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  1. wolken3_final

    Battle of Wolken 3 [Final]
    Author: Chr1s
    http://www.splashdamage.com/forums/showthread.php?t=17728
    --------------------------------------------------------------------------------
    Final Version of Wolken3 complete with new layout, I decided to release it as final as I wont be working on it anymore and as far as I'm aware they no big issues.
    Battle of Wolken3: Axis Strike
    Background
    After the embarrassing defeat in the outer regions of Wolken, Axis forces plan to attack and Allied controlled area where Axis intelligence have indicated that Allied forces have gathered information about how to get out of Wolken and return home. The Axis are planning to steal the documents from the Allied controlled region of Wolken and escape with these documents by any means possible.
    Objectives
    1.Capture the Forward Spawn
    2.Destroy the Main Entrance
    3.Destroy the Side Entrance
    4.Build the Command Post
    5.Refuel the Airplane
    6.Deliver the Documents to the Airplane
     

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  2. wolken1_final

    Author:      Chris Turner (chr1s)
    Email:       [email protected]
    Map name:    Battle of Wolken1 (First Encounter)
    Map version: Beta 1
    ***WOLKEN BACKGROUND***
    These maps are set in the vast land of Wolken, the soldiers
    were dumped in this mysterious land after an incident during
    an Allied investigation into the production of experimental
    technologies by Axis forces. Firstly equipment and weapons
    vanished into thin air, then vehicles started to disappear
    and finally the soldiers themselves vanished, all of which
    were deposited in what was named Wolken by the German soldiers,
    this name was also adopted by the Allies.
    Wolken is made up of various islands and each island may have
    a different climate of it's neighboring islands, making Wolken
    a strange place to live and fight in. However these islands
    aren't floating around in some grand sea, oh no, they are
    floating in what seems to be clouds but it was soon found out
    that these clouds are dangerous as there is immense pressure
    contained beneath the surface that can crush a man as one
    unlucky pilot found out. Amungst the many mysteries of Wolken
    is what happened to the people that once lived in this land
    who built the vast structures and towns that occupy the islands.
    ***MAP INFO***
    After a month of exploring the land of Wolken, Allied
    forces have uncovered an Axis base in the Southern regions.
    Located within this base is a prototype of a new weapon
    named Turmfaust, first seen in development back on Earth
    before the 'incident', which is to be test fired some
    time today. Allies are planning to sabotage this test
    fire and try halt the deployment of this new weapon
    on the battlefield.

    ***OBJECTIVES***
    Allies:
    1) Capture the Forward Bunker.
    2) Destroy the Main Entrance.
    3) Destroy the Side Entrance.
    4) Build the Command Post and Prevent Axis doing the same.
    5) Destroy the Turmfuast test cannon.
    Axis:
    1) Defend the forward bunker.
    2) Defend the Main Entrance.
    3) Defend the Side Entrance.
    4) Build the Command Post and Prevent Allies doing the same.
    5) Defend the Turmfaust test cannon.
    ***ADDITIONAL INFO***
    Beta version, anything that needs changing just address the changes to
    the email above and ill get it done before next version.
    ***CHANGE LOG***
    *Alpha 1/CPC:
      Spawn times made to 25/20, Axis/Allies.
      Third route to Turmfaust added neer the tank.
      Additional ladders over the wall at Axis 2nd Spawn.
      Second spawn exit at Axis 2nd spawn going to Turmfaust.
      Top Bunker added to complex.
      Fog/clouds replaced for water for benifit of competition configs
      Two team doors for axis at main entrance added.
      Clipping removed on some roofs on the side route.
      Stone ramp added to side entrance to prevent mine placement.
      Axis Spawn points fixed at their 2nd spawn.
      Missing light models corrected.
      Cushion added to ground on other side of wall at 2nd Axis spawn.
      The small building on side route given an inside next to the wooden platfrom.

    *Alpha 2:
      Hatch added to the third route that was added in alpha 1.
      Map time limit made to 20 minutes.
      Allies first spawn moved backwards into the building it once was.
      Ladders in the complex fixed from the faults found with them.
      Very top of the complex was clipped properly and texture leak fixed.
      Drop down ladder from garage area removed.
      A route from main to the side entrance added with axis team door.
      Turmfaust objective room drastically re-designed with two floors and the plant
      location moved from controlls to the gun it self located on the lower level.
    *Beta 1:
      Spawn times set to 30/20 Axis/Allies.
      Map time limit rediced to 15 minutes.
      Hatch at alternate route removed.
      The crouching bug near mean entrance fixed.
      One of the two team doors at main entrance removed.
    *Final
      Additional details in the underground passage.
      Moved end of round camera to face the cannon for Allies winning.
      Added destroyed state for cannon for end of round.
      Removed textures from areas of map not seen by players or spectors.

    ***TESTING***
    #Newmaps.et
    Vowel, Kesnel, Splodge, Bobz, Photon, Bidy,
    Bulld0g, Danl, Domi, FranQ, Burniole, wAndAA,
    Robot, Pab, Adacore, R3ap4r, Azrael, lawley,
    Cypher, Antalis, if your not here and feel you
    should, don't take offence I just forgot you.
    ***CUSTOM TEXTURES***
    Some signs were made using Ifurita's blank sign collections.
    Other signs made by myself using ET textures and editor images.
    Windows and wooden frames from McNite's map Warbell.
    Command map icons built myself with help of Burniole.

    ***SPECIAL THANKS***
    Burniole for the grand command map.
    any suggestions please feal free to email me.
     

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  3. wolken6_b1

    Author:      Chris Turner (chr1s)
    Email:       [email protected]
    Map name:    Battle of Wolken6 (Portal)
    Map version: Beta 1
    ***WOLKEN BACKGROUND***
    These maps are set in the vast land of Wolken, the soldiers
    were dumped in this mysterious land after an incident during
    an Allied investigation into the production of experimental
    technologies by Axis forces. Firstly equipment and weapons
    vanished into thin air, then vehicles started to disappear
    and finally the soldiers themselves vanished, all of which
    were deposited in what was named Wolken by the German soldiers,
    this name was also adopted by the Allies.
    Wolken is made up of various islands and each island may have
    a different climate of it's neighboring islands, making Wolken
    a strange place to live and fight in. However these islands
    aren't floating around in some grand sea, oh no, they are
    floating in what seems to be clouds but it was soon found out
    that these clouds are dangerous as there is immense pressure
    contained beneath the surface that can crush a man as one
    unlucky pilot found out. Amungst the many mysteries of Wolken
    is what happened to the people that once lived in this land
    who built the vast structures and towns that occupy the islands.
    ***MAP INFO***
    Allied forces are preparing to launch a major
    attack on one of the 3 Portal sites that are
    located within Wolken, currently under Axis
    occupance. In order to succeed they must first
    knock out the reinforced anti-tank gun. Under
    the cover of darkness Allied engineers where
    able to construct a special explosive device
    in order to do this, but the Axis managed to
    stop them arming it. Now Allies must find a way
    of getting the deivce operatioal again and blow
    the antitank gun in order to gain control of the site.

