MAPS G - J
56 files
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Joding_Village_v1
By kate
Designed by Cpt.Hank<JV>, this is version 1, E-mail : [email protected]
7 downloads
0 comments
Submitted
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jff_playground_b1
By kate
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 comments
Submitted
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0 comments
Submitted
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jailbus_b2
By kate
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 comments
Submitted
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italyfp2
By kate
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 comments
Submitted
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italyremake_tnt
By kate
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 comments
Submitted
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Irmgard_Complex_b3
By kate
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 comments
Submitted
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invertedgoldrush_b1
By kate
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 comments
Submitted
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industry2_final
By kate
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 comments
Submitted
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hotchkiss
By kate
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 comments
Submitted
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Holy_Grail
By kate
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 comments
Submitted
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hindenburg_beta3
By kate
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 comments
Submitted
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hillytop_b4
By kate
// 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 comments
Submitted
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heli_m2_b1
By kate
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 comments
Submitted
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HoG_b12_dt
By kate
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 comments
Submitted
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HoG_b12
By kate
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 comments
Submitted
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Haemar_b1
By kate
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 :
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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 :
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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 *
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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 /!\
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********************************************************************************
Map Change History :
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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
* ...
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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 comments
Submitted
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greenlee_et ( aka elevator transport )
By kate
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 comments
Updated
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GreatPyramid_b1b
By kate
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 comments
Updated
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great_wall_b1a
By kate
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 comments
Submitted
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goldfinger-snow
By kate
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 comments
Submitted
-
Graverob_b1
By kate
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 comments
Updated
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goldrush-gals
By kate
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 comments
Submitted
-
goldrush-ga
By kate
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 comments
Submitted
-
Goldrush_London
By kate
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 comments
Submitted