check his website for license agreement when using his textures)
| :..For textures I thank TWT-Thunder, Macchute, RayBan,
| :..TWT-Mateos and TWT-Thunder
for discussions on scripting
| :..TWT-Thunder and TWT-Kic for dozens of models, shaders and textures
| :..the sources for the free to use sounds I used: From www.soundbible.com I used the avalanche (big thanks)
| :..the sources for the free to use sounds I used: From www.freesounds.org I used the ambient sounds
| :..For testing the test map I thank the Desperados Clan (especially Ray and Darth vader), the UJE clan and SSF Sage
| :..most important credit goes to TheWolfTeam, especially TWT-Thunder, TWT-Mateos, Macchute, and TWT-Devilsrighthand for endless support in scripting, models and mapping ideas.
| :..for the waypoints, I thank Native 12 (awesome job) from the omnibot-Forum
| :..for great discussions I thank Rayban, Diego, TomTom7777, Phisherman, Kemon, and Stealth
-------------------------------------------------------
| Noteworthy:…...
|
| :..There are some models in the map that carry TheWolfTeam (TWT) logo. It is important to understand that TWT is not a clan and that I'm not advertising a clan here. The reason I put the TWT logo in is because I want to encourage every person mapping for ET to join this team and to benefit from the help that is offered here. Without the help from TWT this map would not exist the way it is. So more mapper at TWT means more great maps for you all.
| Copyright :..
| :..Copyright (c) 2015 by id software
| :..all laws from ID software and splash damage / activation 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.
| :..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 recipient. This map is for non-commercial use only. Nobody is allowed to make profit from this map.
Last note from Teuthis
:..the map is free of Nazi symbols. Please leave it that way. The world is a better place without those symbols.
so now fire it up and have fun. And giving me feedback is very welcome. Also if you have ideas for future maps, let me know
9 downloads
0 comments
Submitted
-
toxic_fabric_wolfet
By kate
size 50,3 M
TITLE : toxic_fabric
AUTHOR : Devils Right Hand
DATE : 30.09.2017
TYPE : Team Deathmatch/Deathmatch/Tournament/
bug report feedback : discord Devils Right Hand#2240
Release date beta 1.0 : 30/11/2018
Release date FINALE : 03.06.2021
=========================
* LEVEL DESCRIPTION *
A team of archaeologists and scientists excavating the ruins of ancient Greece discover books and documents written by a race who were known as the Stroggs. After learning how to translate this ancient language the team discover that they must travel to two locations, the Brazilian rainforest and the Northpole, in order to locate and recover alien crystals from meteorites that have impacted the Earth at these locations.
the archaeologists and scientists use there toxic facility where they work to gain access to the generators for there power,These crystals will give them the ability to open a time vortex that will enable the Stroggs to travel to our time period and continue their mysterious work, which is something that the archeological and scientific team are eager to learn from.
-----------------------------------------
changelog fixed FINALE :
-add stairs and railing on the toxic pool
-change the barrel height
-darker skybox
-re change some ammo/weapons
-add a grenade launcher
-add on some areas railing
-change the table/chairs height
-new stairs railing on elevator
-change machines height
-add lights on elevator
-new chairs
-add barbed wire
-change the pillars on some areas
-add pillars on the bridge pool
-add lights on some area
-new teleporter
================================================================================
= CONSTRUCTION =
MAP BASE : new Map
EDITOR(S) USED : netradiant 1.5 custom x64
KNOWN BUGS :
COMPILE MACHINE : amd ryzen 7 3700x 8x 3.5 ghz ,16 gb ram ddr4,Asus ROG Strix-RX580-O8G,win10 x64
COMPILE TIME : light 10 min - vis 176 sec - bsp 18 sec
COMPILE version : LIGHT: [q3map2] -light -v -areascale 0.40 -pointscale 0.40 -thresh 0.5 -shade -samples 3 -samplesize 8 -threads 8 -patchshadows "[MapFile]"
BRUSHES : 11011
PATCHES : 537
INGAME ENTITIES : 487
ENTITIES : 1111
MISC_MODELS : 106
LIGHT : 272
=======================
= special thanks =
Aciz for weapon_respawn script
twt teuthis for support
twt mateos for support
macchute for help with scripting
kemon for hint support
WuTangH help with scripting at obj
twt ray for support
uje niek for support/feedback and beta test on server
garux for NetRadiant 1.5 custom
Simon O'C for tuts
Victor Karp for tuts
ets kate beta test on server
wasp.sk for support/feedback and beta test on server
================================================================================
= Credits =
twt thunder:
weld.model
generators.model
weldtanksm.model
tools.model
-----------------------------------------
Devils Right Hand:
models\mapobjects\dmodels\ellas
