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  1. fa_bremen_final

    Remake by =F|A=Smiley.
    Allied spies discovered details of an Axis plan to transport a fortune in gold to a more secure location. The Allies have planned an attack to intercept the gold during its stopover in Bremen
    Change Log (b1)
    Major Changes:
    - Added extra exit out of 1st Axis Spawn to reduce blocking.
    - Made building South of 1st Axis Spawn accessible.
    - Made balcony East of 1st Axis Spawn easily accessible with small corridor.
    - Made house accessible to help both allied in first stage and axis in last stage.
    - With that, I made exit out of house easier.
    - Added area to help axis during last stage.
    - Added room with ladder to first floor in house opposite to CP room.
    - Extended house opposite to CP room to come out next to keyroom.
    - Added room West to CP room.
    - Made stairs wider and created hole.
    - Added second door frame to CP again for less blocking. Also made North Western door frame wider.
    - Made courtyard easier to go about.
    - Re-did lower level of house North East of keyroom.
    - Lightened up corridor East to Truck and removed weird shape of it.
    - Removed gate South to Truck and added back alley that comes out in Axis 2nd Spawn.
    - Made truck room more balanced.
    - Added stairs all around keyroom to create a "more open feel".

    Minor Changes:
    - Removed clip from rooftop of middle house.
    - Removed hole from floor of middle house.
    - Added low wall to second floor middle house.
    - Raised wall looking over garage a bit in middle house.
    - Made balconies accessible.
    - Added Wooden Cover to arch.
    - Removed useless background effects for improved performance.
    - Replaced some spawns for both allied and axis.
    - Added clipping to stairs and unregular surfaces.
    - Added window to crossover above Main Gate.
    - Lowered table and moved rubbel for statisfying jump.
    - Moved wall a bit next to stair CP room.
    - Re-textured roofs, doors and some walls.
    - Lowered wall in hole to generator to not get stuck.
    - Removed useless clutter in keyroom.
    - Moved 1st Truck Barrier a bit.
    - Removed door in Western Wall of truck room.
    - Smoothened truck route.
    - Added small detail.
    - Caulked invisible faces of brushes for better performance.
    - Made door under bridge team door for axis.
    - Removed useless entities for better performance.
    - Re-textured CP room.
    - Changed loading picture.
    Change Log (b2)
    Major Changes:
    - Added corridor connection house North East of keyroom to corridor East of truckroom.
    - Bot waypoints added.
    Minor Changes:
    - Small bug fixes.
    - Changed clipping.
    - Added extra clipping to irregular surfaces.
    - Moved box in garage a tiny bit.
    - Tweaked mine spots all around the map.
    - Fixed texture load errors.
    - Readme file added.

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  2. fa_goldrush_b2

    // 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."

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  3. fa_italy_b3_fixed

    Fixed some more stuckages with bots in FA Italy. Also added additional routing so bots will take the rear access to capture the flag (the access route requiring jumping over the crates and barrels).  ciontact us  for any bot issues on this map
    1 "The Marketgate! Dynamite it and drive through!"
    1 "The Marketgate! Defend it in order to stop the Jeep!"
    2 "Don't let them build another Jeep Barrier!"
    2 "Construct another Barrier!"
    3 "Last Barrier! Both stairs need a Ramp!"
    3 "Last Barrier! Prevent them from building both Ramps!"
    4 "Door Gets bombed away when Jeep is in position!*"
                       "Escort the Jeep near to the tower!"
    4 "Door Gets bombed away when Jeep is in position!"
                      "Stop the Jeep before it reaches the tower!"
    5 "A usual neutral Command Post*"
                      "with another Spawnpoint!"
    5 "A usual neutral Command Post*"
                      "with another Spawnpoint!"
    6 "Capturable Spawnpoint!"
    6 "Captureble Spawnpoint!"
    7 "Steal both Goldcrates!"
    7 "Don't let them steal both Goldcrates!"
    8 "Faster escaping would be made possible*"
                        "by a hole in this wall! Destroyable from inside only!"
    8 "Destroyable wall from the inside! Let's escape Allies*"
                     "easier from the Tower!"

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  4. fa_oasis_b3

    // Axis Objective Descriptions

    1     "Primary Objective:**Protect the North Pak 75mm Gun in the Axis Garrison."

    2     "Primary Objective:**Protect the South Pak 75mm Gun in the Axis Garrison."

    3     "Primary Objective:**Defend the Old City Wall from being breached."

    4     "Secondary Objective:**Defend the Old City."

    5     "Secondary Objective:**Keep the Caves between the Oasis and the Old City flooded by preventing the repair of the Oasis Water Pump."

    6     "Secondary Objective:**Keep the Caves between the Old City and the Axis Garrison flooded by preventing the repair of the Old City Water Pump."

    7     "Secondary Objective:**Prevent the Allies from establishing a Command Post at the Oasis."

    8     "Secondary Objective:**Set up a Command Post inside the Upper Garrison."


     
    // Allied Objective Descriptions

    1     "Primary Objective:**Destroy the North Pak 75mm Gun in the Axis Garrison."

    2     "Primary Objective:**Destroy the South Pak 75mm Gun in the Axis Garrison."

    3     "Primary Objective:**Breach the Old City Wall."

    4     "Secondary Objective:**Capture the Old City."

    5     "Secondary Objective:**Repair the Oasis Water Pump and drain the water out of the Caves leading to the Old City."

    6     "Secondary Objective:**Repair the Old City Water Pump and drain the water out of the Caves leading to the Axis Garrison."

    7     "Secondary Objective:**Establish a forward Command Post at the Oasis."

