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MAPS G - J

56 files

  1. Joding_Village_v1

    Designed by Cpt.Hank<JV>, this is version 1, E-mail : [email protected]

    7 downloads

       (0 reviews)

    0 comments

    Submitted

  2. jff_playground_b1

    MAP Name: JFF_Playground_b1
    Game:     Enemy Territory
    Version:  beta 1
    Author:   papaschlumpf [JFF]
    Date:     04.01.2006
    website:  http://www.jff-funclan.de/
    MAP DESCRIPTION
    English:
    Both sides have to steal the enemys gold and build the one command post
    in the church. Only the side wich have stolen the gold and build
    the command post can win the match. There is no default way, to steal
    the gold and build the command post. You can first build the command post
    and then steal the gold or invert.
    German:
    Beide Seiten muessen dem Gegner das Gold stehlen und in ihrem Lager sichern,
    sowie den Command Post in der Kirche aufbauen. Das Team welches als erstes
    das Gold gestohlen und den Command Post aufgebaut hat , hat Gewonnen. Dabei
    gibt es aber keine Vorgabe was das stehlen und den Command Post betrifft,
    man kann genauso als erstes den CP aufbauen und dann das Gold stehlen. Muss
    das jeweilige Team halt noch den CP Schützen :)
    Objectives:
    -> Allies and Axis:
    -> Attack:
    .) Steal the enemys gold.
    .) Build the command post
    -> Defend:
    .) Defend the gold
    .) Don't let the enemy build the command post
    KNOWN ISSUES
     BETA 1
    !! Danke an alle member des JFF-Funclans die mir geholfen haben diese erste
    beta version zu testen. !!
    English:
    This is my First map i've build. I'm sure there are some little or big problems
    with this map. If you find some ... Please report this to
    [email protected]
    Thanks  :)

    German:
    Dies ist meine erste Map ueberhaupt, ich habe zuvor noch fuer kein Spiel
    jemals eine Map gestalltet und umgesetzt. Dementsprechend wird es auch noch einiges
    and kleineren oder auch groesseren fehlern geben. Falls ihr welche findet bitte an
    [email protected]
    melden. Danke .. :)
    Have Fun
     

    14 downloads

       (0 reviews)

    0 comments

    Submitted

  3. Japan_Mappack

    a pack of 8  Japoneese maps

    11 downloads

       (0 reviews)

    0 comments

    Submitted

  4. jailbus_b2

    jailbus_b2(beta2) for ET

    feb, 2010
    Map by: Masterkiller(qc) (Hobbie)
    Email address: [email protected]
    website : http://masterkiller-mapping.blogspot.com/

    neutral:
    "Allies are in jail in the Axis city department. Axis had some good time on the Bar and Allies will try to steal the Henschel Trolleybus and escape whit it!"
    allied:
    "Allies need to steal the Henschel Trolleybus then make the way to leave the city."
    axis:
    "Axis need to stop the Allies troups reaching the escape zone whit the Henschel Trolleybus."
    **Map Info
      Title: jailbus_b2
      Filename: jailbus_b2.bsp
      Game/mod: ET - wolfmp/wolfsw/wolflms
      Author: masterkiller

    **Build Info
      Editor(s) Used:
        Radiant1.4, (build)
        Radiant1.5, (compile)
        photoshop,
          Milkshape 3D 1.7.8
          Audacity beta 1.3
          Q3_Model_Tool_v162
          Q3Map2Toolz
      **Build time: 14 days.
      **Compile time: about 2hours
        final
        [q3map2] -light -fast -patchshadows -samples 3 -bounce 8 -gamma 2 -compensate 4 -dirty -external -lightmapsize 256 "[MapFile]"

    **Installation
      Extract jailbus_b2.pk3 into your (wolfet)\etmain directory.
      Host a game whit jailbus_b2 campaign or jailbus_b2.
      Also, you can add jailbus_b2 on to your serverlist.
      You can launch the game by tipping this command on the console game.
       map jailbus_b2

    **Play Information
      Single Player: NO
      wolfmp: YES
      wolfsw: YES
      wolflms: YES

    **news stuffs
      New Sounds: YES   (37 wav)
      New Graphics YES  (85 textures)
      New Models YES    (41 models)
    Forum thread link:
    french:
       http://easymapping.free.fr/html/modules/newbb/viewtopic.php?topic_id=1442&forum=4
    English:
       http://masterkiller-mapping.blogspot.com/
       http://masterkiller-mapping.blogspot.com/2010/01/maps-list.html

    **Special Thanks
     Goldrush source (scripts and prefab)
     Radar source ( prefab)
    **Special Thanks to Avoc for the High Quality Skyboxes
    http://www.splashdamage.com/forums/showthread.php?t=18033
    http://www.eft-clan.com/
    **Special Thanks to Pegazus from splashdamage.com for the model he made name Henschel Trolleybus.
    That the reason why i made this map. I wanna try to put a tag file whit his model.
    http://www.splashdamage.com/forums/showthread.php?t=20331
    http://www.hot.ee/smmapping/

    **Special Thanks to this website:
       http://www.splashdamage.com (#1 site for mapping Wolfenstein - Enemy Territory)
       http://easymapping.free.fr
       http://www.heppler.com/shader/ (#1 site to learn about shader)
       http://et.splatterladder.com/ (alway miroir my download link)
       http://www.wolfmap.de (alway miroir my download link)
       http://www.hot.ee/smmapping/ (model Henschel Trolleybus)

     suggestions, bugs, complaints, comments and/or ideas for improvement.
    http://masterkiller-mapping.blogspot.com/

    14 downloads

       (0 reviews)