    ***OBJECTIVES***
    Allies:
    1) Capture the Forward Bunker.
    2) Destroy the Main Entrance.
    3) Destroy the Side Entrance.
    4) Build the Command Post and Prevent Axis doing the same.
    5) Capture the Explosives and plant them at the Explosives Device.
    6) Steal the Keycard in order to arm the Explosive Device.
    Axis:
    1) Defend the forward bunker.
    2) Defend the Main Entrance.
    3) Defend the Side Entrance.
    4) Build the Command Post and Prevent Allies doing the same.
    5) Defend the Explosives from Allies troops.
    6) Prevent the Allies from taking the Keycard to the Explosive Device.
    ***ADDITIONAL INFO***
    Beta version, anything that needs changing just address the changes to
    the email above and ill get it done before next version.
    ***CHANGE LOG***
    *Beta 1:
      Added team door above side entrance
      Door bug at main fixed (hopefully)
      Added voice announcements for flag
      captures and entrances destructions.
      Extended rim around temple spawn
      balcony to remove easy MG possition.
      Wall from main to side on last stage
      altered to close the area a bit.
      Main entrance building extended into
      hill side by the 3 houses on the West.
      Flag pole stand altered to prevent
      unwanted bouncing away from flag
      when trying to capture it.
      Sandbag possitions added along main
      road.
      Some roofs have been better clipped
      to prevent problamatic camping.
    ***TESTING***
    Dooc clan
    m8d clan
    #xfire-project play tests
    ***CUSTOM ASSETS***
    Some signs were made using Ifurita's blank sign collections.
    Other signs made by myself using ET textures and editor images.
    Master Sword taken from Commander Link's JK3 weapon mod.
    Hylian Shield from Twilight Princess.
    Barrel models made by Rayban
    Halftrack model made by Detoeni
    ***OTHER NOTES***
    Map intended for 6v6 competitive play although this is
    first public version so suitability for such play may
    need looking at still.
    Any suggestions please feal free to email me.
     

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  4. wolken4_final

    Author:      Chris Turner (Chr1s)
    Email:       [email protected]
    Map name:    Battle of Wolken4 (Wolkenkanone)
    Map version: Final
    ***WOLKEN BACKGROUND***
    These maps are set in the vast land of Wolken, the soldiers
    were dumped in this mysterious land after an incident during
    an Allied investigation into the production of experimental
    technologies by Axis forces. Firstly equipment and weapons
    vanished into thin air, then vehicles started to disappear
    and finally the soldiers themselves vanished, all of which
    were deposited in what was named Wolken by the German soldiers,
    this name was also adopted by the Allies.
    Wolken is made up of various islands and each island may have
    a different climate of it's neighboring islands, making Wolken
    a strange place to live and fight in. However these islands
    aren't floating around in some grand sea, oh no, they are
    floating in what seems to be clouds but it was soon found out
    that these clouds are dangerous as there is immense pressure
    contained beneath the surface that can crush a man as one
    unlucky pilot found out. Amungst the many mysteries of Wolken
    is what happened to the people that once lived in this land
    who built the vast structures and towns that occupy the islands.
    ***MAP INFO***
    To the horror of the Allied forces the Axis have
    managed to construct a monster sized cannon in the
    same vain as the Dora railgun back on Earth, only
    difference is that this new weapon named wolkenkanone
    runs on tank style treds rather than rail track.
    A test fire of this weapon is due later tonight if
    succesfull it wont be long till the tred system is
    operational and the weapon deployed on the battlefield.
    Allies must knock out this weapon before the test fire
    to avoid certain doom.

    ***OBJECTIVES***
    Allies:
    1) Destroy the Turmfaust to allow safe passage for the tanks.
    2) Breech the Main Entrance with the remaining tank.
    3) Deliver the spare parts to the damaged plane.
    4) Repair the plane and steal it.
    5) Use the plane to clear an opening into the buildin site.
    6) disable the Wolkenkanone by dynamiting the controls.
    Axis:
    1) Defend the Turmfaust to keep it operational.
    2) Defend the Main Entrance.
    3) Prevent Allies from delivering the spare parts to the plane.
    4) Stop the Allies from repairing the plane.
    5) Dont allow Allies access to the building site.
    6) Defend the Wolkenkanone from Allied sabotague.
    ***ADDITIONAL INFO***
    Final version, no changes from now on.
    ***TESTING***
    DooC clan
    M8D clan
    GDO Staff
    WF clan
    CCCP clan
    I honestly can't remember the individuals not associated
    with clans that tested the map so if you tested the map
    and feel you deserved to be here, email me.
    ***CUSTOM ASSETS***
    Some signs were made using Ifurita's blank sign collections.
    Other signs made by myself using ET textures and editor images.
    A number of models where made by Detoeni (http://detoeni.planetwolfenstein.gamespy.com/)
    Command map icons built myself with help of Burniole.

