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  1. 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)

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  2. 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.

    12 downloads

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  3. eagles2_a6

    This is a remake of Drakir's map Eagles1. It is based on the map source file release by Drakir in 2004.
    Some objectives have been changed from the original version and several have been added - please check objective list and command map for details.
    Architecture have been changed and some new strctures added, and game athmosphere is also changed by adjusting lightning and sound.
    Thanks to Drakir for releasing the map source for this map, I hope players will enjoy this remake but credits should still go Drakir for an excellent map idea and layout.
     Map Details
    Author        : Rikard "Drakir" Lindgren / Eagles2 remake by Scrupus
    Map Name    : Eagles2 Alpha 6
    BSP Name    : eagles2_a5
    Release date    : 2007-03-11
    Release type    : Alpha/Playtest
    Gametime    : 40 minutes (20+10+10)
    Suggested teams    : 6 vs 6
    Max players    : 20 vs 20 (40 spawnslots)
    Gametypes    : Objective,Campaign,Stopwatch
    Gameengine    : Wolfenstein: Enemy Territory
    -------------------------------------------------
     Map Objectives
    -------------------------------------------------
    Allies:
    #. Destroy the Avalanche wall and the Side Tunnel to gain access to Werfen Village.
    #. Capture the Town Spawn Flag, this will force axis back to the castle.
    #. Dynamite the door to the tram station so allies can get access to the trams. This will also make the Town Spawn permanent.
    #. Take the trams up to Schloss Adler (Castle of eagles) and capture the Castle Spawn Flag.
    #. Steal the documents in the Castle main hall - first time allies steal them will make Castle Spawn permanent.
    #. Damage the Generator to open the library doors under the main hall, for alternative attack route.
    #. Bring the documents to the Bus Garage in the Werfen Village.
    #. Escort the bus to the airfield.
    #. Repair the bridge if the axis destroy it, so the bus can get into to the airfield.
    #. Destroy the airfield radio to secure the escape from the area - this is final objective.
    Axis:
    #. Delay the destruction of the Avalanche wall.
    #. Build the High guardtower to get better defence at the side tunnel.
    #. Make sure allies don't get the forward spawnflag in the village.
    #. Defend the forward spawn in the castle.
    #. Defend the documents in the main hall, make sure they dont bring them to the bus.
    #. Stop the allies from escorting the bus to the airfield - bus can be damaged with airstrikes and grenades.
    #. Destroy the bridge to prevent the bus from reaching the airfield.
    #. Defend the airfield radio at all cost - this is final objective.
    -------------------------------------------------
     Special thanks and Credits to:
    -------------------------------------------------
    Eagles1:
    #. M8D international for playtesting and bugreports.
    #. CSC clan for playtesting.
    #. Loffy for playtesting.
    #. Shaffer for information about actual WED locations.
    Eagles2:
    Playtesting, bugreports and feedback:
    Animal Mother
    <--Dagger-->
    Dux
    Klodrik
    oiwow
    Realnick
    Scrupus
    Sebsebeleb
    Solpillen
    <KK|Artyan>
    <KK|c64>
    <KK|decoy>
    <KK|Dogder>
    <KK|FunguS!>
    <KK|Nail>
    <KK|Schattenjager>
    <KK|TiaZzz>
    <KK|Tux>
    <KK|vdo27>
    <KK|Wargamez>
    Cube
    Kronoz
    (let me know if someone is missing)
    -------------------------------------------------
    Contact Information
    -------------------------------------------------
    Eagles1:
    Author        : Rikard "Drakir" Lindgre
    Email address    : [email protected]
    Webpage        : http://www.drakir.tk
    Eagles2:
    Author        : Stein "Scrupus" Vråle
    Email address    : [email protected]
    Webpage        : http://my.opera.com/Scrupus
    Bugreports, suggestions and other comments for Eagles2 should be sent to [email protected]

    12 downloads

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  4. erdenberg_b3

    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.....

