MAPS E
64 files
-
eiffel_tower
By kate
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 comments
Submitted
-
et_mor_vara
By kate
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 comments
Submitted
-
et_mor2_night_final + z_et_mor2_night_final_voice
By kate
might crashes players on silent servers
itle : Marrakech Streets 2 - By Night [FINAL]
OrigMapDate : 27/8/04
ModDate : 19/03/06
2nd ModDate : 15/10/08
Orig. Filename : et_mor.bsp
Original Author : Fix
Email :
Orig. Mod. Author : {STS103} DC9 CAN
Email : [email protected]
Modified Mapname : et_mor2.bsp
Night Mod. Author : Avoc
Email : [email protected]
Night Mod. Filename : et_mor2_night_final
*** Night Edit Note ***
// FINAL NOTES Oktober 2008 //
The night version has reached its final version.
A few new areas have been opened up, most significantly the new entrance to the lab and a new "upper" area has been opened by the axis backdoor.
The barb swing gate has been changed into a "neutral barricade" - when axis construct it, it will be a barbwire. When the allies construct it, it will be wooden wall, blocking the way down the road to the lab, providing valuble cover.
The truck has been moved to the left of the tunnel exit giving the axis a better chance to intercept the allies when they steal the objectives.
Apart from that, a few new objects have been placed and some new aesthetical elements aswell.
Nedim @ eft-clan.com
April 2007
This map has been updated and modified in order to provide some new gameplay dynamics.
First and foremost, the tank has been made indestructible in order to prevent the sometimes impossible task of escorting it to the town gates. The tents near the tunnel exit have been replaced by ruins.
An alternative route has been made that allows the allies to go around the main route. And of course, most obviously, the setting has been made into a night map.
Apart from that, everything is still the same.
Thanks to DC9 CAN for allowing me to modify his modification of the map, and to Fix for creating this wonderful map in the first place.
Nedim @ eft-clan.com
Textures: LightedWindows and nightsky made by me, Nightsky is also used the "Quotidian" map.
****************
*** 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.
23 downloads
0 comments
Updated
-
et_assault_beta4
By kate
Axis Objective Descriptions
1 "Don't let them repair and steal the Tank!!"
2 "Don't let them get Acces to the FLight Field!!"
3 "Prevent them from Stealing the Docs from the Towers!!"
4 "Keep the Power Supply Cut!!"
5 "Secondary Objective: Defend the Side Entrance"
6 "Secondary Objective: Defend the Cave Door"
7 "Secondary Objective: Construct a Command Post"
8 "Secondary Objective: Don't let Allies Construct a Command Post!!"
Allied Objective Descriptions
1 "Repair and Steal the Broken Tank from the Hangar, it is our only way to reach the Flight Field!!"
2 "Lead the Tank to the FLight Gate and Blow the Gate Up!!"
3 "Steal the Docs located in the towers and Transmit them ( But before you have to set up the Power Supply)!!"
4 "You MUST Restore the Power Supply for the Radio, or you CAN'T transmit the Docs!!"
5 "Secondary Objective: Blow Up the Side Entrance to get a second way into the Gate area!!"
6 "Secondary Objective: Blow Up the Cave Door"
7 "Secondary Objective: Construct a Command Post"
8 "Secondary Objective: Don't let Axis Construct a Command Post!!"
8 downloads
0 comments
Updated
-
eden_fight
By kate
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.
10 downloads
0 comments
Submitted
-
eye_of_horus aka pha_horus
By kate
MAP Name: EyE OF HORUS
Game: Enemy Territory
Version: Final
Author: FIESLING/RiFFLeR
Website: http://www.phaclan.com/
Date: September 1, 2007
INSTALLATION INSTRUCTIONS
Place pha_horus.pk3 inside the etmain folder in your game directory.
MAP DESCRIPTION
"Axis have assaulted an old Egypt pyramid to get an artifact seeking the help from Horus,
an old Egyptian god. Allied mission is to steal this artifact and bring it back to New York
for further analysis. Original Map by : Fiesling, ET Version By : ={PHA}=RiFFLeR / SCORPION, Brought to you by THE PHARAOHS WWW.PHACLAN.COM"
Allied Objectives :
1- Capture the Forward Spawn.
2- Construct the Command Post.
3- Destroy the Pyramid Entrances.
4- Destroy the Tunnel Sealing and Entrance.
5- Steal the Obelisk and Secure it in the truck
6- Escort the Truck.
Axis Objective :
Prevent Allied from doing all this.
MAPPER'S NOTE :
This map is FPS Efficient everywhere.
It has been heavily tested during 2 months on a 24 slots server. The gameplay is very balanced and the map is a lot of fun. you will not have time to get bored. Engineers and Covert ops are the most useful classes.
Try it and you will not be disappointed.
