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MAPS V - W

47 files

  1. vara

    Axis Objective Descriptions
    1    "Primary Objective:**Protect the Big-Gun   "
    2    "Primary Objective:**Protect the Side-Entrance"
    3    "Primary Objective:**Build the Commandpost."
    4    "Primary Objective:**Protect the Gold."
    5    "Primary Objective:**Protect the Truck and don´t let the Allies drive the truck to House near the Flag."
    6    "Primary Objective:**Build the Radarcontrols at the Radarbunker."
    7    "Primary Objective:**Don´t let the Allies build the MG."
    8    "Primary Objective:**Build the Beach-Fence 1 + 2 ; the Beach-MG and the MG near the Ammodepot ."
    // Allied Objective Descriptions
    1    "Primary Objective:**Destroy the Big-Gun of the Battery Vara. "
    2    "Primary Objective:**Destroy the Side-Entrance "
    3    "Primary Objective:**Build the Commandpost."
    4    "Primary Objective:**Steal the Gold."
    5    "Primary Objective:**Steal the Truck and drive the Gold to the House near the Flag."
    6    "Primary Objective:**Blow up the Radarcontrols at the Radarbunker."
    7    "Primary Objective:**Build the Beach-MG"
    8    "Primary Objective:**Blowup the Beach-Fence 1 + 2, the Beach-MG ; the fence near the Ammodepot and the MG that where there"

    17 downloads

       (0 reviews)

    0 comments

    Submitted

  2. v1rocket_b2

    release date: 18 may 2004
    Game features
    - After the Lorraine37L (the Tank) has reached the depotyard it can no longer be damaged nor repaired.
      This was done to avoid xp-whoring by allied engineers.
    - After the Lorraine37L (the Tank) has reached the depotyard the V1Rocket will be transported onto a electric train
      with a crane. The train will take the v1rocket to the launchramp and does NOT have to be escorted
      nor can it be damaged/repaired
    - Allies can steal the fuelcan (The Objective) at any given time in the game,
      But they can only secure it at the v1rocket after it has reached the launchramp.
      (an icon will appear at the command map)
    title:          V1Rocket_b2
    file:           V1rocket_b21.pk3
    author:         FireFly
    email address:    
    URL:           
    description:    

    Play Information
    gametype:    wolfmp, wolfsw   
    new sounds:     yes
    new graphics:   yes
    new music:      no
    new models:    yes
    prefabs:    no
    Construction
    base:           scratch
    editor:         GTK Radiant 1.3.13
    other programs: easygen, 3Dmax5, Photoshop
    build time:     approx. 9 months.
    compile time:     83 mins.

    Distribution / Permissions
    This is the first trial of this map and may not be modified in anyway as to appear as a
    completed map by anyone else than the author.
    Authors May Not decompile the BSP as a base to build additional levels.
    The possibility of using items from this map as prefabs is possible, but you must obtain the author's written permission first.
    This file may not be commercially exploited in any way.

    A thank you
    Thanks goes to M.Schaffer and Erwin A. for helping me testing the private beta1....
     
     
     

    15 downloads

       (0 reviews)

    0 comments

    Submitted

  3. v2_factory

    Axis Objective Descriptions
    1    "Primary Objective:**Prevent the Allies from building the Pontoon Bridge."
    2    "Primary Objective:**Stop the Truck from reaching the Ammo Depot."
    3    "Primary Objective:**Prevent the Allies from building their Command Post to retain the Forward Spawn."
    4    "Primary Objective:**Protect the Factory and build a V-2."
    5    "Primary Objective:**Build the Train Bridge."
    6    "Primary Objective:**Escort the Train to the V-2 Forward Launch Area."
    7    "Secondary Objective:**Protect the V-2 Launch Door."
    8    "Secondary Objective:**Clear the Train Tunnel of rubble."
     Allied Objective Descriptions
    1    "Primary Objective:**Build the Pontoon Bridge and escort the Truck across the River."
    2    "Primary Objective:**Escort the Truck to the Ammo Depot and deliver the Command Post parts."
    3    "Primary Objective:**Build the Command Post and capture the Forward Spawn."
    4    "Primary Objective:**Prevent the construction of a V-2 by damaging the Factory machines."
    5    "Primary Objective:**Prevent the Axis from constructing the Train Bridge."
    6    "Primary Objective:**Stop the Train from delivering the V-2 to the Forward Launch Area."
    7    "Secondary Objective:**Destroy the V-2 Launch Door to open another entrance to the V-2 Factory."
    8    "Secondary Objective:**Block the Train Tunnel by collapsing the Roof."