textures toxic_facility_misc/generator1
textures toxic_facility_misc/generator11
textures toxic_facility_misc/generator2
textures toxic_facility_misc/generator22
textures toxic_facility_misc/time_vortex
textures toxic_facility_misc/time_vortex2
textures toxic_facility_misc/noise_green
textures toxic_facility_misc/power_panel
textures toxic_facility_misc/number_panel
textures toxic_facility_banner/banner
textures toxic_facility_lights/redlight
textures toxic_facility_lights/whitelight
-----------------------------------------
Greg Ward (flipout):
textures toxic_facility_misc/grunge_9
textures toxic_facility_misc/Splatter01
textures toxic_facility_misc/Splatter02
textures toxic_facility_misc/slime
-----------------------------------------
D-Meat:
toxic_facility_metal/blastdoor_back
-----------------------------------------
Yves Allaire aka "evillair :
toxic_facility_metal/eX_floor_mtl_wrn_01_d
toxic_facility_metal/eX_trim_simple_01_d
toxic_facility_metal/eX_mtl_panel_04_d
toxic_facility_metal/eX_floor_grate03_d
toxic_facility_metal/eX_mtl_panel_03_d
-----------------------------------------
trak, tZorkc :
toxic_facility_metal/trim_trim9a
toxic_facility_metal/trim_trim9b
toxic_facility_metal/trim_trim9c
toxic_facility_metal/trim_trim9d
toxic_facility_metal/trim_trim9e
toxic_facility_metal/wall_wall4a
toxic_facility_metal/wall_wall4b
toxic_facility_metal/wall_wall4c
toxic_facility_metal/wall_wall4d
-----------------------------------------
textures are from www.textures.com
toxic_facility_metal/metal_blue
toxic_facility_metal/metal_blue_rust
toxic_facility_metal/metal_green
toxic_facility_metal/metal_green_rust
toxic_facility_metal/metal_green2_rust
toxic_facility_metal/metal_rust
toxic_facility_metal/metal_rust2
toxic_facility_glass/WindowsBacklit
-----------------------------------------
signs are free from net
-----------------------------------------
Simon O'C :
textures\toxic_facility_misc/xtele_swirl4
-----------------------------------------
Avoc @ eft-clan.com : skybox
firefly : cloud
---------------------------
nobiax : barrel.model
================
Distribution / Copyright / Permissions
Copyright (c) 2021 Devils Right Hand
All rights reserved
YOU are not allowed to make any money directly/indirectly from my textures use.
Authors MAY NOT use this level as a base to build additional levels.
This level is not to be used, replicated or edited for any other Mod, Total Conversion, Game
or Game Engine.
This level may be electronically distributed not-for-profit only at
NO CHARGE to the recipient in its current state, MUST
include this .txt file, and may NOT be modified IN
ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE
DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR
WRITTEN PERMISSION.
9 downloads
0 comments
Submitted
-
sottevast_b3
By kate
Author : Dersaidin
Real name : Andrew Browne
Location : Australia
E-mail : [email protected]
Game : Wolfenstein - Enemy Territory
Description
An Axis V2 missile project has been advancing in a silo facility called Sottevast. Allied spies have discovered an attack is about to be launched from this secret silo, and a small team of elite soldiers were mobilized to prevent the launch.
Allies are attacking.
Allied objectives
- (Primary) Capture the Targeting System
- Enter the silo facility by dynamiting the main entrance or by using a disguise
- Take control of the Axis forward spawn
- Construct the command post to activate a forward spawn
- (Optional) Open the side door to gain additional access
Axis objectives
- (Primary) Defend the Targeting System
- Defend the silo facility's main entrance and prevent a covert entry
- Hold the forward spawn
- Stop the Allies from constructing a command post, or destroy it if it has been made
- (Optional) Keep the side door closed to hinder the Allied progress
Spawntimes:
Axis 20
Allies 20
Information on bunker IRL:
http://www.v2rocket.com/start/deployment/sottevast.html
=======================================================
Prefab Acknowledgements
=======================================================
WJ|Ifurita
Marko http://www.gamedesign-online.com/
Drakir http://www.sikstrom.nu/rikard/
Flag textures from Frostbite (by Moonky) were used.
=======================================================
Tutorials
=======================================================
http://simland.planetquake.gamespy.com/pages/articles.htm
=======================================================
Bugs
=======================================================
- Some hairline cracks in the tunnels. I will try to patch these in later versions.
- Command map could still be improved
=======================================================
Thanks
=======================================================
Special thanks to:
swinyboi (De)
Neillie (UK)
SPU9 (De)
iTG`stewie (NL)
Fr4ggy (NZ)
chosen (De)
[NW]reyalP (US)
Keytaro (FR)
rew`humM3L (DE)
Neddeh from [ToG] - http://ned.theoldergamers.com/
For use of his server.