    ***SPECIAL THANKS***
    Burniole for the grand command map.
    any suggestions please feal free to email me.
     

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  5. voilegarde_b3

    April 19, 2004
    --------------------
    Chateau Voilegarde Beta 3
    --------------------
    Map by:        Tasian
    Description:  Allied intelligence recently discovered a research facility hidden in a secluded french castle called Chateau Voilegarde. They must break into the lab and steal the radar parts. Axis must hold off the attackers.
    *** Beta 1 Released 3/17/04
    - First version, fresh out of the oven! You can practically smell that new car smell...
    *** Beta 1.1 Released 3/19/04
    - Fixed up places where textures are z-fighting
    - Widened the vents and retextured them for easier dark navigation
    - Made the grass and dirt able to support landmines
    - Straightened out a few unaligned textures
    - Clipped a few more things
    - Made the boundary mountains impossible (or at least much harder) to climb up on... hopefully. Also clipped a major gameplay leak on said mountains. (Thanks Crazysmuk!)
    - Took care of the Allied Commander saying "Destroy the Controls" instead of "Controls repaired"
    - The tank model have a problem with defying gravity, took care of that. (Thanks Brit!)
    - The truck barrier CAN'T be constructed anymore when the truck gets past it.
    - Commander now says "Assault Ramp destroyed" instead of "Assault Ramp Constructed"... in the right part, of course. (Thanks Crim!)
    ** Beta 2 Released 4/2/04
    - Axis Commander said "Controls Repaired" when it gets destroyed and the Allied Commander says "Generator Destroyed" when the assault ramp is kaput. Oops. Fixed those.
    - Modified the mountains some more for making it impassible.
    - Put some lights in the un-lighted area in the research center. Oops! Also modified the stair lights a bit.
    - Now a warning of "You are near the Lethal Electric Floor" appears when you're near the active floor of death. It disappears when the floor is safe.
    - Lowered the moat entrance a bit for easier swimming. (Thanks prog!)
    - Major goof-up, the news reel doesn't play in Beta 1.1! I kicked that problem's butt.
    - Added some corona effects to the electric floor lights so they're easier to see. Plus they're shiny, oooo!
    - The lab exit bunker now has a 2nd floor and 2 more exits, given that the Allies can easily beat the Axis back with the current bunker floor plan. (And I threw in some more boxes up there, 'cause... um... Axis... like... boxes.)
    - Now Axis can blow up the Assault Ramp by place the explosive on the floor of the wall, as opposed to directly on the ramp. It plain looked silly to see the dynamite explode right next to the ramp and the ramp was still standing. (Thanks pookie!)
    - Axis now have pictures on the command map (not matching, exactly, but I'm not a good graphics person) of the thingies they need to defend: Main Entrance, Side Entrance, Generator.
    - Modified the Laboratory Axis spawn for easier access of the stairway. Also there is a vent by the jail-like blocker that leads over to the place before the Radar Room.
    - The generator is now located in the lobby for better Axis defense. Speaking of better Axis defense, there's now a constructible MG nest where the generator used to be, plus a mounted MG on the 2nd floor balcony of the eastern lab exit bunker.
    - There is a pathway that leads from the Axis laboratory spawn to the big picture in the castle lobby.
    - Added an extra room to the facility warehouse to make spawn camping harder for the Allies.
    - Truck is 25% slower now to give the Axis a fair chance.
    - Plus, more pictures 'n' fun stuff. :)
    ** Beta 3 Released 4/19/04
    - The truck was moved from the front of the castle to a driveway next to the Allied first spawn. The truck drives at an okay speed until it reaches the tunnel, then it slows down. 'Cause it's evil like that.
    - The jail-like blocker in the facility has been moved to prevent very easy escapes with the Radar Parts.
    - Added more rooms to the research facility to help balance the blocking of the easy escape route.
    - Truck barrier has been moved to the middle of the field to give the Axis a better chance.
    - Speaking of stronger Axis defense, time has been extended to 25 minutes.
    - Cut out a bunch of bloat and corrected the mistakes of the sound files. (Thanks SiliconSlick!)
    - Tweaked the elevator to go a tiny bit faster.
    - Heard there was a problem with the map not ending when the truck reaches the final point... did a bit of 'fail-safe' scripting to try and counter that.
    - Changed the Axis Exit Bunker a bit more, extended a balcony, hallway route a bit shorter.
    - There's an Axis-ONLY door (red symbol, even disguised Coverts can't open it) that connects the Chateau and Laboratory... just so the Axis aren't 'locked-out' of their own place. :P
    - More texture straightening and brush goof-ups fixing.
    ==========================================================
    Known Bugs:
    * I've been told that if you go prone while the elevator is moving, you get crushed. I tried it get crushed for 5 minutes, but no luck. So if you're paranoid, please remain in the upright position until the elevator comes to a complete stop. And take a bag of peanuts.
    ==========================================================
    Objective Data:
    **Allies (The Good Ol' American Boys)**
    - Gain Access to the Castle by Destroying the Main Entrance, Building the Assault Ramp on the East Side, and/or Destroying the Side Gate in the Basement Warehouse of the Chateau
    - Capture the Forward Spawn in the Castle Courtyard shed to make the assault that much easier.
    - Dynamite the Generator (located in the lobby) to gain access to the research facility and to secure the Courtyard Spawn.
    - Disable the Electric Floor Controls to gain access to the radar part. Otherwise, anyone stepping into the radar room will get a "shocking" surprise.
    - Take the Radar Part and secure it to the truck outside the castle wall, near the main gate.
    - If constructed, dynamite the Truck Barrier, and escort that truck out of there to win the match.
    - Build a Command Post, located very close to the western wall on the first floor.

    **Axis (Those Jahahaa-ing Trench Coat Krauts)**
    - Defend the Castle's Walls by preventing the destruction of the Main Entrance, rebuilding the Side Gate if compromised, and destroying the Assault Ramp if constructed.
    - Defend the Forward Spawn in the Castle Courtyard shed to continue defending the castle walls.
    - Prevent the destruction of the generator (located in the lobby) to keep the facility within the castle locked down and the Courtyard Spawn under Axis control (if captured, of course).
    - Maintain the Electric Floor Controls so the Allies can not take the Radar Part.
    - Don't let the Allies steal the Radar Part and take it to the truck outside the castle, near the main gate.
    - Disable the truck and build the truck barrier to prevent the Allies from escaping with the Radar Part.
    - Build a Command Post, located very close to the western wall on the first floor.

    ==========================================================
    **Map Info
    Title                :Chateau Voilegarde
    Filename            :voilegarde_b3.bsp
    Game/mod            :ET - wolfmp/ wolfsw
    Author                :Tasian
    Email address                :[email protected]
    Not-Clan Web Address        :http://goat1.proboards26.com
    ==========================================================
    **Build Info
    Base                :Scratch
    Editor(s) Used                :Wolf Radiant, Paint Shop Pro
    Build time            :About 8 months
    Compile time            :30 minutes
    ==========================================================
    **Installation
    Put voilegarde_b3.pk3 into your (wolfet)\etmain directory.
    ==========================================================
    **Playing
        Run wolfet
        bring down console "~" and type...
        /g_gametype 2; map voilegarde_b3
    ==========================================================
    **Play Information
    Single Player           : No
    wolfmp                 : Yes
    wolfsw               : Yes
    wolflms            : No
    New Sounds              : Yes
    New Graphics            : Yes
    New Music               : ... ... Why would there be music in the background? I wish my life has a musical score. Like the Simpsons. Doh!
    ==========================================================
    **Special Thanks to...
    - First and foremost, the Splash Damage team for making one of the best multiplayer games ever. Period. :D
    - The fine folks at Goat's Bar and Grill, you guys are the best! Some special-special thanks for the following:
    - GyverX for making the commandmap and the custom textures, and for testing out the map and trying very hard to get his server up and running just to test me l'il map. Plus making one of the best ET images I've seen!
    - InThrees for his special graphic as well.
    - HaB aka Brit for doing a fantastic job with his multiple(!) news reels. I can proudly say that they are JOLLY GOOD! Also for testing the map.
    - Crimson Avenger, prog, pookie, Crazysmuk, and Bullet Magnet for checking out my map and putting up with my annoying voice on Teamspeak. :P
    - Syma, Englander, Porky, miky, Mycroft, NA*IL, Chiemseeman, JamesBOMB, Radd, the **NameGoesHere** guys, Arctic_Wolf, The >DD< Clan, randall, all the people I pushed into the ground while they were on 999 ping, everyone else I missed (there's just so many, sorry about that! Me brain is going, thanks to age, I think) ... well, you didn't really help with the map, but thanks for all the fun and experiences I had with you guys!
    - And of course, Goat for letting us play on the server he pays for, we all appreciate it! ... Except the people that get banned. :P
    - Chavo_one, for letting me use his beautiful Venice sky and helping me with getting it to work.
    - Drakir for some of his textures and his nice webpage and tutorials.
    - Jon Swenson (Creator of Axis Lab) for his information about using game_models.
    - And the Splash Damage forums for having some extremely helpful people there.
    - Bob Seger for his ol' time rock 'n' roll.
    - Buckwheat Boys for making one of the most annoying and catchy songs ever. (If you know of the dancing banana, you know the song)
    - The LTC Clan (www.ltcclan.com) for their praises on my map and for picking it for their start-off party night.
    ==========================================================
    Any suggestions, compliments, criticisms, bugs, questions, send 'em my way. :)
    [email protected]
    ===========================================================
    "Give me goomba or give me death!" -Crazysmuk
    ---- Happy Fun Time Bonus Tip for those that reached the end of this long, long readme!!!!!111oneon: Yes, there is a secret room. How does one reach it? No hand icon will show up near the button... let's just say that it's on the edge of the map. And you need to press a bird in the shadow.

