MAPS ~ A
72 files
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1b0fa-mountain-pass-beta4 + waypoints
By kate
AUTHOR : Devils Right Hand
DATE : 03.11.2015
Release date : 07/11/2016
Release date beta4: 07/11/2016
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* LEVEL DESCRIPTION *
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its about the allies start searching for art treasure what the germans steal from the occupied countries,the germans hide all the arts in mines, when the germans losing the war, the germans have order to destroy the treasure least it falls into allied hands,
twt xmas competition mapping 2015 winner
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Version : beta4
Attacking : allies Objective
Timelimit : 20
Spawntimes : Axis 20 / Allies 10
"1944 Since the beginning of the war the Germans have been plundering the occupied countries of their valuable wealth this includes art and gold. Now that they are losing the war, the Germans have decided to destroy the treasure least it falls into allied hands."
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= Changelog beta 2=
remove the radio obj
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= Changelog beta 3=
change the Timelimit to 20 min, alies now have 10 sec and axis 20 at map start , and at flag alies now have 20 sec and axis 10
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= Changelog beta 4=
add new crates
add new doors
change the second alies spawn after capture the flag they spawn in axis house , and axis spawn in forrest hut where alies map start , that they are not near
add more trees
add new barb wire
add snowbush
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* CONSTRUCTION *
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MAP BASE : New Map
EDITOR(S) USED : gtkradiant 1.5
KNOWN BUGS :
COMPILE MACHINE : amd 6300 6x 3,5 ghz, 12 gb ram ddr3 ,video card nvidia 550 ti 1000 mb ram,win 7 x64
COMPILE TIME : 30 min
COMPILE version : BSP: -meta -mv 1024 -mi 6144 "[MapFile]"
: VIS: -vis -saveprt "[MapFile]"
: LIGHT: -light -lomem -fast -samples 2 -filter -bounce 8 -external -lightmapsize 256 "[MapFile]"
brushes 5200
entities 614
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* special thanks *
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E.F EXTASY eurofighter admin
lucky luke grove guerrila
der bmx
twt thunder for support
twt teuthis for support
twt mateos for support
macchute for help with scripting
kemon for support
WuTangH help with scripting
TomTom7777 help with scripting
================================================================================
================================================================================
Distribution / Copyright / Permissions
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Copyright (c) 2017 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.
A pc game Magazine may put it on their cover or notebook CD / DVD without asking me
60 downloads
0 comments
Updated
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(UM)Shinsen_fixed
By kate
// Axis Objective Descriptions
1 "Primary Objective:**Destroy the Entrance Fence"
2 "Primary Objective:**Destroy the Master Hall Door"
3 "Primary Objective:**Construct the Small Bridge"
4 "Primary Objective:**Dynamite the Wall Fence"
5 "Primary Objective:**Steal and secure the First Idol"
6 "Primary Objective:**Steal and secure the Second Idol"
7 "Secondary Objective:**Destroy the Allied Command Post"
8 "secondary Objective:**Construct the Axis Command Post"
// Axis Objective Descriptions
1 "Primary Objective:**Protect and rebuild the Entrance Fence"
2 "Primary Objective:**Protect and rebuild the Master Hall Door"
3 "Primary Objective:**Destroy the Small Bridge"
4 "Primary Objective:**Protect the Wall Fence"
5 "Primary Objective:**Protect the First Idol"
6 "Primary Objective:**Protect the Second Idol"
7 "Secondary Objective:**Construct the Allied Command Post"
8 "secondary Objective:**Destroy the Axis Command Post"
9 downloads
0 comments
Submitted
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adlernest_hns
By kate
Axis objective descriptions
1 "Primary Objective:**Defend the documents."
2 "Primary Objective:**Prevent the allies from transmitting the documents."
3 "Secondary Objective:**Stop the allies from constructing a command post, or destroy it if it has been made."
4 "Secondary Objective:**Protect the door controls in the basement level and prevent allies from gaining access to the upper complex."
5 "Additional Objective:**Keep the main blast door closed to hinder the allies progress."
Allied objective descriptions
1 "Primary Objective:**Steal the documents."
2 "Primary Objective:**Transmit the documents at the transmitter."
3 "Secondary Objective:**Construct the command post to activate a forward spawn."
4 "Secondary Objective:**Dynamight the door controls located in the basement level.*Alternatively, a covert could infiltrate the upper base with a uniform."
5 "Additional Objective:**Open the main blast door to gain additional acces"
6 downloads
0 comments
Updated
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0 comments
Updated
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(UM)Azteca_b4 + (UM)Azteca_b4_fixed version
By kate
allied "Each team have to find and use successively 3 keys to unlock the Inca Room, to bring the idol back to its spawn."
axis "Each team have to find and use successively 3 keys to unlock the Inca Room, to bring the idol back to its spawn."
neutral "Each team have to find and use successively 3 keys to unlock the Inca Room, to bring the idol back to its spawn."
25 downloads
0 comments
Updated
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arhabeach_te
By kate
Map: ArhaBeach (Final True Edition)
Map type: OBJ
Author: B0n3g1b - [email protected]
Visit for update: http://wet.ho.com.ua/
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Instructions: Place "arhabeach_te.pk3" into your ET/etmain/
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Tools: GtkRadiant 1.4.0-ET, Q3map2 2.5.7, EasyGen 1.42, Fotoshop 7.0
Last update: 30.05.06
.zip Size: 7 MB
.pk3 Size: 3 MB
Max players: 10/10
Changes: Fixed bugs
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Missions:
Axis:
-Defend the Beach Wall;
-Defend the Side Wall;
-Protect the West Gun.
Allies:
-Destroy the Beach Wall;
-Destroy the Side Wall;
-Destroy the West Gun.
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Time Limit: 15 min
Axis Respawn Time: 10 sec
Allies Respawn Time: 5 sec
===============
19 downloads
0 comments
Updated
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a_arta_test3
By kate
Mapname : Arta Test 3
// BSPname : arta
Released: January 2018
Version : 3rd Test
Map made by: -SSF-Sage and Pegazus from SM-Mapping
Contact Sage : ssf.sage at gmail dot com //-SSF-Sage @ splashdamage.com/forums (prefered)
Contact Pegazus : Pegazus @ splashdamage.com/forums
SM-Mapping site: *Not active*
Please contact us for any feedback, suggestions, constructive critisism, bug report etc.