My clan, Adversus
http://www.adversus.com.au/
#adversus on irc.ausirc.net
#adverholic on quakenet
riCo (AU)
Fr4ggy (NZ)
ikez0r (AU)
HANZ (AU)
goober (AU)
mahadeva (AU)
noname- (AU)
iceman34 (AU)
McSpud (AU)
KAD (AU)
Other testers :
Clans involved in the Sottevast_b2 minileague:
FAITH+1
rewind www.rewled.com
sublime
Vengence Star
Ve*Streets (AU)
Ve*Nogen (AU)
Ve*DrJones (AU)
Ve*Moley (AU)
Ve*Hector (AU)
Ve*laconic (AU)
=======================================================
Programs used
=======================================================
- Enemy Territory and ETPro
- GtkRadient 1.4.0
- GtkRadient 1.5.0
- Adobe Photoshop CS
- Crimson Editor 3.60
- Wood Workshop 1.00.0512
- Winzip
=======================================================
Change log
=======================================================
sottevast_b3 RERELEASED TO FIX DOOR BUG.
+ Spawntimes 30/20
+ Remove Team door near main door - CLOSED this tunnel completely.
+ Side door:
No longer dynoable
open/close by both sides
+ Edits to the flag building and flag scripting:
Open the side with the two team doors (so theres no teamdoors, just a big open side like on the middle side of the flag) Allies will be able to attack caves without blowing anything.
Axis spawn in the other side of the building (which is now open)
Flag is recaptureable
Axis loose flag when main is blown, but can still recapture it (wait 30 seconds)
+ Move allied CP spawns back onto the ramp. Increases distance and allows allies to pick that hall above CP easier.
+ Voiceovers
+ Improved river banks
+ Mineable areas added around the rocket
+ End of round camera thingos
+ ETPro Fireteam locations
sottevast_b2
- Flag can no longer be reclaimed by axis once a door has been blown.
- Changed terrain near main door. Added two bunkers. Added ladder with team door.
- Fixed CP's killed build box thingo.
- CP is now both Axis and Allied
- Fixed ladder out of river that you'd sort of get stuck on the top and fall back in :<
- Added another stair out of the water on the axis side.
- Moved Allied first spawn closer
- Improved command map
sottevast_b1
- million name changes
9 downloads
0 comments
Submitted
-
sfx_endor
By kate
Raiders Objective Descriptions
1 "Primary Objective:**Defend the Shield Generator."
2 "Primary Objective:**Defend the Entrance Door."
3 "Primary Objective:**Defend the First Sas Spawn."
4 "Primary Objective:**Defend the Backup Generator controlling the magnetic seal to the Shield Generator."
5 "Primary Objective:**Prevent the Troopers from constructing a Charge Booster."
6 "Secondary Objective:**Construct a Charge Booster."
Allied Objective Descriptions
1 "Primary Objective:**Destroy the Shield Generator."
2 "Primary Objective:**Destroy the Entrance Door."
3 "Primary Objective:**Capture the First Sas Spawn."
4 "Primary Objective:**Destroy the Backup Generator to deactivate the sealed door to the Shield Generator."
5 "Primary Objective:**Construct the Charge Booster for advanced spawn location."
6 "Secondary Objective:**Prevent the Raiders from constructing a Charge Booster."
9 downloads
0 comments
Submitted
-
Todesmarz
By kate
Axis Objective Descriptions
1 "Primary Objective:**Stop the Allies Blowing the Radio Transmitter."
2 "Primary Objective:**Defend the Command Post."
3 "Primary Objective:**Construct the Command Post."
// Allied Objective Descriptions
1 "Primary Objective:**Stop the Axis Blowing the Radio Transmitter."
2 "Primary Objective:**Construct the Command Post."
3 "Primary Objective:**Defend the Command Post."
9 downloads
0 comments
Submitted
-
townsquare_final
By kate
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 comments
Submitted
-
tiger_dump_b7
By kate
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
0 comments
Submitted
-
todliche_fina
By kate
Authors info : Jerry Rader AKA Darkfire
Name: Darkfire
Website: www.mummiesclan.com
AIM: jrader100222
Yahoo ID: hempfire4202000
Email: [email protected]
Installation:
extract the PK3 using WINZIP, or WINRAR into your
Etmain folder. Something like this (C:\Program Files\Wolfenstein - Enemy
Territory\etmain)
Run the game, and play.
Map Description:
The main objective is to steal a crate of gold. The state of the bridge is vital to winning the game, as it's one of two ways accross the river.