    0 comments

    Submitted

  5. italyfp2

    Map Title                : Streets of Italy
    Map Version              : FP2
    Author                   : IndyJones
    E-mail                   : [email protected]
    Game                     : Wolfenstein: Enemy Territory
    Supported Gametype       : Multiplayer
    Map Size (suggested)     : 16-24 : Large Map
    Chanelog :
        FIXED:
         - dynamite issues
         - looping sounds
         - Jeep clipping
         - wallhacking in the tower
         - some light leaks
         - mortar issues
         - Mercedes glass transparency
         - black lines on the sky
        ADDED:
         - Jeep stops few meters before barriers, to prevent repairing
           instead of arming dynamite
         - Command Post is a additional spawn for both teams
         - Jeep stops in the middle of tunnel, and is awaiting gold there
         - cracked wall in tower can be destroyed with satchel/dynamite
         - some roofs are unclipped now
         - Health/Ammo cabinets near Market Square
         - MG42 near CP
         - primary Axis house is bigger,and they spawn more inside to
           prevent SK
         - ladder to the roofs
         - constructable ladder to the balcony (for Allies)
         - fixed some brush problems...
    Objective info :
        Allies:
         1. Escort the Jeep
         2. Destroy the Market Gate
         3. Destroy the Jeep Barrier
         4. Construct 2 Ramps
         5. Steal the Gold from the Tower
         6. Get the hell out of city!
         OPTIONAL: Build CP
         OPTIONAL: Construct Ladder
         OPTIONAL: Destroy the Tower Wall
         
        Axis:
         1. Destroy the Jeep
         2. Defend the Market Gate
         3. Construct the Jeep Barrier
         4. Don't let them construct Ramps.
         5. Protect the Gold
         6. Don't let them run away!
         OPTIONAL: Build CP

    Features :
         - custom escortable vehicle (Willy Jeep)
         - over 170 new custom textures
         - over 50 new custom sounds
         - custom sky
         - chickens!
         - nicely made map with unique atmosphere ;)    

    Contents of this Package :     italyfp2.pk3
         italyfp2_mods.pk3
         italyfp2_README.txt
    Installation Instructions:
         Put italyfp2.pk3 into your etmain directory.
         Put italyfp2_mods.pk3 into your mod (etpro, noquarter etc)
         directory to fix icons appearing outside compass.
    Construction Time        : Over 2 months
    Custom Content           : Textures
                             : Shaders
                             : Audio
                             : Models
    Known Bugs               :
     
    Credit to Other Authors  :
         Pazur - thanks for everything! It would be a pure deathmatch
       map without your help, and effort :) Niech Ci Bog w
       dzieciach wynagrodzi :D
         
         Isbowhten - for awfull scripting, but at least it's working
       (so far) ;) Thanks for adding objectives to the map.
         
         Detoeni - jeep model
         {SSF}Sage - banana model
         Th0rn3 - melon, orange, chicken, street lamp models
         BlackRayne - trash bag model
         Activision - 2 models
         SplashDamage forum - for the help I've found there
         SplashDamage - for using early ET VO sounds
         Project S - I was unable to contact him. This map is based on
       his SOF2 conversion.
         Special thanks to beta testers and people that gave me some
       some suggestions:
         - Sunny, Anak!n, Irata [*], Pella, Jim :O, .$k@d0n, Magic,
           Bricktop, BrightIs

    10 downloads

       (0 reviews)

    0 comments

    Submitted

  6. italyremake_tnt

    01/01/2013
    italy Remake Clan TNT. by TNT|*Cinco
    map "italyremake_tnt"
    longname "Streets of Italy Remake by Clan TNT"

    Spanish:
    Hemos realizado esta pequeña modificación del estupendo mapa Italy de IndyJones, Pazur and Isbowhten. Esperamos que estas sean del agrado de la comunidad ET.
    Cambios realizados:
    -Se ha creado un nuevo spawn Allie, estos ya no nacen en el exterior.
    -Se han abierto nuevos accesos a la bandera de la plaza del mercado.
    -Se han cambiado algunas escaleras y accesos a diferentes puntos del mapa.
    -El comandost se ha movido justo debajo, y hemos realizado una nueva salida que da acceso a los tejados y a la MG
    -Se ha habilitado una nueva zona a la izquierda del spawn Axis que llega hasta la plaza del mercado pasando por la entrada de la torre donde esta el oro.
    -Hemos cambiado la parte final del recorrido del Jeep habilitando una nueva zona. El mapa ya no acaba en el spawn Allie.
    -Se han modificado los archivos OmniBot adaptandolos a las modificaciones.
    English:
    We have made this small modification for the great map of Italy by IndyJones, Pazur and Isbowhten. We hope these are liked by the community ET.
    Changelog:
    -He has created a new spawn Allie, they will no longer spawn outside.
    -He opened new access to the flag of the market square.
    -Changed some ladder and access to different locations.
    -The comandost has moved just below, and we made a new exit that leads to the rooftops and the MG
    -He has set up a new area to the left of the Axis spawn that reaches the market place through the entrance of the tower where the gold is.
    -We have changed the end of the tour the Jeep enabling a new zone. The map is no longer just the spawn Allie.
    -Files have been modified Omnibot adapted to the changes.

    Regards.
    Download files:
    http://clantnt.com/usuarios/Cinco/italyremake_tnt/
    The original map Streets Of Italy By IndyJones, Pazur and Isbowhten.

    17 downloads

       (0 reviews)

    0 comments

    Submitted

  7. Irmgard_Complex_b3

    Author        : Qualmi
    Location    : Germany
    E-mail        : [email protected]
    Game        : Wolfenstein - Enemy Territory
    Date        : 13.02.2009

    Recommended Gametype:             Stopwatch
    Recommended Spawntime:             5 seconds each
    Recommended amount of players:         1on1, 2on2, 3on3

    Briefing
    Allies have to gain access to the base by passing the gate.
    Objectives
    The Objectives are ordered, means you wont be able to do Objective 2 if you have not yet finished Objective 1 f.i.

