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MAPS G - J

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  1. greenland

    Map by DeSanchez
    Thanks to Dersaidin helping me with script
    Thanks to Vanhaomena planning help
    Thanks to secunda doping team testing this
    Thanks to antman for locations
    contact:
    #touppinki / #secondech @ quakenet

    Axis objective descriptions
            wm_objective_axis_desc 1 "Primary Objective:**Prevent Allies to transmit the documents."
               
     Allied objective descriptions
            wm_objective_allied_desc 1 "Primary Objective:**Bring the documents to transmitter.

    12 downloads

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    Updated

  2. JV_bunker_v6-2

    Designed by Hank Officer, this is version 6.2"
     

    12 downloads

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  3. generator_b3

    Author        : Hitman007
    Email address    : [email protected]
    Webpage        : http://www.hitman007.tk
    -------------------------------------------------
                     Map Information
    -------------------------------------------------
    Game        : Wolfenstein: Enemy Territory
    Title        : generator
    Filename    : generator_b3.pk3
    Campname        : generator_b3
    Max Players     : 40
    Release date    : 07/11/05
    Decription    : To destroy the generator of the main base
    Other Info      :  version Beta3
    Compile time    : 15 min - BSP META - LIGHFAST
    Compile machine    : AMD Duron 800 mhz  Ram384MB
    INSTALLATION

                      Place the generator_b1.pk3 to your etmain folder
     English system.. C:\Program Files\Wolfenstein - Enemy Territory\etmain
     Espanish System. C:\Archivos de programa\Wolfenstein - Enemy Territory\etmain
                      select it from the multiplayer->create server menu or
                      bring down the console and type: map generator_b1
    Information:
    ES** El parecido de texturas con las de otros autores es pura coincidencia si uso
         texturas de otros dejare las gracias en la parte de abajo.
    EN** The similarity of textures with those of other authors is pure coincidence
         if use textures of others will leave thanks in the part of down.
    Textures    : 0 new textures for the moment
    Sounds        : 2 new sounds.
    Models        : 0 new model.
                                     ----SPECIAL THANKS---
    Drakir: www.drakir.tk
    *****
    TANKS ALL :)
    _______________
    Axis Objective Descriptions
    1    "Primary Objective:**Defend the generator."
    2    "Secondary Objective:**Defender the doors."
    3    "Secondary Objective:**Defender Door Base."
    4    "Secondary Objective:**Construct the command post."
    5    "Secondary Objective:**no info"
    // Allied Objective Descriptions
    1    "Primary Objective:**Blow generator."
    2    "Secondary Objective:**Blow doors"
    3    "Secondary Objective:**Blow Door Base."
    4    "Secondary Objective:**Construct the command post"
     5    "Secondary Objective:**no info"

    12 downloads

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  4. 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

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  5. GA_El_Kef

    El Kef Map by Marko, developed with -Co- Clan.
    Allied forces have sent a commando to the town of El Kef in order to rob a radio transmitter which will let them decrypt Axis transmissions
    Axis Objective Descriptions
    1    "Primary Objective:**Breach the main entrance gate."
    2    "Primary Objective:**Rob the radio transmitter."
    3    "Primary Objective:**Return the transmitter to the escape truck."
    4    "Secondary Objective:**Build the command post."
    // Allied Objective Descriptions
    1    "Primary Objective:**Protect the main entrance gate."
    2    "Primary Objective:**Don't let the Allied commando rob the radio transmitter."
    3    "Primary Objective:**Don't let Allies escape with the transmitter."
    4    "Primary Objective:**Build the command post."

    11 downloads

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  6. Goetterdaemmerung_beta3

    TITLE                   : Götterdämmerung
    AUTHOR                  : Devils Right Hand
    DATE                    : 08.03.2015
    TYPE                    : OBJECTIVE
    bug report feedback     : discord Devils Right Hand#2240
    Release date    beta2   : 26/09/2016
    Release date    beta3   : 11/02/2019

    = LEVEL DESCRIPTION =
    real place where the axis make in undergound mines near nordhausen the V1/V2 rockets and other rockets to send a gift to the allies

     Version     : beta3
     Attacking    : allies Objective
     Timelimit    : 45
     Spawntimes     : Axis 25 / Allies 15

    = Changelog beta2 =
    remove the radio obj
    = Changelog beta3 =
    new textures
    add more brush work detail at doors
    new truss
    add more trees/grass/bushes
    new barb wire
    new camo net
    new v2 rails
    new missiles camo
    new cranes
    add A9/A10 rockets
    add new big hall where the A9/A10 develop
    add new 3 ways
    remove the controlpanel as obj
    change the axis map start spawn to baracks
    add my bush/grass models ,and remove the et standart bushes
    add at the second axis spawn a barack where they spawn
    change the comand post more far in the big hall hall,that they are not near to axis

