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  1. Eichsfeld

    Axis Objective Descriptions
    1    "Primary Objective:**Defend the Main Entrance."
    2    "Primary Objective:**Protect the Eichsfeld Controls."
    3    "Secondary Objective:**Defent the Courtyard Wall."
    4    "Secondary Objective:**Defend the Entrance Area from the Allies."
    5    "Secondary Objective:**Prevent the Allies from blowing the Side Door and gaining another route to the Eichsfeld Controls."
    6    "Secondary Objective:**Prevent the Allies from establishing a Command Post inside the Eichsfeld Depot."
    7    "Secondary Objective:**Set up a Command Post inside the Eichsfeld Depot."
    8    "Secondary Objective:**Build and defend the side entrance to the controls."
    Allied Objective Descriptions
    1    "Primary Objective:**Blow up the Main Entrance."
    2    "Primary Objective:**Destroy the Eichsfeld Controls."
    3    "Secondary Objective:**Destroy the Courtyard Wall."
    4    "Secondary Objective:**Capture the Entrance Area from the Axis."
    5    "Primary Objective:**Destroy the side door to gain another route to the Eichsfeld Controls."
    6    "Secondary Objective:**Establish a Command Post inside the Eichsfeld Depot"
    7    "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post inside the Eichsfeld Depot."
    8    "Secondary Objective:**Destroy the side entrance to the contols."

    15 downloads

       (0 reviews)

    0 comments

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  2. et_powescape_b2 + waypoints

    need to have hunkmegs at least at 128 or u crash at some points example building the cp
    1    "Primary Objective:**Steal the top secret Axis documents somewhere in the research facility to the north."
    2    "Primary Objective:**Take the documents South and escape on the train."
    3    "Primary Objective:**Prevent Axis retrieving the soldier activation key, dropped somewhere south of the camp"
    4    "Primary Objective:**Prevent Axis activating the super soldiers"
    5    "Secondary Objective:**Construct the north supply room control point"                
    6    "Secondary Objective:**Construct the train station control point"
    7    "Secondary Objective:**Construct the lab control point"
             
    1    "Primary Objective:**Prevent Allies from stealing top secret documents."
    2    "Primary Objective:**Prevent the allies escaping with the secret documents."
    3    "Primary Objective:**Retrieve the soldier activation key, dropped somewhere to the south of the camp"
    4    "Primary Objective:**Activate the soldiers"
    5    "Secondary Objective:**Construct the north supply room control point"
    6    "Secondary Objective:**Construct the train station control point"
    7    "Secondary Objective:**Construct the lab control point"

    32 downloads

       (0 reviews)

    0 comments

    Updated

  3. etl_warbell_v2 + waypoints

    Warbell, by McNite'
     November 2022
    Cedric 'kemon' Easton
    http://www.etlegacy.com
    http://www.github.com/realkemon
     
    This map is an overhaul of the original Warbell map from ET created by McNite.
    As part of the ET: Legacy asset creation effort certain maps are being overhauled.
    Those maps have been selected for their stable gameplay, even in a competitive environment.

    -----Changelog-----
    to original:
    •    Changed secret room dynamite objective in the Guardhouse to a generator dynamite objective that reveals a passage to the room behind.
    •    Guardhouse doors now open after generator is destroyed not after the lower gate is destroyed.
    ->    Flag secure is still tied to the lower gate.
    •    Added Voice Operator announcements.
    •    Extended sacrifice lightning to outside of the church roof for a near-global status indicator.
    •    Cleaned and stream-lined the entire playable area for faster and smoother movement.

    // AXIS
    Dynamite the Guardhouse gate.
    Destroy the Generator.
    Seize the 'Book of Death' holding ritual instructions.
    Place the 'Book of Death' on the Altar to enable the summoning ritual.
    Repair the mechanism of the ancient 'Warbell'.
    Toll the 'Warbell' to awaken Heinrich and sacrifice yourself in the light.
    Dynamite the Abbey Main Gate to gain access.
    Establish a Command Post.
    // ALLIES
    Defend the Guardhouse Gate.
    Defend the Generator.
    Don't let them take the 'Book of Death'.
    Prevent them from placing the 'Book of Death' on the Altar.
    Keep the mechanism of the ancient 'Warbell' disabled.
    Stop them from activating the 'Warbell'. Prevent mortal sacrifices to Heinrich at all cost.
    Defend the Abbey Main Gate.
    Stop them from establishing a Command Post.

    98 downloads

       (0 reviews)

    0 comments

    Updated

  4. et_village

    Axis Objective Descriptions
    1    "Primary Objective:**Defend the Cemetary's Crypt!"
    2    "Primary Objective:**Prevent the Allies from stealing the gold!"
    3    "Primary Objective:**Stop the Allies from escaping to the waiting Truck in the Village."
    4    "Secondary Objective:**Hold the Northwest Courtyard."
    5    "Secondary Objective:**Prevent the Allies from establishing a Command Post at the Northwest Courtyard."
    6    "Secondary Objective:**Set up a Command Post inside the Northwest Courtyard."
     Allied Objective Descriptions
    1    "Primary Objective:**Gain access to the Gold inside the Cemetary's Crypt!"
    2    "Primary Objective:**Steal the Gold, from inside the Crypt."
    3    "Primary Objective:**Escape with the Gold to the waiting Truck in the Village!"
    4    "Secondary Objective:**Capture the Northwest Courtyard."
    5    "Secondary Objective:**Establish a forward Command Post at the Northwest Courtyard."
    6    "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post in the Northwest Courtyard."
     
     

    12 downloads

       (0 reviews)

    0 comments

    Submitted

  5. et_iceworld

    Map made by Aaron "VenomousCobra89" Young
    This map was made because of the idea of the Counterstrike: Source map fy_iceworld, i thought it would be neat to bring it to the Wolfenstein world
    Hints: Ammo is in the middle where the logo is created :D
    How to Install:
    download, extract to C:\Program Files\Wolfenstein - Enemy Territory\etmain and thats all!