Credits
Thanks to everyone at the splash damage forums, the best forums I've come
across online. Thanks to splash damage for their great game and the great
support that they provide to the mapping community.
8 downloads
0 comments
Updated
-
escaped4
By kate
Map name Escaped
Filename escaped4.pk3
Release date 2.2.2004
Decription Axis have to defend their Transmitter
Map by Milbo: [email protected]
Textures by Splash Damage. Torch prefab by polygon
Additional textures by anywhere or Milbo. Initial beta testing by Slayer and Fileripper
Thanks to:
Hewster
BoltyBoy
Heirpie (Shit Storm clan)
Sock
Loffy (some Tex)
Fileripper & Slayer
and last but not least
the Splash Damage forum,
and Level-designer forum
Installation Put the file (esaped4.pk3) in your etmain-folder:
Start the game. Go to the menu for "Host game". Select Escaped from the list.
Copyright:
This custom map is (c) 2003 Max "Milbo" Milbers.
You may not include or distribute this map in any sort of product without
permission from the author. You may not mass distribute this level via any
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.
___________
// Axis Objective Descriptions
1 "Primary Objective:**Verteidigt die Festung"
2 "Primary Objective:**Aternativ!! Sichert die Fluchtpläne und sendet diese an der Sendestation unterhalb des Sendemastes"
3 "Secondary Objective:**Schuetzt den Haupteingang der Hoehlen"
4 "Secondary Objective:**Holt die Flagge des Haupteinganges des Hoehlensystems"
5 "Secondary Objective:**Verhindert das Aufbauen einer Kommandozentrale der Allierten; Baut eine Kommandozentrale "
6 "Secondary Objective:**Schuetzt den Hauptausgang der Hoehlen"
7 "Secondary Objective:**Schuetzt den Bunkereingang"
8 "Secondary Objective:**Verteidigt alle Tore"
// Allied Objective Descriptions
1 "Primary Objective:**Destroy the radar"
2 "Primary Objective:**Protect the Escapingplans of A. Hitler, Axis will try to transmitte them beyond the Transmitter"
3 "Secondary Objective:**Destroy the Main Cave entrance"
4 "Secondary Objective:**Capture the flag of the Main Cave Entrance"
5 "Secondary Objective:**Build a Commmand Post, Destroy the Command Post"
6 "Secondary Objective:**Destroy the Main Cave Exit"
7 "Secondary Objective:**Destroy the Bunker"
8 "Secondary Objective:**Destroy the Exits"
7 downloads
0 comments
Submitted
-
et_ufo_final ( Foo Fighter ET Edition )
By kate
Original Author: Tom "Menzel" Haskins
[email protected]
http://www.farmingtonco.com/ro
ET version modified by: six
[email protected]
http://www.planetwolfenstein.com/six
Programs used in creation:
GTKRadiant 1.4
Adobe Photoshop 6.0
Notepad
Notes:
Final Release of ET_UFO
-Fixed bug with UFO during warmup
OBJECTIVES
----------Axis Objectives----------
Defend the main gate.
Defend the side gate.
Defend the UFO documents.
Prevent the Allies from transmitting the UFO documents.
Prevent the allies from constructiong the command post.
---------Allied Objectives---------
Destroy the main gate.
Destroy the side gate.
Get the UFO documents.
Transmit the UFO documents.
Constuct the command post.
COPYRIGHT
Original design is copywrited by Tom "Menzel" Haskins
Authors may NOT use this level as a base to build additional levels.
You are NOT allowed to commercially exploit this level, i.e. put it on a CD
or any other electronic medium that is sold for money without my explicit
permission.
You MAY distribute this BSP through any electronic network (internet,
FIDO, local BBS etc.), provided you include this file and leave the archive
intact.
8 downloads
0 comments
Submitted
-
exodus_a4b
By kate
Author : Grzegorz "mlyn3k" Janicki
E-mail & MSN : [email protected]
GG : 1628139
{ Instalation }
Just put exodus_a4b.pk3 to your etmain folder.
{ Map Information }
Game : Wolfenstein: Enemy Territory
Title : Exodus (Alpha 4)
Filename : exdous_a4b.pk3
Bsp-name : exodus_a4b
Release date : 2006-12-15
Decription : I fought with this map in Radiant to win more fps (there is no
fog f.e.). The map don't look so good like last alpha 3
version but amount of fps is more important than that.. :(
It is a spring of 1945. The end of war is soon. Germans must
withdraw their forces from cities- Russians are
counterattacking.
The Axis still need radio communications network so they must
The Allies will have to reclaim the city and steal Parts of
the Radio Transmitter located at higgest building in town:
he Old Church.