    = CONSTRUCTION =
    MAP BASE                : New Map
    EDITOR(S) USED          : NetRadiant 1.5 custom x64
    KNOWN BUGS              :
    COMPILE MACHINE         : amd 6300 6x 3.5 ghz ,12 gb ram ddr3 ,Asus ROG Strix-RX580-O8G,win7 x64
    COMPILE TIME            : 13 min
    COMPILE version         : [q3map2] -light -fast -samples 2 -filter -dirtscale 2 -dirtdepth 512 -patchshadows -altsplit -leaktest -bounce 2 -external -lightmapsize 512 "[MapFile]"
    BRUSHES                 : 13723
    ENTITIES                : 892

    = special thanks =
    twt thunder for support
    twt teuthis for support
    twt mateos for support
    macchute for help with scripting
    kemon for hint support
    WuTangH help with scripting at obj
    TomTom7777 help with scripting at flagspawn change respawn time
    native12 for making botz waypoint
    twt ray for support
    Loffy for commandpost spawns prefab
    uje niek for support/feedback and beta test on server
    http://www.alientrap.org for NetRadiant 1.5 custom
    Simon O'C for tuts
    Victor Karp for tuts
    ets kate beta test on server
    = Credits =
    thunder                 :gastrolley. model
    Simon O'C               :teleporter prefab/and textures
    Simon O'C               :books ase. models
    D-Meat                  :blastdoor textures/and water textures
    kic                     :trees models
    uje niek                :cola automat prefab
    Devils Right Hand       :bushes/grass models
    Avoc @ eft-clan.com     : skybox
    firefly                 : cloud

    Distribution / Copyright / Permissions
    Copyright (c) 2019  Devils Right Hand
    All rights reserved
    Authors MAY NOT use this level as a base to build additional levels.
    This level may be electronically distributed not-for-profit 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 PERMISSION.

    11 downloads

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  7. Japan_Mappack

    a pack of 8  Japoneese maps

    11 downloads

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  8. 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

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  9. 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

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  10. golddays_v4

    Author        : die die
    Email address    : rasmuss99 at yahoo.com

    -------------------------------------------------
     Map Information
    -------------------------------------------------
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : golddays
    Filename    : golddays_v4.pk3
    Release date    
    v2              : 2006-01-04
    v3              : 2006-15-02
    v4              : 2006-09-11
    Program        : Gtkradiant 1.4
    Build time     : about  1 week,another week for the final
    Compile time    : 25 min with the built in compiler, 8 min for v3 with the newest q3map2
                    : full compile on v3 1 hour 30 mins
                    : full compile on v4 40 mins

    Compile machine    : AMD 64 xp3200, 1500mb ram,x800 gto
    compile machine v4: amd 64 x2 xp4400 4 gig ram x800 gto
    Installation    : Place the golddays_v4.pk3 to your etmain folder, select it from the multiplayer->create server menu or
                      bring down the console and type: map golddays_v4
     

    -------------------------------------------------
     Info!
    -------------------------------------------------
    #. Version BETA 1 info:
        my first map is done, well the beta is done.
        BETA 1, is as ready as i can do it right now, so i am looking for bugs, misses and gameplay issues in this release.
        Please report any bugs or if you have ideas on how to improve the map to [email protected]
    #. Version B2-B3 info:
            too long ago to remeber:P
    #. Version v1 info:
            finaly got back into mapping and spent a week fixing my first map, so i can get on with more maps:)
            might release V2 of this map if its needed
    #. Version v2 info:
            after a hasty release of v1 and to little sleep..i found out i had some texture problems:(
    #. Version v3 info:
            loads of small bugfixes,doors open both ways now.the tunnel has been fixed..it looks less impressive,
            but its better on the fps.secret weapon removed,
                         
    #. Version v4 info:
            fixed the mine issue
     
    #. Objectives
        : Get/Defend the gold.
        : Build/Destroy the Commandpost.
        : Dynamite/Defend the the door n ladder.
            : Build/dynamite the second entrance to the house
            : Build/destroy the sniper tower
            : Build/destroy the the allied basement wall

    -------------------------------------------------
     Special thanks and Credits to:
    -------------------------------------------------

    Drakir for prefabs n some scripts
    Bubba for prefabs
    tbh Bloodwire for some scripts
    everyone at the sd forum http://www.splashdamage.com/
    sd for compost n misc texture and making this incredible game:D
    everyone thats not a noob at arctic warfare server 129.242.80.58
    http://www.student.uit.no/~paalde/games/aw/forums.php
    anyone i`ve forgot