// Objectives
// Primary:
// 1: Secure Gold Crate / Defend Gold Crate
// Secondary:
// 2: Construct the bridge / Prevent the bridge
// 3: Construct the Cave Bridge / Prevent the Cave Bridge
// 4: Capture the Shipping Halls / Defend the Shipping Halls
// 5: Destroy Main Gate / Defend Main Gate
// 6: Prevent main gate block / construct main gate block
// 7: Destroy the Shipping Box / Defend the shipping box
// 8: Allied command post / Axis command post
// 9: Prevent the West Wall/ Construct the West Wall
// 10: Prevent the East Wall/ Construct the East Wall
Special Thanks
I'd like to thank my clan, Mummies, for the support along the way, the Shit storm clan for many vigorous testing, Marko, for his fog texture used near the foot bridge, Drakir, for his guard-tower prefab, and everyone at Marko's forums for their excellent help, without which this map would not be possible.
8 downloads
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Submitted
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the_gauntlet_b1
By kate
Allied Attack Version
Beta 1 Changes:
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Fixed the Doors to open in the correct direction
Added a couple of inside paths from allied spawn.
Restricted access to the Top of the Towers to Just the 4 at Allied and Axis spawn due to Sniper fire preventing Allies from advancing.
Changed all the Doors at the Allied spawn to Allied Only Team Doors.
Added some bushes and rocks for cover.
Added another Bridge near Allied spawn to provide some cover from Sniper fire.
Added ladder access to the CP and to the Axis Radio.
Added several ladders to allow greater access.
Moved/modified a couple of ramps for greater access.
Modifed the Tops of the Allied and Axis towers for a solid wall facing forward where the MG's are.
NOTES:
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Feedback can be sent to [email protected]
Also feedback can be posted on the forums at http://bunker.aaxxss.com.
Direct link to the Map Areana section on Bunker Forums --- http://bunker.aaxxss.com/forums/index.php?showforum=5
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Basic Information
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Author : Jecoliah
Email address : [email protected]
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Map Information
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Game : Return to Castle Wolfenstein: Enemy Territory
Title : the_gauntlet
Filename : the_gauntlet.pk3
Version : 1.0
Release date : Jan 28 2011
Decription : Version First Playable
Program : SD Radiant 1.5.0.
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Objectives
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Allies Must Destroy the Axis Flak 88's to Clear the Way for the Convoy!
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Special thanks and Credits to:
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The |>B<|unker Gaming Community! Thanks for All the Years of a Great Gaming Environment!
Web Site: bunker.aaxxss.com
Detoeni for the Jeep and Halftrack and several other Models.
IndyJones for the Flak 88 Models and the Flags.
Also want to thank the guys over at Splashdamage.com for all the useful information located on their forums.
And last but certainly not least I.D. Software, Splash Damage and Activision for this Great Game and also for releasing and updating the GTK Radiant application which was used to create this map.
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Texture/Shader Notes:
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If authors wish to use textures or models from this level you must ensure you get the permission of the origional author first.
I changed the name of some textures so that my Shader Files would be used and therefore the name of the texture IS NOT a claim by myself as to the creation of the texture.
Several of the Textures are my own Custom textures or free textures that I modified. Also Some of the scripts and shaders I made myself.
Request to use any part of the Map or contents of the Pk3 file should be E-Mailed to [email protected].
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Copyright © 2011
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Jecoliah
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.
Copyright Permissions.
ID, Activision & Splash Damage. Original game rights.
END:
8 downloads
0 comments
Submitted
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spearhead_b2
By kate
Axis Objective Descriptions
1 "Primary Objective:**Protect the Forward Entrances and the Forward Spawn"
2 "Primary Objective:**Construct the Command Post"
3 "Primary Objective:**Protect the Depot Gates"
4 "Primary Objective:**Protect the Documents"
5 "Secondary Objective:**Stop the Truck"
// Allied Objective Descriptions
1 "Primary Objective:**Destroy the Forward Entrances"
2 "Primary Objective:**Capture the Forward Bunker"
3 "Primary Objective:**Construct the Command Post"
4 "Primary Objective:**Destroy the Depot Gates"
5 "Secondary Objective:**Steal the Documents"
6 "Secondary Objective:**Escape with the Truck"
7 downloads
0 comments
Submitted
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sedesrc1
By kate
Sedes RC1
Author: six
[email protected]
http://www.planetwolfenstein.com/six
Programs used in creation:
GTKRadiant 1.4
Adobe Photoshop 6.0
Notepad
Changes:
-Pits were removed/replaced to fix "bottleneck" issues
-Window by axis spawn is clipped to keep balance
OBJECTIVES
----------Axis Objectives----------
Defend the main entrance
Defend the generator
Defend the old city
Defend the gold crate
Construct the command post
---------Allied Objectives---------
Destroy the main entrance
Construct generator
Capture the old city
Get the gold crate
Construct the command post
7 downloads
0 comments
Submitted