    8 downloads

       (1 review)

    0 comments

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  4. v2base_te

    "Axis have captured an old fortress and built a V2 Base test facility to evaluate the new V2 rockets, Allied forces have intercepted this information and are trying to steal the secret V2 Rocket design blueprints."

    15 downloads

       (0 reviews)

    0 comments

    Submitted

  5. valhalla__overload__b2

    16\1\2009

    ----------------------------------------------------------------------------------
    map name: Valhalla (Overload)
    ----------------------------------------------------------------------------------
    about the map :
    this is a valhalla style map, intended for larger teams.
    the original was without sound (if you step on metal or wood then you dont hear it),
    this version has normal sound, i felt like it needed sound for larger teams.
    i hope you like the way it turned out ;).

    map made by (S3C) Yogi *SD*
    [email protected]

    scav you later ;)
     axis "in the spirit of the original valhalla map \noptimized for larger teams \nmap designed by (sec) yogi SD"
     allied "in the spirit of the original valhalla map \noptimized for larger teams \nmap designed by (sec) yogi SD"
     neutral "in the spirit of the original valhalla map \noptimized for larger teams \nmap designed by (sec) yogi SD"
     

    34 downloads

       (0 reviews)

    0 comments

    Updated

  6. vengeance_final

    Axis Objective Descriptions
    1    "Primary Objective:**Gain access to base by breaching the Main Gate"
    2    "Primary Objective:**Gain access to Ammo Bunker and secure the fail safe codes for both rockets"
    3    "Primary Objective:**Transport fail safe codes to the South Rocket Launch Console and disable failsafe"
    4    "Primary Objective:**Destroy South Rocket ^1(^1Enabled ^1by ^1delivering ^1codes ^1to ^1South ^1Bunker^1)"
    5    "Primary Objective:**Transport fail safe codes to North Rocket Launch Console and disable fail safe"
    6    "Primary Objective:**Destroy North Rocket ^1(^1Enabled ^1by ^1delivering ^1codes ^1to ^1North ^1Bunker^1)"
    7    "Secondary Objective:**Capture Main Gate spawn"
    8    "Secondary Objective:**Construct CP Spawn"
     Allied Objective Descriptions
    1    "Primary Objective:**Prevent Axis from gaining access to Main Base"
    2    "Primary Objective:**Protect the Ammo Bunker"
    3    "Primary Objective:**Prevent Axis from disabling the South Rocket fail safe"
    4    "Primary Objective:**Protect South Rocket"
    5    "Primary Objective:**Prevent Axis from disabling North Rocket fail safe"
    6    "Primary Objective:**Protect North Rocket"
    7    "Secondary Objective:**Protect the Main Gate Spawn"
    8    "Secondary Objective:**Construct the CP spawn"

    12 downloads

       (0 reviews)