    Everything is copyrighted to VenomousCobra89, if you want to use something from my file, email me at: v_cobra1 AT hotmail DOT com

    10 downloads

       (0 reviews)

    0 comments

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  6. et_brewdog_b3

    This is a conversion of RTCW map mp_base to a new documents running map by crumbs, ported to Enemy Territory by x0rnn.
    Axis Objectives:
    Primary Objective: Defend the Quiz Answers.
    Secondary Objective: Defend the Bunker Door.
    Secondary Objective: Defend the Inner Compound.
    Allied Objectives:
    Primary Objective: Steal the Quiz Answers.
    Secondary Objective: Destroy the Bunker Door.
    Secondary Objective: Capture the Inner Compound.
    Axis spawntime: 30
    Allied spawntime: 25
    Axis spawn lower: Barracks
    Allied spawn back: Sniper Hill

    16 downloads

       (0 reviews)

    0 comments

    Submitted

  7. etl_sp_delivery_v3 + waypoints

    good design but for guys having a poor connection will be hard to can download this map 42 mb from the server url ...
    "The Axis are temporarily storing a number of gold crates in a fortified storehouse while they await their transfer to a more secure location. Allies must first gain control of the storehouse by damaging the forward bunker's East and West Walls, then with their forward spawn secured they must escape with a number of gold crates using the Axis' very own cargo trucks for transportation.**Version 2**Original map by*Apple, GW, jump3r, eiM & Snake*Overhaul by Aciz"
    Axis Objective Descriptions
    1 "Secondary Objective:**Prevent the Allies from destroying the East Wall!"
    2 "Secondary Objective:**Prevent the Allies from destroying the West Wall!"
    3 "Secondary Objective:**Defend the Forward Bunker!"
    4 "Secondary Objective:**Prevent the Allies from stealing any of the Gold Crates stored inside the Vault!"
    5 "Secondary Objective:**Prevent the Allies from constructing the Loading Door Controls!"
    6 "Primary Objective:**Don't let the Allies escape with the first Gold Crate!"
    7 "Primary Objective:**Don't let the Allies escape with the second Gold Crate!"
     Allied Objective Descriptions
    1 "Secondary Objective:**Destroy the East Wall!"
    2 "Secondary Objective:**Destroy the West Wall!"
    3 "Secondary Objective:**Capture the Forward Bunker!"
    4 "Secondary Objective:**Break into the Axis Vault and steal the Gold!"
    5 "Secondary Objective:**Construct the Loading Door Controls!"
    6 "Primary Objective:**Get the first Gold Crate and secure it in a Truck!"
    7 "Primary Objective:**Get the second Gold Crate and secure it in a Truck!"

    31 downloads

       (0 reviews)

    0 comments

    Updated

  8. et_mor2_snow.

    Axis Objective Descriptions
    1    "Don't let the Allies get the tank over the barriers."
    2    "Protect the town's front gate."
    3    "Secure the back door area."
    4    "Prevent the Allies from stealing the documents."
    5    "Get the documents back to the lab."
     Allied Objective Descriptions
    1    "Build the bridge over the barriers and get the tank over to the front gate."
    2    "Blow open the town's front gate."
    3    "Dynomite the back door."
    4    "Steal the documents from the lab."
    5    "Escape the town with the documents."

    14 downloads

       (0 reviews)

    0 comments

    Submitted

  9. et_mor2

    Title                   : Marrakech Streets2

    OrigMapDate       : 27/8/04

    ModDate                 : 19/03/06

    Filename                : et_mor.bsp

    Original Author         : Fix

    Email                   : [email protected]

    Modification Author     : {STS103} DC9 CAN

    Modified Mapname  : et_mor2.bsp


     
    *** EDIT NOTE ***
    March 2006


     
    This map has been updated to repair (clip) seam leaks in the four pillars near the tank ramp, clip the overhead section on the town side of the front gate, added wm_set_round_timelimit in script, and re-named et_mor files to et_mor2 for co-existence. A new Allied objective "destroy the back door", additional building structures, texture repairs, and affects have been added to improve gameplay. The tank speed has been adjusted to move the Allied team to the front gates quicker.
    Thanks to "Fix" for allowing me to make these modifications and providing the alpha maps (.pcx files) so that this modification could have the same terrain as the original.


     
    {STS103} DC9 CAN.

     
    *****************

     
    Description             : Allied intelligence has learned of the existence of Operation Hitlers Beard, a top secret project that the Axis top minds have been working on.  If the Allied command could get there hands on the information contained within these files it would help them plan for a swifter and more decisive victory in the entire North Africa campaign.  The Allies have put together a small strike force to attempt to break through the Axis defenses and steal the documents they are guarding.  Needless to say, the Axis soldiers can not allow this to happen, and must defend the town at all costs.

     
    Objectives        : Allies;
                            1, Escort the tank passed the barrier

                            2, Escort the tank to the town gate and destroy them

                            3, Destroy the back door entrance  *** New objective ***

                            4, Destroy the entrance to the laboratory and get the document case

                            5, Take the documents back out through the gate to a waiting truck


     
                      : Axis;
                            1, Don't let the tank get passed the barrier

                            2, Stop the Allies from destroying the town gate

                            3, Protect the back door entrance  *** New objective ***

                            4, Guard the laboratory entrance

                            5, Don't let the Allies escape with the document case


     
    Notes             : This is my first time mapping for Wolfenstein - Enemy Territory, so I might not have got every thing working in the way it should, and it is probably not balanced totally equally :p  But it has been tested a lot, so I am fairly sure it is without bugs and runs quite well.


     
    * Permissions*

     
    All original and composed textures or assets in this level remain property of
    the sources respective owners.

    You MAY distribute this PK3 in any not-for-profit electronic format (BBS, Internet,

    CD, etc) as long as you contact me first, and include all files, including this readme, intact in

    the original archive.

    14 downloads

       (0 reviews)

    0 comments

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  10. etc_race_b1c

    Axis Objective Descriptions
    1    "Primary Objective:**Defend the Gold at all cost."
    2    "Secondary Objective:**Steel the Gold and take it to your Carpet, first Team that reach the finish has won."

    Allied Objective Descriptions
    1    "Primary Objective:**Defend the Gold at all cost."
    2    "Secondary Objective:**Steel the Gold and take it to your Carpet, first Team that reach the finish has won"

    7 downloads

       (0 reviews)

    0 comments

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  11. etl_frostbite_v14

    'Frostbite, by Moonkey'
     June 2021
     Cedric 'keMoN' Easton
    http://www.etlegacy.com
    http://www.github.com/realkemon
     
    This map is an overhaul of the original Frostbite map created by Moonkey.
    As part of the ET: Legacy asset creation effort certain maps are being overhauled.
    Those maps have been selected for their stable gameplay even in a competitive environment.
    -----Changelog-----
    v14:
    * Fixed command map icons showing outside of compass. (Thank you spyhawk for reporting)
    * Adjusted position of inner courtyard truck. (TJ from hood of truck still possible)
    * Changed back cover on tunnel truck from green to grey to match rest of truck.
    * Fixed CP sounds playing in second round after /map_restart.
    * Removed Allied CP spawns startactive spawnflag. Changed setstate invisible to alertentity functionality to prevent spawn glitch after /map_restart.
    * Change from Axial Projection to Brush Primitives to enable better texture alignment/projection options.
    * Adjusted various texture alignments.
    * Fixed caulked surfaces visible to the player at shelf in Allied spawn.
    * Changed bark texture of dead trees from temperate to winter.
    * Fixed invalid shader on rear faces of terrain brushes near transmitter.
    * Fixed incorrect use of skyshader at backside of two random brushes.
    * Added unique ids for spawn slots to prepare this feature.
    * Increased spawn slot count in garage to 32.
    * Fixed glass shader on trucks.