Story:
After the attack at Capuzzo Airport, the Axis engineers have moved their engineering project to an underground base in Arta, Greece. With the surrender of the Italian government, the German forces are most likely to withdraw to the north and carry on their super plane project in mainland Germany. This is the last chance for Allies to stop the Axis super plane project. If Allies lose this battle then Luftwaffe will dominate the skies once again.
Objectives:
Allies:
1] Cross the Bridge.
2] Breach the Underground Base Main Door.
3] Destroy the Plane Prototype.
4] Destroy the Jet Engine Prototype.
5] Steal their Project Files! Use the Command Post to transmit it.
6] Establish a Command Post.
7] *Secondary* Destroy the Generator to cut power from Dam sidedoor.
8] *Secondary* Blow a secondary route through an Air Inlet.
9] *Secondary* Construct an Assault Ramp to weaken Axis Choke point.
Axis:
1] Prevent the Allies from crossing the Bridge.
2] Prevent the Allies from entering the Underground Base.
3] Protect the Plane Prototype.
4] Protect the Jet Engine Prototype.
5] Protect the Project Files. Do not let them Transmit it!
6] Prevent Allies from establishing a Command Post.
7] *Secondary* Don't let them destroy Generator to cut power from Dam sidedoor.
8] *Secondary* Stop them from entering the Base through an Air Inlet.
9] *Secondary* Don't let them construct an Assault Ramp.
Disclaimer:
We can not be held responsible for anything.
Credits:
One or more textures on this map have been created with images from Textures.com. These images may not be redistributed by default. Please visit www.textures.com for more information.
Avoc
For a flower and a crate texture
Rayban
For an alpha tree texture
Map testing:
//////Big thanks to testing
///We owe you guys for all the help, testing and feedback!
Members and players from:
{WeB} Clan
http://webclan.freeforums.org/
UJE Clan
http://www.ujeclan.com/
Ets| Community
http://enemyterritory-stuff.net/
Special thanks to:
GANG$TA from {WeB} Clan
Dogster from {WeB} Clan
Niek from [UJE] Clan
Kate from Ets| Community
Installation:
Put the pk3 file into your Etmain folder.
Uninstallation:
Delete the pk3 file from your Etmain folder.
Changelog:
Second test:
-Axis First Spawn moved closer to River
-Side route to the hill with an assault ramp
-CP on the hill
-Documents inside the base, transmit with CP
-Remove third prototype dynomiteable
-Objective info stuff
Third Test:
-Added a generator at dam to limit using the dam side entrance. Destroying generator opens the door.
-Added door to block Allies from using base entrance near Axis spawn
-Allies capture spawn 1 spline earlier
-Warnings when entering base/dam
-Bug fixes
-Details
19 downloads
0 comments
Updated
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adlerhorst_te + script
By kate
axis "Protect the documents in the Adlerhorst: demolish any Allied assault bridges and immobilize their armoured vehicles with Panzerfausts or grenades."
wm_mapdescription allied "Escort a Sherman M4A3 tank to the Adlerhorst and steal the secret war documents. Construct a bridge, protect and repair the Sherman and smash your way through to victory."
wm_mapdescription neutral "The Allies are attacking the Adlerhorst and must escort their Sherman M4A3 Tank as it blasts through the defences. The Axis can disable and delay the Tank with Panzerfausts, grenades, mines or explosives."
33 downloads
0 comments
Updated
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ammodepot
By kate
This is "Ammo Depot" a Enemy Territoy mulit-player map designed for intense firefights and enduring battles.
In this map the Axis hold a secret Ammo Depot called cement island, Allies will try to
get inside and blow both the radio anttena and a stack of ammo boxes.
INSTALLATION:
Unpack this .zip file into your etmain folder.
credits:
My gilrfriend Sarah, my best friends Joel, Juan, and Mike for lots of recreational sit down time.
splash damage
id software
activision
domacles
wils
hammer
sock
fidel castro
lennyballa
sin
flash95
bsimser
loffy
chavo_one
drakir
zefan
darkfire
evillair
bxpress
and many more...
to contact me, Storm Rising (Marco Valenzuela)
This map took me 3 months to build from scratch, I don't say it's the best but
I love playing it and so do my friends so I want you to enjoy it as well.
[email protected]
I'm a 3D entertainment artist currently looking for work.
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Axis Objective Descriptions
1 "Primary Objective:**Keep Allies from breaching the East and West Anti-Tank Doors."
2 "Primary Objective:**Prevent Allies Engineers from busting though the Sand Barricade."
3 "Primary Objective:**Hold back the Allies from entering the Ammo Depot by constructing the Depot Gates."
4 "Primary Objective:**Prevent the Allies from Destroying the Radio Installation."
5 "Primary Objective:**Prevent the Allies from Destroying the Ammo Shipment."
6 "Secondary Objective:**Stop the Allies from establishing a Command Post inside the Depot Enterance."
7 "Secondary Objective:**Set up a Command Post inside the Depot Entrance."
Allied Objective Descriptions
1 "Primary Objective:**Breach the East and West Anti-Tank Doors."
2 "Primary Objective:**Bust through the Sand Barricade at the Depot Enterance."
3 "Primary Objective:**Get into the Depot Yard by blowing the Depot Gates or the Bunker Hatch."
4 "Primary Objective:**Destroy the Radio Installation."
5 "Primary Objective:**Destroy the Ammo Shipment."
6 "Secondary Objective:**Prevent the Axis from establishing a Command Post inside the Depot Enterance."
7 "Secondary Objective:**Establish a Command Post inside the Depot Enterance"
14 downloads
0 comments
Updated
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1944_nordwind_summer_fix
By kate
"The Axis are launching a surprise attack on allied forces. They are using a Jagdpanther to blow open the truckyard wall to allow an escape with the Allied gold!
map rebuilt by Stoerfaktor
37 downloads
0 comments
Updated
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6flags_110
By kate
File type Map for "Wolfenstein - Enemy Territory"
Title 6flags
File name 6flags_110.pk3
Map name 6flags
Version 1.1.0 (Created July 2005)
Author 2Bit (www.tibetclan.com)
Other maps The Breakout, Glider Assault, TankBuster, British Bulldog, 2tanks
- available from www.tibetclan.com
Optimum number
of players At least 12. Plays well with 24+.