{ Objectives : Axis- 1. Don't let the Allies get The Flag! You must hold }
{ this point of the city until reinforcements arrive! }
{ 2. Guard the Getto Wall! Don't let the Allies to blow }
{ it up with dynamite! If they do that- the city will }
{ be lost! }
{ 3. Prevent the Allies from destroying The Church Doors! }
{ They can't take their hands to Radio Transmitter! }
{ 4. Guard The Tower's Secret Entrance! Even a satchel }
{ charge can destroy the seal! }
{ 5. Don't let the Allies to steal The Radio Parts from }
{ the church! If they do that the whole battle will }
{ be lost! }
{ 6. Build The Command Post! }
{ 7. Mind the weak wall. The Allies can blow it up! }
{ 8. The Allies will be able to escape using The Sacristy }
{ Window if they destroy it's bars! }
{ }
{ : Allies- 1. Capture The Flag and hold this part of The City! }
{ From this place it will be much more easy to get }
{ to The Church. }
{ 2. Blow up The Getto Wall! If you do that The City }
{ will be yours! }
{ 3. Destroy The Church Doors and get inside. }
{ 4. Find and blow up The Tower's Secret Entrance to }
{ The Church! You can use a satchel charge to break }
{ the seal. }
{ 5. Steal The Radio Transmitter Parts and take them to }
{ The Command Post! }
{ 6. Build The Command Post! }
{ 7. You will be able to use this alternative entrance }
{ if you blow up the weak wall. }
{ 8. Destroy The Sacristy Window bars and use new }
{ escape way! }
{ }
{ Program : Radiant 1.4.0 }
{ Compile machine: Intel Pentuim IV 3 Ghz, 1024mb }
{ }
{ Textures : Standard + custom from www.planetquake.com/berneyboy }
{ Prefabs : EB's spawn_exchange; Drakir's Ammo & Health boxes; }
{ Marko's Neutral Command Post; Sock's shader and few textures. }
{ { Special thanks }
{ Voythas - for great sky texture and levelshot!
{ Testers: Coristo, Dr3am, Kusak, Quba, T!M3X, marcin, !US*hx5_eVo, Zymo
{ BerneyBoy - for tons of nice textures.
{ EB, Drakir, Marko, Sock - for helpful tutorials and prefabs.
{ { Copyright / 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.
I fought with this map in Radiant to win more fps (there is no fog f.e.).
The map don't look so good like last alpha 3
version but amount of fps is more important than that..
7 downloads
0 comments
Submitted
-
exhumed_final
By kate
// Axis Objective Descriptions
1 "Destroy pyramid door with the tank."
2 "Secure the mummie and the papyrus to truck."
3 "Escape with the truck"
// Allied Objective Descriptions
1 "Protect the pyramid door and destroy the tank."
2 "Protect the mummie and the papyrus."
3 "Destroy the truck"
9 downloads
0 comments
Submitted
-
euro2012
By kate
edited from euro2008 fix by lordvirus to euro2012 :) enjoy play and have fun
Dual map
// Axis Objective Descriptions
1 "^1Primary Objective:**^6Defend your ^1Axis Goal."
2 "^1Primary Objective:**^6Steal the ^4Allied Ball then ^6try scroring goal."
3 "^1Secondary Objective:**^2Construct the defensive ^1axis_MGs ^2to ^2increase your defense.."
4 "^1Secondary Objective:**^2Prevent the ^4Allies team ^2from ^2establishing a Command Post or ^2Destroyed it. Build your ^2from ^2increase your position with the ^2Command Post."
// Allied Objective Descriptions
1 "^4Primary Objective:**^6Steal the ^1Axis Ball then ^6try scroring goal."
2 "^4Primary Objective:**^6Defend your ^4Allied Goal."
3 "^4Secondary Objective:**^2Construct the defensive ^4Allied_MGs ^2to ^2increase your defense.."
4 "^4Secondary Objective:**^2Prevent the ^1Axis team ^2from ^2establishing a Command Post or ^2Destroyed it. Build your from ^2increase your position with a Command ^2Post."
9 downloads
0 comments
Updated
-
etdo_radarlaboratory
By kate
// Axis Objective Descriptions
1 "Primary Objective:**Prevent the East Radar Parts from being stolen."
2 "Primary Objective:**Prevent the West Radar Parts from being stolen."
3 "Secondary Objective:**Defend the Main Door from Allied Dynamite."
4 "Secondary Objective:**Defend the Forward Bunker from the Allies."
5 "Secondary Objective:**Prevent the Allies from constructing an Assault Ramp up to the East Radar Parts."
6 "Secondary Objective:**Establish a Command Post to increase a charge speed."
7 "Secondary Objective:**Prevent the Allies from establishing a Command Post."
// Allied Objective Descriptions
1 "Primary Objective:**Steal the East Radar Parts from Axis protection."
2 "Primary Objective:**Steal the West Radar Parts from Axis protection."
3 "Secondary Objective:**Destroy the Main Door to plunge into the Axis Radar Laboratory."