    8     "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post in the Upper Garrison."

    B1
    - Changed lighting.
    - Changed skybox.
    - Retextured garrison.
    - Retextured various brushes.
    - Added tons of clipping to smoothen movement.
    - Closed hole in wooden floor.
    - Added wooden planks for easier access near patched up wooden floor.
    - Removed wall West of flag to minimize blocking.
    - Removed various entities.
    - Added side gate at last stage.
    - Removed MG near flag.
    - Removed MG at garrison.
    - Moved boxes around near flag.
    - Removed and adjusted numerous brushes to smoothen movement.
    - Smoothened terrain when comming out of cave.
    - Fixed weapon clips for canopies.
    - Raised floor of cave to stop water from hindering movement.
    - Changed spawn positions Axis Garrison.
    - Added forward spawn for allies connected to CP.
    - Removed various clip brushes to allow access to new spots.
    - Added an Allied Cave Entrance spawn to allow faster route through caves.
    - Moved first Allied spawn closer to "the action".
    - Opened up room near new Axis Garrison spawn with health and ammo cabinets.
    - Added hatch under turret arches.
    - Added boxes to make window in little room next to City Wall useable.
    - Added ropes to climb to new area near first allied spawn.
    B3
    - Fixed gap between 2 brushes near cave exit. (Ty, @EL)
    - Adjusted a brush that made outside of cave visible.
    - Adjusted some clip brushes on top of room adjacant to Old City Wall.
    - Further optimization.
    - Fixed texture alignment.
    - Trickplant on both of the AT Guns have now been fixed.
    - Widened doors at Forward CP.
    - Tightened up weapon clips around trees. (Ty, @Swix)
    - Textured piece of a wall that hadn't been textured.
    - Added a constructible Side Fence after the Side Gate is destroyed.
    - Added voice queues to objectives.    
    - Replaced barrel models with better looking ones.
    - More detailing.
    - Updated command map to show new buildings / routes.
    - Changed angle of a wall near first CP.
    - Other minor changes.

    Thank you,
    @Kemon - Helping with various map related questions I had.
    @Dynasty - Giving input on retexturing garrison.
    @Cheep - Moral Support, giving input on lighting and many other things.
    Many others helping with playtesting the maps!
    COMPILE OPTIONS:
     -meta -mv 1024 -mi 6144 "
     -vis -saveprt
     -light -fast -samples 2 -filter -exposure 200 -gamma .8 -bounce 8 -external -lightmapsize 256

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  5. facility31_b1

    Axis Objective Descriptions
    1    "Don't let the Allies steal counter-agent from the South labratory."
    2    "Don't let the Allies steal counter-agent from the North-West labratory."
    3    "Don't let the Allies steal counter-agent from the East chemical pit."
    4    "Don't let the Allies release counter-agent into the circulation system."
    5    "Defend the Warehouse wall."
    6    "Defend the Warehouse flag."
    7    "Don't let the Allies build a command post."
    8    "Don't let the Allies drain the West chemical pit."

    // Allied Objective Descriptions
    1    "Steal counter-agent from the South labratory."
    2    "Steal counter-agent from the North-West labratory."
    3    "Steal counter-agent from the East chemical pit."
    4    "Release the counter-agent into the circulation system via the control room."
    5    "Breach the warehouse wall at the far end of the garbage trench to secure the Warehouse flag."
    6    "Capture the Warehouse flag."
    7    "Construct the Allied command post."
    8    "Turn the valve to drain the West chemical pit."

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  6. facility31_b1 + facility31_b1_patch

    The Allies have uncovered the source of a deadly Axis chemical refining campaign. The Allies must steal 3 units of chemical counter-agent and release them into the circulation system.
    Axis Objective Descriptions
    1    "Don't let the Allies steal counter-agent from the South labratory."
    2    "Don't let the Allies steal counter-agent from the North-West labratory."
    3    "Don't let the Allies steal counter-agent from the East chemical pit."
    4    "Don't let the Allies release counter-agent into the circulation system."
    5    "Defend the Warehouse wall."
    6    "Defend the Warehouse flag."
    7    "Don't let the Allies build a command post."
    8    "Don't let the Allies drain the West chemical pit."

    // Allied Objective Descriptions
    1    "Steal counter-agent from the South labratory."
    2    "Steal counter-agent from the North-West labratory."
    3    "Steal counter-agent from the East chemical pit."
    4    "Release the counter-agent into the circulation system via the control room."
    5    "Breach the warehouse wall at the far end of the garbage trench to secure the Warehouse flag."
    6    "Capture the Warehouse flag."
    7    "Construct the Allied command post."
     8    "Turn the valve to drain the West chemical pit."
    Facility31_b1_patch.pk3
    This is a patch to repair/fix the missing command map icons,
    no changes to structural or detail layout. Also included is
    new counteragent models and limbo icons. Game script was altered
    to reflect the new changes, but gameplay was not changed.
    permission to make changes granted by CptnTriscuit.
    counteragent models, limbo icons created by me in blender3d,
    [email protected]
     

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  7. falcon3_fixed + falcon2_texfix

    silent mod players crash a lot with that map ...

    axis_desc        1    "Primary Objective:**Stop the Allies from stealing the UFO radar component."
    allied_desc    1    "Primary Objective:**Steal the UFO radar component and bring it back to your HQ"
    axis_desc        2    "Primary Objective:**Stop the Allies from stealing the UFO radar command system."
    allied_desc    2    "Primary Objective:**Steal the UFO radar command system and bring it back to your HQ"
     
     

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  8. falkenstein_b3

    version:second beta
    date: 27.09.2010
    email:[email protected]
    by orange

    description:
        -The Allies are trying to infiltrate a secret base inside a mountain. They are attempting to steal a secret prototype which could be decisive for the          success in this war.
        