Installation Put the pk3 file into the etmain folder.
Description For either team to win:
Capture both base flags and hold them for 2 minutes
== or ==
Control all 6 flags
If the time limit expires the winning team is the one which controls the most flags.
Gamemodes Objective, Stopwatch.
Thanks to Splash Damage and Activision.
Drakir and Iffy for various neat prefabs.
Heckl3r and Marko/Lowlife/Bob Le Roux for some great textures and sound files.
Amethyst7 for his great skybox.
TibeT Clan for invaluable testing and feedback.
16 downloads
0 comments
Updated
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antarctic_base
By kate
antarctic_base map created by : Ganjaman.
Thanks to Stealth' for the nice exploding gate,
and 2bit[TiBeT} for help with the tank,the rotating platform and offcourse creating the great mapping tutorial.
I have used several prefab brushes in this map.
Thanks. :
BlitZ (89BlitZ) for the crane.
Major Fleischer for the church.
And someone in germany who made the towerbunker
But no name in the readme.txt, vielen dank !
Forresthut prefab author unknown.( download from wolfmap.de )
Hovel also prefab author unknown.( download from wolfmap.de )
This map is only for testing final map will come soon.
contact e-mail : [email protected]
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allied "Remove the Axis threat by destroying the experimental Aircraft: fight your way into the main base and dynamite the Ufo."
wm_mapdescription axis "Our experimental aircraft will tip the balance in our favour.Protect the Ufo from Allied sabotage."
wm_mapdescription neutral "The Axis experimental aircraft 'Ufo' is harassing Allied shipping. The Axis must protect it from Allied attempts at sabotage."
16 downloads
0 comments
Updated
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alcatraz_b4
By kate
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alcatraz_b4(beta4) for ET
September, 2010
Map by: Masterkiller(qc) (Hobbie)
Email address: [email protected]
website : http://masterkiller-mapping.blogspot.com/
neutral:
"DRi*Rel!c* member was tortured by Allies Team because they wanna know secret about DRI clan. In 2 days, he will be executed in the electric chair!"
allied:
"Need to defend the Axis Troup to find,secure and escort DRi*Rel!c* member."
axis:
"Need to find, secure and escort DRi*Rel!c* member to the Escape Boat."
**Map Info
Title: alcatraz_b4
Filename: alcatraz_b4.bsp
Game/mod: ET - wolfmp/wolfsw/wolflms
Author: masterkiller
**Build Info
Editor(s) Used:
Radiant1.4, (build)
Radiant1.5, (compile)
photoshop,
Milkshape 3D 1.7.8
Audacity beta 1.3
Q3_Model_Tool_v162
Q3Map2Toolz
**Build time: 14 days.
**Compile time: about 2-3hours
final
[q3map2] -light -fast -patchshadows -samples 3 -bounce 8 -gamma 2 -compensate 4 -dirty -external -lightmapsize 256 "[MapFile]"
**Installation
Extract alcatraz_b4.pk3 into your (wolfet)\etmain directory.
Host a game whit alcatraz_b4 campaign or alcatraz_b4.
Also, you can add alcatraz_b4 on to your serverlist.
You can launch the game by tipping this command on the console game.
map alcatraz_b4
**Play Information
Single Player: NO
wolfmp: YES
wolfsw: YES
wolflms: YES
**news stuffs
New Sounds: YES (24 wav)
New Graphics YES (47 textures)
New Models YES (57 models) (64 textures) (6 tags)
New Skins YES (7 skins) (7 textures)
**Special Thanks
Goldrush source (scripts)
Oasis source (scripts and shader)
http://www.splashdamage.com/content/wolfenstein-enemy-territory-map-source-files-released
Saberpeak source (scripts prefab boat)
http://home.comcast.net/~saberpeak/website/sourceFiles.html
UJE_01_beta2 (scripts prefab hostage)
http://www.splashdamage.com/forums/showthread.php?t=17080
**Special Thanks to this website:
http://www.splashdamage.com (#1 site for mapping Wolfenstein - Enemy Territory)
http://easymapping.free.fr
http://www.heppler.com/shader/ (#1 site to learn about shader)
http://et.splatterladder.com/ (alway miroir my download link)
http://www.wolfmap.de (alway miroir my download link)
http://www.blackrayne.net (models BR_)
suggestions, bugs, complaints, comments and/or ideas for improvement.
http://masterkiller-mapping.blogspot.com/
14 downloads
0 comments
Submitted
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0 comments
Submitted
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[DarK]-Siege_BETA
By kate
Allies
-They have breached the east entrance! Rebuild it!
-East Entrance rebuilt!
-They have ruined our tank! A new one is on it's way!
-A new tank has arrived at the base! Move - and this time don't let them destroy it!
-Defend the Anti-Air-Cannons!
-Defend the West Anti-Air-Cannon!
-Defend the East Anti-Air-Cannon!
-They have destroyed the Anti-Air Cannons!
-They have destroyed the East Anti-Air Cannon!
-They have destroyed the West Anti-Air Cannon!
-Defend our Battle Plans at all costs!
-They have stolen our Battle Plans! Return them!
-They have dropped our Battle Plans! Return them!
-We have returned our Battle Plans!
-They have secured our Battle Plans!
-We are past the Anti-Tank cannons!
-They have rebuilt the North-Anti-Tank Cannon! Destroy it!
-They have rebuilt the South-Anti-Tank Cannon! Destroy it!
-They have captured the main entrance! Take it back!
-We have captured the main entrance!
-Capture the main entrance!
-Destroy the V-2's!
-We have destroyed the V2 instalation!
AXIS
-We have breached the east entrance!
-East Entrance rebuilt! Destroy it!
-We have ruined their tank!
-A new tank has arrived at the allied base! Empede it's approach!
-Destroy the Anti-Air-Cannons!
