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  1. ET_Fort_Paderborn_beta

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

    5 downloads

       (0 reviews)

    0 comments

    Submitted

  2. 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

       (0 reviews)

    0 comments

    Submitted

  3. et_iceworld

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

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

    10 downloads

       (0 reviews)

    0 comments

    Submitted

  4. et_mor_pro

    Axis Objective - Descriptions
    1     "Don't let the Allies get the tank over the bridge."
    2     "Protect the town's main gate."
    3     "Protect the town's east gate."
    4     "Prevent the Allies from accessing the ^1Door Controls^0."
     
    5            " protect the Bank's entrance."
    6     "Don't let the Allies to escape with the gold."
     
     
    Allied Objective - Descriptions
    1     "Build the bridge and move the tank over to the main gate."
    2     "Let the tank blow up the town's main gate."
    3     "Dynamite the East Gate."
    4     "Activate the ^1Door Controls ^0using the ^1Key Card ^0(their icons are on the map)."
    5     "Blow up the defences by the Bank's entrance."
    6     "Escape with the Nazi gold."

    23 downloads

       (0 reviews)

    0 comments

    Updated

  5. et_mor_vara

    Marrakech Street Vara 

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

    7 downloads

       (0 reviews)

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  6. et_mor2

    Title                   : Marrakech Streets2

    OrigMapDate       : 27/8/04

    ModDate                 : 19/03/06

    Filename                : et_mor.bsp

    Original Author         : Fix

    Email                   : [email protected]

    Modification Author     : {STS103} DC9 CAN

    Modified Mapname  : et_mor2.bsp


     
    *** EDIT NOTE ***
    March 2006


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


     
    {STS103} DC9 CAN.

     
    *****************

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

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

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

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

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

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


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

                            2, Stop the Allies from destroying the town gate

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

                            4, Guard the laboratory entrance

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


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


     
    * Permissions*

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

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

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

    the original archive.

    14 downloads

       (0 reviews)

    0 comments

    Submitted

  7. et_mor2_night_final + z_et_mor2_night_final_voice

    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 reviews)

    0 comments

    Updated

  8. et_mor2_snow.

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

    15 downloads

       (0 reviews)

    0 comments

    Submitted

  9. et_powescape_b2 + waypoints

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

    34 downloads

       (0 reviews)

    0 comments

    Updated

  10. et_slide

    // 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 reviews)

    0 comments

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  11. et_tank_beta3

    PLease remove any older version of Et_tank!!!
    Et_Tank Beta3
    By:BadIDea
    15:56 10/7/2003
    url:        :)
    author:         Adrian Klimczak  - C4|BadIDea
    email:         [email protected]
    Remove noSpam from email adess :)
    Send comments to:
    [email protected]
    Looking for comments on:
    - Gameplay problems.
    - Team balancing issues.
    - Overall feal of the map.
    - Ideas for better gameplay possibilities.
    - Flow.
    - ANY error with texturing, clipping etc.

    Thanks.
    BadIDea
    History:
    Mp_Tank -RTCW
    Et_tank Beta1
    Et_tank Beta2 - not released
    ET_tank Beta3
    Changes since beta 1
    Removed Cops door near river.
    Added small switchable bridge in heating room.
    Added  Watch Room with MG Nest
    Ble ble ble...
    Big Thanks going to : Brewskie for Great Work and Support !
    See http://tank.rtcwnews.com/index.php

    8 downloads

       (0 reviews)

    0 comments

    Updated

  12. 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

  13. et_tundra_beta4a

    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

    15 downloads

       (0 reviews)

    0 comments

    Submitted

  14. 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

  15. et_village

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

    12 downloads

       (0 reviews)

    0 comments

    Submitted

  16. etc_race_b1c

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

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

    7 downloads

       (0 reviews)

    0 comments

    Submitted

  17. 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

       (0 reviews)

    0 comments

    Submitted

  18. etdo_fueldepot

    // 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 reviews)

    0 comments

    Submitted

  19. etdo_radarlaboratory

    // 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 reviews)

    0 comments

    Submitted

  20. 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

  21. etl_adlernest_v1

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

    18 downloads

       (0 reviews)

    0 comments

    Submitted

  22. 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

  23. etl_bergen_v4

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

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

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

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

    34 downloads

       (1 review)

    0 comments

    Updated

  24. 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

       (1 review)

    0 comments

    Submitted

  25. 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

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