        -timelimit: 20 minutes
    objectives:
        
        allies (attacking side):
          1. Capture the checkpoint
          2. Blow up the generator to gain access to the base
          3. Set up a command post inside the base to spawn there
          4. Blast the entrances
          5. Steal the prototype and bring it to the train
          6. Secondary Obj. - Prevent Axis from building a Command Post
          7. Construct the access. It will open the door to the prototype. Construction is the console beside the door.
        
        axis (defending side):
          1. Defend the checkpoint
          2. Defend the generator
          3. Prevent the Allies from building a command post
          4. Defend the entrances
          5. Defend the prototype. Allies will be attemptting to escape with it by train
          6. Secondary Obj. - Build a Command Post
          7. Secure the access. It will open the door to the prototype . Construction is the console beside the door. Axis can destroy it with a satchel charge.
    update beta 3:
        noteworthy fixes/changes/additions:
        -another way added to the catchable flag in the first part of the map
        -more obstacles added or modified in the outside part
        -the base inside the mountai totally remapped (except the cave part)
        -objective is now caged and the door to it can either be opened by a disguised cov op or by an engineer
        -allies spawn exit at the cp was changed
    update beta 2:
        noteworthy fixes/changes/additions:
        -cp allied spawns (only one spawn was working before) fixed
        -trucks got new clip
        -command map icon and toi for the place of delivery added
        -another exit for the station spawn room added
        -office room next to the axis spawn in the base stretched
        -minable cave ground
        -cp for axis
        -doors altered
        -signs inside the basse for orientation
    todo:
        -gameplay enhancement
        -rewrite arena and objdata
        -resize doors, they're unrealisticly big
        -change objective: instead of destroying the generator by a dynamite, allies have to escort repair a tank at the second spawn and escort it to the mountain.
        -...
    credits:
        at first, all thanks to splash damage and id for this great game
        prefabs:
        -some brushwork from stock maps by splash damage
        -trains by ifurita
        -Cantina Set by chris
        -Wallshelf ny puRp0se II
        textures:
        -banner from frostbite by moonkey

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  9. falkenstein_sw2

    Axis
    1 "Secondary Objective:**Defend the checkpoint"
    2 "Primary Objective:**Defend the generator"
    3 "Secondary Objective:**Construct the command post*Prevent the Allies from building the command post"
    4 "Secondary Objective:**Defend the lower doors"
    5 "Secondary Objective:**Defend the upper doors"
    6 "Primary Objective:**Defend the objective*Prevent the allies escaping with it by the train"
    7 "Secondary Objective:**Construct and defend the Fence Doors"
    Allies

    1 "Secondary Objective:**Capture the checkpoint"
    2 "Primary Objective:**Blow up the generator to gain access to the base"
    3 "Secondary Objective:**Set up a command post inside the base to spawn there"
    4 "Secondary Objective:**Blast the lower doors"
    5 "Secondary Objective:**Blast the upper doors"
    6 "Primary Objective:**Steal the objective*Bring it to the train"
    7 "Secondary Objective:**Blow up the Fence Doors"

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  10. fall_weiss

    03/03/06
    Title: Fall Weiss - Caen Remake
    File: fall_weiss.pk3
    mapname: fall_wiess
    Author: dicon - www.dicon.tk diconster[email protected]
    Description: Map for Wolfenstein:Enemy Territory
    Instructions: Place fall_weiss.pk3 into you "Wolfenstein - Enemy Territory\etmain\" directory.
    Gamemodes supported: Objective, stopwatch. LMS not supported
    1st September 1939 - German armed forces are attacking Poland. Fall Weiss is the code name of the invasion which initiate the second world war. 
      Axis team must steal the secret documents from the fort and load it to the boat on river."
        axis win        "By gathering this intelligence and gaining control of that bridge, our armour is now on it's way to where it is needed most."    
        allied win  "This victory shows the desparation of the Axis. Talk about a suicide mission..."
     
     

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  11. fastfrag_b3

    Most textures are not made by me and are ripped from other maps.
    I do not allow changes in this map.
    I used Purefrag as my example.
    Special thanks to Anfi and Yodh, without them this would have been a box with 2 spawns.
    Map created by 'Just!ce. This is my first map.
    Contact:MSN: [email protected]
    Xfire: antonh1
    _____
    Just a little Fragmap

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  12. Fasthold_sp1

    Map: Fasthold v1.1
    Created by: Erus Nauction 2004-2005
    This is a learning map.
    A big GO FUCK YOURSELF TO: WOLFENSTEIN CITY! THE HOME OF THE MAP NAZIS!
    Game Servers Authorized to host this map:
    Shit-Storm/POW
    Duck Clan
    Shit-Storm clan
    Riders of the Storm
    [Paul]aner 100MBit
    84.254.70.35:27915 (clan unknown)
    for authorization to host this map contact me at: [email protected]
    Map Site web servers Authorized to host this map:
    www.etmaps.de
    www.wolfmap.de
    for authorization to host this map contact me at: [email protected]
    Map Site web servers that will NEVER be Authorized to host this map:
    www.wolfenstein-city.de
    Warning: Images included in this map may be offensive to people. Images may be illegal in some countries.
         Use this map at your own risk.
    axis_desc 1    "Primary Objective:**Protect the fasthold gate."
    axis_desc 2    "Primary Objective:**Prevent Allies from stealing the code book."
    axis_desc 3    "Primary Objective:**Stop the Allies from escaping to the waiting Trucks."
    axis_desc 4    "Primary Objective:**Stop the Allies from destroying the train car door."
    axis_desc 5    "Primary Objective:**Stop the Allies from stealing the Enigma box."
    axis_desc 6    "Primary Objective:**Stop the Allies from destroying the radio tower."
    allied_desc 1    "Primary Objective:**Blow the fasthold gate."
    allied_desc 2    "Primary Objective:**Steal the code book."
    allied_desc 3    "Primary Objective:**Escape with the code book and Enigma box to the waiting Truck."
    allied_desc 4    "Primary Objective:**Destroy the train car door."
    allied_desc 5    "Primary Objective:**Steal the Enigma box."
    allied_desc 6    "Primary Objective:**Destroy the radio tower."