    v13:
    * Fixed fully caulked terrain brushes. (Thank you woju and spyhawk for reporting)
    * Fixed missing tree shader. (Thank you woju and spyhawk for reporting)

    v12:
    * Moved flying lamp models to be attached to girder in Axis garage. (Thank you Aciz for reporting)
    * Adjusted player collision on cliff near transmitter to prevent glitching on the roof. (Thank you Aciz for reporting)
    * Improved lighting in balcony hallway at inner courtyard.
    * Fixed player collision on the Axis CP. (Thank you Aciz for reporting)
    * Adjusted shader for winter trees to prevent overwriting default shaders on other maps. (Thank you Aciz for reporting)

    v11:
    * Adjusted lighting to increase performance.
    * Converted smaller brushwork to .ase models to reduce lightmap data and improve performance.
    * Increased supported playercount from 20vs20 to 32vs32.
    * Reduced volume of wind sounds to reduce distractions.
    * Further improved player collision at railings and doorways. (Thank you Aciz for reporting.)
    * Changed clips for barrels and couches for proper hit- and footstep sounds. (Thank you Aciz for reporting.)
    * Reduced weird shadows from the ceiling lamps in the office area. (Thank you Aciz for reporting.)
    * Fixed missing shader for bush model. (Thank you Aciz for reporting.)
    * Reverted collision on stairs down to garage to reenable a TJ. This also reintroduces bobbing effect. (Thank you Aciz for reporting.)

    v10:
    * Moved vent opening new side door for better alignment with surrounding textures
    * Changed terrain shader on snow patches in inner courtyard for proper snow behaviour
    * Caulked surfaces not visible to the player
    * Changed floodlight colour to uniform white
    * Made previously impossible TJ possible again
    * Further opened terrain and world to simplify spectator and shoutcaster movement
    * Improved player collision to simplify movement (doorways, ceiling and transmitter building)
    * Generally improved lighting
    v9:
    •    Removed rogue clip at office entrance.
    •    Changed catwalk in warehouse from `clipweapon` to `clip`. It is now permeable for weapons.
    •    Simplified collision of machines at side entrance.
    •    Added player clips to various shelves, pipes and doorways.
    •    Fixed one alarm speaker not being named correctly.
    •    Added a trickjump coming from warehouse, jumping onto box, onto truck into green passage. Disabled by default. Can be activated through mapscript. (deactivate line: setstate courtyard_TJ_box invisible)
    •    Removed collision of blackboards.
    •    Increased amount of shared files with other ET: Legacy overhauls to decrease filesize once they are shipped together.
    to original:
    •    The player is now able to stop and revert Storage Wall movement by activating the button again.
    •    Alarm now also sounds when the Service Door has been dynamited before the Storage Wall and Main Door.
    •    Structural mesh and VIS blocking has been improved
    •    Visual changes have been made
                            
    ALLIED OBJECTIVES:
    Primary: Steal the Supply Documents and transmit them back to Allied Command.
    Secondary: Destroy the Main Door into the Complex.
    Secondary: Breach the Storage Wall.
    Secondary: Dynamite the Service Door.
    Secondary: Prevent the Axis from constructing a Command Post in the Transmitter Building.
    Secondary: Establish a forward Command Post in the Upper Complex.
    AXIS OBJECTIVE:
    Primary: Stop the Allies from transmitting the Supply Documents.
    Secondary: Defend the Main Door.
    Secondary: Defend the Storage Wall from being breached.
    Secondary: Stop the Allies from destroying the Service Door.
    Secondary: Set up a Command Post inside the Transmitter Building.
    Secondary: Prevent the Allies from establishing a Command Post in the Upper Complex.

    15 downloads

       (0 reviews)

    0 comments

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  12. etl_supply_v5

    'Supply Depot, by ginc'
     June 2021
     Cedric 'keMoN' Easton
    http://www.etlegacy.com
    http://www.github.com/realkemon
     
    This map is an overhaul of the original Supply Depot map from ET created by ginc.
    As part of the ET: Legacy asset creation effort certain maps are being overhauled.
    Those maps have been selected for their stable gameplay, even in a competitive environment.

    -----Changelog-----
    v5:
    * Fixed crane_sound (constructed controls) playing in second round after /map_restart.
    * Added unique ids for spawn slots to prepare this feature.
    * Changed and restructured assets to increase shared content across all overhauls.

    v4:
    * Re-added 'Truck is in position' line as announcement. (Thank you SAP for reporting)
    * Added satchel exploit fix for crane controls. (Thank you jobhh for reporting)
    * Add optional spawn cabinets. (Thank you Dmxj for requesting)
    * Fixed speaker pointing to incorrect sound file.

    v3:
    * Substantial performance improvements by reducing drawn surfaces with adjusted light settings. (Thank you hatcher for comprehensive support)
    * Provided option to toggle truck invulnerable or not through mapscript (invulnerable by default). (Thank you ETc.Jay for reporting and absolutely huge thanks to Ensiform for finding the perfect way to do this)
    * Fixed gold crate support blocks visible through walls.
    * Fixed setstate errors in console after dynamiting 1st main gate. (Thank you WuTangH for reporting)
    * Fixed CP sound playing in second round after /map_restart. (Thank you WuTangH for reporting)
    * Fixed surfaceparm grasssteps to add missing sounds when walking on grass. (Thank you WuTangH and Aciz for reporting)
    * Adjusted clip brush at forward bunker teamdoor/gate to prevent getting stuck on the edge.
    * Crate controls not showing satchel icon for Axis. (Thank you WuTangH for reporting)
    * Fixed visible seams in terrain textures.
    * Increased amount of spawn slots from 20vs20 to 32vs32. (Thank you Dmxj for reporting)
    * Fixed skyportal incorectly having sky shader instead of mountain.
    * Fixed flying rock next to east depot wall.
    * Reduced weird shadows from the ceiling lampshades. (Thank you Aciz for reporting.)

    v2:
    •    Changed floodlight colour to uniform white
    •    Fixed vanilla ET compatibility
    •    Fixed various trickjumps
    •    Cleaned collision for easier player movement
    •    Fixed mirrored textures in vanilla ET
    •    Changed crane control construction indicators for clearer visibility
    •    Improved lighting and general visibility
    •    Fixed issue where planting landmines was possible everywhere
    to original:
    •    Added targetname and scriptname to nearly all in-game entities to enable server admins to build custom scripts if desired.
    •    Extended map skywards to allow for free shoutcaster/spectator movement.
    •    Implemented windows into the forward bunker roof to allow shoutcasters and spectators to maintain an overview at all times.
    •    Comprehensive rework of structural mesh to improve on VIS.
    •    Removed player collision from noticeboards, picture frames, lying doors etc.
    •    Enlarged some door and window frames for more consistent use of dimensions across the map.
    •    Colour-coded stairwells in forward bunker.
    •    Fixed clip position of destroyed allied cp model.
    •    Removed collision from crane rope.
    •    Dispersed spawn points to declutter mass spawn events.
    •    Adjusted terrain around some rocks to prevent leaks at the border.
    •    Added team specific CP sounds
    •    Re-added previously removed radio speakers
    •    Increased player count to 20v20
    •    Added external antenna as visual indicator for CP status
    •    Changed depot alarm to only sound for a specific time (15 seconds) instead of linked to the truck position.