    10 downloads

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  11. goldendunk_a2

    "It is the victory of the team which got more scores.**Have gold bullion, and pass through the ring in the side of the enemy team. It can get two points.**Construct Command post of your team. It can get three points.**Destroy Command post of the enemy team. It can get three points."
    fun map

    10 downloads

       (0 reviews)

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  12. 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

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  13. 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)

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  14. 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)

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  15. glider_302

    this map has bugs at some points and many  times guys are disconnected on silent servers
    Title        Glider Assault
    File name    glider_301.pk3
    Map name    glider
    Version    3.0.2   (Created May 2007)
    Nbr of players    Any
    Author    2Bit    (www.tibetclan.com)
    Installation    Put the pk3 file into the etmain folder.
    The Story    Spring 1943, the Austrian Alps: Allied Intelligence has reported that the enemy are developing a
            powerful new tank in a secure research facility. It is vital that one of the prototype Jagdpanther
            models be photographed for assessment.
            Some Allied 'Horsa' gliders are in enemy hands and are crated in a nearby Axis outpost: capture the
            outpost and use the gliders to assist in the operation.
    Description    The Allies are dropped in by parachute and must assault the Outpost in order to gain access to
            the gliders crated there.  They must then fly at least one glider from the Outpost to a hilltop
            overlooking the research facility.  From there they will be able to destroy the generator, which
            opens the sealed door of the tank storage building.
            They must steal the tank and transport it to the Outpost, where a Photo Reconnaissance Spitfire
            will be able to take photographs of it.
    Operation of Glider
            It is vital for the Allies to fly at least one glider to the hilltop overlooking the compound -
            the Generator cannot otherwise be destroyed (the Axis door to the Generator room is secure against
            Allied Covert Ops).  Multiple soldiers can be transported in each glider.
            Gliders require steam power for launching, which is only available if the Hopper Pump is
            operational, so this must be repaired first.
            To fly a glider, any type of Allied soldier must go into the cockpit. Thereafter the glider will
            fly to the hilltop unless shot down.  A glider can only be shot down using explosive weapons.
            A glider crash can be survivable by occupants depending on the angle of the crash and what the
            glider collides with.  Baling out is often a safer option.
    Operation of Nebelwerfer (multiple rocket launcher)
            The Nebelwerfer can be loaded from the cart adjacent to it. A maximum of 6 rockets can be loaded,
            but it can be fired with less.
            The rockets are not 100% accurate, so the more rockets fired at one time, the greater the chance
            of a hit.  3 rocket/panzer hits will down a glider.
            The cart can be resupplied by an Axis Field Ops. When resupply is possible (the cart has less
            than 6 rockets in it) a red triangle illuminates showing where the Field Ops must stand to
            resupply the cart. The Field Ops can resupply one rocket every 3 seconds.
            Resupplying the cart is possible when the Nebelwerfer is firing, but otherwise only one action
            can be performed at a time.        
    Spitfire    The Spitfire will fly overhead when the tank passes the Guardpost, and then await its arrival
            at the Outpost.
    ME109s    An Axis Field Op can call in ME109 airstrikes on the tank. To do this he must approach the radio
            in the Outpost soon after the tank has passed the Guardpost, and before the tank reaches the
            Outpost. The ME109s will drop HE bombs, deadly to the tank and any escorting infantry.
    Gamemodes    Objective, Stopwatch.
    Thanks to    Splash Damage and Activision for the best (free!!) game I've ever played.
            DaBoy for prefabbing the Axis barracks for me.
            Drakir for various excellent prefabs.
            Iffy for the Nebelwerfer model.
            TibeT Clan for support, gameplay ideas and beta-testing.

    9 downloads

       (0 reviews)