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  13. fatal_mill_b4

    Author          : mlyn3k
    Email-MSN address : [email protected]
    GG                : 1628139
    XFIRE             : mlyn3k
    Installation      : Put fatal_mill_b4.pk3 file to etmain folder.
    Map Information
    Game            : Wolfenstein Enemy Territory
    Title            : Fatal Mill (beta 4)
    Filename        : fatal_mill_b4.pk3
    Bspname:                : fatal_mill_b4
    Release date        : 2006-11-21
    Decription        : Funny map for all those are bored playing ordinary Second War-styled maps.
                    Play for obj or just have fun!
    The map is symmetrical so obj are similar: Axis must destroy Allied Fatal Machine, and Allies must destroy Axis Fatal Machine (pepsi and cola vending machines near spawns near spawns)"
    Program            : Radiant 1.4.0
    Build time         : few days
    Compile time        : 14 min. 36 sec.
    Compile machine        : Intel Pentium IV 3 Ghz, 1024mb
    Thanks for:
    Textures            : Standard textures + custom from www.planetquake.com/berneyboy
    Map logo        : Deqko
    Prefabs                 : Sock's skybox
        
                Date:             14th of August 2001.
                file:             sb-devpuntga.zip
                author:           Sock
                email address:    [email protected]
                URL:              http://www.planetquake.com/simland
    OBJ Info
    Objectives          : Axis - Destroy Allied Fatal Machine (near Allies spawn point)
                  Allies - Destroy Axis Fatal Machine (near Axis spawn point)
     Copyright / Permissions               
      You may not include or distribute this map  in any sort of commercial  product                                       
      without permission from the author. You  may not  Redo/reproduce/update this map
      in any way  without permission from the author.                    
     

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  14. field_hq_b4

    Allies must dyno their way into the axis base, steal a keycard and secure it to gain access to the secrete documents. Then secure them at the Field HQ built by allied Engineer
    Axis Objective Descriptions
    1    "Defend the Axis base."
    2    "Defend the Keycard and the Secret Documents!"
    3    "Capture and defend the flag!"
    4    "Build the Command Post!"
    5    "Defend the Command Post!"
    6    "Do not let the Allies take the Documents to their Field HQ (a Command Center in the lower left corner of the map)! If possible, destroy this enemy HQ!"
     Allied Objective Descriptions
    1    "Dynamite your way into the Axis base!"
    2    "Steal the Keycard and the Secret Documents!"
    3    "Capture and defend the flag!"
    4    "Build the Command Post!"
    5 "Defend the Command Post!"
    6 "Bring the Documents to the Field HQ built by allied Engineers (our Command Center in the lower left corner of the map)

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  15. fifa_beachbeta

    Fifa World Cup Beach Beta
     
    Basic information
     
    Author: Jaba
    ET-Map: SEKoner + Jaba
    Release date: 2006-07-15
    Filename: fifa_beach
    Program: GTK-Radiant 4.0
     
     
    Map information
     
    Game: Return to Castle Wolfenstein - Enemy Territory
                 Original Map and Design by Nerve modifieded by Jaba
    Long name: Fifa World Cup Beach Beta
    Short name: fifa_beach
    Map time: 15 minutes
     
     
    Installation
     
    Place the fifa_beach(beta).pk3 in your *\instaldir\etmain folder, select it from the multiplayer->create
    server menu or bring down the console and type: map fifa_beach.
     
     
    Map Description
     
    It is like the legendary original Map from RTCW , the objectives has not changed but design.
    Allied forces are attempting to steal soccer rules from an Axis beach
     installation and transmit it to her base.
     
     
    Map Objectives
     
    Allied objectives:
    *Destroy the Sea Wall
    *Steal the soccer rules
    *Transmit the soccer rules
    Optional:
    *Capture the Forward Bunker
    *Destroy the Side Entrance
    Axis objectives:
    *Defend the Sea Wall
    *Defend the soccer rules
    *Stop the Allies from Transmitting
    Optional:
    *Hold the Forward Bunker
    *Defend the Side Entrance