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  6. ware

    DM, visit www.etmaps.rar.pl for more maps!

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  7. warringgods_final

    File:           warringgods_final.pk3

    Version:    Final

    Release date:   September 2011

    Author:         Tardis

    Email address:  [email protected]

    Website 1:        http://www.wix.com/dbjones80/tardis-informatick

    Website 2:        http://www.dbjonescomputers.co.uk



    Location: Libya / Egypt


     
    Description : The Axis or the Allies are guarding a hoard of gold, Steal Seven crates of Gold from the Allies or the Axis
    // Allied Objective Descriptions

    "Primary Objective:****Secure Seven crates of Gold to the Axis Gold Store."

    "Primary Objective:**Stop the Axis from stealing the Gold from the Allied Mint."

    "Primary Objective:****Stop the Axis from Securing the Gold."

    "Primary Objective:****Steal Seven crates of Gold."

    "Secondary Objective:**Build Allies Ladder."

    "Secondary Objective:**Stop the Axis From Destroying The Ladder."

    "Secondary Objective:**Stop the Axis From Building The Ladder."

    "Secondary Objective:**Destroy Axis Ladder."

    // Axis Objective Descriptions

    "Primary Objective:****Stop the Allies from Securing the Gold."

    "Primary Objective:****Steal Seven crates of Gold."

    "Primary Objective:****Secure Seven crates of Gold to the Allies Gold Store."

    "Primary Objective:**Stop the Allies from stealing the Gold from the Axis Mint."

    "Secondary Objective:**Stop the Allies From Building The Ladder."

    "Secondary Objective:**Destroy Allies Ladder."

    "Secondary Objective:**Build Axis Ladder."

    "Secondary Objective:**Stop the Allies From Destroying The Ladder."

    base: From ctf_dkswarringgods :author = no author

    A Star Wars JK II Jedi Outcast Map  reworked and redesigned for ET.


     
    editor:         GTK Radiant 1.5
    build time:     about 16 weeks.


     
    compile settings:      
    BSP: -meta -vis -light -fast -filter -samples 2 -bounce 8

    Final compile time:  30 mins.


    CHANGES:


     
    New : Sky Box

    Lifts Both Teams

    Textures

    Ladders (Water Area's)

    Constructible Ladders Both Teams

    Water Fix

    Egypt Lamp (Main Area)

    Wodden Lamps

    Limbo Cam's

    -Vis Fixes

    *CREDITS*

    - Sky Box    -    New bespin_skybox See :bespin_skybox.shader

    - Objective Icon -      FireFly

    - Egypt Lamp       -    Arcana (Robbie Powell)

    - Help             -    Mateos & Splashdamage Forum: Editing Wolf: ET



    Distribution / Permissions
    This is a Final of this map and may not be modified in anyway as to appear as a

    completed map by anyone else other than the author.


     
    You May Not decompile the BSP as a base to build additional levels.

    You May Use Any Items From This Map As Prefabs, Textures and/ or Models, as long as credit is given (Tardis)

    This file may not be commercially exploited in any way.


     
    Thanks Tardis

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  8. wow_senseless

    Axis Objective Descriptions
    1    "Primary Objective:**Eliminate the Allied force."
    Allied Objective Descriptions
    1    "Primary Objective:**Eliminate the Axis force."

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  9. WodanfiresAssault_2

    Axis Objective Descriptions
    1    "Secondary Objective:**Prevent the Allies from destroying the Bunker door."
    2    "Secondary Objective:**Defend the Bunker from the Allies."
    3    "Secondary Objective:**Defend the Stairwell door from being destroyed."
    4    "Secondary Objective:**Prevent the Allies from stealing the Documents."
    5    "Primary Objective:**prevent the allies from transmitting the Documents to there head quarters."
    // Allied Objective Descriptions
    1    "Secondary Objective:**Assult the beach and destroy the Bunker door."
    2    "Secondary Objective:**Capture the Bunker from the Axis."
    3    "Secondary Objective:**Destroy the Stairwell door to get access to the lower bunkers."
    4    "Secondary Objective:**Find and retrive the Wodanfire Documents."
    5    "Primary Objective:**Transmit the Secret Wodanfire Documents back to HQ."

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  10. waffenschmiede_b2fix

    conflicts with ETL maps  ...
    Axis Objectives
    1    "Defend/capture the forward spawn flag (Square E-1 on the command map)."
    2    "Defend the Door Controls and prevent Allies from entering the outpost."
    3    "Defend generator (security doors) to restrict Allied access."
    4    "Defend the radar part. Do not let the Allies take it to their truck."
    // Allied Objectives
    1    "Capture and defend the forward spawn flag (Square E-1 on the command map)."
    2    "Dynamite the Door Controls to gain access to the outpost."
    3    "Destroy the Axis Generator (security doors) for more ways in."
    4    "Steal the radar part and bring it to the truck."

    1 download

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  11. waffenschmiede_b2fix

    making conflicts with the ETL maps (tested with silent mod)
    Axis Objectives
    1    "Defend/capture the forward spawn flag (Square E-1 on the command map)."
    2    "Defend the Door Controls and prevent Allies from entering the outpost."
    3    "Defend generator (security doors) to restrict Allied access."
    4    "Defend the radar part. Do not let the Allies take it to their truck."
    // Allied Objectives
    1    "Capture and defend the forward spawn flag (Square E-1 on the command map)."
    2    "Dynamite the Door Controls to gain access to the outpost."
    3    "Destroy the Axis Generator (security doors) for more ways in."
    4    "Steal the radar part and bring it to the truck."