    Axis objectives
        - Defend the key
        - Defend the battery
        - Prevent the allies from placing dynamite at the gate
        - Prevent the allies from building the dynamite mover and switching it
        - Stop them from driving the elevator
    Allied objectives
        - Steal the key
        - Steal the battery
        - Place 2 dynamites against the gate
        - Build the dynamite mover and pull it down to toggle the dynamite
        - Drive the elevator to gain access to the base
    Features
    Spawnpoints can be toggled by pushing a button:
    Toggle 1: Axis spawn inside, Allies outside
    Toggle 2: Axis spawn outside, Allies inside
    Bugs
    Use this thread for telling me about bugs -> http://www.splashdamage.com/forums/forumdisplay.php?f=8
    or contact me via E-Mail.
    Credits
    - SD for this great game
    - the ppl of radiant
    - Texturemakers
    - Detoeni for his key.md3 and shell.md3 model
    - The ppl who created all those tutorials:
       http://s49.deinprovider.de/vbarticles.php
       http://www.pythononline.co.uk/et/tutorial.htm
       http://www.nibsworld.com/rtcw/
        me also wrote a german scripting tutorial. check it out:
       http://www.et-scene.de/forum/mapping-f23/19316-tutorial-scripting-grundlagen-fuer-w-et.html

    - Berzerkr for uploading it into wolfmap
    - TomTom7777 and ailmanki for testing and giving feedback
    - Splashdamage forum for all the great help
    Changelog
    beta3:
    - light and texture settings
    - Spawnpoints changed
    - Spawntime buttons removed
    - additonal brushwork
    beta2:
    - light and texture settings
    - tracemap added
    - .arena file error fixed
    - mapscript extended and fixed
    - limbomenu objective descriptions fixed
    - added another trigger to prevent the axis from driving down the elevator
    - briefing text modified

    9 downloads

       (0 reviews)

    0 comments

    Submitted

  8. invertedgoldrush_b1

    Axis Objective Descriptions
    1    "Primary Objective:**Stop the Allies from stealing the Tank from the Axis Tank Depot."
    2    "Primary Objective:**Disable or obstruct the Allied-held Tank to prevent it reaching the Bank Courtyard."
    3    "Primary Objective:**Prevent the Allies from using the Tank to blow open the Bank Doors."
    4    "Primary Objective:**Stop the Allies from stealing the Gold from the Bank Vault."
    5    "Primary Objective:**Stop the Allies from escaping with the Gold via a Truck in the Courtyard."
    6    "Secondary Objective:**Prevent the Allies from establishing a Command Post inside the Tank Depot."
    7    "Secondary Objective:**Set up a Command Post inside the Tank Depot."
    Allied Objective Descriptions
    1    "Primary Objective:**Steal a Tank from the Axis Tank Depot."
    2    "Primary Objective:**Protect the Tank and escort it to the Bank Courtyard, clearing any obstructions along the route."
    3    "Primary Objective:**Escort the Tank into position to blow the Bank Doors open."
    4    "Primary Objective:**Steal two crates of Gold from
    5    "Primary Objective:**Escape with the crates of Gold using the Truck in the Courtyard."
    6    "Secondary Objective:**Establish a Command Post inside the Tank Depot"
    7    "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post inside the Tank Depot."

    5 downloads

       (0 reviews)

    0 comments

    Submitted

  9. industry2_final

    Industry2_final
    by cyburk
    plz report bugs and suggestions @ www.cyburk.net
    Install:
    put the industry2.pk3 in your Wolfenstein - Enemy Territory/etmain folder and play.
     
    Changes from industry1 map
    - game time is set to 30 Minutes
    - tank barrier 1 has to be build from the start
    - no allied team door
    - health and ammo cabinet
    - little bit more cover here and there
    - second spawns for allies and axis
    - more ways
    - sounds for tank damage/repair
    Main:
    Escort the Tank to the Bunker and blow the Doors. Dynamite the Safe and steal the Secret Documents.
    Build the Fieldradio to transmit the Secret Orders.
    In this Mission the Command Post is very important cause it activates Spawnpoints near the Bunker.

    +Axis
        - Destroy Tank Barrier #1
        - Destroy Tank Barrier #2
        - Escort the Tank to the Bunker and Destroy the Doors.
        - Dynamite the Safe Door.
        - Steal the Secret Documents.
        - Build the Fieldradio and Transmit the Secret Order.
        - Build the neutral Command Post to enable the CP Spawn near the Bunker.
    +Allies
        - Build/Defend Tank Barrier #1
        - Build/Defend Tank Barrier #2
        - Dont let the Axis blow the Bunker Door.
        - Defend the Safe Door.
        - Destroy the Fieldradio.
        - Build the neutral Command Post to enable the CP Spawn near the Bunker.

    thx and greetings go out to:
    all people at level-designer.de ron007, michi.be, asw, hardcoreraver, / etmaps.de chiemseeman, / M8D Nephilm for testing.& M8D clan
     / Berserker from wolfmap.de / and everyone at splash-damage forums for the hints and suggestions / zigzag for the tank reapair/damage sounds
    taken from caen.
     