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  16. flakcannon_b3

    FLAK CANNON - BETA:3
    By: evillair
    Monday, August 25, 2003
    url:            http://legionghost.cjb.net/
    author:         Yves Allaire aka evillair
    email:         [email protected]
      [ This is a beta release (version 3) ]
    Send comments to:
    [email protected]
    Looking for comments on:
    - Gameplay problems.
    - Team balancing issues.
    - Overall feal of the map.
    - Ideas for better gameplay possibilities.
    - Flow.
    - ANY error with texturing, clipping etc.
    Thanks.
    evillair
    ----------------
     Axis Objective Descriptions
    1    "Primary Objective:**Repair the Flak Cannon and keep it functional at all costs."
    2    "Secondary Objective:**Defend the Main Door."
    3    "Secondary Objective:**Defend the Forward Shack from the Allies."
    4    "Primary Objective:**Defend the Ammo Supplies."
    5    "Secondary Objective:**Build the Ammo Gate."
    6    "Secondary Objective:**Defend the Small Wall."
    7    "Secondary Objective:**Stop the Allies from constructing a Command Post."
     Allied Objective Descriptions
    1    "Primary Objective:**Destroy the Flak Cannon."
    2    "Secondary Objective:**Dynamite the Main Door."
    3    "Secondary Objective:**Capture the Forward Shack from the Axis."
    4    "Primary Objective:**Dynamite the Ammo Supplies."
    5    "Secondary Objective:**Destroy the Ammo Gate."
    6    "Secondary Objective:**Dynamite the Small Wall."
    7    "Secondary Objective:**Build a Command Post."
     

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  17. flakstuff_rc

    longname: Flakstuff_RC
    ------------------------------------------------------------------------------
    Author     :  FischCommand
    Location :  Germany
    E-mail     :  enemy-territory(AT)arcor.de
    Game         :  Wolfenstein - Enemy Territory (Multiplayer Map)
    Info     :  http://home.arcor.de/k-fischer/ET/#Flakstuff
    ------------------------------------------------------------------------------

    1. English Language:
    ------------------------------------------------------------------------------
    STATUS: Release Candidate
    ------------------------------------------------------------------------------
    Bugs/Changes/New against previous Version:
         
    BUG: The Error: "loadlocations:warning: no location found for map ..."
         probably its cause in an incorrect flakstuff_b2.arena. Thx macbeth ;)
    bug: The long windows front on Axis- and Allies spawn was weapon-permeable.
         Not true clipped!
    bug: The delivery place of Flak ammo was sometimes bulky (little ladder).
         One could quite get stuck in the hurry..
    chg: Around the line of sight connection between the MG the destroyed bunker
         and the exit of the main bunker to limit still two trees was set.
         The reason was no direct spawnkilling with MG possible more ;)     
    chg: Interior fittings for Axis spawn and Flak-Tower (some more details..)
    chg: Somewhat more "meaningful" place for the first aid house ;)
    chg: Tunnel between main bunker and antenna changed (textures, signs)
    chg: Beside/above the roof of the MG42 bunker the 2 climbingable trees were
         re-activated again ;)
    chg: On a propaganda poster a Nazi symbol was contained.
         It made unrecognizable and/or removed
    chg: Tracemap with flakstuff_rc_cc.tga (command map) updated
    new: Global background sound added. For installation and use see the file:
         flakstuff-sound.txt in the pk3 package!
    new: Above the stone house with the tunnel entrance a antenna built
    new: House with attic beside the old bunker and before the main bunker
    new: Many narrow ways between the important buildings provides
    new: Status indication in the small stone house visibly
    new: 4 old advertisement posters of the earlier time added (thx ASW);)
    NEW: New big Factory as second escape route for Axis. Entry is in the Room
         before/after Flak room over a long ladder (including MG42 wall hole).
    ------------------------------------------------------------------------------

    Briefing:
    Switzerland, 1943. The Allies have stolen four new Flak Ammo for Big Flak.
    The Axis ones must steal these new Flak Ammos and escape with them to the
    Big Flak Gun.
    Recommended number of players: 6 on 6
    Maximally meaningful number of players: 18 on 18 (not tested yet)
    Characteristics:
    - The number of delivered Flak Ammos are visible on the
      frontside of Flak Tower (0/1/2/3/4) and in the Secret Ammo Room.
    - It exists a secret tunnel to the main bunker behind the Observatory
    - The switch for the Secret Ammo Room is one room before and after the
      lower stair
    - On the roof of funk house exists an alternativ access to the
      Main Bunker
    - If Allies no more return to main bunker, try the ladder in MG42-Bunker
      to roof and then go over the Scaffold construction to main bunker

    Axis:
    Primary objective:
    - Construct a ladder to Bunker
    - Destroy the Guard Walls on roof of main Bunker
    Secondary Objective:
    - Destroy the Guard Fence near Observatory
    - Construct a command post
    - Construct a Overhead line to Main Bunker
    Allies:
    Primary objective:
    - Destroy the ladder to bunker.
    - Construct Guard Walls on the roof of main Bunker
    Secondary Objective:
    - Construct a Guard Fence near Observatory
    - Construct a command post
    - Destroy the Overhead line to Main Bunker
     