-Destroy the West Anti-Air-Cannon!
-Destroy the East Anti-Air-Cannon!
-We have destroyed the Anti-Air Cannons!
-We have destroyed the East Anti-Air Cannon!
-We have destroyed the West Anti-Air Cannon!
-Steal the allied Battle Plans at all costs!
-We have stolen their Battle Plans! Secure them!
-We have dropped their Battle Plans!
-They have returned their Battle Plans!
-We have secured their Battle Plans!
-They are past the Anti-Tank cannons! Schnell schnell!
-We have rebuilt the North-Anti-Tank Cannon!
-We have rebuilt the South-Anti-Tank Cannon!
-Rebuild the North-Anti-Tank Cannon!
-Rebuild the South-Anti-Tank Cannon!
-They have captured the main entrance! Take it back!
-We have captured the main entrance!
-Capture the main entrance!
-Protect the V-2's!
-They have destroyed the V2 instalation!
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Log 10 - 0.9 23/03/2004
-Haven't logged in a while :S too much to update
-BETA released today
Log 9 - 0.9 01/03/2004
-Fixed command map
-Added new textures
-Working on tank
-Fixed sound
-Passage from bunker to HQ added
-Some signs
-Fixed some brush errors
Log 8 - 0.9 27/02/2004
-Started mapping again
-Removed parachutes, added a west bunker for allies and a second gun ontop
-Fixed fences
-Added WWI sound
-Renamed map name to: [DarK]-Siege
-Fixed bunh of small glitches
-Added part of an office
-Removed part where tank has to use gotomarkers
Log 7 - 0.7 21/12/2003
-V2s done. Blow up and finish Allied, added tanks and proper working flagonly_multiple
-Axis objectives work except for fuel canisters dissapearing
-Added parachute at right time falling from sky and leaving basket
-Added one black surface under tank
-Some more models in HQ and wood on ground
-New command map w/ higher rez and just better
-One more BSP hole fixed still 3 left
Log 7 - 0.6 20/12/2003
-Tank now goes back to start with all proper animations etc. Still gotta add expl and noise
-Spline control
-FIXED TERRAIN
-Obj Cameras
-Objective scripting
-V2s now blow up
-V2 on command map + custom icon
-More trees
-Some ice
-Fence all done
-Scripting wheels done
-Entered BETA stage
-MERRY CHRISTMAS
Log 6 - 0.4.6 12/12/2003
-Added another truck
-2 yellow trailer jeeps
-Flag objective + script, dunno if it works
-Billboards in command post
-Command map markers
-Fenced other side (but no damage yet)
-Tank runs better
-Hedge hogs near getaway truck
-FIXED MAJOR BSP HOLE (NEAR ALLIED FOX HOLES
-More trees
-Bunker MG better
Log 5 - 0.4.5 11/12/2003
Changes:
-Tank sounds work
-Vo works... maybe
-Axis bunker shell finished
-Campaign and arena... yep
-Fenced off other side, still missing EAST hill
-Trucks added by the dozen
-Pictures
-Steam engine
-Lamps everywhere (with poles)
-testing BSP holes
-Desks
-Tanks
Log 4 - 0.4.0 07/12/2003
Changes:
-Spawn points set-up tested and finished (including "forw. bunker" :)
-Added spawn point objective cameras
-Tank now stops at bridge if not built
-Tank stops at tank barrier. Uhm that's it???
-Fenced off the two areas between east entrance and tower. Includes a blown hole and spikes
-Caped the AAC blown model
-Attempted BSP cleaning... still don't work >:(
-All I can remeber
Log 3 - 0.3.9 06/12/2003
Changes:
-Tank now goes 10 splines further, yay!
-Constructible tank barrier added, but not objectified w/ tank
-Lookout tower w/ breakable glass, not yet hollow on bottom
-Weather modified for a more blizzard effect
-DM marker moved
-More trees
-Removed a door next to radar dish
-Sealed the HQ with doors except for main entrance
-Wall floor junction fixed (cross fingers)
-Testing first temporary black and white command map
-Campaign file still don't work >:(
Log 2 - 0.3.8 05/12/2003
Changes:
-Tank finaly works! Yeah! :D well sorta... now it's driveable ^_^
-Let it snow, let it snow, let it snow :)
-Fog? Maybe; dunno, just compiled fog, hope it works
-Still a bloody textur fucked
-Some fixing happened on the side of the dirt road
-Hopefully the campaign file works this time... :P
Log 1 - 0.3.5 05/12/2003
Changes:
-Half a tank added, still screwed up though, don't play with it too much! ;)
-AAC in place and destroy/buildable
-Spline path reaches to future tank barier
-Ammo pack on command map
-Fixed some missing textures in PK3
-SOME BSP holes fixed, still plenty:
-EST FOX HOLE BUNKER (AND TERRAIN ABOVE IT)
-ROAD CORNER JUNCTION
-THE WEST ENTRANCE (TEAM DOOR) STILL FUCKING AROUND >:(
;HOPEFULLY THE LAST
-Temp campaign added for you'r conveniance
-First readme log
-Really wierd music on radio today.... :)
17 downloads
0 comments
Submitted
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axislab_final
By kate
axis "The Allies and Axis are put face to face. They fight for the total control of the Axis Lab, it's an all-or-nothing battle."
allied "The Allies and Axis are put face to face. They fight for the total control of the Axis Lab, it's an all-or-nothing battle."
neutral "The Allies and Axis are put face to face. They fight for the total control of the Axis Lab, it's an all-or-nothing battle."
10 downloads
0 comments
Submitted
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adlernest_roof_b4
By kate
Author : Dersaidin
Real name : Andrew Browne
Location : Australia
E-mail : [email protected]
Game : Wolfenstein - Enemy Territory
Modified by: KiSsMySeXyAsS aka MorpHDoc
==========
Description
==========
Axis strategic base / supply base located high in a mountainous region of Germany
Allies are attacking.
