MAPS F
46 files
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flaktower(alpha)
By kate
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
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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."
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Special thanks to
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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)
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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.
14 downloads
0 comments
Submitted
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fr_summer_b4
By kate
Mapname: fr_summer_b4
Status: beta 3
Mapper: CyburK
released: 05.06.2009
contact: [email protected]
website: www.cyburk.net
"The Allies must steal 2 Radar Prototypes that are located in an Old Castle.
beta2 changes
- improved performance
- new buildings
- messages
- sounds
- landmines can now be placed
- lots of small things
beta3 changes
- removed the bug where the yard doors stayed open oder stayed closed when the generator was build or destroyed while
the doors where opening or closing.
- the getaway is not that easy anymore
- some brushwork
- sounds and messages
- textures
beta4 changes
- clipping of areas players shouldnt be able to get
- better ways through the village
- texture changes
- some brushwork
7 downloads
0 comments
Submitted
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fun_beach_final
By kate
Map by Marko before to be with the name MLB Beach (the Marko's maps been named Mlb as soon Marko created the secret rooms for his maps
map "fun_beach_final"
longname "^6FUN ^5Beach ^1Final"
type "wolfmp"
timelimit 30
axisRespawnTime 14
alliedRespawnTime 12
briefing "The main assault on FUN Beach has started! Go With God! Allies have to breach the ventilation system in order to infiltrate a base where the latest wurzburg radar prototype lies... Command map by Cedox Custom Textures by FUN Clan & Sproily
Main Testing & bug reporting: [FuN]Scott & [FuN]Svarsven"
axiswintext "Major Defeat for Allies"
alliedwintext "Major Defeat for Axis"
mapposition_x 625
mapposition_y 685
________
Axis Objective Descriptions
1 "Secondary Objective:**Don't let allies breach the front bunker door."
2 "Secondary Objective:**Don't let allies breach the lower bunker door."
3 "Secondary Objective:**Defend the beach bunkers' flag."
4 "Secondary Objective:**Don't let allies build the assault ramp."
5 "Secondary Objective:**Protect the axis base wall breach."
6 "Primary Objective:**Defend ventilation the power generator."
7 "Secondary Objective:**Defend the back base secrity door."
8 "Primary Objective:**Defend the Radar."
// Allied Objective Descriptions
1 "Secondary Objective:**Breach the front bunker door."
2 "Secondary Objective:**Breach the lower bunker door."
3 "Secondary Objective:***Capture the beach bunkers' flag."
4 "Secondary Objective:***Construct the assault ramp."
5 "Secondary Objective:***Invade the axis base by breaching the base wall."
6 "Primary Objective:***Destroy the ventilation power generator."
7 "Secondary Objective:***Breach the security door to access the back base."
8 "Primary Objective:***Destroy the axis Radar."
6 downloads
0 comments
Submitted
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flakcannon_b3
By kate
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."
8 downloads
0 comments
Submitted
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fliegerhorst_2
By kate
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.
8 downloads
0 comments
Submitted
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forteresse_sado_final
By kate
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
18 downloads
0 comments
Submitted
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fa_italy_b3_fixed
By kate
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!"
20 downloads
0 comments
Submitted
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field_hq_b4
By kate
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)
12 downloads
0 comments
Submitted
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falkenstein_sw2
By kate
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"
13 downloads
0 comments
Submitted
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Fasthold_sp1
By kate
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."
8 downloads
0 comments
Submitted
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fifa_beachbeta
By kate
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
7 downloads
0 comments
Submitted
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fastfrag_b3
By kate
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
20 downloads
0 comments
Submitted
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facility31_b1 + facility31_b1_patch
By kate
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]
26 downloads
0 comments
Submitted
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frost2_final
By kate
Mapname: frost2_final
Status: final
Mapper: CyburK
released: 18.06.2010
contact: [email protected]
website: www.cyburk.net
Mission:
The Allies must steal 2 Radar Prototypes out of an Axis Castle and Escape with a Truck.