    // AXIS
    Primary Objective: Retrieve the documents.
    Capture the forward bunker.
    Destroy the main entrance.
    Destroy the side wall.
    Don't let them construct the guardtower.
    Prevent the Allies from establishing a Command Post.
    Set up a Command Post.
    // ALLIED
    Primary Objective: Defend the documents until reinforcements arrive.
    Capture the forward bunker.
    Do not let the Axis destroy the main entrance.
    Defend the side wall.
    Construct the guardtower.
    Establish a forward Command Post.
    Prevent the Axis from fortifying their position with a Command Post.

    15 downloads

       (0 reviews)

    0 comments

    Updated

  13. etl_bergen_v7

    Bergen, by Detoeni'
    June 2021
     Cedric 'keMoN' Easton
    http://www.etlegacy.com
    http://www.github.com/realkemon
     
    This map is an overhaul of the original Bergen map created by Detoeni and the Wolf Project.
    As part of the ET: Legacy asset creation effort certain maps are being overhauled.
    Those maps have been selected for their stable gameplay, even in a competitive environment.
    Please refer to the original_bergen_readme.txt for information, credits and contacts of the original map.

    -----Changelog-----
    v7:
    * Fixed command map icons appearing outside of compass. (Thank you spyhawk for reporting)
    * Fixed sounds active at map start in second round after /map_restart.
    * Added unique ids for spawn slots to prepare this feature.
    * Fixed glass shader on trucks.
    * Adjusted projection axis and scaling of terrain textures.

    v6:
    * Fixed spawnslot getting stuck in forward flag spawn. (Thanks to ETc.Jay for reporting)
    * Adjusted clipping at side entrance to prevent players camping above the door.
    * Reworked system to secure flag to be less complex and more easily understandable. Allies now only need to hold the flag for 30s.

    v5:
    * Renamed targetname south_door_closed0 to south_door_closed to fix game crash. (Thanks to Kate for reporting)
    * Fixed sounds and remapshaders active at map start in second round after /map_restart. (Thanks to WuTangH for reporting issue on 'Supply Depot, by ginc')
    * Provided option to toggle tank invulnerable through mapscript (vulnerable by default). (Thanks to Ensiform for explanation)
    * Increased amount of spawn slots from 16vs16 to 32vs32.
    * Fixed surfaceparm grasssteps to add missing sounds when walking on grass. (Thanks to WuTangH for reporting issue on 'Supply Depot, by ginc')
    * Removed deprecated alarm sounds.

    v4:
    •    Simplified geometry for cleaner player collision
    •    Replaced colour coded wires with colour coded bunker trim and command map for more subtle implementation
    •    Replaced side entrance terrain with artificial pier to prevent walljumping
    •    Reverted V1 Rocket back to airplane
    •    Improved lighting and terrain
    •    Added skylights to generator room and Axis spawn to simplify spectator/shoutcaster movement

    v3:
    •    Fixed caulk in terrain at forward bunker and northern courtyard. Thank you ryven for reporting.
    •    Fixed side entrance being unplantable when footbridge was constructed. Thank you Harlekin for reporting.
    •    Fixed missing footbridge related VO sound for Axis
    •    Fixed bug where sound wouldn't play when main entrance got destroyed
    •    Fixed 3 terrain spots where it was possible for the player to either get stuck or be obstructed in their way. Thank you Harlekin for reporting.
    •    Added cabinet marker in the command map. Thank you IR4T4 and Ensiform for reporting.
    •    Added lights in forward bunker. Thank you Ensiform for reporting.
    •    Added audible feedback to generator door levers when generator is destroyed.
    •    Added base alarm sounding whenever the transmitter area gets breached. This replaces the simple text announcement. Thank you ryven and WuTangH for debugging.
    •    Added ambient sounds (capturable flag, crickets in nature and birds in trees). Thank you IR4T4 for reporting.
    •    Adjusted trigger_hurt of v1 rocket to cover entire explosion area. Thank you Harlekin for reporting.
    •    Adjusted terrain at side entrance to prevent the easiest TJs. Thank you Aciz and ryven for extensive feedback.
    •    Adjusted MG murderhole at side entrance to reduce shooting against the insides. Also adjusted its varc. Thank you ryven for reporting.
    •    Adjusted tree at side path to no longer be partially inside the cliff. Thank you Harlekin for reporting.
    •    Replaced generator command map icon with standard icons to clarify mission objective. Thank you Harlekin for reporting.
    •    Replaced tree between forward bunker and allied mg blocking line of sight. Thank you Mateos for reporting.
    •    Removed little tree at side path blocking movement and visibility. Thank you Harlekin for reporting.
    •    Reduced brushcount of terrain significantly and added hills between forward bunker and rear base to increase VIS blocking and performance. Thank you Aciz and ryven for reporting.

    to original:
    •    VO announcements have been adapted by Radar.
        -- As long as both Main and Side Entrance are active VO is: "defend/destroy entrances"
        -- As soon as one has been breached VO is: "defend/destroy the side OR main entrance"
    •    VO announcements for the Footbridge have been added.
    •    Alarm now sounds in the entire base when either the Side- or Main Entrance have been breached instead of separated alarms.
    •    The snapping of the tank at certain view-angles has been fixed
    •    If the Allies hold both the Forward Bunker flag and the CP, the flag is "temporarily secured" until the CP is lost again.
    •    The Forward Door (before Transmitter Door 3) is now linked to the generator.
    •    Spectator limbo cam has been fixed (was inside of terrain).
    •    Construciton materials have been made in the style of original maps.
    •    Teleporter and secret room have been removed.
    •    Axis rear spawn has been restructured to allow for faster exit.
    •    Plane shooting down the tank has been replaced with a V1 Rocket to create narrative link to V1_Rocket map by FireFly.
    •    Entity count has been reduced from 568 to 519.
    •    Structural mesh and VIS blocking have been improved by adjusting vertical differences of the floors.
    •    Visual changes have been made.
     
     
    AXIS OBJECTIVES
    Primary Objective:        Stop the Allies from destroying the Transmitter.
    Secondary Objective:    Prevent the Allies from repairing the Generator.
    Secondary Objective:    Set up a Command Post inside the submarine pen.
    Secondary Objective:    Prevent the Allies from gaining a foothold in the Forward Bunker.
    Secondary Objective:    Prevent the Allies from destroying the Side Entrance.
    ALLIED OBJECTIVES
    Primary Objective:        Destroy the Transmitter.
    Secondary Objective:    Repair the Generator.
    Secondary Objective:    Set up a Command Post in the submarine pen to secure the forward bunker.
    Secondary Objective:    Capture the Forward Bunker.
    Secondary Objective:    Destroy the Side Entrance.