    8 downloads

       (0 reviews)

    0 comments

    Submitted

  10. hotchkiss

    Map by Marko, Bob Le Roux and Lowlife
     Axis Objective Descriptions
    1    "Primary Objective:**Gain the forward spawn by breaching the factory entrance gates"
    2    "Primary Objective:**Load 2 explosive charges onto the detonator"
    3    "Primary Objective:**Arm the bomb in order to blow the main factory wall"
    4    "Primary Objective:**Destroy the factory vault gate"
    5    "Primary Objective:**Repair the  missile conveyor generator"
    6    "Primary Objective:**Open the first missile silo bay door"
    7    "Primary Objective:**Open the second missile silo bay door"
    8    "Primary Objective:**Load the missile onto the train"

    // Axis Objective Descriptions
    1    "Primary Objective:**Don't let axis breach the factory entrance gates"
    2    "Primary Objective:**Protect the explosive charges in the office"
    3    "Primary Objective:**Don't let axis blow the factory main wall"
    4    "Primary Objective:**Defend the factory vault gate"
    5    "Primary Objective:**Don't let axis repair the missile conveyor generator"
    6    "Primary Objective:**Keep the first missile silo bay dor closed"
    7    "Primary Objective:**Keep the first missile silo bay dor closed"
    8    "Primary Objective:**Don't let axis load the missile onto the train"

    12 downloads

       (0 reviews)

    0 comments

    Submitted

  11. Holy_Grail

    When Steven Spielberg made a movie about an intrepid archaeologists fight to keep a precious and powerful artifact the Holy Grail out of the hands of the Nazis, it was not widely known that the tale was based on truth. There really was a Nazi archaeological unit and it did send teams across the world to try to find the Grail."
    Axis Objective Descriptions
    1    "Primary: Stop the Allies from breaching the Walls with dynamite."
    2    "Primary: Stop the Allies from stealing the treasure gold box."
    3    "Primary: Stop the Allies from securing the treasure in the truck."
    4    "Primary: Build a command post, and do not allow the allies to do the same."
    Allied Objective Descriptions
    1    "Primary: Breach the Walls with dynamite."
    2    "Primary: Steal the treasure gold box witch containes the Holy Grail."
    3    "Primary: Secure the treasure in the truck."
    4    "Primary: Build a command post, and do not allow the axis to do the same."

    17 downloads

       (0 reviews)

    0 comments

    Submitted

  12. hindenburg_beta3

    map by Pro+osS"
     Axis Objective Descriptions
    1    "Secondary Objective:**Destroy the assault ramp."
    2    "Secondary Objective:**Construct the stone wall."
    3    "Secondary Objective:**Construct the command post."
    4    "Secondary Objective:**Deffend the village."
    5    "Secondary Objective:**Deffend the bridge controller."
    6    "Secondary Objective:**Destroy the wood bridge."
    7    "Primary Objective:**Defend the decoder."
    // Allied Objective Descriptions
    1    "Secondary Objective:**Construct the assault ramp."
    2    "Secondary Objective:**Destroy the stone wall."
    3    "Secondary Objective:**Construct the command post."
    4    "Secondary Objective:**Capture the village."
    5    "Secondary Objective:**Destroy the bridge controller's door."
    6    "Secondary Objective:**Construct the wood bridge."
    7    "Primary Objective:**Steal the decoder."

    16 downloads

       (0 reviews)

    0 comments

    Submitted

  13. hillytop_b4

    // Axis Objective Descriptions
    1    "Primary Objective:**Stop Allies from stealing your gold."
    2    "Primary Objective:**Steal the Allies Gold."
    3    "Primary Objective:**"
    4    "Primary Objective:**"

    // Allied Objective Descriptions
    1    "Primary Objective:**"
    2    "Primary Objective:**"
    3    "Primary Objective:**"
    4    "Primary Objective:**"

    7 downloads

       (0 reviews)

    0 comments

    Submitted

  14. heli_m2_b1

    Axis Objective Descriptions
    1 "Don't let allies to repair the Gun which helps them to destroy the tank gate!"
    2 "Don't let allies to use the tank which will destroy our defences!"
    3 "Don't let allies to destroy the Door Controls!"
    4 "Don't let allies to construct the Gate Control!"
    5 "Don't let Allies to steal the gold!"
     Allied Objective Descriptions
     1 "Repair the Gun and use it to blow the tank gate!"

    2 "Repair the Tank and destroy the gates!"

    3 "Destroy the Door Controls to have acces to the primary mission!"

    4 "Construct the Gate Control to obtain acces to the truck!"

    5 "Steal the gold and secure it to the Truck!"
     

    11 downloads

       (0 reviews)

    0 comments

    Submitted

  15. HoG_b12_dt

    Axis Objective Descriptions
    1    "Primary Objective:**Don't let the Allies escort the truck to the Gold and escape with it!"
    2    "Primary Objective:**Protect the Gold"
    // Allies Objective Descriptions
    1    "Primary Objective:**Escort the Truck to the Gold and escape with the Gold"
    2    "Primary Objective:**Steal the Gold"

    5 downloads

       (0 reviews)

    0 comments

    Submitted

  16. HoG_b12

    Concept, brushwork, script & much more: Bob le Roux & Uchronic
    eMail address : [email protected] (or [email protected])
    Web Site: http://hog.mapping-territory.com (soon online).
    Map Information
    Game : Return to Castle Wolfenstein: Enemy Territory
    Title : Heart of Gold
    Filename: hog_b12.pk3
    Version: Beta 12, last beta version!
    Release date: 27/07/2005
    Installation: Place the hog_b12.pk3 file into your etmain folder
    If you want to try it offline, just type /map hog_b12 in the console.
    Please send us feedback to help us improve the upcoming final version.
    If you have the HoG_b12_dt version, the only difference is that the truck is destructible.

    Description
    Allies are searching for the “Heart of Gold”, a famous gold ingot stolen in
    Paris. The Resistance informed the Allies that the Axis are keeping it in
    “Boissaint”, a French village in the Alps waiting for reinforcement coming from Bergheim.
    Allies have to steal the gold and escape from the village with the truck before reinforcement’s arrival.
    Note:
    The truck won’t go beyond the barrier without the gold.
    The gold can be stolen and brought to the truck right from the beginning of the map.
    If the axis construct the command post, it creates a new spawn point for them.

    Objectives
    ALLIES:
    1. Steal the gold and bring it back to the truck.
    2. Destroy the Gate.
    3. Raise the switch.
    4. Escape with the gold loaded in the truck.
    5. Construct the command post to gain a new spawn point.
    AXIS:
    1. Protect the Gold and construct the door.
    2. Protect the Gate.
    3. Lower the switch.
    4. Construct the command post to gain a new spawn point.
    6. Stop the truck, and prevent the Allies to escape from the city with the gold.