    -----------------------------------------------------------------------------
    2. German Language (Deutsch):
    ------------------------------------------------------------------------------
    STATUS: Release Candidate
    ------------------------------------------------------------------------------
    Bugs/Changes/New gegenüber vorheriger Version.
    BUG: Die Fehlermeldung: "loadlocations:warning: no location found for map .."
         hatte wahrscheinlich seine Ursache in einem fehlerhaften/falschen
         Zeichen nach dem "}" in der flakstuff_b2.arena!
    bug: Die lange Fensterfront beim Hauptspawn des Allies/Axis Spawns war
         "waffendurchlässig", sprich man konnte in den Spawn hineinfeuern!
    bug: Der Abgabeplatz (kleine Leiter) auf dem Flak-Geschütz war ziemlich
         hakelig bzw. sperrig. In der "Eile" konnte man u.U. hängenbleiben.
    chg: Um direktes "spawnkilling" mit dem MG zu vermeiden, wurde zwischen
         dem MG im zerstörten Bunker und dem Ausgang des Hauptbunkers noch
         2 Bäume als "Sichtbarriere" dazwischen "gepflanzt".
    chg: Innenausbau des Axis-Spawns und des Flak-Turms (etwas mehr Details..)
    chg: Position des Lazarett-Hauses etwas "sinnvoller" verschoben.
    chg: Tunnel vom/zum Hauptbunker zur/von Antenne geändert (neue Texturen
         und Hinweisschilder).
    chg: Neben dem Dach des MG42-Bunkers wurden die 2 kletterbaren Bäume wieder
         "reaktiviert" ;)
    chg: Auf einem Propaganda-Plakat war ein Nazi-Symbol enthalten.
         Habe es sicherheitshalber entfernt bzw. unkenntlich gemacht! ;)
    chg: Tracemap und flakstuff_rc_cc.tga (Commandmap) aktualisiert!
    new: Globaler-Hintergrundsound hinzugefügt. Installation bzw. Verwendung
         in Flakstuff siehe "flakstuff-sound.txt" in der .pk3
    new: Beim Tunneldurchgang zum Hauptbunker (oberhalb des Steinhauses) eine
         Antenne gebaut
    new: Haus mit Dachboden neben dem alten Bunker und kurz vor dem Hauptbunker
         erstellt
    new: Viele schmale Verbindungswege zwischen den wichtigen Bauwerken erstellt
    new: Statusanzeige nun auch im kleinen Steinhaus (hinter der Tür) sichtbar
    new: 4 alte Werbeplakate von der damaligen Zeit hinzugefügt (thx ASW);)
    NEW: Neue große Fabrik mit stationärer MG erstellt, diese ist verbunden
         mit dem Hauptbunker. Eingang vom Dach oder vom Raum vor/nach dem Flak-Raum
         (Hintergrund: Zweiter Fluchtweg aus dem unmittelbaren Flak-Raum-Bereich
         für die Axis).

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  18. flaktower(alpha)

    is the Alpha so mights crash ...
    uthor        : Jason (Conchman) Major
    Send comments to: [email protected]
    Please be descriptive.
    Looking for comments on:
    - Gameplay problems.
    - Team balancing issues.
    - Overall feel of the map.
    - Ideas for better gameplay possibilities.
    - Flow.
    - ANY error with texturing, clipping etc.
    Please be descriptive. And of course, please remember that this is my first map.
     Map Information
     
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : FlakTower
    Filename    : flaktower(alpha).pk3
    Release date    : 2003-12-15
    Decription    : The Humboldthain Flaktower has sustained severe structural damage from an allied covert strike. While their efforts to destroy all of the flak cannons were unsuccessful, they may attack yet again to destroy the two that remain. The axis must hold them off until reinforcements arrive from the lower levels.
    Programs    : GTKRadiant 1.3.8, GTKRadiant 1.3.12
            : Q3map2 2.5.9, Q3map2 2.5.11
    Design and Brushwork Time     : About three days a week for about 4 months.
    Compile time    : > 1 hour 30 minutes
    Compile machine    : P4 2 Ghz, 512mb RAM
    Installation    : Place the flaktower(alpha).pk3 to your etmain folder, select it from the multiplayer->create server menu.
    Textures    : I modified some existing ET textures, created some shaders for them and included them with the pk3.
     Features

    -1 Buildable Escape Hatch barrier to keep out those pesky Allies
    -2 Forward Spawnpoint locations (one of which will become permanently Allied after the Security Sidewall is Breached)
    -1 Dynamite-able wall that the Axis must defend in order to keep the security doors closed (Hint: There are shortcuts that are not marked on the map.)
    -1 Security (Panic) Switch that opens/closes two pairs of heavy steel doors
    -1 Health Cabinet
    -1 Ammo Cabinet
    -1 Neutral Command Post that increases charge speed
    -2 Huge Flak Cannons Objectives that Axis must defend from the Allies
    -3 Axis Team Door
    -1 Neutral Team Door
    -----------
    Advise to any would-be mappers who are starting from scratch
    -----------
    So you wanna map? There are a few things to remember that will help you achieve your goal of mapping greatness.
    1) Learn from others. I'm sure there are places where one can take classes in map design. However, nothing beats experience and that is what other mappers have.
    2) Get ready to read. Map editors have instructions (lots of them). Fellow mappers write tutorials (some good, some not so good) and some of them are very helpful. Not reading the instructions will cost you time in the end. It may even encourage giving up all together.
    3) Backup your files often. especially the .map file. It does not matter how careful you are, things will inevitably go wrong whether through fault or no fault of your own. I always keep a backup of the current .map file and a backup of the most recent backup. And I have had to go to previous backups many times.
    4) Backup before you do a brush cleanup. Don't try to play the tough guy. You won't EVER see me crying because of not wanting to backup :)
    5) If you really wanna map, play a lot of games too, that helps.
    6) Every once in a while stop and ask yourself, "Would I play on this map?"
    7) Remember, "I think I can, I think I can, I think I can."
    ----------
     Special thanks to
    -----------
    Many ppl at SD Forums for your mapping advice, tutorials, and suggestions including but not limited to (sometimes I forget, sorry):
    (Not ordered in any particular manner)
    *Nemesis: A very thourough vis/hint brush/portal/detail/structural tutorial (No longer available).
    *Ifurita: "Map Scripting 4 Newbies" tutorial and "Map In a Box" prefabs.
    *sock and djbob: Script mover door tutorial and many SD forum threads
    *ydnar: many SD forum threads, Q3map2 goodness.
    *Rikard "Drakir" Lindgren: The format for this file :)
    *SD: for making a great game (and for releasing goldrush.map to the public).
    *Surface Level Editing Shack: Many good tutorials.
    *bubba's arena tutorials: http://planetquake.com/bubba/tutorial.html
    *http://quake3.qeradiant.com/tutorials.shtml: pretty much ALL of their tutorials. (as far as i can tell, they are no longer available)
    ----------
    Copyright © 2003 Jason (Conchman) Major all rights reserved
    I, Jason (Conchman) Major, as the creator of this pk3, assert the following about the usage of this Enemy Territory level:
    -This level may be electronically distributed only at
    NO CHARGE to the recipient in its current state, MUST include this .txt file. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR WRITTEN PERMISSION.
    -If you use this level you agree that you are using it at your own risk and will not hold the creator liable for any damages caused to your property.
    -This level may NOT be CHANGED/MODIFIED IN ANY WAY.