    10 downloads

       (1 review)

    0 comments

    Submitted

  14. etl_adlernest_v1

    briefing        "Steal the documents and bring them to the transmitter. The tank has created an entry point into the Axis base, but for further access Allies need to dynamite the Door controls in the lower level. The CP will give Allies a forward spawn.**Map by Dersaidin*Overhaul by kemon"

    17 downloads

       (0 reviews)

    0 comments

    Submitted

  15. etl_ice_v7

    Ice, by id software'
    June 2021
    Cedric 'keMoN' Easton
    http://www.etlegacy.com
    http://www.github.com/realkemon
    This map is an overhaul of the original Ice map from ET created by id software.
    As part of the ET: Legacy asset creation effort certain maps are being overhauled.
    Those maps have been selected for their stable gameplay, even in a competitive environment.

    -----Changelog-----
    v7:
    * Fixed command map icons showing outside of compass. (Thank you spyhawk for reporting)
    * Changed from Axial Projection to Brush Primitives.
    * Added unique ids for spawn slots to prepare this feature.
    * Adjusted various texture alignments.
    * Reduced number of verts and shaders in first valley.
    * Reworked forward flag functionality to prevent spawn glitch after /map_restart.
    * Added optional flag secure mechanic when Side Wall destroyed. (enabled by default)
    * Added optional health and ammo cabinets in southern tunnel. (diabled by default)
    * Removed Axis flag cm icon for Allied team as it was causing problems.
    * Adjusted colour of lighting in transmitter building to be less obnoxiously orange.
    * Fixed glass shader on trucks.

    v6:
    * Fixed side wall cm icon being upside down in vanilla ET due to incorrect field order in .tga. (Thank you Aciz for reporting)
    * Adjusted terrain clipping to be a bit less aggressive. (Thank you Aciz for reporting)
    * Removed common/slick at tunnel exits. (Thank you Aciz for reporting)
    * Improved lighting at Allied CP.
    * Adjusted shader for winter trees to prevent overwriting default shaders on other maps. (Thank you Aciz for reporting)

    v5:
    * Adjusted lighting and terrain blending to improve performance.
    * Increased playercount from 16vs16 to 32vs32.
    * Removed flag sound from guardtower.
    * Fixed CP sounds playing in second round after /map_restart. (Thanks to WuTangH for reporting issue on 'Supply Depot, by ginc')
    * Fixed missing command map shader on forward bunker flag for Axis.
    * Fixed setstate error for non-existent entities.

    v4:
    •    Moved ceiling-mounted lights to be flush with ceiling
    •    Improved lighting
    v3:
    •    Improved VO announcements.
        -- As long as both Main Entrance and Side Wall are active VO is: "defend/destroy entrances".
        -- As soon as one has been breached VO is: "defend/destroy the side OR main entrance".
        -- Added VO announcements for active map objectives when joining a team.
        -- Added VO announcements for the guardtower.
    •    Added base alarm when the main entrance gets destroyed.
    •    Added colour-coded guiding system intended to ease new players into the map.
    •    Added ambient sounds.
    •    Doors have been widened to allow for faster movement.
    •    Visual changes have been made.
    // AXIS
    Primary Objective: Retrieve the documents.
    Capture the forward bunker.
    Destroy the main entrance.
    Destroy the side wall.
    Don't let them construct the guardtower.
    Prevent the Allies from establishing a Command Post.
    Set up a Command Post.
    // ALLIED
    Primary Objective: Defend the documents until reinforcements arrive.
    Capture the forward bunker.
    Do not let the Axis destroy the main entrance.
    Defend the side wall.
    Construct the guardtower.
    Establish a forward Command Post.
    Prevent the Axis from fortifying their position with a Command Post.

    24 downloads

       (0 reviews)

    0 comments

    Updated

  16. etl_supply_v4

    textures problems with silent mod ... nothing in the console not sure if the map does not interfer with an other in the rotation
    Supply Depot, by ginc
    March 2021
    Cedric 'keMoN' E.
    http://www.etlegacy.com
    This map is an overhaul of the original Supply Depot map from ET created by ginc.
    As part of the ET: Legacy asset creation effort certain maps are being overhauled.
    Those maps have been selected for their stable gameplay, even in a competitive environment.

    -----Changelog-----
    v4:
    * Re-added 'Truck is in position' line as announcement. (Thank you SAP for reporting)
    * Added satchel exploit fix for crane controls. (Thank you jobhh for reporting)
    * Add optional spawn cabinets. (Thank you Dmxj for requesting)
    * Fixed speaker pointing to incorrect sound file.

    v3:
    * Substantial performance improvements by reducing drawn surfaces with adjusted light settings. (Thank you hatcher for comprehensive support)
    * Provided option to toggle truck invulnerable or not through mapscript (invulnerable by default). (Thank you ETc.Jay for reporting and absolutely huge thanks to Ensiform for finding the perfect way to do this)
    * Fixed gold crate support blocks visible through walls.
    * Fixed setstate errors in console after dynamiting 1st main gate. (Thank you WuTangH for reporting)
    * Fixed CP sound playing in second round after /map_restart. (Thank you WuTangH for reporting)
    * Fixed surfaceparm grasssteps to add missing sounds when walking on grass. (Thank you WuTangH and Aciz for reporting)
    * Adjusted clip brush at forward bunker teamdoor/gate to prevent getting stuck on the edge.
    * Crate controls not showing satchel icon for Axis. (Thank you WuTangH for reporting)
    * Fixed visible seams in terrain textures.
    * Increased amount of spawn slots from 20vs20 to 32vs32. (Thank you Dmxj for reporting)
    * Fixed skyportal incorectly having sky shader instead of mountain.
    * Fixed flying rock next to east depot wall.
    * Reduced weird shadows from the ceiling lampshades. (Thank you Aciz for reporting.)

    v2:
    •    Changed floodlight colour to uniform white
    •    Fixed vanilla ET compatibility
    •    Fixed various trickjumps
    •    Cleaned collision for easier player movement
    •    Fixed mirrored textures in vanilla ET
    •    Changed crane control construction indicators for clearer visibility
    •    Improved lighting and general visibility
    •    Fixed issue where planting landmines was possible everywhere
    to original:
    •    Added targetname and scriptname to nearly all in-game entities to enable server admins to build custom scripts if desired.
    •    Extended map skywards to allow for free shoutcaster/spectator movement.
    •    Implemented windows into the forward bunker roof to allow shoutcasters and spectators to maintain an overview at all times.
    •    Comprehensive rework of structural mesh to improve on VIS.
    •    Removed player collision from noticeboards, picture frames, lying doors etc.
    •    Enlarged some door and window frames for more consistent use of dimensions across the map.
    •    Colour-coded stairwells in forward bunker.
    •    Fixed clip position of destroyed allied cp model.
    •    Removed collision from crane rope.
    •    Dispersed spawn points to declutter mass spawn events.
    •    Adjusted terrain around some rocks to prevent leaks at the border.
    •    Added team specific CP sounds
    •    Re-added previously removed radio speakers
    •    Increased player count to 20v20
    •    Added external antenna as visual indicator for CP status
    •    Changed depot alarm to only sound for a specific time (15 seconds) instead of linked to the truck position.