    Note: The truck won’t go beyond the barrier without the gold.
    Additional Map Information
    Prefabs and credits :
    Some good prefabs and great textures were not created by the designers of this map. So, should be also credited : Drakir, Dave Gurea and much more. You’ll find a complete list of these in the map’s homepage.
    Testing
    # This is a beta version so please report all comments to hog@mapping-territory (or [email protected]) and at http://hog.mapping-territory.com
    Making Of
    This map started from a request from =FBK=CaribouX to have a new competition map for the tournament LFET (Ligue Francophone Enemy Territory).
    Several versions were created and modified throughout a lot of test sessions. So we’d like to thank everyone who participated at these tests, the person who reported bugs and helped us improving the map, and everyone who made this possible.
    Links
    Support our other maps:
    - Paris Bastille, by Uchronic & Bob le Roux
    http://www.parisbastille.free.fr
    - Bergheim, by Bob le Roux
    http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&p=125219
    http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=13227

    Also:
    - MLB Map Pack (MLB_Beach, MLB_Bayraid, MLB_Carnage, MLB_Daybreak, MLB_D_Day, MLB_Egypt, MLB_Hotchkiss, MLB_Temple), by MLB: Marko, Lowlife & Bob le Roux.
    http://www.gamedesign-online.com
    - Rop River, by Bob le Roux
    http://et.ouaich.net/maps.php?map=rop_river&page=1
    - ParisBastoche, by Uchronic & Bob le Roux
    http://www.parisbastille.free.fr/bastoche
    - PowerHouse (aka “the lost project”), by Uchronic,
    http://superjarodd.free.fr/Uchronic
    - ET_Bowling … erf.. well, no, don’t support this one! :p
    Go there instead if you got some spirit: www.yepteam.com/ouichbase

    7 downloads

       (0 reviews)

    0 comments

    Submitted

  17. Haemar_b1

    Author   : Neel 'Dyal' Largeron
    Date of Release : 05/02/2010 (Haemar_b1)
    Time of work    : 7-8 months
    Number of Brushes  : 8089
    Number of Entities : 1981
    Number of lights   : 313
    Spread the word there is a new version!
    And if you have any interesting comment to make, please don't hesitate to send it to me!
    How to contact me? :
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    Homepage : http://dyalhenauss.forumactif.net/haemar-f6 => Notice that you do NOT need to register to post a message
    E-Mail   : [email protected]
    IRC      : #et.mapping
               #wolfarea
               #clanbase.et
               #esl.et
    Map Informations :
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    Timelimit : 12min  * Special Note to SERVER ADMINS *
    Attacking Team   : Allies
    Allied Spawntime : 20s
     Axis  Spawntime : 30s
    Description : The Axis Forces have in Haemar important informations about a new
    ¯¯¯¯¯¯¯¯¯¯¯      surnatural power that might stop and annihilate Allied's attacks.
                  The Allied Forces have the Mission to steal this Secret Documents and flee
                  to the East where a Transmitter is waiting for them
                  
    Objectives :
    ¯¯¯¯¯¯¯¯¯¯
    1) Defend/Destroy the City Gate (main)
    2) Defend/Build   the Assault Ramp (side)
    3) Defend/Take    the Old City
    4) Defend/Repair  the Escape Truck
    5) Defend/Destroy the Doors Controls
    6) Build /Destroy the Command Post
    7) Defend/Steal   the Documents
    _________________
    * SERVER ADMINS *
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    I advise you to increase the timelimit to 14-17min on 12+ players publics servers
    and reduce the first part to 9-11min in the case allies are getting annihilated by axis,
    I left the needed code change in the .script with "PSA" on the 2 lines.
    Then you just need to put the modified file in another /map folder.
    ___________________________________________________________
    /!\ DO NOT CHANGE THE .SCRIPT IN THE HAEMAR_B1.PK3 FILE /!\
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    ********************************************************************************
    Map Change History :
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    A11 => B1 :
    * Added another non-minable zone (Main entrance / Flag building)
    * Added a "roof clip" but kept possible the fact of flying above buildings  
    * Added red transparent brushes where you have to put the stolen documents
    * Added the "detail work" (plants, chairs, etc.) for less empty streets and rooms    //(not finished yet)
    * Added even more clips for a better gameplay (eg. you can't be blocked in the corner of a door)
    * Made optimizations on the file size
    * Made VIS & Brushes optimizations
    * Reworked many textures angles and positions (mainly wood ones)
    * Reworked a bit the docs room (Side entrance & height of the stairs)
    * Reworked the light shaders
    * Finished all buildings (or almost) (especially near axis spawn & final objective)
    * Fixed all the bugs I was aware of, please tell me if you still find some
    * ...
    Notes :
    1) The fact of unallowing the fact of flying above buildings
        only giving an extremely little performance boost.
    2) If everything goes right, the next version (B2) should be mainly
        going to add VIS & Brushes optimizations plus some graphic details.
     
    A10 => A11 :
    * Added CP / truck / machines sounds
    * Added no-mine textures to some objectives grounds
    * Moved a bit the first axis spawns
    * Modified the CP position and added medic and ammo pack when allies constructed it
    * Changed the charge needed to build the first side ramp from 1.5x to 1.25x
    * Fixed a few bugs
    * ...

    A9 => A10 :
    * Added an Axis spawn
    * Added all the obj & spawn cameras, as much as the description of the objectives in the limbo menu
    * Entire modification of the allied grotto
    * Made VIS & Brushes optimizations
    * ...