    0 comments

    Submitted

  7. vengeance_tea_final

    fixed  objectivedata file missing etsKate
    Axis Objective Descriptions
    1    "Primary Objective:**Gain access to base by breaching the Main Gate"
    2    "Primary Objective:**Gain access to Ammo Bunker and secure the fail safe codes for both rockets"
    3    "Primary Objective:**Transport fail safe codes to the South Rocket Launch Console and disable failsafe"
    4    "Primary Objective:**Destroy South Rocket ^1(^1Enabled ^1by ^1delivering ^1codes ^1to ^1South ^1Bunker^1)"
    5    "Primary Objective:**Transport fail safe codes to North Rocket Launch Console and disable fail safe"
    6    "Primary Objective:**Destroy North Rocket ^1(^1Enabled ^1by ^1delivering ^1codes ^1to ^1North ^1Bunker^1)"
    7    "Secondary Objective:**Capture Main Gate spawn"
    8    "Secondary Objective:**Construct CP Spawn"
     Allied Objective Descriptions
    1    "Primary Objective:**Prevent Axis from gaining access to Main Base"
    2    "Primary Objective:**Protect the Ammo Bunker"
    3    "Primary Objective:**Prevent Axis from disabling the South Rocket fail safe"
    4    "Primary Objective:**Protect South Rocket"
    5    "Primary Objective:**Prevent Axis from disabling North Rocket fail safe"
    6    "Primary Objective:**Protect North Rocket"
    7    "Secondary Objective:**Protect the Main Gate Spawn"
    8    "Secondary Objective:**Construct the CP spawn"

    5 downloads

       (0 reviews)

    0 comments

    Updated

  8. venice_tcrc2_v1

    the alone version  does not crashing the players on Silent servers ..
    Author: chavo one
    // Axis Objective Descriptions
    1    "Primary Objective:**Prevent the Allies from destroying the tank crate."
    2    "Primary Objective:**Prevent the Allied Tank from capturing the Outpost."
    3    "Primary Objective:**Prevent the Allies from using the Tank to blow open the Library Doors."
    4    "Primary Objective:**Stop the Allies from stealing the ancient Relic from the Library Hall."
    5    "Primary Objective:**Stop the Allies from escaping with the Relic via a Boat in the Canal."
    6    "Secondary Objective:**Stop the Allies from constructing a Command Post."
    7    "Secondary Objective:**Build your Command Post for improved charge times."
    // Allied Objective Descriptions
    1    "Primary Objective:**Destroy the tank crate to escort the tank."
    2    "Primary Objective:**Escort the Tank to the church to capture the Outpost."
    3    "Primary Objective:**Escort the Tank into position to blow the Library Doors open."
    4    "Primary Objective:**Steal the ancient Relic from the Library Hall."
    5    "Primary Objective:**Escape with the Relic using the Boat in the Canal."
    6    "Secondary Objective:**Build a Command Post for faster charge times."
    7    "Secondary Objective:**Stop the Axis from constructing a Command Post."

    7 downloads

       (0 reviews)

    0 comments

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  9. 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

    17 downloads

       (0 reviews)

    0 comments

    Submitted

  10. 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

    38 downloads

       (0 reviews)

    0 comments

    Updated

  11. 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

    5 downloads

       (0 reviews)

    0 comments

    Submitted

  12. villa_france_beta1

    Large map
    Author        : Hitman007
    Email address    : [email protected]
    Webpage        : http://www.hitman007.tk ( site closed )
                     Map Information
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : Villa_france
    Filename    : Villa_france_beta1.pk3
    Campname        : villa_france_beta1
    Max Players     : 60
    Release date    : 8/12/2004
    Decription    : The allies need secret documents OSA
    Final Build time: 3 weeks.
    Compile time    : 1:30 hrs/min
    Compile machine    : AMD AtholnXP 2200 1.8, 512MB
    Installation    : Place the villa_france_beta1.pk3 to your etmain folder, select it from the multiplayer->create server menu or
                      bring down the console and type: map villa_france_beta1.
    Textures    : 42 new textures for the moment
    Sounds        : 1 new sounds.
    Models        : 0 new model.
    * Special thanks:

    Drakir: www.drakir.tk For all help in forums and Sourcemaps
    MarkoForums: All tanks-- http://swat-clan.com/marko/forums/index.php (site closed)
    Elmapper ET: www.mapperet.tk //Mapping in spanish
    Credits, Erik-FTN: Tanks For script help and Big12.map//-- http://user.tninet.se/~fzo823r
    Goldrush:-- For source map ^^
    PGRCLAN: Tanks Clan
     TANKS ALL :)
    LIBERATION OF THE .MAP IN 1 MONTH        -
    MAP BY HITMAN007 www.hitman007.tk        -
    VILLA_FRANCE_FINAL              -
    __________
    Axis Objective Descriptions
    1    "Primary Objective:**Defend the Artyllery Gun1"
    2    "Primary Objective:**Defend The artyllery Gun2."
    3    "Primary Objective:**Defend wall."
    4    "Primary Objective:**Build Command Post aT bunker house."
    5    "Primary Objective:**Defend the Documents."
    6    "Primary Objective:**Dont let them escape with the Secret OSA documents."
    // Allied Objective Descriptions
    1    "Primary Objective:**Destroy the Artyllery Gun2."
    2    "Primary Objective:**Build Command Post aT bunker house."
    3    "Primary Objective:**"
    4    "Primary Objective:**Capture documents in the bunker."
    5    "Primary Objective:**Secure Documents in bunker house"
    6    "Primary Objective:**"

    47 downloads

       (1 review)

    0 comments

    Updated

  13. villagun_b2

    Villa Gun - beta 2 release (240115)
    The map got a lot bigger than in previous release.
    It should give you a better gameplay with more players.
    Axis team has now more ways to defend the objective
    and should not be vaporized with airstrike so easy.
    The map is longer as now 2 guns need to be destroyed.
    There is also a new allied capturable spawn.
    As this was my first map I can see now many problems
    mostly with VIS, visible caulk etc. Due to the design
    it would take a lot of effort to fix all the issues
    and the final effect wouldn't be worth it IMO. For this
    reason this is probably the last release of this map
    unless some major bug occurs.
    If you are insane enough and to my surprise you would
    like to get the sources of the map and edit it please
    find me on dark-alchemy.com forum. And if you are reading
    this in XXII century and I'm already dead please find
    my friends from the Dark Alchemy community so they may
    help you.
    Thank you for testing to all Dark Alchemy members,
    and especially Old-Owl for running the community
    that without which this map wouldn't be born.
    Thank you to WF Gaming Clan members for playing the map
    and giving the advices to improve the design.
    Objectives:
    * Axis:
      "Don't let the Allies reach the Villa and prevent them from destroying both Anti-Aircraft Guns!"
      "Primary Objective: Defend the Garden Anti-Aircraft Gun!"
      "Primary Objective:**Defend the Roof Anti-Aircraft Gun!"
      "Secondary Objective: Don't let them dynamite the Side Warehouse Entrance!"
      "Secondary Objective: Don't let them destroy the Villa Gate and rebuild it as fast as it's possible!"
      "Secondary Objective: Don't let them construct The Ladder!"
      "Secondary Objective: Recapture the allied Desert Spawn!"
      "Secondary Objective: Construct the Command Post for faster recharge and spawntime!"
    * Allies:
      "Reach the Villa and destroy both Anti-Aircraft Guns to let our aircrafts start the city bombing!"
      "Primary Objective:**Destroy the Garden Anti-Aircraft Gun!"
      "Primary Objective:**Destroy the Roof Anti-Aircraft Gun!"
      "Secondary Objective:**Destroy the Side Warehouse Entrance to gain a new way to the Villa Gun!"
      "Secondary Objective:**Destroy the Villa Gate and reach the Villa Gun area!"
      "Secondary Objective:**Construct the The Ladder!"
      "Primary Objective:**Destroy the Roof Anti-Aircraft Gun!"
      "Secondary Objective:**Capture the Desert Spawn!"
      "Secondary Objective:**Construct the Command Post for faster recharge!"
    * Changelog:
    - beta 2:
        - Change some villa doors to axis only
        - Move Villa Gate construction crates into the garden
        - Add Villa Spawn and make it default 2 secs after the map starts
        - Minor bugfixes
    - beta 1:
        - Add Roof Gun
        - Add Desert Spawn
        - Add CP
        - Add Villa Ladder
        - Add Health and Ammo Cabinets points
        - Change axis spawntime with active CP (27s)
        - And finally: make the map BIGGER
    - alpha 2b:
        - One Gun only
        - First public version
    * Author: islander
      Find me at dark-alchemy.com forum