    // AXIS
    Primary Objective: Retrieve the documents.
    Capture the forward bunker.
    Destroy the main entrance.
    Destroy the side wall.
    Don't let them construct the guardtower.
    Prevent the Allies from establishing a Command Post.
    Set up a Command Post.
    // ALLIED
    Primary Objective: Defend the documents until reinforcements arrive.
    Capture the forward bunker.
    Do not let the Axis destroy the main entrance.
    Defend the side wall.
    Construct the guardtower.
    Establish a forward Command Post.
    Prevent the Axis from fortifying their position with a Command Post.

    14 downloads

       (0 reviews)

    0 comments

    Submitted

  17. etl_supply_v3

    we found a texture problem with silent mod
    January 2021
     Cedric 'keMoN' E.
    http://www.etlegacy.com
    This map is an overhaul of the original Supply Depot map from ET created by ginc.
    As part of the ET: Legacy asset creation effort certain maps are being overhauled.
    Those maps have been selected for their stable gameplay, even in a competitive environment.

    -----Changelog-----
    v3:
    * Substantial performance improvements by reducing drawn surfaces with adjusted light settings. (Thank you hatcher for comprehensive support)
    * Provided option to toggle truck invulnerable or not through mapscript (invulnerable by default). (Thank you ETc.Jay for reporting and absolutely huge thanks to Ensiform for finding the perfect way to do this)
    * Fixed gold crate support blocks visible through walls.
    * Fixed setstate errors in console after dynamiting 1st main gate. (Thank you WuTangH for reporting)
    * Fixed CP sound playing in second round after /map_restart. (Thank you WuTangH for reporting)
    * Fixed surfaceparm grasssteps to add missing sounds when walking on grass. (Thank you WuTangH and Aciz for reporting)
    * Adjusted clip brush at forward bunker teamdoor/gate to prevent getting stuck on the edge.
    * Crate controls not showing satchel icon for Axis. (Thank you WuTangH for reporting)
    * Fixed visible seams in terrain textures.
    * Increased amount of spawn slots from 20vs20 to 32vs32. (Thank you Dmxj for reporting)
    * Fixed skyportal incorectly having sky shader instead of mountain.
    * Fixed flying rock next to east depot wall.
    * Reduced weird shadows from the ceiling lampshades. (Thank you Aciz for reporting.)

    v2:
    •    Changed floodlight colour to uniform white
    •    Fixed vanilla ET compatibility
    •    Fixed various trickjumps
    •    Cleaned collision for easier player movement
    •    Fixed mirrored textures in vanilla ET
    •    Changed crane control construction indicators for clearer visibility
    •    Improved lighting and general visibility
    •    Fixed issue where planting landmines was possible everywhere
    to original:
    •    Added targetname and scriptname to nearly all in-game entities to enable server admins to build custom scripts if desired.
    •    Extended map skywards to allow for free shoutcaster/spectator movement.
    •    Implemented windows into the forward bunker roof to allow shoutcasters and spectators to maintain an overview at all times.
    •    Comprehensive rework of structural mesh to improve on VIS.
    •    Removed player collision from noticeboards, picture frames, lying doors etc.
    •    Enlarged some door and window frames for more consistent use of dimensions across the map.
    •    Colour-coded stairwells in forward bunker.
    •    Fixed clip position of destroyed allied cp model.
    •    Removed collision from crane rope.
    •    Dispersed spawn points to declutter mass spawn events.
    •    Adjusted terrain around some rocks to prevent leaks at the border.
    •    Added team specific CP sounds
    •    Re-added previously removed radio speakers
    •    Increased player count to 20v20
    •    Added external antenna as visual indicator for CP status
    •    Changed depot alarm to only sound for a specific time (15 seconds) instead of linked to the truck position.

    // AXIS
    Primary Objective: Retrieve the documents.
    Capture the forward bunker.
    Destroy the main entrance.
    Destroy the side wall.
    Don't let them construct the guardtower.
    Prevent the Allies from establishing a Command Post.
    Set up a Command Post.
    // ALLIED
    Primary Objective: Defend the documents until reinforcements arrive.
    Capture the forward bunker.
    Do not let the Axis destroy the main entrance.
    Defend the side wall.
    Construct the guardtower.
    Establish a forward Command Post.
    Prevent the Axis from fortifying their position with a Command Post.

    11 downloads

       (0 reviews)

    0 comments

    Submitted

  18. etl_frostbite_v13

    'Frostbite, by Moonkey'
     March 2021
     Cedric 'keMoN' E.
    http://www.etlegacy.com
     
    This map is an overhaul of the original Frostbite map created by Moonkey.
    As part of the ET: Legacy asset creation effort certain maps are being overhauled.
    Those maps have been selected for their stable gameplay even in a competitive environment.
    -----Changelog-----
    v13:
    * Fixed fully caulked terrain brushes. (Thank you woju and spyhawk for reporting)
    * Fixed missing tree shader. (Thank you woju and spyhawk for reporting)

    v12:
    * Moved flying lamp models to be attached to girder in Axis garage. (Thank you Aciz for reporting)
    * Adjusted player collision on cliff near transmitter to prevent glitching on the roof. (Thank you Aciz for reporting)
    * Improved lighting in balcony hallway at inner courtyard.
    * Fixed player collision on the Axis CP. (Thank you Aciz for reporting)
    * Adjusted shader for winter trees to prevent overwriting default shaders on other maps. (Thank you Aciz for reporting)

    v11:
    * Adjusted lighting to increase performance.
    * Converted smaller brushwork to .ase models to reduce lightmap data and improve performance.
    * Increased supported playercount from 20vs20 to 32vs32.
    * Reduced volume of wind sounds to reduce distractions.
    * Further improved player collision at railings and doorways. (Thank you Aciz for reporting.)
    * Changed clips for barrels and couches for proper hit- and footstep sounds. (Thank you Aciz for reporting.)
    * Reduced weird shadows from the ceiling lamps in the office area. (Thank you Aciz for reporting.)
    * Fixed missing shader for bush model. (Thank you Aciz for reporting.)
    * Reverted collision on stairs down to garage to reenable a TJ. This also reintroduces bobbing effect. (Thank you Aciz for reporting.)