    ********************************************************************************
    I want to thanks :
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    ________
    People :
    ¯¯¯¯¯¯¯¯
    ***    Myself!     *** <3 <3 <3 <3 <3 <3 <3
    ***     dFx      *** Huge thanks! (Même s'il est moche, ^^)
    ***        eiM         *** Same! (Mapper of sp_delivery, missile, coast and a few others!)
    ***    `Chris     *** From et.mapping irc channel
    ***       Qualmi     *** From SplashDamage forums
    ***    Franky     *** From the LBC team
    ***    Shewie     *** And his seal of approval, =)
    ***      Phaloid     *** The famous videomaker!
    ***   Pedobear   *** I can only admire someone who so much love children! (Oops, I think that's a fake)
    *** Wezelkrozum  *** From SplashDamage forums
    ***    CB|Killerboy *** THE one! :)
    _______
    Clans :
    ¯¯¯¯¯¯¯
    * My Own  Team * ### A big kiss to Neroxx & co ###
    * The Team Yep * ###          ;) Eva           ###
    * The Team CPC * ### Especially Ouabi the Caspoultorpe ###
    * The Team Lat * ### For having tested the map with so much fun, :) ###
    * The Team FTF * ### Je pense tous les soirs à toi ma Moricette, =D ###
    * The Team TAG * ### For their showmatch vs Team Hungary ###
    * The Team Noname * ### Skeit & co for their showmatch ###
    * The Team Hungary * ### For their showmatch vs TAG ###
    * The Team Enigmatic * ### And That Cube Thing, :D ###
    And everyone that I forgot who helped me improving my map.

    _____________________________________________________________________________________________
    Copyright © | Neel 'Dyal' Largeron
    You MAY distribute this PK3 in any not-for-profit electronic format (BBS, Internet, CD, etc.)
    You MAY NOT modify anything in this PK3 without my permission that you can get on my website.
     

    6 downloads

       (0 reviews)

    0 comments

    Submitted

  18. greenlee_et ( aka elevator transport )

    ELEVATED TRANSPORT
    Release Date: Friday, October 22, 2004
    Version: Release One
    TITLE:              Elevated Transport
    FILE:               greenlee_et.pk3
    AUTHOR:             Aaron J. Greenlee (CrazedFan)
    email address:      [email protected]


    OBJECTIVES
    1. Destroy/Protect the entrance to the Center Complex (affects spawn point)
    2. Destroy/Protect the southern wall that protects the fuel pump
    3. Construct your team's command post and protect it
    4. Destroy/Protect the fuel pump that supplies fuel to the tram's generator

    ABOUT THE MAP
    This is my first map release. As with all maps there are some obvious weak issues. I planned to
    have the tram functioning; however, none of my experiments satisfied my ambitions. Over time, I am
    sure I could have it all function as I would like, but, I am compelled to release this, my
    first map, and begin to refocus on the next project.
    Known issues include some terrain texture issues here and there, two brushes that have
    light overlap, I think the forward spawn points should not be visible before forcing the
    spawn point. Some may say the map is a little off balance and favors the Axis. This was
    intentional. If you are still playing Enemy Territory I am confident you are looking for
    some real challenges. My hope is that a good server with stable players will swap sides at
    the end of each match.
    Please feel free to send comments to [email protected]. I am always looking for
    talented people to partner with to release high quality expansions to the community and of
    course, I'll always entertain a level design job (although I do enjoy my current job :).
            Thank you for your support.
            -Aaron
            [email protected]
    SPECIAL THANKS
    Special thanks to thegnat who did some terrific work on the Command Map. Thegnat can be
    reached through his Web site at http://www.n0lame.de and can be found on the Splash Damage
    forums as of the time of this writing. Thanks also to http://www.elitekillas.com/ for offering
    to first post this to their servers. Thanks!
    Special thanks also go out to all the readers at the Splash Damage forum.
    Thanks to Paula Berry (who can be seen in the love nest) for her appreciation for my
    ambitions and dedication to this project. I love you.
    PLAY INFORMATION
    GAMETYPE        wolfmp, wolfsw
    NEW SOUNDS:     No
    NEW GRAPHICS:   yes
    NEW MUSIC:      No
    NEW MODELS:        No
    PREFABS:        No
    ....................................................
    CONSTRUCTION
    BASE:           scratch
    EDITOR:         GTK Radiant 1.4
    PROGRAMS:        Easy-Gen for original land formation. Manipulated by hand in Radiant. Photoshop for texture creation/manipulation.
                    Q3map2Build by ydnar.
                    
    BUILD TIME:        Not measured. Leassons learned are countless. Start date approx. May 1, 2004.
    COMPILE TIME:    (BSP: 155s) + (VIS: 135s) + (LIGHT: 4205s) = 1.2 hours
    MACHINE:        Pent. 3 @ 2.4gHz with 512mb RAM.
    TOTAL BRUSHES:    15,704 (As reported in editor)
    NET BRUSHES:    3,324 (As reported in editor)
    TOTAL ENTITES:    1,020 (As reported in editor)
    ....................................................
    DISTRIBUTION/PERMISSIONS
    Copyright © 2004 Aaron J. Greenlee. All Rights Reserved.
    This level may be electronically distributed only at NO CHARGE to the recipient in its current state, MUST
    include this .txt file, and may NOT be modified IN ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE
    DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR WRITTEN AND NOTORIZED PERMISSION FROM THE AUTHOR.

    T H A N K   Y O U   F O R   P L A Y I N G
     

    6 downloads

       (0 reviews)

    0 comments

    Updated

  19. GreatPyramid_b1b

    Fix to end in Tie at end of round by me Jecoliah.
    This is Not my map.
    I only modified the script to end the game if neither Team completes the Objectives.
    [email protected]
    Added the missing textures and included all fixes into the pk3.
    Axis Objective Descriptions
    1    "Objective:**Axis West Radar Parts."
    2    "Objective:**Axis East Radar Parts."
    3    "Objective:**Allies West Radar Parts."
    4    "Objective:**Allies East Radar Parts."
    // Allied Objective Descriptions
    1    "Objective:**Axis West Radar Parts."
    2    "Objective:**Axis East Radar Parts."
    3    "Objective:**Allies West Radar Parts."
    4    "Objective:**Allies East@Radar Parts."