    0 comments

    Submitted

  16. goldfinger

    map: goldfinger
    longname: Goldfinger Final
    STATUS: Final
    Änderungen gegenüber Beta2:
    Hauptänderungen:
    + surfaceparm landmine aus Terraintextur-Shader genommen (s. Bugs)
    + Pong shading für Terrain hinzugefügt bzw. geändert
    Kleinere Änderungen:
    + Text in .objdata und .arena angepaßt
    + Funkmast auf Bunkergebäude "installiert"
    + Brennende Ölfäßer bei Aufzug
    Bugs:
    - Landminen arbeiteten leider nicht korrekt mit dem selber erstellten
      Terrain zusammen (~ET-Bug?)
    - Flugphase des Flugzeugs wurde unter bestimmten Bedingungen von einem
      Spieler abrupt unterbrochen :) (oben auf Garage mit Axis objective)
    Briefing:
    North Africa (Morocco), 1943. The Axis have stolen two Gold crates.
    The Allied ones must steal these Gold crates and escape with them
    to the Truck.
    Allies:
    Primary:
    - Steal the Gold
    - Construct a command post
    Secondary:
    - Construct a Ladder to Roof
    - Construct a Ladder to Gold
    - Construct a Stair to Gold
    Axis:
    Primary:
    - Protect the Gold
    - Construct a command post
    Secondary:
    - Construct a Guard Wall for entry to tower
    - Construct a MG42 for defense
    - Construct a Guard Fence to Gold
    German Language (Deutsch):
    Situation:
    Nord-Afrika (Marokko), 1943. Die Axis haben 2 wertvolle Goldbarren in
    ihren Besitz gebracht. Die Allierten müssen diese Goldbarren unbedingt
    in ihren Besitz bringen und mit dem Gold zum LKW entkommen.
    Allies:
    Primärziele:
    - 2 Goldbarren stehlen und in den LKW abliefern
    - command post aufbauen
    Sekundärziele:
    - Leiter zum Dach konstruieren
    - Leiter zum Goldraum hinunter konstruieren
    - Treppe zum Gold konstruieren
    Axis:
    Primärziele:
    - Goldbarren unter allen Umständen schützen/verteidigen
    - command post konstruieren
    Sekundärziele:
    - Schutzwand auf dem Hauptgebäude konstruieren
    - MG42 für Verteidigung konstruieren
    - Schutzgitter für Durchgang zum Gold konstruieren
    Special thanks:
    - Many thanks to Sock for his great skybox "emerald" :)
      URL: http://www.planetquake.com/simland
    - thanks to @CooperHawkes for his script hint for my map

    contact: eMail: FischCommand(AT)arcor.de
    Download/Infos/Screenshots: http://agent-de.org/ET/

    9 downloads

       (0 reviews)

    0 comments

    Submitted

  17. intel_center_b2

    Date:    March 26, 2005

    File:    intel_center_b2.pk3

    Mapname: Intel Center Beta2

    Author:  zig-zag

    Email:   [email protected]

    Description: Map for Wolfenstein:Enemy Territory


     
    "The Allies are rolling into Germany and must escort a tank to the Axis Intelligence Center,
     and destroy their communications. The Axis must stop them to keep the Allied advance out of Germany."

    -Allies escort a tank to the objective building. Once broken into, they must capture the building via a flag.

    ametypes: Objective, Stopwatch,  * Last Man Standing -- Not yet implemented *

    Instructions:

    -Unzip and place intel_center_b2.pk3 into your \Wolfenstein - Enemy Territory\etmain\ directory.

    Notes:



    2nd Beta release.

    Still working on:

    -LMS mode script

    -Better lighting

    -More detail if performance allows


     
    Thanks to Phats and the Chicken Bucket for their input in modifying this map.


    Distribution / Copyright / Permissions:


     
    Copyright (c) 2005 zig-zag
    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

    8 downloads

       (0 reviews)

    0 comments

    Submitted

  18. 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

  19. 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

  20. 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

  21. 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

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  22. 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

  23. Gardenn_b3

    Creér Par Mjx - Scorp.
    Gardenn Beta 3.0 30/10/04
    Map Pour 3VS3 4vs4 ou 6Vs6 Max spawn 12/12
    Les alliés attaquent
    L objectif principale est de voler les documents secrets axes
    Pour tous Bug report et commentaires: http://mjx.fr.tc/ (Section ET/Map)
    Site Perso parlant de mon travail sur le mapping ;) :http://membres.lycos.fr/scorpwebsite/
    email or Msn [email protected]
    Diffusion entierement libre.
    Axis Objective Descriptions
    1    "Primary Objective:**defendre la porte d entree."
    2    "Primary Objective:**empecher la construction de l echelle."
    3    "Primary Objective:**defendre le moteur sur le toit."
    4    "Primary Objective:**garder les documents secrets."
    5    "Primary Objective:**defendre l acces au sous sol"
    6    "Primary Objective:**construire la barriere a l interieur."
    7    "Secondary Objective:**ne laisser pas les allies construire le command post."
    8    "Secondary Objective:**construire le command post"
     Allied Objective Descriptions
    1    "Primary Objective:**detruire la porte d entrée"
    2    "Primary Objective:**construire l echelle dans le jardin"
    3    "Primary Objective:**detruire le moteur sur le toit."
    4    "Primary Objective:**voler les documents secrets et s enfuire avec la moto"
    5    "Primary Objective:**créer un passage dans le sous sol."
    6    "Primary Objective:**ne laisser pas les axes construire la barriere."
    7    "Secondary Objective:**construire le command post."
    8    "Secondary Objective:**e laisser pas les axes construire le command post."

    7 downloads

       (0 reviews)

    0 comments

    Submitted

  24. Joding_Village_v1

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

    7 downloads

       (0 reviews)

    0 comments

    Submitted

  25. 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)

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    Submitted


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