Allied Objectives:
- (Primary) Steal documents and bring them to the transmitter
- Dynamite door controls to gain access to the base, alternatively, a covert could infiltrate the upper base with a uniform
- Construct CP for Allied forward spawn
- (Optional) Open main door for additional access
Axis Objectives:
- (Primary) Defend the documents
- Defend the door controls and prevent Allies from entering the base
- Stop the Allies from constructing the CP, or destroy it to disable their forward spawn
- (Optional) Close main door to restrict allied access
Spawntimes:
Axis 30
Allies 20
=========
Prefab Acknowledgements
=========
Thanks! This map would look shit without them!
WJ|Ifurita
Marko http://www.gamedesign-online.com/
Drakir http://www.sikstrom.nu/rikard/
Flag textures from Frostbite (by Moonky) were used.
=========
Tutorials
http://simland.planetquake.gamespy.com/pages/articles.htm
Bugs
A hairline crack in the func_explosive part of the bridge.
Thanks
At the top of my list of thanks are these players who have helped Adlernest become known and hopefully accepted.
These guys are doing a service to ET by helping the community embrace new custom maps.
They tell me theres others, I would like to thank those others, but Very Special thanks to:
swinyboi (De)
Neillie (UK)
SPU9 (De)
Special Thanks:
Demanufacturer (Au)
Danzail(NZ)
Transflex / Nikon (Au)
MerCuryRisIng (Au)
Madmonki (Au)
Karl (NZ)
Moley (Au)
Flip (Nz)
LoweLife (Au)
Rogue (Au)
BlackJack (Au)
WJ|Ifurita (USA)
Nemesis (Au)
Sound Editing: Thanks for putting up with me being a perfectionist in this department! :D
budGie (Au)
teh'dog (Au)
Splashdamage forums!
Early Testers:
Aj (Au)
angelus (Au)
bumalot (Au)
budGie (Au)
Bru+E (Au)
BmX (Au)
chevron (Au)
Crunchie (Au)
c0ntagi0us (Au)
exesiv (Au)
fork (Au)
haste'e (Au)
Inso (Au)
jetz0r (Au)
Juicy.K (Au)
KaD (Au)
Leggless (Au)
Mikablah (Au)
Mita (Au)
Nad3bot* (Au)
shaggy (Au)
schism (Au)
Spinnahz (Au)
SubXero (Au)
Sykonut (Au)
Turismo (Au)
Zephyr (Au)
44HardCore (Au)
etc.
Thanks to vF clan for use of their gameserver.
Thanks to Ve clan for use of their gameserver.
Thanks to AusTourny for use of their gameservers and their support.
Thanks to everyone who gave feedback. Your contribution has improved Adlernest immesureably.
Programs used
- Enemy Territory and ETPro
- GtkRadient 1.4.0
- Adobe Photoshop CS
- Crimson Editor 3.60
- Wood Workshop 1.00.0512
- Winzip
Change log
Changes by KiSsMySeXyAsS aka MorpHDoc
adlernest_roof_b3
- created a radar command room on the roof
- created ammo packs for Axis in the radar command room
- created tunnel from Allies first spawn to back of the ammo packs
- created ladder to access the roof from the outside (only after the missile is launched)
- created axis CP room and tunnel to the transmitter from that room
adlernest_roof_b2
- added details to the room on the roof from the allies CP spawn
- created a missile launcher to create a hole in the roof
- remove access from the abyss, but players can still reach the abyss
- remove the wall next to the ammo packs
adlernest_roof_b1
- added roof access from Allies CP and Axis Spawn
- added abyss access
adlernest (Final!) 1/5/06
- Improved command map
- Improved mapscripting
- Improved textures
adlernest_b8
- Boost exploit fixed
- Texture fixes
- Asthetic aditions/improvements (Window frames, basement railings, fuse boxes, exhaust fan... etc)
- Scripting fixes
- Additional lighting tweaks
- Steps clipping fixed (stepping into: Transmitter rooms, CP spawn room, CP level from bridge)
- Spectator moved
adlernest_b7c
- Health/Ammo Command map marker
- Lighting tweak
- Tiny asthetic adition
adlernest_b7b
- more CP area changes
- door controls changes
- Axis spawn time from 25 back to 30
- Fix a couple of ledges that you shouldn't be able to stand on
- Docs run now takes 22 seconds via CP path (shortest safe path), as opposed to 17 seconds
- Updated readme and the objectives data
adlernest_b7a (Not officialy released)
- CP model fix (allied only model)
- CP Dynamite/Satchel/Nade/etc clipping
- Partialy Destructable bridge (reduce riflenades)
- Radio Dynamite bugfix
- Second switch added for main blast doors
- Ramp added near documents area
- Extra props added
- Improved backround terrain
- Other bugfixes :)
adlernest_b7
- Documents command map Icon
- Additional lighting improvements
- Added to backround terrain
- Axis spawn time reduced from 30 to 25
- Axis spawn moved further away to compensate
adlernest_b6 (Not officialy released)
- Vent grill health lowered
- Lighting improvements
- Script fixes
- Scaleing
- Added to backround terrain
adlernest_b5
- Voice overs added
- Minimap icons added
- Ramp between transmitter and CP has been changed into stairs and a room formed at the top (increases doc runs)
- More eye candy (pipes and junk)
- Texture improvements
- More environment sounds added (wind in abyss, transmitter sound, etc)
- Random fixes and improvements
- More chalk
- SOME Vis optimizations
8 downloads
0 comments
Submitted
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ambition3
By kate
Ambition 3
Filename:
ambition3.pk3
Date:
January 2014
Number of players:
6 vs. 6 or higher (up to 32 vs. 32).
Editing program:
GtkRadiant 1.4.0
Installation/play:
Place the pk3 in your etmain folder, select it from the game menu (Host), or bring down the console and use the command /map ambition3 (not ambition3.pk3) to run the map.
Author:
Kent "Loffy" Lofgren, Sweden
E-mail:
[email protected]
Web:
http://www.loffysdomain.com
Thanks to:
Server admins who support and host custom maps, and to the Splash Damage forum (http://www.splashdamage.com).
// Axis Objective Descriptions
1 "Primary Objective:**Steal the Documents!"
2 "Primary Objective:**Take the Documents to the Axis Truck!"
3 "Secondary Objective:**Prevent the Allies from establishing a Command Post!"