    21 downloads

       (0 reviews)

    0 comments

    Updated

  20. great_wall_b1a

    Mapped by Higgins
    Axis Objective Descriptions
    1 "Primary Objective:** Destroy the Allied decoder door!"
    2 "Primary Objective:** Steal the Allied decoder"
    3 "Primary Objective:** Escape to the truck with the Allied decoder"
    4 "Secondary Objective:** Build the command post"
    5 "Secondary Objective:** Destroy the Allied command post"
     Allied Objective Descriptions
    1 "Primary Objective:** Defend the decoder door"
    2 "Primary Objective:** Defend the decoder"
    3 "Primary Objective:** Stop the Axis from escapig with the decoder"
    4 "Secondary Objective: **Destroy the Axis command post"
    5 "Secondary Objective: **Build the command post"
     

    6 downloads

       (0 reviews)

    0 comments

    Submitted

  21. goldfinger-snow

    Grave Robbery Beta 1
    A Multiplayer Map for Wolfenstein: Enemy Territory
    By CptnTriscuit & Sounds By Konigstiger
    Does anybody read these?
    I'll save the in-depth map description for the website:
    www.planetwolfenstein.com/battlefield
    Overview:
    The Allies must force their way into the deepest chambers of an ancient tomb and extract the Ank of AmunRah, a legendary artifact of terrible power!
    Allies Objectives:
    - Steal the Ank.
    - Secure the Ank.
    - Breach the Tomb Wall.
    - Breach the Tomb Floor.
    - Breach the Tunnel Grate.
    - Construct the Escape Ladder.
    - Construct a Command Post.
    Axis Objectives:
    - Thwart the Allies at every turn!
    Things Worth Noting:
    - The Tomb Floor Door can be opened and closed by a nearby Wheel.  The Axis will probably want this open, as the Tomb Floor will be easier to defend.
    - The Lower Crypt Door can be opened and closed by a nearby wheel.  The Axis will probably want this door shut to keep the Allies focused on the main chambers.  If the Allies claim the forward bunker, the Axis will probably want this door open, to allow easier access to the command post.
    - Each Team has a "Sneak Pad", which looks like the covert-ops class symbol.  These can be used by a covert-ops once every 30 seconds to warp deep behind enemy lines.  Use them carefully.
     
    CREDITS:
    KONIGSTIGER - http://www.konigstiger.com/index.php
    the sounds make the map ^^
    SOCK - http://www.planetquake.com/simland/                  
    uber thanks to Sock for his dotProduct Blending Terrain tutorial and example maps - even us idiots can understand ;)
    YDNAR - http://www.shaderlab.com
    q3map2 - alpha fade shaders

    10 downloads

       (0 reviews)

    0 comments

    Submitted

  22. Graverob_b1

    Grave Robbery Beta 1
    A Multiplayer Map for Wolfenstein: Enemy Territory
    By CptnTriscuit & Sounds By Konigstiger
    Does anybody read these?
    I'll save the in-depth map description for the website:
    www.planetwolfenstein.com/battlefield
    Overview:
    The Allies must force their way into the deepest chambers of an ancient tomb and extract the Ank of AmunRah, a legendary artifact of terrible power!
    Allies Objectives:
    - Steal the Ank.
    - Secure the Ank.
    - Breach the Tomb Wall.
    - Breach the Tomb Floor.
    - Breach the Tunnel Grate.
    - Construct the Escape Ladder.
    - Construct a Command Post.
    Axis Objectives:
    - Thwart the Allies at every turn!
    Things Worth Noting:
    - The Tomb Floor Door can be opened and closed by a nearby Wheel.  The Axis will probably want this open, as the Tomb Floor will be easier to defend.
    - The Lower Crypt Door can be opened and closed by a nearby wheel.  The Axis will probably want this door shut to keep the Allies focused on the main chambers.  If the Allies claim the forward bunker, the Axis will probably want this door open, to allow easier access to the command post.
    - Each Team has a "Sneak Pad", which looks like the covert-ops class symbol.  These can be used by a covert-ops once every 30 seconds to warp deep behind enemy lines.  Use them carefully.
     
    CREDITS:
    KONIGSTIGER - http://www.konigstiger.com/index.php
    the sounds make the map ^^
    SOCK - http://www.planetquake.com/simland/                  
    uber thanks to Sock for his dotProduct Blending Terrain tutorial and example maps - even us idiots can understand ;)
    YDNAR - http://www.shaderlab.com
    q3map2 - alpha fade shaders

    6 downloads

       (0 reviews)