4 "Secondary Objective:**Capture the Forward Bunker from the Axis."
5 "Secondary Objective:**Construct an Assault Ramp up to the East Radar Parts."
6 "Secondary Objective:**Prevent the Axis from establishing a Command Post."
7 "Secondary Objective:**Establish a Command Post to increase a charge speed."
6 downloads
0 comments
Submitted
-
etdo_fueldepot
By kate
// Axis Objective Descriptions
1 "Primary Objective:**Defend the Fuel Depot."
2 "Secondary Objective:**Construct the Depot Defense to prevent Allies from the Axis Fuel Depot."
3 "Secondary Objective:**Defend the Generator which holds the Back Doors shut from the Allies."
4 "Secondary Objective:**Defend either reclaim the Forward Bunker from the Allies."
5 "Secondary Objective:**Prevent the Allies from constructing an Assault Ramp up to the Forward Bunker."
6 "Secondary Objective:**Establish a Command Post to increase a charge speed."
7 "Secondary Objective:**Prevent the Allies from establishing a Command Post."
// Allied Objective Descriptions
1 "Primary Objective:**Destroy the Fuel Depot."
2 "Secondary Objective:**Destroy the Depot Defense by the Satchel Charge."
3 "Secondary Objective:**Destroy the Generator to open the Back Doors."
4 "Secondary Objective:**Capture the Forward Bunker and secure from the Axis reclaimings."
5 "Secondary Objective:**Construct an Assault Ramp up to the Axis Forward Bunker."
6 "Secondary Objective:**Prevent the Axis from establishing a Command Post."
7 "Secondary Objective:**Establish a Command Post to increase a charge speed."
8 downloads
0 comments
Submitted
-
et_tundra_beta4a
By kate
itle : ET Tundra
Version : Beta 3
Release Date : 12/24/03
Filename : et_tundra_beta3.bsp
Author : Tom "Menzel" Haskins
Converted to ET by: ChumChum
Email Address : [email protected]
homepage : http://www.farmingtonco.com/ro
Description : The Allies have orders to lay seige on an Axis held outpost near the coast, infiltrate
the Axis compound and destroy the power grid. Once the power is disabled allied
forces can advance further inland.
Other info : This is a modified version of the original Tundra Outpost from RTCW. This version is designed for
use in Wolfenstein: Enemy Territory. Major changes from the original are:
- The first wall is now open instead of needing tnt to blow
- The flag has been moved out from the tunnel closer to the first wall
- The allied spawn associated with the flag is now in the barracks in the front.
- Removed the MG42 above the front barracks
- The sewers no longer need to be blown
- The house near the ice now contains a CP that either team can build but only the Allies gain a spawn point there when its built
- Added health and ammo racks in the house near the ice and the axis barracks inside the compound
- The compound gate is no longer open and requires tnt
- Next to the compound gate is an axis only door
- I put some boxes in front of the compound wall to allow a boost into the compound. These may get removed since there is now an axis-only door
- I added another sewer entrance just in front of the axis compound
- Added another ladder to get from the ground to the second level of the compound
- Moved the Axis spawn inside into 2 seperate rooms
- Added some boxes here and there for cover
- Made the MG42s at the front of the compound buildable
- Made a weak looking command map
- Allowed for mines to be placed on terrain
- Some other things you won't notice
14 downloads
0 comments
Submitted
-
ET_Tower_b27j
By kate
fun map
Tower -- Allies and Axis battle to control the roof of a tower. Why? Who knows?!
Scoring
-------
Scoring is as follows -- the team scores one point per second for each player
on the roof. Scoring is doubled at the tip of the antenna. An annunciator
sounds every 10 points, and each team has a unique sound.
The current score for each team is displayed at two corners of the map -- first
team to 500 points wins... this can happen faster than you think!
NOTE: All versions with a 'j' suffix are tuned for the newer physics as featured
in JayMod. You can use them in non-JayMod versions of ET, but you will have
to work a bit harder to score.
Changes
-------
Version b27j:
- Adjusted main doors of both spawn bunkers. Instead of a single door facing north/south, there
are double doors facing diagonally towards the center of the map. This should encourage players
to use both the main jump-pads about equal from each bunker.
Version b26j:
- Made adjustments for new physics engine in JayMod 2.1.7 (do not use otherwise).
Version b26:
- Restructured roof around base of tower.
- Fixed Allied spawn points to spawn on main level, then overflow to lower level (liked Axis spawn)
- Added a defensive feature to the hail-mary hallways and jump-pad pits.
Version b25:
- Fixed trees so they are more easily climbed.
- Adjusted some wall heights
- Restructured roof around base of tower and made it slippery.
Version b24:
- Added unbreakable glass windows to health/ammo bunkers to prevent snipe-camping, etc.
- Added down-chutes at opposing corners of the tower's ring deck.