    v10:
    * Moved vent opening new side door for better alignment with surrounding textures
    * Changed terrain shader on snow patches in inner courtyard for proper snow behaviour
    * Caulked surfaces not visible to the player
    * Changed floodlight colour to uniform white
    * Made previously impossible TJ possible again
    * Further opened terrain and world to simplify spectator and shoutcaster movement
    * Improved player collision to simplify movement (doorways, ceiling and transmitter building)
    * Generally improved lighting
    v9:
    •    Removed rogue clip at office entrance.
    •    Changed catwalk in warehouse from `clipweapon` to `clip`. It is now permeable for weapons.
    •    Simplified collision of machines at side entrance.
    •    Added player clips to various shelves, pipes and doorways.
    •    Fixed one alarm speaker not being named correctly.
    •    Added a trickjump coming from warehouse, jumping onto box, onto truck into green passage. Disabled by default. Can be activated through mapscript. (deactivate line: setstate courtyard_TJ_box invisible)
    •    Removed collision of blackboards.
    •    Increased amount of shared files with other ET: Legacy overhauls to decrease filesize once they are shipped together.
    to original:
    •    The player is now able to stop and revert Storage Wall movement by activating the button again.
    •    Alarm now also sounds when the Service Door has been dynamited before the Storage Wall and Main Door.
    •    Structural mesh and VIS blocking has been improved
    •    Visual changes have been made
                            
    ALLIED OBJECTIVES:
    Primary: Steal the Supply Documents and transmit them back to Allied Command.
    Secondary: Destroy the Main Door into the Complex.
    Secondary: Breach the Storage Wall.
    Secondary: Dynamite the Service Door.
    Secondary: Prevent the Axis from constructing a Command Post in the Transmitter Building.
    Secondary: Establish a forward Command Post in the Upper Complex.
    AXIS OBJECTIVE:
    Primary: Stop the Allies from transmitting the Supply Documents.
    Secondary: Defend the Main Door.
    Secondary: Defend the Storage Wall from being breached.
    Secondary: Stop the Allies from destroying the Service Door.
    Secondary: Set up a Command Post inside the Transmitter Building.
    Secondary: Prevent the Allies from establishing a Command Post in the Upper Complex.

    8 downloads

       (0 reviews)

    0 comments

    Updated

  19. z_etc_race_b1c

    briefing        "Steel the Gold and take it to your Carpet, first Team that reach the finish has won"

    15 downloads

       (0 reviews)

    0 comments

    Submitted

  20. ET_Fort_Paderborn_beta

    Axis Objective Descriptions
    1 "Primary Objective:Don´t let them steal the blueprints."
    2 "Secondary Objective:Don´t let them break the main gates."
    3 "Secondary Objective:Don´t let them break the base doors."
    // Allied Objective Descriptions
    1 "Primary Objective:Steal the blueprints and bring it back to the truck."
    2 "Secondary Objective:Destroy the main gates to get to the base."
    3 "Secondary Objective:Destroy the base doors to get into the base building."

    5 downloads

       (0 reviews)

    0 comments

    Submitted

  21. etl_bergen_v4

    ET: Legacy 'Bergen, by Detoeni'
    December 2020
    Cedric 'keMoN' E.
    http://www.etlegacy.com
     
    This map is an overhaul of the original Bergen map created by Detoeni and the Wolf Project.
    As part of the ET: Legacy asset creation effort certain maps are being overhauled.
    Those maps have been selected for their stable gameplay, even in a competitive environment.
    Please refer to the original_bergen_readme.txt for information, credits and contacts of the original map.

    -----Changelog-----
    to v4:
    •    Simplified geometry for cleaner player collision
    •    Replaced colour coded wires with colour coded bunker trim and command map for more subtle implementation
    •    Replaced side entrance terrain with artificial pier to prevent walljumping
    •    Reverted V1 Rocket back to airplane
    •    Improved lighting and terrain
    •    Added skylights to generator room and Axis spawn to simplify spectator/shoutcaster movement

    to v3:
    •    Fixed caulk in terrain at forward bunker and northern courtyard. Thank you ryven for reporting.
    •    Fixed side entrance being unplantable when footbridge was constructed. Thank you Harlekin for reporting.
    •    Fixed missing footbridge related VO sound for Axis
    •    Fixed bug where sound wouldn't play when main entrance got destroyed
    •    Fixed 3 terrain spots where it was possible for the player to either get stuck or be obstructed in their way. Thank you Harlekin for reporting.
    •    Added cabinet marker in the command map. Thank you IR4T4 and Ensiform for reporting.
    •    Added lights in forward bunker. Thank you Ensiform for reporting.
    •    Added audible feedback to generator door levers when generator is destroyed.
    •    Added base alarm sounding whenever the transmitter area gets breached. This replaces the simple text announcement. Thank you ryven and WuTangH for debugging.
    •    Added ambient sounds (capturable flag, crickets in nature and birds in trees). Thank you IR4T4 for reporting.
    •    Adjusted trigger_hurt of v1 rocket to cover entire explosion area. Thank you Harlekin for reporting.
    •    Adjusted terrain at side entrance to prevent the easiest TJs. Thank you Aciz and ryven for extensive feedback.
    •    Adjusted MG murderhole at side entrance to reduce shooting against the insides. Also adjusted its varc. Thank you ryven for reporting.
    •    Adjusted tree at side path to no longer be partially inside the cliff. Thank you Harlekin for reporting.
    •    Replaced generator command map icon with standard icons to clarify mission objective. Thank you Harlekin for reporting.
    •    Replaced tree between forward bunker and allied mg blocking line of sight. Thank you Mateos for reporting.
    •    Removed little tree at side path blocking movement and visibility. Thank you Harlekin for reporting.
    •    Reduced brushcount of terrain significantly and added hills between forward bunker and rear base to increase VIS blocking and performance. Thank you Aciz and ryven for reporting.

    to original:
    •    VO announcements have been adapted by Radar. 
        -- As long as both Main and Side Entrance are active VO is: "defend/destroy entrances"
        -- As soon as one has been breached VO is: "defend/destroy the side OR main entrance"
    •    VO announcements for the Footbridge have been added.
    •    Alarm now sounds in the entire base when either the Side- or Main Entrance have been breached instead of separated alarms.
    •    The snapping of the tank at certain view-angles has been fixed
    •    If the Allies hold both the Forward Bunker flag and the CP, the flag is "temporarily secured" until the CP is lost again.
    •    The Forward Door (before Transmitter Door 3) is now linked to the generator.
    •    Spectator limbo cam has been fixed (was inside of terrain).
    •    Construciton materials have been made in the style of original maps.
    •    Teleporter and secret room have been removed.
    •    Axis rear spawn has been restructured to allow for faster exit.
    •    Plane shooting down the tank has been replaced with a V1 Rocket to create narrative link to V1_Rocket map by FireFly.
    •    Entity count has been reduced from 568 to 519.
    •    Structural mesh and VIS blocking have been improved by adjusting vertical differences of the floors.
    •    Visual changes have been made.
    AXIS OBJECTIVES
    Primary Objective:        Stop the Allies from destroying the Transmitter.
    Secondary Objective:    Prevent the Allies from repairing the Generator.
    Secondary Objective:    Set up a Command Post inside the submarine pen.
    Secondary Objective:    Prevent the Allies from gaining a foothold in the Forward Bunker.
    Secondary Objective:    Prevent the Allies from destroying the Side Entrance.
    ALLIED OBJECTIVES
    Primary Objective:        Destroy the Transmitter.
    Secondary Objective:    Repair the Generator.
    Secondary Objective:    Set up a Command Post in the submarine pen to secure the forward bunker.
    Secondary Objective:    Capture the Forward Bunker.
    Secondary Objective:    Destroy the Side Entrance.