    12 downloads

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  5. etcenter_final

    Etcenter Beta 6
    Released 8/3/06
    Designed by Decoy
    Objectives:
    Allies must repair the Door Controls to be able to open the Depot Doors.
    They must destroy the service door after capturing the Depot Flag Spawn.
    They must destroy the Storage Door or the Main Facility Door to gain access to the Radar Control Room.
    Build a Command Post to secure a forward spawn.
    Capture the Radar Parts and return them to the truck waiting at the Depot.

    Credits go to Ifurita for control panel textures, SD for spinning radar models. Also to anyone who might have provided assistance to me in the development of this map.
    Any bugs need to be emailed to me at: [email protected]
     

    12 downloads

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  6. 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

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  7. erdenberg_t1

    Axis
    1 "Primary Objective:**Don't let them capture the forward bunker."

    2 "Primary Objective:**Don't let them destroy the main gate."

    3 "Primary Objective:**Don't let them destroy the Flak88 guns."

    4 "Primary Objective:**Don't let them destroy the Flak88 guns."

    5 "Secondary Objective:**Take over the CP to prevent allies from gaining a secondary spawn."

    Allies
    1 "Primary Objective:**Capture the forward bunker."

    2 "Primary Objective:**Destroy the main gate."

    3 "Primary Objective:**Destroy both of the Flak88 guns defending the town."

    4 "Primary Objective:**Destroy both of the Flak88 guns defending the town."

    5 "Secondary Objective:**Take over the CP for secondary spawn."

    11 downloads

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  8. eiffel_tower_final

    // 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"

    11 downloads

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  9. 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.

    11 downloads

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  10. et_depot_fixed

    light ray fixed some textures
    "Dual Objective Time on ET Depot. Protect your base & dynamite your objective. Have Fun with this BETA !"
     

    11 downloads

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  11. 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.

    10 downloads

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  12. 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

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  13. et_ice

    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

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  14. etl_adlernest2

    TITLE                   : etl_adlernest
    AUTHOR                  : original AUTHOR Dersaidin , et legacy AUTHOR Devils Right Hand
    DATE                    : 30.08.2017
    TYPE                    : OBJECTIVE
    bug report feedback     : discord Devils Right Hand#2240
    EMAIL ADDRESS           :
    HOMEPAGE URL            :
    Release date  beta 1.0  : 20/11/2017
     Version     : beta 1.0
     Attacking    : allies Objective
     Timelimit    : 15
     Spawntimes : Axis 30 / Allies 20
    "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 dynamight the Door controls in the lower level. The CP will give Allies a forward spawn."
    = Changelog etl_adlernest beta 1=
     
    add new crane
    new Post cement
    new beds
    new terrain
    new lamps and lights
    new tank
    new et legacy barrels models
    new vent shafts
    more crates
    new cabels
    add trucks
    new grass/bushes
    new electric panels
    add doors at the bridge with windows
    new pipes
    new big spotlights outside of the terrain
    add a ladder with a room near the alied comandpost  
    new doors at the electrics panels
    new furnace

    = CONSTRUCTION etl_adlernest =
    MAP BASE                : source Map
    EDITOR(S) USED          : gtkradiant 1.5 ,NetRadiant 1.5 custom x64
    KNOWN BUGS              :
    COMPILE MACHINE         : amd 6300 6x 3.5 ghz ,12 gb ram ddr3 ,Asus ROG Strix-RX580-O8G,win7 x64
    COMPILE TIME            : 30 min
    COMPILE version         :
    BRUSHES                 : 6367
    ENTITIES                : 1082

    = special thanks =
    twt thunder for support
    twt teuthis for support
    twt mateos for support
    macchute for help with scripting
    kemon for hint support and spawns scriptz
    WuTangH help with scripting at obj
    TomTom7777 help with scripting at flagspawn change respawn time
    native12 for making botz waypoint
    twt ray for support
    uje niek for support/feedback and beta test on server
    Loffy for commandpost spawns prefab
    http://www.alientrap.org for NetRadiant 1.5 custom
    Simon O'C for tuts
    Victor Karp for tuts
    = Credits =
    twt thunder                 :barrels model- furnace.model

    9 downloads

       (0 reviews)

    0 comments

    Submitted

  15. 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.