- Made the Spawn bunker roof-awnings slippery.
- Made the health/ammo bunker roofs harder to climb on.
- Restructured insides of spawn bunkers.
Version b23:
- Relocated Allied command-post to be positioned more like Axis CP
- Added rustling sound when you go into trees
- Added trap to make tunnels to bunker jump-pads unusable
- Restructured around the base of the tower a bit
- Added a rock to block through-the-base visibility to the Allies
construction materials
Version b2x:
- Added Hail-Mary jump-pads at each bunker. Building the CP opens
a door to them. There are view-screens to give you a birds-eye
view of the tower just before you commit yourself to a high-risk
jump.
Version b19:
- added more trees/rocks
- adjusted the lighting a bit
- integrated fixes for the compass map
- fixed up trees so you have to jump to start climbing... makes running
around without getting stuck on the trees easier.
- the main scoring area (1 pt/second) now extends almost to the very
tip of the antenna.
Version b18
- first public release (of sorts)
History
-------
The map concept originated for Action Halflife (AHL) / Halflife DeathMatch. When
Halflife 2 came out, the map was also ported to that engine. A few years later
when I started playing ET, I ported the concept to that game. Each version is
a bit different than the others ... each adjusted to conform to game engine
constraints or game play mechanics.
Mapper
------
Bulletbait <name>@yahoo.com
9 downloads
0 comments
Submitted
-
et_slide
By kate
// Axis Objective Descriptions
1 "Primary Objective:**Defend the slide from the Allied attack!"
2 "Primary Objective:**Destroy the Allied slide!"
// Allied Objective Descriptions
1 "Primary Objective:**Defend the slide from the Axis attack!"
2 "Primary Objective:**Destroy the Axis slide!"
6 downloads
0 comments
Submitted
-
et_ice
By kate
his is the mp_ice map from rtcw converted to ET
i think it's on of the best maps from rtcw and perhaps the one that fits the most onto ET
to install just extract the zip file into your etmain directory and run \map et_ice
objectives:
axis must steal the allied secret documents to prevent them from establishing an advanced outpost.
copyrights go all to id software, splashdamage & nerve software for creating such remarking games
have fun and enjoy it (that's the main reason i decided to convert the map to ET.. fun :)
cheers!
10 downloads
0 comments
Submitted
-
et_depot_fixed
By kate
light ray fixed some textures
"Dual Objective Time on ET Depot. Protect your base & dynamite your objective. Have Fun with this BETA !"
11 downloads
0 comments
Submitted
-
et_dark_phx_final
By kate
Author: Phoenix
Map name: ET Dark PHX
Version: Final
Type: Objective, campaign (No lsm, No SW)
Spawn Points: 30 foreach Team
Relase date: 13/09/2016
IMPORTANT:
This map is a remake of the beautiful Dark map of Return to Castle Wolfestein (2001).
It is not a full conversion of the original map but features many changes throughout.
CREDITS
- Special thanks to Id Software for creating Return to Castle Wolfenstein and the map Dark!
- Splash Damage: for creating and releasing the game Wolfenstein: Enemy territory! for free (www.splashdamage.com)
- Ifurita: for Allied Command Post Center prefab.
- Rayban: for New Foliage Models prefab! ([email protected])
CONTACT AND BUG REPORT
For suggestions, criticism, bug report or anything else, please write on the Splashdamage Forum:
http://forums.warchest.com/showthread.php/51555-ET-DARK-PHX-Preview-bugreport-critical-and-suggestion-post?p=552495#post552495
PERMISSIONS
IT IS STRICTLY FORBIDDEN TO DERIVE ECONOMIC PROFIT FROM THIS MAP AND ANY OF THE GAME ASSETS THAT ARE PART OF IT (SOUNDS MODELS, TEXTURES, ETC).
IT IS ALSO STRICTLY FORBIDDEN TO REUSE THE GAME ASSETS FOR ANY OTHER PURPOSE.
DISCLAIMER OF WARRANTY
THIS SOFTWARE IS PROVIDED BY THE AUTHOR ''AS IS'' WITHOUT ANY EXPRESSED OR
IMPLIED WARRANTIES.
8 downloads
0 comments
Submitted
-
et_dam_b1
By kate
Few notes:
Bramburg Dam (et_dam) Beta 1 for ET
This is a conversion of Bramburg Dam (mp_dam) designed and released by Splashdamage for Return to Castle Wolfenstein. It is based on the corresponding map 'dam' which was part of RTCW 1.0 single player campaign. All credits go to the developers at Splashdamage who designed this great map for RTCW, so in no way you are allowed to make money with it. I left layout and gameplay widely untouched. This map conversion was built for fun only, so don’t expect much from it. I’m just a hobby mapper. ;)
Probably best played with a maximum of 6-8 players per team, as the map isn't very large and gameplay extends only to a limited part of it (most of the axis side of the dam isn't really involved). The map surely isn’t suitable for large public servers with 30+ players. Stopwatch-mode should be cool, having map concept and objectives layout in mind.