    31 downloads

       (1 review)

    0 comments

    Updated

  22. etl_supply_v2

    ET: Legacy 'Supply Depot, by ginc'
     December 2020
     Cedric 'keMoN' E.
    http://www.etlegacy.com
     
    This map is an overhaul of the original Supply Depot map from ET created by ginc.
    As part of the ET: Legacy asset creation effort certain maps are being overhauled.
    Those maps have been selected for their stable gameplay, even in a competitive environment.

    -----Changelog-----
    to v2:
    •    Changed floodlight colour to uniform white
    •    Fixed vanilla ET compatibility
    •    Fixed various trickjumps
    •    Cleaned collision for easier player movement
    •    Fixed mirrored textures in vanilla ET
    •    Changed crane control construction indicators for clearer visibility
    •    Improved lighting and general visibility
    •    Fixed issue where planting landmines was possible everywhere
    to original:
    •    Added targetname and scriptname to nearly all in-game entities to enable server admins to build custom scripts if desired.
    •    Extended map skywards to allow for free shoutcaster/spectator movement.
    •    Implemented windows into the forward bunker roof to allow shoutcasters and spectators to maintain an overview at all times.
    •    Comprehensive rework of structural mesh to improve on VIS.
    •    Removed player collision from noticeboards, picture frames, lying doors etc.
    •    Enlarged some door and window frames for more consistent use of dimensions across the map.
    •    Colour-coded stairwells in forward bunker.
    •    Fixed clip position of destroyed allied cp model.
    •    Removed collision from crane rope.
    •    Dispersed spawn points to declutter mass spawn events.
    •    Adjusted terrain around some rocks to prevent leaks at the border.
    •    Added team specific CP sounds
    •    Re-added previously removed radio speakers
    •    Increased player count to 20v20
    •    Added external antenna as visual indicator for CP status
    •    Changed depot alarm to only sound for a specific time (15 seconds) instead of linked to the truck position.

    // AXIS
    Primary Objective: Retrieve the documents.
    Capture the forward bunker.
    Destroy the main entrance.
    Destroy the side wall.
    Don't let them construct the guardtower.
    Prevent the Allies from establishing a Command Post.
    Set up a Command Post.
    // ALLIED
    Primary Objective: Defend the documents until reinforcements arrive.
    Capture the forward bunker.
    Do not let the Axis destroy the main entrance.
    Defend the side wall.
    Construct the guardtower.
    Establish a forward Command Post.
    Prevent the Axis from fortifying their position with a Command Post.

    24 downloads

       (0 reviews)

    0 comments

    Updated

  23. eiffel_tower

    Axis Objective Descriptions
    1    "Primary Objective:**defend the radar"
    2    "Primary Objective:**defend the main entrance"
    3    "Secondary Objective:**defend the side entrance"
    4    "Secondary Objective:**destroy the allied command post"
    5    "Secondary Objective:**construct the command post"
    6       "Primary Objective:**construct the east fence"
    7       "Primary Objective:**construct the west fence"

    // Allied Objective Descriptions
    1    "Primary Objective:**destroy the radar"
    2    "Primary Objective:**destroy the main entrance"
    3    "Secondary Objective:**destroy the side entrance"
    4    "Secondary Objective:**construct the command post"
    5    "Secondary Objective:**destroy the axis command post"
    6       "Primary Objective:**destroy the east fence"
    7  "Primary Objective:**destroy the west fence"

    8 downloads

       (0 reviews)

    0 comments

    Submitted

  24. et_mor_vara

    Marrakech Street Vara 

    Description             : Allied intelligence has learned of the existence of Operation Hitlers Beard, a top secret project that the Axis top minds have been working on.  If the Allied command could get there hands on the information contained within these files it would help them plan for a swifter and more decisive victory in the entire North Africa campaign.  The Allies have put together a small strike force to attempt to break through the Axis defenses and steal the documents they are guarding.  Needless to say, the Axis soldiers can not allow this to happen, and must defend the town at all costs.
    Objectives        : Allies;
                    1, Escort the tank passed the barrier
                    2, Escort the tank to the town gate and destroy them
                    3, Destroy the back door entrance    *** New objective ***
                    4, Destroy the entrance to the laboratory and get the document case
                    5, Take the documents back out through the gate to a waiting truck
                : Axis;
                    1, Don't let the tank get passed the barrier
                    2, Stop the Allies from destroying the town gate
                    3, Protect the back door entrance    *** New objective ***
                    4, Guard the laboratory entrance
                    5, Don't let the Allies escape with the document case
    Changelog: 
    Added  war sound
    Added  alarm sound
    Change dessert to grass
    Modified by {PRZ}Gavrila 
    info PARAZIT-clan www.parazit.ro

    7 downloads

       (0 reviews)

    0 comments

    Submitted

  25. eden_fight

    11.January.11

    title        : eden-fight
     fileName    : eden_fight.bsp
     Version    : alpha       

    author    : Kic , scripting by FireFly
    url        : none    
    email        :      

    Type          :
     Spawn Points  : supports up to 32 players, 16 per side
     Story:..
    Destroy bamboo and gain acces to enemy jungle house, Destroy this jungle house before resembles now a butchery .
     How To Play:..                          
    .Unzip eden_fight.pk3 into your etmain folder.
    :..Launch Enemy Territory(tm)                  
    :..Find a server running             
    :..Enjoy responsibly.                          
     
     ----------------------------------------->
    | Objectives:..
    |     Allies:..
    |       1:..destroy enemy bamboo
        2:..destroy enemy jungle house    
    |----------------------------------------->
    |       Axis:..
    |          1:..destroy enemy bamboo
    |          2:..Kidestroy enemy jungle house
    ----------------------------------------->
    ----------------------------------------->
    | Credits    :..Map by Kic
    |            :..scripts, arena file and other by FireFly
    |----------------------------------------->
    | Copyright  :..
    |            :..Copyright (c) 2011 Kic
    |----------------------------------------->
    | Permissions:..You may not include or distribute this map in any sort of commercial product without permission from the author. You may not mass
    |            :..distribute this level via any non-electronic means, including but not limited to compact disks, and floppy disks. You may not
    |            :..Redo/reproduce/update this map in any way without permission from the author.

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