MAPS G - J
56 files
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Goetterdaemmerung_beta3
By kate
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
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 :
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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 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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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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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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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
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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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isle
By kate
Axis Objective Descriptions
1 "Primary Objective: Defend the Helipad from the Allies!"
2 "Capture the Aqueduct House for Forward Positioning!"
3 "Keep the Aqueduct blown to prevent the Allied advance!"
4 "Keep the Bridge blown to prevent the Allied advance!"
5 "Construct and protect the Well Gate to prevent Allied access!"
Allied Objective Descriptions
1 "Primary Objective: Destroy the Axis Helipad!"
2 "Capture the Aqueduct House for Forward Positioning!"
3 "Repair and protect the Aqueduct to aid your advance to the Axis Helipad!"
4 "Repair and protect the Bridge to aid your advance to the Axis Helipad!"
5 "Destroy the Axis Well Gate to gain further access to the Axis summit!"
20 downloads
0 comments
Updated
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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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goldfinger
By kate
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 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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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
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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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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
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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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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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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
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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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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."
17 downloads
0 comments
Submitted
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golddays_v4
By kate
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
0 comments
Submitted
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goldendunk_a2
By kate
"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 comments
Submitted
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ge_temple_v2a
By kate
allied "The Axis have uncovered an ancient artifact in an Egytian temple. The artifact, a Chimpokomon lunchbox, can be used to awaken a sleeping evil. The axis have disguised the Chimpokomon lunchbox as a crate of Gold, steal the Chimpokomon lunchbox and return it to the sarcophagus to put the evil to rest forever."
wm_mapdescription axis "The Allies have discovered the location of a top secret excavation site along the Egyptian coastline. They have also secured intelligence regarding the Chimpokomon lunchbox, an ancient artifact that can be used to give the Axis forces a decisive advantage in the war. Protect the Chimpokomon lunchbox."
wm_mapdescription neutral "The Allies are storming a top secret Axis excavation site along the Egytian coastline. The Axis have discovered a temple that holds an artifact that could hold the key to global domination. The Allies must stop the Axis by stealing the Chimpokomon lunchbox."
// Axis Objective Descriptions
1 "Primary Objective:**Stop the Allies from stealing the Chimpokomon lunchbox that has been disguised as a crate of gold."
2 "Primary Objective:**Defend the Tunnel Barrier."
3 "Primary Objective:**Prevent the Allies from taking control of the command post."
4 "Primary Objective:**Defend the Forward Flag."
// Allied Objective Descriptions
1 "Primary Objective:**Steal the Chimpokomon lunchbox that the Axis have disguised as a crate of Gold."
2 "Primary Objective:**Destroy the Tunnel Barrier."
3 "Primary Objective:**Take control of the command post."
4 "Primary Objective:**Take control of the Forward Flag."
17 downloads
0 comments
Submitted
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glider_302
By kate
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 comments
Submitted
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goldrush germany fixed - goldrush_germany_fixed.pk3 and waypoints + z_goldrush_germany_music-mod
By papywolf91
Map Information:
Title.......: Gold Rush Germany
Map Name....: goldrush_germany_fixed
Status......: Final/Fixed
Game........: Wolfenstein: Enemy Territory
Build Time..: 3 Months
Release Date: 02. January 2010Description:
The Axis are guarding a hoard of gold in the Aschaffenburg Reichsbank. The Allies must steal an Axis Hetzer Tank to blow the bank open, steal the gold bars and drive them to safety in a Truck.
Additional Information:
This new version of Gold Rush is more a technical demo to show the Hetzer Tank and the GMC Truck.
We thought that the 7638th version of Gold Rush has to look different, so we retextured the map and setted the scenario to Aschaffenburg (Bavaria).
Aschaffenburg was one of the few cities who was not bombed during World War II, only invaded by Infantery.
If you enter the church as spectator you can see different variants of the truck.
The models may used in your own map, but give credit to ischbinz.
Changes from "Final" to "Final/Fixed":
The damaged Truck is now builded in.
Well, we forgot it. Shit happens.
Thanks to [*]Irata for reporting the bug.
Credits:
- Map originally made by Simon O'Callaghan / www.SimonOC.com
- Recompiled by ischbinz
- Retextured by Berzerkr (GER)|#WolfMap.de
- Skybox made by Avoc of www.EFT-Clan.com
- Textures used from TC:E, RtCW & Diego's Praetoria map / http://webpages.charter.net/dt3d/praetoria.html
45 downloads
0 comments
Updated
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intel_center_b2
By kate
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 comments
Submitted