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  12. wetf_1vs1

    briefing       Map crée par : TinT

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  13. weedplant_b2

    Author:Varsovie
    tm_weedplant_b2.pk3 released.
    http://www.tompl.isgreat.org/
    Full gallery:
    http://img257.imageshack.us/gal.php?...28tmweedpl.jpg

    Allies want smoke the Holy Ganja Tree because the Axis flood the black market with cheap weed.

    1 download

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  14. weebulls_dm

    Author        : Frank "WeeBull" Helling
    Email address    : [email protected]
    Webpage        : http://www.sensei-gaming.be http://ultimateclan.verygames.net/index.php
     Map Information
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : WeeBull's Deathmatch
    Filename    : weebulls_dm.pk3
    Release date    : 14-02-2006
    Description    : My deathmatch map made for EB's contest.
    Program        : SD Radiant 1.4.0
    Build time     : About 1.5 months
    Compile time    : 3 minutes
    Compile machine    : AMD Athlon 1200 mHz, 512mb, GeForce 4 MX 4000 128 mb
    Installation    : Place the weebulls_dm.pk3 to your etmain folder, find a server running the map or
                      bring down the console and type: map weebulls_dm.
    New Textures    : Yes, all textures are made by me. 47 in total.
    New Sounds    : Nope.
    New Models    : Nope.

    -------------------------------------------------
     Info!
    -------------------------------------------------
    #. Version info:
    First and final version. I probably won't improve it after sending it in.
    How to play!
    Axis:
    #. Kill the Allies!
    Allies:
    #. Kill the Axis!
    -------------------------------------------------
     Special thanks and Credits to:
    -------------------------------------------------
    #. ULTIMATE and sensei (when it was still alive).
    #. Mic for helping me out with testing.
    #. EB, for making this all possible!
    #. http://www.splashdamage.com forums.
     

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  15. watten_b2

    Date: 20/07/06
    Title: Watten(beta)
    File: watten_b2.pk3
    mapname: Watten
    Author:   Pa5t1s   
    Mail: [email protected]
    Description: Map for Wolfenstein:Enemy Territory
    "Allies took control of the Watten city where Axis shoot V2 missiles on strategic targets accross Europe.*Allies managed to destroy all but one V2 of a new type.*General Patton ordered to keep this missile and its constructive documents until the arrival of air support.**Axis have recieved the order from the Fuhrer to destroy the V2 in order to get access to the documents and bring them back by truck to Germany"
    Instructions: Place watten_b1.pk3 into you "Wolfenstein - Enemy Territory\etmain\" directory.
    Gamemodes supported: Objective, stopwatch. LMS not supported
    Tools: GtkRadiant 1.3.8-ET, Q3map2 2.5.7, Photoshop
    Thanks: Splash Damage and Activision. Thanks to Alliance(&Lz),fun clan, a good clan in whom there is of good friends.Special thanks to "Pakalatak" for his invaluable councils,and damoon for modifications of watten_b2.
    That's aLL :))

    P  A  5  T  1  S 

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  16. warmup_final

    Mapname: warmup_final
    Status: final
    Mapper: CyburK
    released: beta1 03.08.2006/// final 20.08.2006
    contact: [email protected]
    website: www.cyburk.net
    This is a very small dual Objective Map i made to get warm with mapping again. beta 1 was made in 3 Days. Again this Map is really small i havent tested
    it yet but i guess the fun limit may be reached with 20 players.

    Install:
    put the warmup_final.pk3 in your Wolfenstein - Enemy Territory/etmain folder and play.
    If you have a ton of maps in your etmain folder its possible you cant run the map with the
    ingame "host-game" option. In this case open the console with "^" and type "/g_gametype 2"
    hit enter and then type "/map warmup_final" hit enter again and check it out.
    Objectives for Allies/Axis
    - Destroy the Enemys Safe.
    - Steal the Secret Documents
    - Build and Defend your Command Post
    - Bring the Enemys Documents to your Command Post.
    thanks and greetings
    all people at level-designer.de / etmaps.de / M8D Nephilm / M8D clan /Northerner /Shazam /Pitsbrgparatrpr
    / Berserker from wolfmap.de / splash-damage / macbeth / MerCuryRisIng / nullskillz for his nice forum post/tutorial on the dual objective /
    speedy (http://speedy.planetquake.gamespy.com//) for the nice mountain enviroment.
    ...............enjoy
     
     

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  17. warmaze_b1

    warmaze_b1
    Designed by .WAR|R0u$back. for the .WAR|Clan.
    Build time: about a week
    Contacts: http://warclan.forumj.net
    Xfire: rousback
    Tools: GTK Radiant 1.4/1.5 - photoshop - paint
    Ressources:
    - the map fragmaze_fixed made by sl0wr0ck, on wich this map is based/inspired (xfire: sl0wr0ck)
    - some textures from "textures_pitores" (eMail Address: [email protected])
    - http://splashdamage.com/forums/
    - http://easymapping.free.fr/html/ and many others websites of tutorials I can't remember...
    Greetings/Thanks to:
    >> The Splash Damage team
    >> Fate (xfire: fmcfate) for his help to solve many issues I had while I was mapping... (Mapping tutorials http://fmc.hex.ee)
    The .WAR|Clan. and his communauty for the tests, feed backs and advices, to improve this map...
    .WAR|bitchy., for his help to modify some pitores textures and who also made the .WAR|Clan. logo
    If you use the map on your server please let me know, always good to have some feedbacks! This is my frist map released...
    The map can fit for 3o3 like for 12o12. We didn't test it with more players but i think that it can handle 15o15 games. Enjoy!

