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  1. xposed

    Release date: 2004-07-13
    Author: SteelRat, Ringa & Capitan
    Map Name: X-Posed
    BSP name: xposed
    Gametypes supported: Objective and Stopwatch
    Gametime: 25 Minutes
    Map Story
    Last night Axis forces bombed a small Belgian town after an Allied attack to conquer it. Axis managed to hold the town but a team of Allies are still trapped in the town and their only way out is to steal a tank and drive thru the bombed city.
    Map Objectives
    Allied Objectives
    Primary Objective:**Steal the tank!
    Primary Objective:**Escape from the bombed town!
    Secondary Objective:**Destroy the 1:st tank barrier.
    Secondary Objective:**Destroy the 2:nd tank barrier.
    Secondary Objective:**Construct a command post!
    Secondary Objective:**Destroy the Axis command post!

    Axis Objectives:
    Primary Objective:**Prevent the Allied forces from stealing the tank.
    Primary Objective:**Stop the Allied forces from escaping from the town!
    Secondary Objective:**Construct the 1:st tank barrier.
    Secondary Objective:**Construct the 2:nd tank barrier.
    Secondary Objective:**Destroy the Allied Command post!
    Secondary Objective:**Construct a command post!
     

    ---------------------
    Installation
    ---------------------
    Put the xposed.pk3 file in your \etmain directory. The mapname is xposed if you want to add it to any script.

    ---------------------
    Thanks
    ---------------------
    Thanks to everybody in the SteelRat's Cage gaminig community who have been helping out with the testing of the map.
    Thanks to Drakir for providing Health and Ammo Cabinet prefabs.

    ---------------------
    Contact info
    ---------------------
    Website: www.srcgaming.com
    e-mail: [email protected]
    IRC channel @ Quakenet: #srcgaming
    ###SteelRat's Cage ET Server: 213.132.119.13:27960

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  2. zuk19_b2

    briefing          "It's 19 april 1943. The axis are trying to send the secret codes to there headquarters. Can the Allies prevent them from sending? Can they blow up the Zuk19 Radar in time? Only time will tell!"
      axiswintext    "Axis succesfully protected the Radar!"
      alliedwintext   "Allies succesfully destroyed the Radar!"

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  3. xposed_ndt

    Release date: 2004-07-13
    Author: SteelRat, Ringa & Capitan
    Map Name: X-Posed
    BSP name: xposed
    Gametypes supported: Objective and Stopwatch
    Gametime: 25 Minutes
    Last modifycation by rock$tar on 2007-02-27 ( www.bb-clan.com )

    ---------------------
    Map Story
    ---------------------
    Last night Axis forces bombed a small Belgian town after an Allied attack to conquer it. Axis managed to hold the town but a team of Allies are still trapped in the town and their only way out is to steal a tank and drive thru the bombed city.

    ---------------------
    Map Objectives
    ---------------------
    Allied Objectives
    Primary Objective:**Steal the tank!
    Primary Objective:**Escape from the bombed town!
    Secondary Objective:**Destroy the 1:st tank barrier.
    Secondary Objective:**Destroy the 2:nd tank barrier.
    Secondary Objective:**Construct a command post!
    Secondary Objective:**Destroy the Axis command post!

    Axis Objectives:
    Primary Objective:**Prevent the Allied forces from stealing the tank.
    Primary Objective:**Stop the Allied forces from escaping from the town!
    Secondary Objective:**Construct the 1:st tank barrier.
    Secondary Objective:**Construct the 2:nd tank barrier.
    Secondary Objective:**Destroy the Allied Command post!
    Secondary Objective:**Construct a command post!
     

    ---------------------
    Installation
    ---------------------
    Put the xposed.pk3 file in your \etmain directory. The mapname is xposed if you want to add it to any script.

    ---------------------
    Thanks
    ---------------------
    Thanks to everybody in the SteelRat's Cage gaminig community who have been helping out with the testing of the map.
    Thanks to Drakir for providing Health and Ammo Cabinet prefabs.

    ---------------------
    Contact info
    ---------------------
    Website: www.srcgaming.com
    e-mail: [email protected]
    IRC channel @ Quakenet: #srcgaming
    ###SteelRat's Cage ET Server: 213.132.119.13:27960

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  4. 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."

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  5. 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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  6. zogscubeofdeath

    Mapper        : S.S.Pons  
    Level Design    : S.S.Lord ZOG
     Map Information
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : ZOG's Cube of Death
    Filename    : zogscubeofdeath.pk3
    Release date    : 
    Decription    : Secure the Egg!
    Program        : SD Radiant 1.4
    Build time     : 1 hour
    Installation    : Place the zogscubeofdeath.pk3 to your etmain folder. 
    // Axis Objective Descriptions
    1    "Primary Objective:**Prevent the Allies from securing the Egg!"
    2    "Primary Objective:**Secure the Egg!"
    // Allied Objective Descriptions
    1    "Primary Objective:**Secure the Egg!"
     2    "Primary Objective:**Prevent the Axis from securing the Egg!" 

    -------------------------------------------------
     Further development
    -------------------------------------------------
    S.S. Lord ZOG is bursting with ideas...
    -------------------------------------------------
    Copyright © 2004 Shit-Storm all rights reserved
    This level may be electronically distributed only at 
    NO CHARGE to the recipient in its current state, MUST 
    include this .txt file, and may NOT be modified IN 
    ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE 
    DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR
    WRITTEN PERMISSION.
    -------------------------------------------------
    Kneel Before ZOG!
     

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  7. zuk19_b2

    It's 19 april 1943. The axis are trying to send the secret codes to there headquarters. Can the Allies prevent them from sending? Can they blow up the Zuk19 Radar in time? Only time will tell!

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  8. zm_city

    objectivedata file missing
    Map Zombie faites by N!c0

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  9. xlabs1

    Allied Objective Descriptions
    1 "*Primary Objective** Steal the Radar Components!"
    2 "*Primary Objective** Escape with the Radar Components!"
    // Axis Objective Descriptions
    1 "*Primary Objective** Prevent Allies from stealing the Radar Components!"
    2 "*Primary Objective** Dont let the Allies escape with the Radar Components!"

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  10. western_b1_5

    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

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