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  1. saberpeak_final + _saberpeak_final_nightsky

    MAP Name: Saberpeak
    Game:     Enemy Territory
    Version:  Final
    Author:   NOP
    Website:  http://home.comcast.net/~saberpeak/
    Date:     August 11, 2004
    INSTALLATION INSTRUCTIONS
    Place saberpeak_final.pk3 inside the etmain folder in your game directory.
    ETPRO INFORMATION
    To have command icons not appear outside compass in servers running the
    etpro mod  download saberpeak_etpro.pk3 from the map website and place
    it inside your etpro folder in your game directory.
    IMPORTANT: Do not place saberpeak_etpro.pk3 in your etmain directory.
    If you do your comand map icons will not show up in servers that
    are not running etpro.
                                                                                                                                                  
    MAP DESCRIPTION
    A small secluded beach resort proved to be the ideal place for the axis
    to establish a secret docking station for their u-boats. Surrounded by
    very tall cliffs, the small Saberpeak gulf is well hidden from prying
    eyes and unwelcome visitors.
    A small group of allied forces were sent on a mission along the coast
    to find the secret base and destroy any u-boats in its hangar. This will
    prove quite difficult since the axis have heavily fortified the resort
    turning it into an impenetrable fortress. To make things even worse an
    ammo shipment sent to supply the allies assault boat was intercepted by
    the axis leaving the allies severely weakened.
    RECOMMENDED NUMBER OF PLAYERS:
    The map has a lot of open spaces and it was meant to be played with a
    large number of players. Personally I recommend a minimum of 15 and a
    maximum of whatever your server can handle before it goes up in flames.
    That being said however, it's up to you.
    OBJECTIVES:
    ALLIES:
    Primary:
    1)Escort the assault boat to the old dock.
    2)Steal the ammo from the truck and load it onto the boat.
    3)Escort the boat to the resort gates and use the boat cannons to destroy the entrance.
    4)Destroy the submarine.
    Secondary:
    1)Destroy the side wall
    2)Construct the command post
    AXIS:
    1)Don't let the allies steal the ammo.
    2)Stop the boat from destroying the resort gates.
    3)Protect the submarine.
    Secondary
    4)Construct the command post.
     
    KNOWN ISSUES
    1) There is a small bug where if the boat gets damaged while it is
      destroying the boulder blocking the side path and an allied player is
      on the boat during this time, the boat will not be repairable even though
      it is damaged. To fix this bug the allied players have to get off the boat
      until the boat becomes repairable (which should take about 1 or 2 seconds).
     
    2) Because the map is so big there are certain limitations imposed by the
      game. These have to do with the maximum distance a projectile can travel
      which is 8192 game units. Although this distance is very large, there are
      certain points in the map where you can see this far (and probably more)
      which means that if you shoot at a player further than 8192 units your
      bullets simply wont reach. This restriction doesn't apply to scoped weapons.
    Thanks to everyone at the splash damage forums, the best forums I've come
    across online. Thanks to splash damage for their great game and the great
    support that they provide to the mapping community. In particular special
    thanks to sock for all his tutorials, LDR revisions and for always answering
    questions no matter how stupid they were.
    Thanks to ydnar for the amazing work with q3map2. Without the great features
    he's added to the compiler this map would not have been possible.
    Thanks to all the people who played the beta version and mailed me suggestions
    and reported bugs. Please keep supporting custom maps and the modding community.
    *********
    This map can be distributed freely as long as this readme file accompanies it.
    This map or its contents cannot be distributed or used in any way for profit.
    Your are free to use any brushwork or models from this map as prefabs for your own maps.
    Visit the release website to obtain the source files and info on how to use them.
    Please read the notes on the naming conventions to eliminate any conflicts with file names etc.

    DONE.
    This mapper is now officially on a nop loop awaiting an interrupt.

    24 downloads

       (0 reviews)

    1 comment

    Submitted

  2. 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.

    17 downloads

       (0 reviews)

    0 comments

    Submitted

  3. 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
     

    16 downloads

       (0 reviews)

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  4. 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.

    7 downloads

       (0 reviews)

    0 comments

    Submitted

  5. 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

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    0 comments

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  6. 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

    9 downloads

       (0 reviews)

    0 comments

    Submitted

  7. 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

  8. 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

    10 downloads

       (0 reviews)

    0 comments

    Submitted

  9. 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 :)

    20 downloads

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  10. thehouse

    About This File
    Additional Credits to : id software and Splash Damage

    Beta testing: BOMBERMAN, *TDS*BERG, SPACEKEES

    Also thnx to BOMBERMAN for giving some good ideas for the stuff in some rooms (especially the gallery and the bar).

    ================================================================

    ******** Play Description ***********
    Operation: The House

    BACKGROUND:
    After a hard work of investigations the Allies found out, that the Axis captured a very strange house.
    There is a Lab, with which the Axis produce some secret fluids.
    Also a legend tells, that in this house there is a Power stone, which gives the Axis a lot of health.


    MISSION:
    Allies: Infiltrate the house and get the forward spawn in the living room. Find your way in the house using
    all kind of secret ways. Don't hesitate to kill all Axis, who bars yours way.
    Search for the keys, which will open you some doors for easier access the lab and the room with the power stone.
    Destroy finally this lab and this power stone, so that the Axis have no benefit from them anymore.

    If you have time, enjoy yourself in the swimming pool, in the labyrinth and in the gallery.
    Maybe you wonna take a drink in the bar?


    *Primary Objectives
    1) Destroy the Power Stone with dynamite.
    2) Dynamite the lab.

    *Secondary Objectives
    1) Capture the forward spawn.
    2) Take the key 1 and open with it door 1.
    3) Take the key 2 and open with it door 2.
    4) Build your own Command Post in the library.
    5) Blow up every other door and the shield to the basement.


    - Construction -

    Base : New level from scratch
    Editor(s) used : Q3Radiant
    Known Bugs : None.


    - Copyright / Permissions -

    This level is (c) 2005 highfighter.
    You may not include or distribute this map in any sort of commercial product without
    permission from the author.
    You may not Redo/reproduce/update this map in any way without permission from the author.

    17 downloads

       (0 reviews)

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