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  18. wario_b3

    wario_b3
    Designed by .WAR|R0u$back.
    Contacts: http://warclan.forumj.net
    Xfire: rousback
    Tools: GTK Radiant 1.4/1.5 - photoshop - paint
    Ressources:
    - the map fragmaze_fixed made by sl0wr0ck, on wich warmaze (my first map) is based/inspired (xfire of the creator of purefrag: sl0wr0ck)
    - warmaze_b6, wich is the base of this map
    - some textures from "textures_pitores" (eMail Address: [email protected])
    - http://splashdamage.com/forums/
    - http://easymapping.free.fr/html/ and many others websites of tutorials I can't remember...
    Greetings/Thanks to:
    >> The Splash Damage team for this wonderful free game
    >> Fate (xfire: fmcfate) for his help to solve many issues I had while I was mapping... (Mapping tutorials http://fmc.hex.ee)
    >>The .WAR|Clan. and his communauty for the tests, feed backs, ideas and advices, to improve this map...
    >>.WAR|bitchy., who made the .WAR|Clan. logo. He also implemented the mario pictures on the wall texture.
    If you use the map on your server please let me know, it's always good to have some feedbacks!
    In no cases you are allowed to modify anything from this pk3 without permission. Leave it in his current state if you want to use it.  If you want some modifications of the map just let me know (by xfire or .WAR|Clan. forums) and I will see what I can do about it.
    Enjoy!
    briefing        "Enjoy some frags in this maze!**Made by*^4.^0WAR^4|^0R0u$back^4.**warclan.forumj.net**mapping tutorials:*http://fmc.hex.ee"

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  19. warinwoods

    Map    War in the Woods
    Author    Bus Tarbox
    briefing    War in the woods. Only thing you need to know......cover is your best friend
    Instructions:
    Trees are climable, look everywhere for the enemy. Cover is your best friend.

    2 downloads

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  20. vesuvius_rev

    Enemy Territory map Vesuvius_rev  Readme


     
    'Vesuvius_rev' is the final map of the vesuvius project. It is a much altered and streamlined version of the 'Vesuvius' map created in 2007 by Firefly ([email protected]) and Mrfin [email protected]

     
    Changelog: Changes made are many - too many to list.

     
    title                              vesuvius_rev

    filename                       vesuvius_rev.bsp

    version                         final    

    author  :                       Neil aka. Mrfin

    webpage                      http://www.mrfin.net

    email                            [email protected]

                                      

    type                             objective


     
    spawn points                supports up to 64 players, 32 per side


     
    story                                                   1944 Bay of Naples – Allies are advancing through a town where Axis have been excavating Roman ruins under the streets in search of legendary relics. Allies need to steal the discovered gold Urn relic from the excavations

    Meanwhile Mount Vesuvius has started erupting

                                         

    objectives

    Axis

    1          Prevent the Allies from stealing the gold urn

    2          Prevent the Allies from stealing the truck

    3          Prevent the Allies from breaching the South gate

    4          Prevent the Allies from breaching the second South gate

    5          Prevent the Allies from building the bridge over the gorge

    6          Prevent the Allies from construction the ruins access rope

    7          Prevent the Allies from breaching the North ruins gate

    8          Capture the forward flag in the church

    Allied

    1          Steal the urn from the excavated ruins

    2          Get away with the truck

    3          Breach the South gate

    4          Breach the second South gate

    5          Construct the bridge over the gorge

    6          Construct the ruins access rope

    7          Breach the North ruins gate

    8          Capture the forward flag in the church


     
    Credits

      The map wouldn't exist if it wasn't for Denny aka. Firefly who made 1/2 of the first versions

    Thanks Schaffer for the command maps                                             

    to Detoeni for the light model

    Kenny aka [v] for the Mary model

    Thanks also for the playtests by Jan aka. Magic and the Blood Donors

    Cheers to the SD forum people and those who emailled for advice, ideas and crits

    Thanks to Splash Damage for an excellent, editable game


     

     
    Copyright (c) 2008  mrfin

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  21. vesuvius_b1

    Enemy Territory map Vesuvius_b1  Readme 100407


     
    title                             Vesuvius_b1

    filename                      Vesuvius_b1.bsp

    version                                    beta 1     


     
    authors            :                       Neil aka. Mrfin & Denny aka. Firefly

    webpage                     http://www.mrfin.co.uk 

    email                           [email protected]

                                       [email protected]


     
    type                            Objective
    spawn points              supports up to 32 players, 16 per side


     
    story                            1944 Bay of Naples – Allies are advancing through a town where Axis have been excavating Roman ruins under the streets in search of legendary relics. Allies need to steal the discovered Urn relic from the excavations.

    Meanwhile Mount Vesuvius has started erupting.

                                         

    Objectives

    Axis

    1          Prevent the Allies from stealing the Urn.

    2          Prevent the Allies from stealing the truck.

    3          Prevent the Allies from breaching the South Valley Gate.

    4          Prevent the Allies from breaching the East Street Gate.

    5          Prevent the Allies from building the Truck Ramp over the lava flow.

    6          Prevent the Allies from construction the Ruins Access Rope.

    7          Prevent the Allies from breaching the West Ruins Gate.

    8          Capture the Forward Flag.

    Allied

    1          Steal the Urn from the excavated ruins.

    2          Get away with the Truck.

    3          Breach the South Valley Gate.

    4          Breach the East Street Gate.

    5          Construct the Truck Ramp over the lava.

    6          Construct the Ruins Access Rope.

    7          Breach the West Ruins Gate.

    8          Capture the Forward Flag


     
    Credits
    Thanks Schaffer for the command map                                              

    to Detoeni for the light model

    Kenny for the Mary model

    Thanks also for the playtests – hope you enjoy

    Copyright (c) 2007 Denny & Neils

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  22. wolfsrudel_final

    Axis Objective Descriptions
    1    "Primary Objective:**Defend the Maingate."
    2    "Primary Objective:**Prevent both Radarparts from being stolen."
    3    "Primary Objective:**Prevent the Allies for destroying the Main Radio Mast."
    4    "Secondary Objective:**Defend the Forward Bunker."
    5    "Secondary Objective:**Defend the Sidewall for breaching ."
    6    "Secondary Objective:**Defend the Bunkersidewall for breaching ."
    7    "Secondary Objective:**Destroy the Allied Command Post."
    8    "Secondary Objective:**Build a Command Post."

     Allied Objective Descriptions
    1    "Primary Objective:**Dynamite the Maingate"
    2    "Primary Objective:**To disable the Radarstation steal both of the Radarparts and bring it to the escape truck."
    3    "Primary Objective:**Destroy the Main Axis Radio Mast with dynamite."
    4    "Secondary Objective:**Capture the Forward Bunker from the Axis."
    5    "Secondary Objective:**Dynamite the Sidewall to get into the Base."
    6    "Secondary Objective:**Dynamite the Bunkersidewall to get into the Base."
    7    "Secondary Objective:**Build a Command Post."
    8    "Secondary Objective:**Destroy the Axis Command Post."

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  23. vesuvius

    Enemy Territory map Vesuvius  Readme 100407


     
    title                              Vesuvius
    filename                       Vesuvius.bsp

    version                         final    


     
    authors :                       Neil aka. Mrfin & Denny aka. Firefly

    webpage                      http://www.mrfin.co.uk 

    email                            [email protected]

                                       [email protected]


     
    type                             Objective
    spawn points                supports up to 64 players, 32 per side


     
    story                             1944 Bay of Naples – Allies are advancing through a town where Axis have been excavating Roman ruins under the streets in search of legendary relics. Allies need to steal the discovered Urn relic from the excavations.
    Meanwhile Mount Vesuvius has started erupting.

