MAPS V - W
47 files
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wolken6_b1
By kate
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.
11 downloads
0 comments
Submitted
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warmissile_fp4
By kate
Changelog for warmissile_fp4
fixed minlight (whole map)
fixed caulk at main generator
fixed cam at main generator
added cams
fixed caulk and brush on flag allies axis
fixed light at main door
added details (whole map. trucks ect...)
added door near main generator
fixed door sound
fixed angle at door
fixed some lights
fixed minimap tracemap
fixed health ammo cabinets
fixed cmarkers on minimap
fixed models on keycard
added cmarker keycard
removed some old models
fixed textures and brushes
fixed landmines on texture grass
added fog
added ambient sounds crickets-, truck/tank-, war- and other sounds.
added rocket start sound
fixed objdata (still not final)
removed spawnflags 2 on all models and added clip
added texture obj map
Todo:
add sound for both commandposts.
gouki fucked up command post spawn :D
11 downloads
0 comments
Submitted
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voilegarde_b3
By kate
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.
10 downloads
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Updated
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wolken3_final
By kate
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
10 downloads
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Submitted
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villagun_b2
By kate
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
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Submitted
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wolken4_final
By kate
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.
9 downloads
0 comments
Submitted
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warringgods_final
By kate
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
9 downloads
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Submitted
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WodanfiresAssault_2
By kate
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."
9 downloads
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Submitted
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weedplant_b2
By kate
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.
9 downloads
0 comments
Updated
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0 comments
Submitted
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warehouse
By kate
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
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Submitted
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v2_factory
By kate
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
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Submitted
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weisbaden_final
By kate
allied "Dynamite the axis V-2 missile controls before the rocket finishes fueling!"
axis "Defend the V-2 missile controls until the rocket is fueled and ready for launch!"
neutral "The allies must destroy the missile controls before the V-2 rocket finishes fueling!"
8 downloads
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Submitted
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wow_senseless
By kate
Axis Objective Descriptions
1 "Primary Objective:**Eliminate the Allied force."
Allied Objective Descriptions
1 "Primary Objective:**Eliminate the Axis force."
7 downloads
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Submitted
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venice_tcrc2_v1
By kate
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
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Submitted
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wario_b3
By kate
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
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Submitted
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vio_grail
By kate
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
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Updated
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0 comments
Submitted
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wolfsrudel3_final
By kate
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:**Build a Command Post and stop the Allies from constructing 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 and stop the Axis from constructing a Command Post."
6 downloads
0 comments
Submitted
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vengeance_tea_final
By kate
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 comments
Updated
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western_b1_5
By kate
Mapname : Western B2
BSPname : western
Released: Beta 1
Version : Test
Target player count: 1-20, supports up to 64
Gametypes: Objectives, Last Man Standing, Omnibot, Frag, 1on1, Trickjumps, Fun & games, Practise skills
Map made by: -SSF-Sage from SM-Mapping
Contact Sage : ssf.sage at gmail dot com //-SSF-Sage @ splashdamage.com/forums (prefered)
SM-Mapping site: http://www.hot.ee/smmapping/
Please contact me for any feedback, suggestions, constructive critisism, bug report etc.
Story:
Sheriff has put some Sabio Gang members in Jail after a long night of committing hostile deeds. The Gang in dark coats is up to free their Fellows.
If you decide your Fellows deserve their nights in Jail you can find multiple other ways to entertain yourself in the lovely Western town of Pegaso Pass.
Objectives:
Axis:
1] Destroy the Gunsmith's door
2] Steal two packs of Dynamite
3] Steal a Detonator
4] Prepare the Detonator!
5] Activate and defend the Detonator for 30 seconds!
Allies:
1] Don't let them destroy the Gunsmith's door
2] Don't let them steal two packs of Dynamite!
3] Don't let them steal a Detonator!
4] Don't let them prepare the Detonator!
5] Disable the detonator before the 30 second timer runs out!
Recommendations:
Use g_moverscale 1 (default value) or otherwise the Cart will not work correctly.
Use pmove_fixed 0 and normal settings. The trickjump is tweaked to regular server.
Disclaimer:
I can not be held responsible for anything.
Credits:
Pegazus
For some assets provided for use in this map. Also great help on sketching, planning, testing and general support.
[UJE]Niek
Horse
Map testing:
Big thanks to testing
I owe you guys for all the help, testing and feedback!
Members and players from:
{WeB} Clan
http://webclan.freeforums.org/
Dark Alchemy Community
http://www.dark-alchemy.com/
Ets| Community
https://ets-clan.com/
Special thanks to:
Pegazus from SM-Mapping
o-0._.0-o from |>B<| Community
GANG$TA from {WeB} Clan
Old-Owl from DA Community
Kate from Ets| Community
Installation:
Put the pk3 file into your Etmain folder.
Uninstallation:
Delete the pk3 file from your Etmain folder.
Changelog:
Beta2:
-More cover to cut straight paths and better spawn exits
-Two new rows of houses added to stop camping
-More routes to objectives
-Removed and widened Church doors
-Limit trickjump area access during objective play
-Fix crash bug on detonator
-Removed detonating by jump
-Only axis can arm and allies disarm the detonator
-Added routes etc. features for Omnibot
-Detonation time 30secs->35secs
5 downloads
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Submitted
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vesuvius_rev
By kate
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
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Submitted