1) There is a map-entry called "et_dam" in the database of splatterladder.com, however, there is no info or download-link and I have never ever heard of such a map before or seen it somewhere for ET. So, if there's a conversion out already that I'm not aware of ... here's another. So what, it's just a fun project anyway. :)
2) Yes, this map is dark. So was mp_dam.
4) Changes:
- mapscript & several entities related to spawning reworked to fit ET needs.
- timelimit raised by 5 min to 15 min.
- some RTCW-only textures replaced by ET-textures
- most RTCW-sounds replaced with comparable stock ET-sounds
- most RTCW-models replaced with comparable stock ET-models
- terrain re-textured using DotProduct2 shader + Alpha Fade system. Credits to Simon "Sock" O'Callaghan.
Why a beta?
Simple: I have no clanmates for map-testing as I have no clan. You’re the guinea-pigs.
Ah yes, the commandmap is crappy, no doubt. If you’re a Photoshop-guru and want to help out: you are welcome, I'll send you the tracemap! (I’m serious!) If there's no input at all, I'll just see what errors I can find myself and throw out a 'final'.
Contact me for error reports or suggestions: [email protected]
Cheers,
pr0t3st a.k.a. Ramon
To-Do list: - add splashdamage-logo (poster?)
- fix textures here and there
- Add texture-layer (moon) to sky-shader?
- do better terrain lightening/alpha- and phong-shading, maybe
- get a better command map … hmmh
- fix camerascript for the spotlights at the dam towers. They do some
weired movements at mapstart. :P
4 downloads
0 comments
Submitted
-
et_beach + bobot
By kate
Author: Nerve
Release date: 2004-02-10
Filename: ep_beach.pk3
Program: GTK-Radiant
Map information
Game: Return to Castle Wolfenstein - Enemy Territory
Original Map and Design by Nerve
Long name: ET - Beach Invasion
Short name: et_beach
Map time: 20 minutes
Installation
Place the et_beach.pk3 in your *\instaldir\etmain folder, select it from the multiplayer->create
server menu or bring down the console and type: map mp_beach. The in zip file included et_beach_bobota1.pk3 is only needed 4 BoBot Alpha 1 Support
Map Description
It is like the legendary original Map from RTCW , the objectives and design has not changed.
Allied forces are attempting to steal top secret war documents from an Axis beach
installation and transmit it to her base.
Map Objectives
Allied objectives:
*Destroy the Sea Wall
*Steal the War Documents
*Transmit the War Documents
Optional:
*Capture the Forward Bunker
*Destroy the Side Entrance
*Construct a Command Post
Axis objectives:
*Defend the Sea Wall
*Defend the War Documents
*Stop the Allies from Transmitting
Optional:
*Hold the Forward Bunker
*Defend the Side Entrance
*Construct a Command Post
Changes since 1.0
- Mapname changed 2 et_beach
- Beach texture changed
- Terrain failure fixed
- Missing doc-board texture added
- Light-Bug fixed
- BoBot Alpha1 support added (et_beach_bobota1.pk3)
- 9-Map Campaign file removed
Special thanks
Thanks to Gray Matters for their Beach Invasion map in Return to Castle Wolfenstein.
(The original Map can be tested in the MP-Demo!)
Thanks to SplashDamage for their mapping documentation and their support in the forum.
(Disable the "complain after friendly mine" in the next patch ;) pleeeeeaase)
Thanks to ID Software for their engine and their support in community.
Distribution
Copyright © 2002 Nerve, © 2003 SplashDamage and © Activision. All rights reserved!
You may electronically distribute this file freely as long as this readme file is included and that
no fee is payed by the reciever.
19 downloads
0 comments
Updated
-
erdenberg_b3
By kate
Authors: sani (Mapping & Creation)
Hukk (Plans & Layout)
Hemuli (Consultant?!)
Release dates: B1: 5/8/2010
B2: 27/11/2010
B3: 1/11/2011
Email: [email protected]
IRC: #w0bble @ Quakenet
Map information
"The axis are holding a small town of Erdenberg as one of their headquarters.
With the power of two Flak88 cannons they are shooting down the Allies
supply planes. The Allies are now sending a special crew to disable the
enemy cannons and take over the town in order to continue their battle."
Objective:
Flag > Main Gate > Flak88 cannons
> CP
Allies are attacking.
Respawntimes are 20/30
Timelimit is 12 minutes.