                                  

    Objectives

    Axis

    1          Prevent the Allies from stealing the Urn.

    2          Prevent the Allies from stealing the truck.

    3          Prevent the Allies from breaching the South Valley Gate.

    4          Prevent the Allies from breaching the East Street Gate.

    5          Prevent the Allies from building the Truck Ramp over the lava flow.

    6          Prevent the Allies from construction the Ruins Access Rope.

    7          Prevent the Allies from breaching the West Ruins Gate.

    8          Capture the Forward Flag.

    Allied

    1          Steal the Urn from the excavated ruins.

    2          Get away with the Truck.

    3          Breach the South Valley Gate.

    4          Breach the East Street Gate.

    5          Construct the Truck Ramp over the lava.

    6          Construct the Ruins Access Rope.

    7          Breach the West Ruins Gate.

    8          Capture the Forward Flag


     
    Credits

    Thanks Schaffer for the command map                                              

    to Detoeni for the light model

    Kenny for the Mary model

    Thanks also for the playtests – hope you enjoy


      Copyright (c) 2007 Denny & Neil

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  24. Warbell + scripts

    2 etpromapscripts for Warbell for you server admins to modify Warbell if you like to. They are aimed at improving gameplay for simple public (mapscript II) and high skill servers (mapscript I).
    Mapscript I
    - restricts the access to the roof room at the belltower constructible (see pic) to make defense up there a lot more vulnerable to explosives and to get rid of the massive backshooting that engies experienced a lot
    - sets allied spawntime to 25s instead of 20s giving the attackers another 5s of travel time advantage
    - makes the bellmechanism buildable with 1 engie chargebar (instead of 1.5), which makes the construction a lot faster
    - removes the wait at the mapend: map is won right after the 3rd sacrifice (Der'Saidin from GA league from downunder suggested this)
    Mapscript II
    - restricts the access to the roof room at the belltower constructible (see pic) to make defense up there a lot more vulnerable to explosives and to get rid of the massive backshooting that engies experienced a lot
    - adds an ammocrate at the command post when its built by Axis
    - features the original spawntimes (15/20)
    With both mapscripts we also got rid of the message bug when Axis constructs the mechanism after Allies destroyed it AND the book had been delivered already.
    So while mapscript I is aimed at servers that are more for highskill players or frequented by competition gamers, mapscript II is for servers that experienced that there was too much full holds because the belltower constructible was too easy to defend.
    From our experience Warbell is almost never a full hold, it just calls for good teamplay by the attackers to get the belltower. Still releasing the mapscripts for all server admins won't hurt.
    If any admin wants just the ammo at the command post and no blocking of the roof room, let me know.
    how to install
    download the zip you want, unzip anywhere
    rename the warbell_scriptfix_XX.script to warbell.script
    upload to the folder etpro/etpromapscripts
    you need to enable etpromapscripts and set the folder in your etconfig.cfg of etpro
    / For Warbell map there is two mapscriptes which add new model for the map. But the barrel modell which is using by the scripts is missing.
    I packed the scripts in two different pk3 file and added for them the barrel modell.
    Molotov
    _____________________
    A - Story and map features
    B - General info, credits, acknowledgements
    C - Installing & playing the map, known bugs, recommendations for servers
    D - Thanks
    E - Copyright
     
    //------------------------------------------------------------
    A - Story and map features
    //------------------------------------------------------------
    Why another map? Simple answer: 2 maps to learn mapping, the third to have fun.
    Warbell originated from the idea to create a map that s not just a map, but an impressive piece of map Artwork combining intense, captivating gameplay and a good laugh too.
    It is also an hommage to the RtCW single player, and the custom SP mission timegate for RtCW.
    Now its done, and it is candy to the eyes, drag you into its gameflow and even make your hair stand on end occasionally.
    But look for yourself...

    Story:
    Axis are trying to mess in the occult again, and do real nasty things. Allied special forces took over the occult site in a raid. Now the Axis attack to get back control over the old Abbey and finally raise the evil Wargod. Allies are on the mission to save the world from this of course.
    Core facts:
    Axis attacking
    18 mins timelimit
    spawntimes are 15s Axis, 20s Allies
    multiple access routes to all objectives
    gameplay honed towards fast and intense battle
    map design... well look for yourself :-)
    loads of special effects
    framerates will be constant 76 FPS everywhere for average computer systems (1.2GHz CPU/ 512mb RAM/ Ge4 TI4600 128mb gets at least 50 FPS in the bad areas)
    nighttime setting but bright enough to see and kill the opponents
    overall mapsize is a bit bigger than supplydepot2
    First stage:
    - gain access to the Guardhouse (2 access routes: caves and road)
    - maybe slip through the teamdoors with stolen uniforms
    - capture the flag or
    - destroy the Guardhouse Gate (secures forward spawn)
    Second stage:
    - use dynomite to gain access to the Hidden Room
    - take the Book of Death from it's glass case and
    - deliver it to the Altar of Blood in the sacrifice room of the Abbey
    - destroy the gates in the Abbey for faster access (2 dynamitable, 1 satchelable and one teamdoor, none of them rebuildable)
    - repair a bell mechanism in the Abbey
    - ring the bell (after you built the mechanism AND after you delivered the objective)
    - sacrifice three axis players to the Wargod
    - optional: forward spawn at a neutral command post
    Gameplay and playerloads:
    In 7 Playtests we had with up to 26 players Warbell provided us with an amazingly captivating gameflow, and real fun games.
    The stages are defendable, but with a balance that allows attackers to overcome the defense in some waves.
    Its plays very good with 10-18 players, and becomes happy large-scale fraggin with 20 and more players.
     
    //----------------------------------------------
    B - General info, credits, acknowledgements
    //----------------------------------------------
    >>> Contents of the zipfile
    ------------------------------------------------
    In this zipfile you find
    - the readme
    - the map (warbell.pk3 >> put it into etmain-folder)
    - the shader for the commandmap icons
      (warbell_etproonly.pk3 >> put it into ETPRO-folder)
    >>> About the map
    ------------------------------------------------
    Map: Warbell
    pk3: warbell.pk3
    mapped by ]UBC[ McNite & ]UBC[ Kach-->
    first day of mapping: sometime in the fall of 2005
    All credits for gamelayout and objectives go to ]UBC[ McNite!
    day of release: July 18th 2006

    >>> credit for models
    ------------------------------------------------
    excellent Book of Death and Warbell model by EB
    awesome DT Opelblitz model by Detoeni