    0 comments

    Updated

  23. goldrush-gals

    AP: goldrush-gals ( Greater Access ) large server
    Mod Author: RayBan
    Original Map by SplashDamage.
    This is a modified version of Gold Rush that allows greater access to
    old and new area's while trying to maintain the stock look of the original map.
    More improvements over the previous beta 2 version which include,
    - More access to ledges throughout the map and not just the bank courtyard.
    - New area's added, once again they remain secret's and i wont say where.
    - Area at the entrance of the crawl-way near the command post can now be
      mined under the bushes, this is to offset how easy is was before when the axis
      coverts would use this route to blow the cp, now if they don't watch they can
      crawl over a mine by mistake.
    - One of the new area's added allows the allies another route into the bank, once
      again though.. this route can be easily defended by the axis on larger servers.
    - shutters that are in front of the new mg, plus access routes to axis spawn area,
      plus the way to the command post, via the light tower are now shootable instead of
      being able to open. once destroyed they are gone for the rest of the game.
    - Most of the new doors that were added have now been changed to standard et doors,
      with louder doors sounds to accompany them and they now swing both way's.
    - Other changes include repairs to the original map that had some iffy brushwork and
      removed and reclipped over 90% of the ceiling clip brushes. ( the changes to the brushwork
      managed to drop the average windings down 14 meg from the stock compile time and lower vis
      data... although... only mappers might appreciate that tech talk.. =) fps remains the same.
    - new misc repairs where i found some sloppiness in mapping on my part, caulked area's are
      no longer visible. other misc differences also.. to many to mention.
    this version is intended to hopefully solve the issue of the error MAX_GAMESTATE_CHARS when
    the allies win on large servers up to 60 players.for smaller servers the previous version with
    the elevators ( goldrush-ga ) still works fine.
    Hopefully the average gamer who has played gold rush will not notice anything different as
    that was the intention, to keep the map as original looking as possible and to stumble upon
    some new area and say to themselves,
    "i have played this map hundreds of times and never seen that before... "
    Why did i do this??? because on larger servers up to 40 or more players, it's near impossible
    for the allied team to win, and hopefully more greater access can improve their chances to win
    at least 50% of the time, and personally i have always thought of goldrush as a death match map
    and there's more humorous and ambush kill places in this one to make that happen.
    email: [email protected] with comments/critisms ect... but again i will say that if your going
    to email and say "i dont see anything different... " then your not looking hard enough!
     

    8 downloads

       (0 reviews)

    0 comments

    Submitted

  24. goldrush-ga

    MAP: Goldrush-GA ( Greater Access )
    Mod Author: RayBan
    Original Map by SplashDamage.
    This is a modified version of Gold Rush that allows greater access to
    old and new area's while trying to maintain the stock look of the original map.
    More improvements over the previous beta 2 version which include,
    - More access to ledges throughout the map and not just the bank courtyard.
    - New area's added, once again they remain secret's and i wont say where.
    - Area at the entrance of the crawl-way near the command post can now be
      mined under the bushes, this is to offset how easy is was before when the axis
      coverts would use this route to blow the cp, now if they don't watch they can
      crawl over a mine by mistake.
    - One of the new area's added allows the allies another route into the bank, once
      again though.. this route can be easily defended by the axis on larger servers.
    - Most of the new doors that were added have now been changed to standard et doors,
      with louder doors sounds to accompany them and they now swing both way's. The doors
      inside the bank remain the same in that they will stay open until shut manually,
      and they only open/close one way as before. The doors that were changed over still
      will show no icons to indicate they can be used.. trial and error and you will find
      them all. 8 of the original doors in gold rush that were once just for looks can
      be used in this mod. other new doors are added in new area's.
    - Elevator sounds are louder, since they were hardly noticable in gameplay with the
      sounds of war fighting all around.
    - Other changes include repairs to the original map that had some iffy brushwork and
      removed and reclipped over 90% of the ceiling clip brushes. ( the changes to the brushwork
      managed to drop the average windings down 14 meg from the stock compile time and lower vis
      data... although... only mappers might appreciate that tech talk.. =) fps remains the same.
    This will probably be the final version i will do, since a major overhaul of the original
    map would be needed to add any more area's, and im not in the mood to go that route.
    Hopefully the average gamer who has played gold rush will not notice anything different as
    that was the intention, to keep the map as original looking as possible and to stumble upon
    some new area and say to themselves,
    "i have played this map hundreds of times and never seen that before... "
    Why did i do this??? because on larger servers up to 40 or more players, it's near impossible
    for the allied team to win, and hopefully more greater access can improve their chances to win
    at least 50% of the time, and personally i have always thought of goldrush as a death match map
    and there's more humorous and ambush kill places in this one to make that happen.
    email: [email protected] with comments/critisms ect... but again i will say that if your going
    to email and say "i dont see anything different... " then your not looking hard enough!

    8 downloads

       (0 reviews)

    0 comments

    Submitted

  25. Goldrush_London

    Goldrush London
    This map is only re-textured to an anno 1880 London Style. The gameplay is the same as the original map.
    Attention! This map uses a lot of FPS
    Not suitable for slow computers or graphic cards
    Tested with an AMD Athlon II X2 215 -- 2.70 GHz,
    2GB RAM and
    ATI HD 4650 graphic card with 1GB RAM
    70-80 FPS on com_maxfps 250
    If you should have FPS lags, reduce your Antialiasing Filter , Anisotropic Filter and the Mipmap Detail Level.

    [email protected]
    http://stoerfaktor.site50.net/
    // Axis Objective Descriptions
    1    "Primary Objective:**Stop the Allies from stealing the Tank from the Axis Tank Depot."
    2    "Primary Objective:**Disable or obstruct the Allied-held Tank to prevent it reaching the Bank Courtyard."
    3    "Primary Objective:**Prevent the Allies from using the Tank to blow open the Bank Doors."
    4    "Primary Objective:**Stop the Allies from stealing the Gold from the Bank Vault."
    5    "Primary Objective:**Stop the Allies from escaping with the Gold via a Truck in the Courtyard."
    6    "Secondary Objective:**Prevent the Allies from establishing a Command Post inside the Tank Depot."
    7    "Secondary Objective:**Set up a Command Post inside the Tank Depot."
    // Allied Objective Descriptions
    1    "Primary Objective:**Steal a Tank from the Axis Tank Depot."
    2    "Primary Objective:**Protect the Tank and escort it to the Bank Courtyard, clearing any obstructions along the route."
    3    "Primary Objective:**Escort the Tank into position to blow the Bank Doors open."
    4    "Primary Objective:**Steal two crates of Gold from the Bank Vault."
     5    "Primary Objective:**Escape with the crates of Gold using the Truck in the Courtyard."
     6    "Secondary Objective:**Establish a Command Post inside the Tank Depot"
     7    "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post inside the Tank Depot."

    10 downloads

       (0 reviews)

    0 comments

    Submitted

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