    9 downloads

       (0 reviews)

    0 comments

    Submitted

  14. vio_grail

    uthor:         [TFA]Violator
    email address:  [email protected]
    website:       http://www.tfa-clan.co.uk
    release date:   1/4/2007

    Play Information
    gametype:    wolfmp, wolfsw   
    new sounds:     yes
    new graphics:   yes
    new music:      no
    new models:    yes
    prefabs:    no
    Construction
    base:           scratch
    editor:         GTK Radiant 1.3.13
    other programs: PSP, Milkshape, WavePad, q3map2toolz
    build time:     Far too long :)
    total compile time: 45mins odd
     
    Gameplay:
    Based extremely vaguely on Monty Python and the Holy Grail (well its got a grail and a holy hand grenade in it). Allies on the attack, Axis defending. Docs style map (2 stages of docs).
    1) Allies should blow (dyno) main entrance and/or cloister door to gain access to cathedral
    2) Then they should blow casket in chapter house housing the holy hand grenade of Antioch (satchel)
    3) Take said Grenade to tower door where it will explode in 3 seconds (that being the number between 2 and 4, 5 is right out!)
    4) Allies should then grab the grail and return it to there base.
    Additionally, allies can build a bridge over the graveyard area to an axis teamdoor with a uni to gain access to the top level of the cathedral
    There is a fightable flag midway between the two doors (initially pwned by Axis)
    A simple obj map of medium size for around 6-12 players / side ideally.
    Fixed in this version:
    Much better lighting!
    More clutter in the alternate grail exit
    Fixed sun to be the right way round :)
    Other resources used (thanks!)
    cathedral_blushing textures by BlushingBride
    (http://returntocastlewolfenstein.filefront.com/file/Cathedral;34732)
    chandelier from original RTCW
    fantastic photorealistic textures by BerneyBoy (http://www.planetquake4.net/file=1805)
    images/sounds used without permission from Monty Python!
    beam effect from MindLink
    Thanks to all at TFA for testing, esp Perf, Pondy & Surf!
    Thanks to various peeps at splashdamage.com for testing and feedback + folks at [GMC]

    Distribution / Permissions
    This map may not be modified in any way by anyone else than the author, [TFA]Violator.
    Authors may not decompile the BSP as a base to build additional levels.
    The possibility of using items and textures from this map as prefabs and/ or models is possible, but you must obtain the author's written permission first. If so done, please credit the author(s) where appropriate.
    This file may not be commercially exploited in any way!

    7 downloads

       (0 reviews)

    0 comments

    Updated

  15. 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.

    9 downloads

       (0 reviews)

    0 comments

    Updated

  16. vs_radar_camp_b5

    Ray fixed the vs_radar_camp_b4.objdata
    wich one been missing for the previous version
    Axis Objective Descriptions
    1    "Primary Objective:**Stop the Allies from stealing the Tank!"
    2    "Primary Objective:**Protect the Tank!"
    3    "Primary Objective:**Stop the Allies from destroying the Radar Doors!"
    4    "Primary Objective:**Prevent the Allies from stealing the Secret Documents!"
    5    "Primary Objective:**Prevent the Allies from transmitting the Documents!"
    6    "Secondary Objective:**Build a Command Post"
    7 "Secondary Objective:**Prevent Allies from building a Command Post"
    Allied Objective Descriptions
    1    "Primary Objective:**Steal the Tank"
    2    "Primary Objective:**Protect the Tank!"
    3    "Primary Objective:**Blow the Radar Doors!"
    4    "Primary Objective:**Steal the Secret Documents!"
    5    "Primary Objective:**Transmit the Secret Documents!"
    6    "Secondary Objective:**Build a Command Post"
    7    "Secondary Objective:**Prevent Axis from building a Command Post"

    15 downloads

       (0 reviews)

    0 comments

    Submitted

  17. 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."