    9 downloads

       (0 reviews)

    0 comments

    Updated

  16. et_assault_beta4

    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!!"

    9 downloads

       (0 reviews)

    0 comments

    Updated

  17. 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."

    9 downloads

       (0 reviews)

    0 comments

    Submitted

  18. exhumed_final

    // 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 reviews)

    0 comments

    Submitted

  19. euro2012

    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 reviews)

    0 comments

    Updated

  20. ET_Tower_b27j

    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 reviews)

    0 comments

    Submitted

  21. 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

  22. et_ufo_final ( Foo Fighter ET Edition )

    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 reviews)

    0 comments

    Submitted

  23. eye_of_horus aka pha_horus

    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 reviews)

    0 comments

    Updated

  24. etl_adlernest

    TITLE                   : etl_adlernest
    AUTHOR                  : original AUTHOR Dersaidin , et legacy AUTHOR Devils Right Hand
    DATE                    : 30.08.2017
    TYPE                    : OBJECTIVE
    bug report feedback     : discord Devils Right Hand#2240
    EMAIL ADDRESS           :
    HOMEPAGE URL            :
    Release date  beta 1.0  : 11/02/2019
    Release date  beta 1.1  : 17/02/2019

     Version     : beta 1.1
     Attacking    : allies Objective
     Timelimit    : 15
     Spawntimes     : Axis 30 / Allies 20
    // Axis objective descriptions

    1 "Primary Objective:**Defend the documents."

    2 "Primary Objective:**Prevent the allies from transmitting the documents."

    3 "Secondary Objective:**Stop the allies from constructing a command post, or destroy it if it has been made."

    4 "Secondary Objective:**Protect the door controls in the basement level and prevent allies from gaining access to the upper complex."

    5 "Additional Objective:**Keep the main blast door closed to hinder the allies progress."


      // Allied objective descriptions

    1 "Primary Objective:**Steal the documents."

    2 "Primary Objective:**Transmit the documents at the transmitter."

    3 "Secondary Objective:**Construct the command post to activate a forward spawn."

    4 "Secondary Objective:**Dynamight the door controls located in the basement level.*Alternatively, a covert could infiltrate the upper base with a uniform."

    5 "Additional Objective:**Open the main blast door to gain additional access."


    = Changelog etl_adlernest beta 1.0=
     
    add new crane
    new Post cement
    new beds
    new terrain
    new lamps and lights
    new tank
    new et legacy barrels models
    new vent shafts
    more crates
    new cabels
    add trucks
    new grass/bushes
    new electric panels
    add doors at the bridge with windows
    new pipes
    new big spotlights outside of the terrain
    add a ladder with a room near the alied comandpost  
    new doors at the electrics panels
    new furnace

    = Changelog etl_adlernest beta 1.1=
    replace trucks
    add .obj in pk3

    = CONSTRUCTION etl_adlernest =
    MAP BASE                : source Map
    EDITOR(S) USED          : gtkradiant 1.5 ,NetRadiant 1.5 custom x64
    KNOWN BUGS              :
    COMPILE MACHINE         : amd 6300 6x 3.5 ghz ,12 gb ram ddr3 ,Asus ROG Strix-RX580-O8G,win7 x64
    COMPILE TIME            : 10 min
    COMPILE version         :
    BRUSHES                 : 14952
    ENTITIES                : 1144

    = special thanks =
    twt thunder for support
    twt teuthis for support
    twt mateos for support
    macchute for help with scripting
    kemon for hint support and spawns scriptz
    WuTangH help with scripting at obj
    TomTom7777 help with scripting at flagspawn change respawn time
    native12 for making botz waypoint
    twt ray for support
    uje niek for support/feedback and beta test on server
    Loffy for commandpost spawns prefab
    http://www.alientrap.org for NetRadiant 1.5 custom
    Simon O'C for tuts
    Victor Karp for tuts
    ets kate beta test on server
    ================================================================================
    = Credits =
    twt thunder                 :barrels model- furnace.model

    8 downloads

       (0 reviews)

    0 comments

    Submitted

  25. et_dark_phx_final

    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 reviews)

    0 comments

    Submitted

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