******** Tools used ********
GTKRadiant 1.5
Notepad/++
Adobe Photoshop CS2
WinRAR
******** Mapping resources ********
SplashDamage http://www.splashdamage.com/forums
2Bit http://www.pythononline.co.uk/et/tutorial.htm
Quake3World http://www.quake3world.com/forum/portal.php
Chrucker's http://games.chruker.dk/enemy_territory/default.php
Shader manual http://members.lycos.co.uk/quakeroats/q3map2/shader_manual/contents.html
Rayban's airplane prefab
View: http://www.splashdamage.com/forums/showthread.php?t=16177#16
Download: http://raybanb.googlepages.com/chute_test2.pk3
Zefan's Flak88 cannon
http://wolfmap.de/details.php?file_id=2948
******** Thanks to ********
Hemuli(FI) A lot of support and planning during the whole project
Eley(NL) Testing and great suggestions
niSmO(UK) Testing and giving out ideas
ORDER Banana For map testing & ideas
w0bble
No Teamplay
"Finns"
******** Changelog ********
b2 -> b3
= Designed the garage a bit
= Reworked the flag hall
= Blended the road textures
+ Added 2 new axis spawns
+ Added MG Nest
+ Added a damn rock behind the trench
= Open/closed windows
+ Added a rebuildable side door
b1 -> b2
= Lifted and moved the trench
+ Added some fence to Upper road
- Ruins 1st floor wall removed
- Side door is fully removed, side route fully re-done
= Center building 1st floor reordered
= A window at East Flak88 is now a doorway, another window is now closed
- Gap in the wooden fence is removed
+ Flak88 "legs" are clipped (a bit)
= East Flak88 platform and outside yard are extended
= Axis spawnroom is extended
= The alley is wider
? Something else possibly.....
11 downloads
0 comments
Submitted
-
ennepedam_b3
By kate
Axis :
1 "Primary Objective:**Stop the Allies from destroying the West Gun"
2 "Primary Objective:**Stop the Allies from destroying the East Gun"
3 "Primary Objective:**Stop the Allies from radioing in arial support"
4 "Secondary Objective:**Prevent the Allies from constructing a Command Post"
5 "Primary Objective:**Cut power to the Radio"
6 "Seconday Objective:**Prevent allies from capturing the West Gun Spawn"
Allieds :
1 "Primary Objective:**Destroy the Axis West Gun"
2 "Primary Objective:**Destroy the Axis East Gun"
3 "Primary Objective:**Radio in arial support"
4 "Secondary Objective:**Construct the Command Post"
5 "Primary Objective:**Restore power to the Radio"
6 "Seconday Objective:**Capture the West Gun Spawn"
This map has been something I have been working on for quite a while. Originally I
planned to release the map after I was sure it was close to perfect. This is pretty far
from perfect. Real life, data loss, and a lack of experience has lead to the realization, that
I'm not going to put out a perfect or even a good map until I'm the only one left playing ET.
In an attempt to compromise and do something to contribute something back to ET, and in an
attempt to not waste all those hours I took working on this map by never releasing, I've GPLed
the whole damn thing. See COPYING.TXT and GPL.TXT for more details, but basically other people
can change the map all they want in accordance with the license. So if the map is a good start,
feel free to suggest changes, maybe I will implement them if I have time, maybe someone else will,
maybe you can implement them yourself.
The map is based on the idea that allies are trying to break an axis dam to flood down stream
german industry. The allies need to use Airdropped bombs to break the damn, but the Axis have
two powerfull antiaircraft guns preventing them from doing this. Allies need to attack from
the bottom of the dam and dynamite both of the antiaircraft guns, then call in for air support.
Yes, airstrikes work, it's some kind of paradox, I know.
Allies have one spawn by default at the lower West of the dam. Axis have two available by default,
one on top of the middle of the dam and another beside the East gun. If allies blow the West gun,
Axis will lose the East gun spawn. Allies can hasten their way up the dam by building a command
post on the western middle of the dam, this will lower drainage grates in the interior of the dam allowing
quicker routes to the top. Allies have the option of grabbing a forward spawn flag in the middle west of the
dam to capture the West Gun Spawn. Allies will automatically secure the West Gun Spawn by blowing the West Gun.
Once both guns are destroyed allies have to use the radio above the Axis middle spawn to transmit the Code Words.
The code words(documents) will spawn in the West Gun Spawn and must be run to the radio while it is enabled. Power to
the radio can be cut or restored via a switch on the radio tower.
Credits:
Thrift(Dan Oliver) - me, email:[email protected], aim:thrift24, xfire:thriftone ...
Most of the work on the map.
SODSM Live - Fixed a lot of stuff that was plainly broken on the map. I would have been way
to embarassed to post the map in it's condition before he helped.
SPU9: Much <3 for getting some much needed play testing for the map and providing a download mirror for the map.
Also spotting some bugs.
Der'saidin: Very helpfull suggestions and ideas for the map.
Team replay: Initial play testing of the map. This was so important to the map, thanks.
Team aGu: Initial play testing of the map. Ditto.