    12 downloads

       (0 reviews)

    0 comments

    Updated

  18. 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."
     

    105 downloads

       (1 review)

    0 comments

    Updated

  19. ware

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

    8 downloads

       (0 reviews)

    0 comments

    Submitted

  20. warehouse

    Date:    November 5 2004
    File:    warehouse.pk3
    Mapname: warehouse
    Author:  zig-zag
    Email:   [email protected]
    Description: Map for Wolfenstein:Enemy Territory
    "The Allies have learned of a new bomb being developed by the Axis.
    They must infiltrate an Axis warehouse, locate the bomb,
    and destroy it."
    Gametypes: Objective, Stopwatch, Last Man Standing
    Instructions:
    -Unzip and place warehouse.pk3 into your \Wolfenstein - Enemy Territory\etmain\ directory.
    Build Info:
    -Build time:    4 months
    -Compile time:  15 minutes
    -Tools:         GTKRadiant 1.3.12; Q3map2 2.5.9; EasyGen 1.42;
            Photoshop 7.0
    Thanks:
    [AE]Northerner and the [AE] clan for alpha testing and suggestions. {fam}nasum, {fam}j57
     for additional alpha testing. Everyone who downloaded the beta version. All the server
     admins who hosted it. PCgamemods.com, RTCWfiles.com, Splashdamage.com forum members.
    Distribution / Copyright / Permissions:
    Copyright (c) 2004 zig-zag
    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. THIS LEVEL MAY BE DISTRIBUTED ON CD-ROM
    WITHOUT PRIOR WRITTEN PERMISSION.

    8 downloads

       (0 reviews)

    0 comments

    Submitted

  21. WarIn058

    20-10-2010 
     Version 1.0.0
    An NightMare058 & Scorpio! Production**

    This is are first map. Most of the textures are not made by us, they're ripped from other maps.
    We don't to change this map. 
    Contact:
    NightMare058 (Mapping)
    (xFire: mauricekramer)
    Scorpio! (Mapping & Scripting)
    (xFire: jmstelpstra)

    14 downloads

       (0 reviews)

    0 comments

    Submitted

  22. 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.

    16 downloads

       (0 reviews)

    0 comments

    Submitted

  23. 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"

    7 downloads

       (0 reviews)

    0 comments

    Submitted

  24. 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!

    12 downloads

       (0 reviews)

    0 comments

    Submitted

  25. warmissile_beta1.1 + botfiles

    Map created by ETc|gouki, Nico$ and ETc|#.Jay.#
    = Storyline =
    The Axis Forces have begun to manufacture the deadliest V2 missiles ever created. They are producing these mega weapons at a heavily-guarded secret factory and the first of these new V2 missiles is ready to be launched against the Allied attackers in Europe.
    Allied HQ has discovered the secret location of the V2 factory and despatched one of their elite Commando Units to destroy the factory before the first of these missiles can be launched against them.
    =Allied Objectives =
    **Capture the forward flag and defend it.
    **Destroy the factory generator.
    **Repair the Allied Command Post and defend it.
    **Destroy the Axis Command Post.
    **Destroy the main generator, thus preventing the V2 missile from being launched.
    ** Steal the keycard.

    ------------------------------------------------------------------------------------
    Thanks to:
    {WeB}GANG$TA (created the botfiles)
    ------------------------------------------------------------------------------------
    run the map with:
    map warmissile_beta1
    changelog:

    - fixed sounds in beta1
    - command map fixed. Added the cmarker at place where the objectiv have to be, to end the map.
    - fixed the way icons to keycard...
    - improved fps, detailed again alot. Added hint brushes.
    - new way at first allies spawn, i hope its a little bit easier now. lets see.
    - filled the map with stuff, plants, boxes... still decent.
     
     

    32 downloads

       (0 reviews)

    0 comments

    Updated

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