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  19. flame-guards

    Marko Mytho the famous Mapper has developed this map hand in hand with his beloved Enemy-Territory Community Flame guards.
    -|FG|- Warzone is definitely the map with the most objectives as it uses 100% of the allowed Entities and combines a strong, objective based Gameplay with MLB known features like secret rooms, as well
    as magnificent graphic work by Kanu. Map and Script has been fully created by marko mytho on his own.
    ****100% of the allowed Entities so many  crashes ...
    // Axis Objective Descriptions
    1    "Destroy the Sewer Exit Gate"
    2    "Rob 3 gun parts and take them to the gun"
    3    "Build the gun, rob the ammo crate and fire the gun"
    4    "Destroy the Trainyard Blast Door"
    5    "Destroy the Power Generator to release the Basement blast gate"
    6    "Rob the Armory Keycard and open the Armory door"
    7    "Take all explosives to the rocket bomb"
    8    "** PRIMARY OBJECTIVE : ** Destroy the rocket !!!!"

    // Allied Objective Descriptions
    1    "Protect the Sewer Exit gate to crush the invaders"
    2    "Defend the gun parts"
    3    "Don't let axis build the gun, load it and fire"
    4    "Don't let axis breach the Trainyard Blast Door"
    5    "Defend the Power Generator that seals the Basement Gate Magnetic Field"
    6    "Don't let axis rob the armory keycard"
    7    "Defend the rocket. Don't let the explosive charges get close to it"
    8    "** PRIMARY OBJECTIVE : ** Don't let axis blow the rocket"

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  20. fliegerhorst_2

    Author        : Rikard "Drakir" Lindgren
    Email address    : [email protected]
    Webpage        : http://www.drakir.tk
    "1945, Southern Germany. Axis forces have developed a very poison gas that they plan on releasing over the enemy by air. Allied forces have found the hiding place and secured the gas, but can they hold it. Safest way to be sure is to destroy the airplane that the Axis forces are planing to use for the gas release."
    This second version has enhanced textures and
    is much smaller in filesize.
     Map Information
    Game        : Wolfenstein: Enemy Territory
    Title        : Fliegerhorst
    Filename    : fliegerhorst.pk3
    Release date    : 2009-06-01
    Decription    : 1945, Southern Germany. Axis forces have developed a very poison gas
            that they plan on releasing over the enemy by air. Allied forces have found
            the hiding place and secured the gas, but can they hold it. Safest way to be
            sure is to destroy the airplane that the Axis forces are planing to use for
            the gas release.
    Program        : SD Radiant 1.3.8
    Build time     : 4 week off an on.
    Compile time    : 45 minutes
    Compile machine    : AMD Athlon 2200, 512mb
    Installation    : Place the fliegerhorst.pk3 to your etmain folder, select it from the multiplayer->create server menu or
                      bring down the console and type: map hafen2.
    Textures    : 157 new ones provided with shaders in the pk3 file.
    Sounds        : 6 new sounds for VO announcements.
    Models        : 4 new models.

     Info!

    #. This map has taken me forever to make, at least it feels that way. After 2 BETAs and what I thought was the FINAL release
    and many helpful testers I am hoping this will be the last. The map has taking its course of redoing the objectives so many times
    during the development that I almost forgot what I first thought of when starting on this map.
    I am almost sad that i have to leave this baby and go on to making another map, I really enjoyed working on this map.
    This is also the first time I do some Voice Over by myself for a map, and I'll think you'll enjoy the "News" where I am
    talking a bit about the objectives. Have fun, cya next time it's time for a map to be tested!

     Special thanks and Credits to:

    Enra, for testing, server and hosting my website. Sock at SD forums for great info.
    And offcourse everyone who gave me great feedback and testing, specially thanks to SmeTskE!
    I would also like to say that most of the textures are made by me. There are 156 new textures provided in the .pk3 file.
    In there´s 30 textures that I have borrowed from Iikka "Fingers" Keranen.
    Turbo: [email protected], Pointy: [email protected] for the ME 262 model from the RtCW map mp_schwalbe.
    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.