!K: - The old clan, lots of help and testing from them.
Joeybags, Smerc, Chazz - Pushing me to release.
Flight, Dustin, Toxic - Play testing on early versions of the map.
BD|THEPONYFACTOR - Bug reports and suggestions.
Riggs - Providing a download mirror for the map.
SBG Fellowship - Played the map on their server for testing...really didn't work very well
in pub imo, much thanks to them. Bunch of great guys. ET: 209.40.97.204:27960
WTF Clan - Played the map on their server in pub...once again it fails miserably at pub.
Very nice guys. Thanks Talon.
STA - Sorry for vanishing on you guys, rl, etc. Anyway in the captains forums noticing the
comments on preseason/beta maps for the new season pushed me to release.
Quite a few other people helped test the map, so thanks to all those that helped test the map in
it's even earlier stages.
17 downloads
0 comments
Submitted
-
energie_v11
By kate
Energie Ver 1.1
von Sternschubser 1/2009
http://home.arcor.de/thorundhammer
// Axis Objective Descriptions
1 "Primary Objective: ** Find the Lab and steal the Crystals!"
2 "Primary Objective: ** Don't let them take the Crystals!"
3 "Primary Objective: ** Build the Generator. * Build the Generator."
4 "Primary Objective: ** Don't let the Allies build the generator. * Don't let the Allies build the generator."
5 "Primary Objective: ** Build the transmitter. * Build the transmitter."
6 "Primary Objective: ** Don't let the Allies build the transmitter. * Don't let the Allies build the transmitter."
7 "Primary Objective: ** Prevent the Allies from establishing a command post. * Keep Allies from establishing a Command Post."
8 "Primary Objective: ** Quickly build a command post! * Build the Command Post ASAP!"
// Allied Objective Descriptions
1 "Primary Objective: ** Don't let them take the Crystals!"
2 "Primary Objective: ** Find the Lab and steal the Crystals!"
3 "Primary Objective: ** Don't let the axes build the generator. * Don't let the axis build the generator."
4 "Primary Objective: ** Build the Generator. * Build the Generator."
5 "Primary Objective: ** Don't let the axes build the transmitter. * Don't let the axis build the transmitter."
6 "Primary Objective: ** Build the transmitter. * Build the transmitter."
7 "Primary Objective: ** Quickly build a command post! * Build the Command Post ASAP!"
8 "Primary Objective: ** Prevent the axes from establishing a command post. * Keep Axis from establishing a Command Post."
die pk3 datei in das /etmain verzeichniss legen
zur vermeidung von max_gamechar_exceeded bitte alte versionen unbedingt löschen
to avoid the max_gamechar_exceeded error delete old version from server
danke an:
Kernwaffe.de
dem einzig wahren et-server :)
lever-desinger.de
ohne die tollen tutorials hätt ich das wohl nie geschafft
id software
einfach herrlich, das so ein spiel umsonst ausgegeben wird und dann nach 3 jahren sogar die source freigegeben werden
thx to all mapper and modder for distribute the fine prefabs, tutorials, models and skys
special thx to rayban for the great foliage map
detoeni for the nice models
desmond sadness und stefan fürs testen :)
anregungen und kritik an
thorundhammer*at*gmx.de
7 downloads
0 comments
Submitted
-
el_kef_final + script
By kate
Installation:
extract the PK3 into your Etmain folder. Something like this (C:\Program Files\Wolfenstein - Enemy
Territory\etmain)
Run the game, and play.
El Kef - the making of:
Map & Script : Marko
Command map : Burniole
Main Testing : Burniole, Coniole, Gone, Blanchet, Kennie, Flak, Jonon, Lefty
Ideas, Feedback & Bug Reporting: Lefty, Shazam, Ifurita, Nikita, the Village Idiot, au.Hiroshima
Jtiger, eRRoLfLyNN, Nephelim, ]UBC[ McNite
Map Description:
-----------------
El Kef is a city taken over by the Axis forces in order backup and cover the Tunisian coast.
An allied squad is sent over to El Kef to rob a radio transmitter so Axis forces can receive the
crypted messages of Axis defense points.
The map is split in 2 main sections:
- A first section where the aim is to rush for a forward spawn flag and destroy a main entrance
gate. This section is similar to the first part of oasis because the flag and objective are close
and a team door allows an attacking team covert ops to open a direct access to the final objective
- A second section where the aim is to steal an objective and return it to a truck. There are several
ways of reaching this objective, and an important one is a command post which provides an advanced spawn
for the team that sets it up.
Map Contents:
-----------------
- 1 neutral command post
- 3 different spawns for allies, 2 for axis
- 1 objective to rob (radio transmitter)
- 1 extraction point (truck)
- 2 constructible defenses for the defending team (satchel breakable)
- 1 health & ammo rack
20 downloads
0 comments
Submitted