To get to them they have to blow the Walls of the North and South Tower.
In the first Castle Yard there is a Room with the Door Controls for the Yard Doors. To
get better access to the Objectives Allies have to destroy them by Satchel or Dynmamite.
Install:
put the frost2_final.pk3 in your Wolfenstein - Enemy Territory/etmain folder and play.
If you have a ton of maps in your etmain folder its possible you cant run the map with the
ingame "host-game" option. In this case open the console and type "/g_gametype 2"
hit enter and then type "/map frost2_final" hit enter again and check it out.
***Mission Objectives for the Allies***
-Destroy the village Door for better access to the Castle and its Towers.
-Destroy both Castle Towers to enable the forward Spawn Locations in the Towers.
-Destroy the Generator to open the Yard Doors
-Destroy the side Gate for better Access to the Radar Prototypes
-Steal the Radar Prototypes and secure them on the Truck
-Open the Castle Gate with the Switch in the South Tower
-Destroy the Truck Barrier
-Escort the Truck back to Village
-Build the Command Post
***Mission Objectives for the Axis***
-Defend the village Door
-Defend the Castle Towers
-Defend or rebuild the Generator
-Defend or rebuild the Side Gate
-Defend the Radar Prototypes
-Build and defend the Truck Barrier
-Dont let the Allies escort the Truck back to the Village
-Build the Command Post
beta5 Changes
- Name Change from "fr_summer" to "frost2"
- Snow Theme
- Axis Spawn instantly in the Village again when the Allies secure the second Radar Prototype.
- No more extra Time for the Allies when the Truck has passed the Bridge.
- The Truck Barrier is now at the End of the Bridge.
- Nearly the whole Village has been rebuild!
- Allies have to Destroy the village Door first.
- Another way for the Allies to get to the Radar Parts. The side Gate. It can be rebuild by the Axis.
- More Cover in the open Space at the Bridge.
- Command Map Markers for the Radar Prototypes now Appear and Disappear when they are stolen or returned. (fix)
- Allies dont Spawn in the Castle when they destroy two Towers even if the Truck has passed the Bridge. (fix)
- Clipped several Buildings so you cant get out of the Map with Doublejump. (fix)
- Small fixes in the Script that may have caused some errors.
Why frost2?
Me and other People where not satisfied with the former name fr_summer_b4. To make it not
more confusing than it already is ;) i decided to switch the Theme back to Winter, as it is
Christmas Time anyway, and changed the name back to frost.
A lot of improvements and fixes come with this Version. I hope in can finish this map
soon as the Christmas Time will allow me finally to end this Project. This map has seen way
to many Versions for my taste but after all i can say every Version was an improvement.
Sorry for that and thanks to everyone who helped.
***Merry Christmas*** :)
Thanks and Greetings to
ken 'kat' beyer for the kuebelwagen model
thePunisher
Berzerker @ wolfmap.de
sonyfan @ Extreme Warhammer
www.consolex.de / everthing for your x-box
www.stocket.biz / clothing for da fresh player
Credits
ID software, Splash Damage, Activision
14 downloads
0 comments
Submitted
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flakstuff_rc
By kate
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).
13 downloads
0 comments
Submitted
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fueldump-z2
By kate
Fueldump-z Beta2
Map made by -)A(-Old-Owl
03-05-2014
Revision November 2014
b2 version (Dev playable)
Dark Alchemy gaming community www.dark-alchemy.com
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Modified Fueldump original map.
Summer version
Few details improved for a better gameplay.
----------------Credits-------------------------------------------
Thanks for testing: All members of Dark-Alchemy
Thanks to All who keep this game alive and who I should mention further, too many :-)
Miramar sky by Necromancer
Ktrees by Kic
SSF Sage Fixed Churchill tank
UJE Niek help for the terrain
13 downloads
0 comments
Submitted
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fff_mayhem
By kate
Author : Kent "Loffy" Lofgren, Sweden
Email address : [email protected]
Webpage : http://www.loffy.tk
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Map Information
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Game : Return to Castle Wolfenstein: Enemy Territory
Title : FFF Mayhem
Filename : fff_mayhem.pk3
Release date : March, 2005
Decription : A playable capture-the-flag map. This is just a map - not a mod! Specially made for M8D (www.m8d.org).