4 "Secondary Objective:**Build a Command Post!*You will get Forward Spawn, if you build the Command Post! The Command Post controls forward spawn in this map."
5 "Secondary Objective:**Repair the Axis Pump to open new access routes!"
// Allied Objective Descriptions 1 "Primary Objective:**Defend the secret Documents!"
2 "Primary Objective:**Do not let the Axis take the Documents to their Truck!"
3 "Secondary Objective:**Establish a Command Post!*If you build the Command Post, your team will have forward spawn! The Command Post controls forward spawn in this map."
4 "Secondary Objective:**Do not let the Axis build a Command Post!"
5 "Secondary Objective:**Prevent the Axis from repairing their Pump!"
6 downloads
0 comments
Submitted
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am_hydro_dam
By kate
conversion: hydro_dam_v2 Enemy Territory from rtcw
Converted by Shaderman January 2005 (Beta 1) and September 2005 (Final)
URL with map description: http://splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=11007
Contact: [email protected]
Important!
==========
the times limit for this map is 1 hour or so but u can still limit ii for your mod.cfg
Please read the included file hydro_dam_v2 readme.txt first!
You'll find no RTCW texture in this map. I tried to get as close as possible to the look & feel of the
original map only using textures and models that are part of ET.
Changes from Beta 1
The most important changes are:
- Endgame bug fixed
- It's possible to set a time limit with a server side cvar. Now it's easier to run the map either in stopwatch
mode or in a campaign. See "Setting a time limit" for more information.
- New command map
- The truck is moving when Axis win
- lots more...
Setting a time limit
A time limit can be set to 20,25,30,45 or 60 minutes. This is controlled by a cvar "hydro_timelimit" which
can be set on the server. "sets hydro_timelimit 45" for example, sets the time limit to 45 Minutes. When
the limit is reached, the winning team is chosen randomly (not in Stopwatch mode). Setting the cvar to any
other value than the ones I've listed above will disable the timelimit. The timer will start at 666 minutes
but the map won't end until one team finishes it. If you don't want a timelimit, there's nothing to do for
you ;)
Requirements
Enemy Territory (any version). ETPro 3.1.8 or newer recommended (http://bani.anime.net/etpro/)
to support location names.
Overview
Axis and Allied forces have set up operations on either side of a dam, each must
collect and return an objective to their bases. Access to the objective is by
means of a successful dynamite charge at enemy door. Control of base flags leads
to forward spawn opportunity.
Map features
Balanced playing area on several levels with interconnectivity between levels.
Player can attack from above ground or use the tunnel systems to attack from behind.
Twin mounted mg-42 provide additional defense for bases.
Fog limits view to prevent sniper rule, however there exist several sniper positions.
With thanks to
Teal'c of course for giving me the source to convert this map.
fov360 for making the Beta 1 command map.
Everyone helping to find the endgame bug.
Thegnat for making the final command map.
---Copyright-Permissions----
Authors MAY NOT use this level as a base to build additional levels.
You MUST NOT distribute this level UNLESS you INCLUDE THIS FILE WITH
NO MODIFICATIONS!!!. If you don't co-operate, then DON'T DISTRIBUTE
IT IN ANY FORM!!.
This BSP may be distributed ONLY over the Internet and/or BBS systems.
You are NOT authorized to put this BSP on any CD or distribute it in
any way without my permission.
Shaderman
[email protected]
October 2005
12 downloads
0 comments
Submitted
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alps2_pb
By kate
"The Axis have blocked a strategically important train route high in the Alps, and have fortified an abandoned mining village in the area. The Allies must take the village and clear the blockage so that essential supplies can be transported."
axiswintext "A well organised and strong defence has allowed the Axis to repel the Allied invaders, and to hold the line. Victories such as this can turn the tide of the war, and the Allies will now have to regroup and attack elsewhere."
alliedwintext "Despite the strong Axis fortification, the Allies have easily broken through, and cleared the blockage from the tunnel. Front line troops can now be well provided with food and equipment over the winter, strengthening their resolve as the Axis gradually weaken."
9 downloads
0 comments
Submitted
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Alps_trail
By kate
changelog fixed:
-fixed script errors
-moved materials on 2nd bridge
-added wall at 1st bridge
-changes to tunnel and cave spawn
-clip so you cant run over mountain at tentspawn.
// axis Objective Descriptions
1 "Primary Objective:**prevent the truck from getting thru"
2 "primary Objective:**Prevent the allied from building bridge1 or destroy if built"
3 "primary Objective:**Prevent the allied from building bridge2 or destroy if built"
4 "primary Objective:**Prevent the allied from building bridge3 or destroy if built"
5 "Secondary Objective:**Establish a Command Post."
6 "secondary objective:**destroy enemy cp"
7 "secondary objective:**build barricade1 "
8 "secondary objective:**build barricade2 "
allied Objective Descriptions
1 "Primary Objective:**Get the truck thru the path and into base"
2 "primary Objective:**build bridge 1."
3 "primary Objective:**build bridge 2."
4 "primary Objective:**build bridge 3."
5 "destroy the enemy comandpost"
6 "Secondary Objective:**Establish a Command Post."
7 "secondary objective:**make sure to destroy barricade1 if built"
8 "secondary objective:**make sure to destroy barricade2 if built"
12 downloads
0 comments
Updated
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arta_b1
By kate
Mapname : Arta B1
BSPname : arta
Released: February 2018
Version : First Beta (Fourth Version)
Map made by: -SSF-Sage and Pegazus from SM-Mapping
Contact Sage : ssf.sage at gmail dot com //-SSF-Sage @ splashdamage.com/forums (prefered)
Contact Pegazus : Pegazus @ splashdamage.com/forums
SM-Mapping site: *Not active*
Please contact us for any feedback, suggestions, constructive critisism, bug report etc.
Story:
After the attack at Capuzzo Airport, the Axis engineers have moved their engineering project to an underground base in Arta, Greece. With the surrender of the Italian government, the German forces are most likely to withdraw to the north and carry on their super plane project in mainland Germany. This is the last chance for Allies to stop the Axis super plane project. If Allies lose this battle then Luftwaffe will dominate the skies once again.
Objectives:
Allies:
1] Cross the Bridge.