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  21. flughafen

    Author        : Rikard "Drakir" Lindgren
    Email address    : [email protected]
    Webpage        : http://www.drakir.tk
     Map Information
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : Flughafen
    Filename    : flughafen.pk3
    Release date    : 2003-08-25
    Decription    : 1945, Southern Germany. Axis forces have developed a very poison gas
            that they plan on releasing over the enemy by air. Allied forces have found
            the hiding place and secured the gas, but can they hold it. Safest way to be
            sure is to destroy the airplane that the Axis forces are planing to use for
            the gas release.
    Program        : SD Radiant 1.3.8
    Build time     : 4 week off an on.
    Compile time    : 45 minutes
    Compile machine    : AMD Athlon 2200, 512mb
    Installation    : Place the hafen2.pk3 to your etmain folder, select it from the multiplayer->create server menu or
                      bring down the console and type: map hafen2.
    Textures    : 157 new ones provided with shaders in the pk3 file.
    Sounds        : 6 new sounds for VO announcements.
    Models        : 4 new models.
     Info!
    #. This map has taken me forever to make, at least it feels that way. After 2 BETA releases and many helpful testers
    i belive this map is ready for a FINAL release. The map has taking its course of redoing the objectives so many times
    during the development that i almost forgot what i first thought of when starting on this map.
    I am almost sad that i have to leave this baby and go on to making another map, i really enjoyed working on this map.
    This is also the first time i do some Voice Over by myself for a map, and ill think you´ll enjoy the "News" where i am
    talking a bit about the objectives. Have fun, cya next time it´s time for a map to be tested!
     Special thanks and Credits to:
    Enra, for testing, server and hosting my website. Sock at SD forums for great info.
    And offcourse everyone who gave me great feedback and testing, specially thanks to SmeTskE!
    I would also like to say that most of the textures are made by me. There are 156 new textures provided in the .pk3 file.
    In there´s 30 textures that i have borrowed from Iikka "Fingers" Keranen.
    Turbo: [email protected], Pointy: [email protected] for the me262 model from the RTCW map mp_schwalbe.
    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.

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  22. forteresse_sado_final

    Forteresse Sado (Final)
    allied        "Destroy the radio and the fuel depot in the fortress."
    axis        "Protect the radio and the fuel depot in the fortress"
    neutral        "The allies have to destroy the radio and the fuel depot. Axis have to prevent this."
    The allies have to destroy the radio and the fuel depot. Axis have to prevent this.

    Changes from Beta 1:

    + Added missing textures
    + Added missing shaders
    + Reduced filesize
    + Translated description
    + Reworked command map

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  23. fortress

    Axis Objective Descriptions
    1    "Primary Objective:**Stop the Allies from breaching the castle wall."
    2    "Primary Objective:**Prevent the Allies from stealing the tank."
    3    "Primary Objective:**Disable or obstruct the Allied-held Tank to prevent it reaching our HQ."
    4    "Primary Objective:**Stop the Allies from blowing up the HQ main doors."
    5    "Primary Objective:**Stop the Allies from blowing up our HQ."
    6    "Secondary Objective:**Construct the command post."
    7    "Secondary Objective:**Blow up the Allied command post."
    8    "Secondary Objective:**Blow up the footbridge."
    // Allied Objective Descriptions
    1    "Primary Objective:**Breach the castle wall."
    2    "Primary Objective:**Steal the tank."
    3    "Primary Objective:**Escort the tank to the town square."
    4    "Primary Objective:**Use the tank to blow up the Axis HQ main doors."
    5    "Primary Objective:**Use dynamite to blow up the Axis HQ."
    6    "Secondary Objective:**Construct the command post."
    7    "Secondary Objective:**Blow up the Axis command post."
    8    "Secondary Objective:**Construct the footbridge."

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  24. fox2fixed

    Author        : Fox2
    Email address    : [email protected]
    Made in Belgium
     Map Information
    "Allies forces have to steal a box that contains documents (Docbox). These documents have information about the locations of German Artillery Fire in France. The docbox is located in a library in the little French town called Fox. Now go to war soldier!   
                                 
    Game        : Wolfenstein: Enemy Territory
    Title        : Fox2
    Filename    : Fox2.pk3
    Release date    : 2006
    Decription    : Allies forces have to steal a docbox!
    Program        : SD Radiant 1.4.0
    Build time     : /
    Compile time    : /
    Installation    : Place the Fox2.pk3 to your etmain folder, select it from the multiplayer->create server menu or
                      bring down the console and type: map Fox2
    Textures    : None
    Sounds        : None
    Models        : None
     Info!

    #. This is a "FUN" map for the holidays. The map is intended to be fun playing but also at the same time being competive. So that it can be used as a war map between clans.
     Special thanks and Credits to:

    Splashdamage
    Everybody I forgot! :D
    Copyright © 2006 Toiletman
    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.

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  25. fp_jaden

    "The Allied kids can't sleep until their dads read them a bed time story. Unfortunately there is only one book remaining in all of europe and the Axis have it. The Allied dads have tracked the book to an Axis base which is heavily guarded. With the Allied dads on the brink of insanity, they make one last push into the Axis base to recover the famous Dr. Suess book!"
    Axis Objective Descriptions
    1    "Secondary Objective:**Prevent the Allies from destroying the Main Entrance."
    2    "Secondary Objective:**Prevent the Allies from building a command post."
    3    "Secondary Objective:**Prevent the Allies from breaching the side entrance."
    4    "Primary Objective:**Prevent the Allies from destroying the Generator."
    5    "Secondary Objective:**Prevent the Allies from capturing the Flag"
    6    "Secondary Objective:**Prevent the Allies from destroying the Central Door"
    7    "Primary Objective:**Defend the Dr. Suess Book."
    8    "Primary Objective:**Don't let the allies escape with the book."
    // Allied Objective Descriptions
    1    "Secondary Objective:**Destroy the Main Entrance."
    2    "Secondary Objective:**Build a command post."
    3    "Secondary Objective:**Breach the side entrance."
    4    "Primary Objective:**Destroy the Generator."
    5    "Secondary Objective:**Capture the Flag"
    6    "Secondary Objective:**Destroy the Central Door"
    7    "Primary Objective:**Steal the Dr. Suess Book."
    8    "Primary Objective:**Escape with the book."

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