    >>> credit for paintings
    ------------------------------------------------
    2 original paintings in the map by ]UBC[ Kach--> (more paintings viewable at warrenkachmar.ca)
    wb_p/wb_rubens1 // Pieter Paul Rubens (1619) Christ on the Cross between 2 Thieves
    wb_p/wb_rubens2 // Pieter Paul Rubens (1632) Last Supper
    wb_sfx/prayinghint // Albrecht Dürer: praying hands
    wb_p/wb_stmartin // unknown Hungarian master, app. 1490: St Martin and the Beggar
    St. Martin is the Saint for the soldiers. Find more info about him here:
    http://www.thebookofdays.com/months/nov/11.htm

    >>> credit for waterworks & shaders
    ------------------------------------------------
    real cool watershaders and river created by carnage
    initial help with alphablend shaders by: Der'Saidin

    >>> credit for textures and sounds
    ------------------------------------------------
    wb_z: all textures from RtCW apart from cryptwall_01a.jpg, cathedrale_c06dm_wb.jpg
    wb_sfx/c_flameX.tga: from RtCW
    wb_b/window4: all versions are reworks of a RtCW window
    wb_sfx: g1 - g13, glow, bd1 - 13 by EB (they are all used on the open book)
    for detailed credits on the sounds check the warbellsounds.txt

    //----------------------------------------------------------------------------
    C - Installing & playing the map, known bugs, recommendations for servers
    //----------------------------------------------------------------------------
    >>> To play the map on a server
    ------------------------------------------------
    1.) put the warbell.pk3 into your etmain folder
    2.) put the warbell_etpro.pk3 into your ETPRO folder
    3.) run ET
    4.) join the server
    5.) have FUN!
    >>> To play the map alone
    ------------------------------------------------
    1.) put the pk3 into your etmain folder
    2.) run ET
    3.) go to HOST GAME
    4.) set it to STOPWATCH
    5.) choose "Warbell" from the list of the maps
    6.) start and have a look around
    In case you can't see the map you might be having too many .pk3-files
    in your etmain-folder and need to delete some.
    >>> Known Bugs & issues
    ------------------------------------------------
    - none (that we know of...)
    >>> gametypes available
    ------------------------------------------------
    Stopwatch, Campaign, Objective (no LMS)
    >>> playerloads
    ------------------------------------------------
    This map is well playable for 8 and more players and is best playable with medium
    playerloads (12-18 players). Its is also a challenging map for 6on6.
    We had excessive playtests with up to 26 players... messy but a lot of fun.
    No idea what the maximum playerloads are but at some point it will be just one massive frag fest.
    >>> spawntime and mapduration
    ------------------------------------------------
    Allies: 20 secs (defending)
    Axis: 15 secs (attacking)
    mapduration: 18 mins
    >>> gameplay and balance
    ------------------------------------------------
    This map was designed for stopwatch, but of course plays well in any campaign too.
    It is very balanced with a slight advantage for attackers (Axis).

    //----------------------------------------------
    D - THANKS
    //----------------------------------------------
    McNite:
    my clan for tons of good times playing ET and TheRiverIIRedux
    Kach--> for mapping with me
    $taTiK for feedback on gameplay and design whenever i needed some
    Kach-->:
    McNite for teaching me about mapping and allowing me to participate in the process
    Everyone that took the time and energy to help test and provide feedback during development of Warbell

    >>> Help with mapping and the whole mess:
    --------------------------------------------------------
    Der'Saidin for lots of discussion on gameplay and objectives
    all the helpful ppl that answered my posts on www.splashdamage.com

    >>> playtesting and feedback
    ------------------------------------------------
    a HUGE credit for all the playtesting goes to the clans
    ]UBC[ (www.ubcclan.com)
    M8D (http://www.m8d.org/index.php)
    =FBF= (http://forums.fearedbyfew.com/)
    -=B|D=- (http://www.bd-clan.info/)
    the coordinators in particular:
    M8D DrStock, =FBF= Pax, -=B|D=- Schlauch and -=B|D=- Welshboy
    also special thanks to the M8Ds for providing us with a special Warbell playtest TS-channel
    and all the players who participated in one or more of the 7 private playtests

    //----------------------------------------------
    E - COPYRIGHT
    //----------------------------------------------
    Copyright © 2006 Matthias "McNite" Neiss all rights reserved
    This level may be electronically distributed only at
    NO CHARGE to the recipient in its current state. It must
    include this .txt file.
    NOBODY is allowed to
    a) decompile this map
    b) modify this map or parts (= .script too) of it in ANY way without prior written permission
    c) distribute this map on CD-ROM or any other media without prior written permission
    d) use any custom textures/ sounds/ brushwork of this map without prior written permission.
    By saving this map on your harddisk/webspace/whatever-storage-from you accept these conditions.
    contact: [email protected]
     

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  25. Warbell + scripts

    *warbell scripts
    1/ the gold script It makes the end of the map gameplay much better, only the players who carry gold crates can jump into the columns of fire inside the castle.
    2/
    restricts the access to the Belltower roof room
    sets allied spawntime to 25 secs
    faster construction of the bell mechanism
    no wait at mapend if axis win
    3/
    modified Warbell script II
    restricts the access to the Belltower roof room
    ammocrate at command post if built by axis
    ____________________________
    Axis Objective Descriptions
    1    "Primary Objective:**Secure the forward spawn and destroy the Guardhouse Gate."
    2    "Primary Objective:**Dynamite the Wall hiding the Hidden Room."
    3    "Primary Objective:**Carry the Book of Death to the Altar of Blood! This will open the Sacrifice Portals!"
    4    "Primary Objective:**Destroy the Abbey Main Gate to get fast access to the Abbey!"
    5    "Primary Objective:**Repair the ringing mechanism of the Warbell, so you can ring it and call the Wargod!"
    6    "Primary Objective:**Ring the Warbell to activate the Sacrifice Portals!"
    7    "Primary Objective:**Sacrifice 3 players in the Sacrifice Portals to seal your alliance with the Wargod!"
    8    "Secondary Objective:**Destroy the Crypt Gate for another way into the Abbey."
    9    "Secondary Objective:**Build the command post."
    // Allied Objective Descriptions
    1    "Primary Objective:**Defend the Guard House, don't let them destroy it's Gate!"
    2    "Primary Objective:**Defend the Hidden Room. Don't let them blow up the wall!"
    3    "Primary Objective:**Don't let them deliver the Book of Death to the Altar of Blood or they will open the Sacrifice Portals!"
    4    "Primary Objective:**Defend the Abbey Main Gate, keep the Axis out!"
    5    "Primary Objective:**They mustn't repair the Bell Mechanism!"
    6    "Primary Objective:**Do not let them ring the Warbell so they can't activate the Sacrifice Portals!"
    7    "Primary Objective:**Prevent the Axis from throwing themselves into the Sacrifice Portals!"
    8    "Secondary Objective:**Defend the Crypt Gate to keep the Axis out."
    9    "Secondary Objective:**Build the command post."
     

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