2] Breach the Underground Base Main Door.
3] Destroy the Plane Prototype.
4] Destroy the Jet Engine Prototype.
5] Steal their Project Files! Use the Command Post to transmit it.
6] Establish a Command Post.
7] *Secondary* Destroy the Generator to cut power from Dam sidedoor.
8] *Secondary* Blow a secondary route through an Air Inlet.
9] *Secondary* Construct an Assault Ramp to weaken Axis Choke point.
Axis:
1] Prevent the Allies from crossing the Bridge.
2] Prevent the Allies from entering the Underground Base.
3] Protect the Plane Prototype.
4] Protect the Jet Engine Prototype.
5] Protect the Project Files. Do not let them Transmit it!
6] Prevent Allies from establishing a Command Post.
7] *Secondary* Don't let them destroy Generator to cut power from Dam sidedoor.
8] *Secondary* Stop them from entering the Base through an Air Inlet.
9] *Secondary* Don't let them construct an Assault Ramp.
Disclaimer:
We can not be held responsible for anything.
Credits:
One or more textures on this map have been created with images from Textures.com. These images may not be redistributed by default. Please visit www.textures.com for more information.
Avoc
For a flower and a crate texture
Rayban
For an alpha tree texture
Map testing:
Big thanks to testing
We owe you guys for all the help, testing and feedback!
Members and players from:
{WeB} Clan
http://webclan.freeforums.org/
UJE Clan
http://www.ujeclan.com/
Ets| Community
https://ets-clan.com/ ( http://enemyterritory-stuff.net/)
Special thanks to:
GANG$TA from {WeB} Clan
Dogster from {WeB} Clan
Niek from [UJE] Clan
Kate from Ets| Community
Installation:
Put the pk3 file into your Etmain folder.
Uninstallation:
Delete the pk3 file from your Etmain folder.
Changelog:
Second test:
-Axis First Spawn moved closer to River
-Side route to the hill with an assault ramp
-CP on the hill
-Documents inside the base, transmit with CP
-Remove third prototype dynomiteable
-Objective info stuff
Third Test:
-Added a generator at dam to limit using the dam side entrance. Destroying generator opens the door.
-Added door to block Allies from using base entrance near Axis spawn
-Allies capture spawn 1 spline earlier
-Warnings when entering base/dam
-Bug fixes
-Details
9 downloads
0 comments
Submitted
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2hide
By kate
Author : Rikard "Drakir" Lindgren
Email address : [email protected]
Webpage : http://www.drakir.tk
Map Information
objective :
"During the Axis attempt to fire across the english canal they have built and hidden a huge gun in a farmhouse. To stop the firing of the gun, Allied forces need to get hold of the secret codes that unlocks the door to the hidden gun and then destroy the gun to make sure it cannot be used!"
Game : Return to Castle Wolfenstein: Enemy Territory
Title : 2Hide
Filename : 2hide.pk3
Release date : 2003-11-07
Decription : During the Axis attempt to fire across the english canal they have built and hidden a huge gun in a farmhouse. To stop the firing of the gun, Allied forces need to get hold of the secret codes that unlocks the door to the hidden gun and then destroy the gun to make sure it cannot be used!.
Program : SD Radiant 1.3.8
Build time : Started work 2003-09-29
Compile time : 25mins BSP, 25mins VIS and 5 hours LIGHT
Compile machine : AMD Athlon 2200, 512mb
Installation : Place the 2hide.pk3 to your etmain folder, select it from the multiplayer->create server menu or
bring down the console and type: map 2hide.
New Textures : 1
New Sounds : Nope
New Models : Nope
-------------------------------------------------
Info!
-------------------------------------------------
#. This is a the FINAL version.
#. See if you can find the 3 hidden rooms in the map, they dont add anything to the map just there for fun.
#. Objectives
: Destroy/Defend the entrances.
: Capture the Forward Spawn.
: Get/Defend the Dynamite Detonator.
: Build/Destroy the Commandpost.
: Get/Defend the Keycodes Documents.
: Dynamite/Defend the Big Gun.
-------------------------------------------------
Special thanks and Credits to:
-------------------------------------------------
None yet...well perhaps "Sock" for the work he puts into answering our stupid questions on the SD Forum.....almost forgot B-Xpress for our lovely midnight chats (B-Xpress also gets some credits in the map as i have named the train after him).
Tnx to all who tested it and gave feedback on bugs and other issues, some testers name below in now perticular order:
- SenF clan, specially Pete Wright.
- Loffy, fellow Swede mapper.
- S.S.HeirPie
- =CFC= Kam
- PH@T!E aKa Chris
- Doddsy
- toasterking
- Mev2436
- J D
- Zeus a.k.a. Alex
- RudeBoy
- Blusher
Progress reports from my homepage:
2003-11-07
Due to a stupid misstake i had to make yet another version. THIS IS THE FINAL!
2003-11-06
FINAL version released. HF, GL!
2003-11-04
FINNALY the map is ready for tests.
Be a BETA tester of my new map "Hide"!
Contact me via mail [email protected] and i´ll give u the download location and password to the test server.
I dont want this BETA to go public before a gametest is done so i can get rid of any stupid small misstakes i may have made.
2003-11-03
Its in the middle of the night and i am doing compile nr. 5 for todays mapping. Glad to say that the map will reach BETA tomorrow, i have been doing the objectives during the past days and its been booth fun and mindblowing at times.
The objectives are done and works:
First task for the attacking Allies will be to grab the forward spawn flag
Then they need to steal the detonator battery so that they can arm the dynamite detonator in the town.
When the detonator is armed they need to push the detonator trigger to blow a hole in the wall to get hold of the secret code documents that is kept inside a vault in one of the buildings in town.
The secret code documents is needed to unlock the door to the big hidden gun inside the farmhouse.
Once the door is unlocked its time to blow up the big gun to win the game.
This may sound like a undoable task, but i am hoping that i will be a rather fair deal. The game tests will show if something needs changing. As for a fun part it the map i have added 3 secret rooms in different places. You dont gain anything from finding them but i thought it was a fun addon for the map. The map is pretty biased for the Axis, i havent yet added anything for the Allies to build. But then again they will have their hands full with blowing things up instead. More screens and more data on the BETA release will follow in next update later. Just typing away waiting for the VIS compile. I have almost reached my goals on this map, i set out to not use any new textures and no new sounds or models, well i broke the first goal by making 1 new texture for the secret rooms. But that wont add much to the pk3 size so what the heck.
2003-10-26
Yet again 8 new shots, the shots and the test below does tell almost everything i have made in the past days. Also getting closer and closer to having the goal decieded. Dunno if i will talk about them yet though, not sure if am going to be able to do them as i wish yet.
2003-10-21
As you can see below i have put up 8 new screenis for your viewing pleasure. I am back at hard work on this map, and its getting along nicely. This is truly the biggest mapping project i have taken upon me to do. But its pleasing to see that its turning out great. I am making things up as i go along, but i am getting more and more clear on what the objectives will be. The map will have a tank, that the Allies are going to have to steal from the the Axis fortified area. Allied forces needs the tank to blow a hole in one of the town buildings so that they can get the stuff inside that house. I know this has been used in several maps, but i think it fits the ET theme to have a tank. The tank may change into a truck if i can get the stuff i want to do working.
One thing i have said to myself from the beginning is that i must only use the original textures and models for this map. This is so the maps download size will be as small as possible. The whole .pk3 file is in its current state only 3.5mb and i dont think it will grow over 5 when done. 5mb is even acceptable to a modem user to download. So i belive that this will also make this map played more. This time i will have alot of testing before releasing it, the map will be released to the public in a "FINAL" state from start.
2003-10-09
Progress report. Havent been working that much in "Hide" for a few days. Been playing mostly, just recently joined a UK ET clan, ]RaF[ Runaway Fighters. So alot of mapping time has gone to taking the dust of my aim. I have released 2 new small maps i wipped up really fast, u can read more about those on the "News" page. But i havent stopped working on Hide, just taking a short break. The map is coming along nicely, i have been banging my head gettting the FPS great on the map with some hint and other rearrangements of brushes and the terrain. So if all goes as planned the FPS will be pretty good on this rather large scaled map. Right now i am working on the townpart that will be the 2:nd objective for the Allied forces to get hold of. I am adding alot of detail to the buildings and also the interior.
2003-09-29
A new map is on the way. I havent gotten that far yet. But as i use to do i show off on progress while working on the project.
This new project goes under the workname of "Hide", that name will not be the one used on any release, dunno why i called it that.....just what came to my mind when doing the terrain. I dont have the theme and objectives clear yet and havent decided on what they will be......still thinking of them and what i should implement regarding maybe having a tank or a mocing truck in the map. All i can tell so far is that the first objective for the Allies to clear is to bring their flag from their spawnbase to the Axis fortified area and thereby capture that area. Once captured they are going to have to complete 2 more objectives before the map ends.
-------------------------------------------------
Copyright © 2003 Rikard "Drakir" Lindgren all rights reserved
This level may be electronically distributed only at
NO CHARGE to the recipient in its current state, MUST
include this .txt file, and may NOT be modified IN
ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE
DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR
WRITTEN PERMISSION.
-------------------------------------------------
11 downloads
0 comments
Submitted
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2hide_cal_r1
By kate
Author : Rikard "Drakir" Lindgren
Email address : [email protected]
Webpage : http://www.drakir.tk
-------------------------------------------------
Map Information
-------------------------------------------------
Game : Return to Castle Wolfenstein: Enemy Territory
Title : 2Hide_cal_r1
Filename : 2hide_cal_r1.pk3
Release date : 2004-01-21
Decription : During the Axis attempt to fire across the english canal they have built and hidden a huge gun in a farmhouse. To stop the firing of the gun, Allied forces need to get hold of the secret codes that unlocks the door to the hidden gun and then destroy the gun to make sure it cannot be used!.
Program : SD Radiant 1.3.8
Build time : Started work 2003-09-29
Compile time : 25mins BSP, 25mins VIS and 5 hours LIGHT
Compile machine : AMD Athlon 2200, 512mb
Installation : Place the 2hide_cal_r1.pk3 to your etmain folder, select it from the multiplayer->create server menu or
bring down the console and type: map 2hide_cal_r.
New Textures : 1
New Sounds : Nope
New Models : Nope
-------------------------------------------------
Info!
#. Version _r1 info:
Another bug fixed! Hopefully this will be the last update....really sorry for any inconvinience.
#. Version _r info:
The map had a bug in it from start that appeard on some servers. That when the game ended it came into a loop.
I have removed the thing i belive caused it, and the map are now no different than any other map out there. had to remove the gun shooting at the game end if Axis won.
#. This is a League version made specially for CAL, the Cyberathlete Amateur League: http://www.caleague.com.
#. Made several changes to make the map faster:
1. Removed the forward spawn flag. Allies still spawn at the trucks. Axis now starts in town.
2. Removed the locked team door.
3. Removed the blastable wall.
4. Removed the Blastable side gate.
5. Removed the wall that blocks the left side valley into the farmhouse.
6. Made a new tunnel and a new house to make it easier to use the left side valley.
7. Moved the High Guardhouse and made it Allies constructable instead.
8. Added a ladder from the trucks back upto the farmhouse upper level.
9. Moved the Ammo/Health from the Castle to where the forward spawn used to be.
10. Changed respawn times, Axis now 30 seconds, Allies 15.
11. Changed timelimit to 20 minutes instead of earlier 30.
#. Objectives
: Get/Defend the Dynamite Detonator.
: Build/Destroy the Commandpost.
: Get/Defend the Keycodes Documents.
: Dynamite/Defend the Big Gun.
-------------------------------------------------
Special thanks and Credits to:
-------------------------------------------------
Tnx to all who tested it and gave feedback on bugs and other issues, some testers name below in now perticular order:
- SenF clan, specially Pete Wright.
- Loffy, fellow Swede mapper.
- S.S.HeirPie
- =CFC= Kam
- PH@T!E aKa Chris
- Doddsy
- toasterking
- Mev2436
- J D
- Zeus a.k.a. Alex
- RudeBoy
- Blusher
9 downloads
0 comments
Submitted
-
0 comments
Submitted