Program : SD Radiant 1.4.0
Compile time : 8 hours.
Compile machine : Dell Dimension 8200, 2.0 Ghz Pentium 4, 512mb.
Installation : Place the fff_mayhem.pk3 in your etmain folder, select it from the Host Game-menu or
bring down the console and type: /map fff_mayhem (not fff_mayhem.pk3 or fff_mayhem.map just fff_mayhem).
Sky: Splash Damage. Additional voices by TaZzMAjazZ.
Allied and Axis flags as .md3 Models for Enemy Territory created by Topsun.
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Info!
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Version info:
This map is a fully functional ctf-style map for matches, primarey made for M8D's Friday Frag Festival.
Game info:
ENGLISH
fff_mayhem is a capture-the-flag map. It has 2 bases: One Axis and one Allied.
The bases are identical, with each having 5 flags and a goal-zone.
FRANCOIS
fff_mayhem (cette carte) est une carte de capturer-le-drapeau.
Il a 2 bases : Un axe et un alliés. Les bases sont identiques, à chacun qui a 5 drapeaux et une but-zone.
DEUTSCH
fff_mayhem (diese Map) ist eine Capture-the-flag Map. Sie hat 2 Hauptquartiere: Das der Alliierten und das der Achsenmächte.
Beide Hauptquartiere sind identisch: Sie enthalten 5 Flaggenzonen und eine Zielzone.
-------------------------------------------------
Special thanks:
-------------------------------------------------
Mappers, modders and forum admins at www.splashdamage.com/forums
Berzerkr, Drakir, futura and w, for ideas and testing. Thanks also to nUllSkillZ.
Thanks to M8D, especially Nephelim, DrStock and TaZzMAjazZ.
Maca and all other members of the ET-clan Arduis (Sweden).
I want to thank all server admins, who constantly support and host custom maps.
I also want to thank all others who have given their input to me!
Axis Objective Descriptions
1 "Primary Objective:*Run into the Allied Base and steal their stuff. Take the stolen stuff back to your own base, to score 1 point for your team."
Allied Objective Descriptions
1 "Primary Objective:*Run into the Axis Base and steal their stuff. Take the stolen stuff back to your own base, to score 1 point for your team."
24 downloads
0 comments
Updated
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ffm_b1 frankfurt -ffm_b1.pk3 and waypoints
By papywolf91
a big thank you to SENTENZA for the map and the waypoints files
Map Information
title: FFM - Frankfurt
file: ffm_b1.pk3
author: FFM*Sentenza
co-author: FFM*r0rK
email address: [email protected]
discord: Krischan#3949
release date: not yet (testing stage)
editor: NETradiant 1.5.0, Netradiant Custom 1.5.0n
tools used: Photoshop 2020, Audacity, Presonus Studio One, Notepad++
Blender, Ultimate Unwrap 3D, Substance Painter, XNview
ETCC Command Map Tool, Q3 Model Tool, MD3compile
build time: started in 2005 with many breaks of many years in between
compile time: 10 mins on a i7-9700K@8x3,6GHz
Assets with a known license
* American vehicle Models (Jeep, Halftrack) by detoni (detoeni.uk)
License: You may use this file providing it's not for profit.
Source: unknown
* Church Bench, Pew and Pulpit Models by http://www.blackrayne.net
License: You can use it freely in any games as long as you include a
note indicating you got it from me
Source: unknown
* Coffin by Tamara "Ophelia" Crossley ([email protected])
License: Include authors name and email address in the credits for there work
Source: unknown
==============================================================================
Assets by FFM*SENTENZA
==============================================================================
All Models in the "mapobjects/ffm/" folder are created by FFM*SENTENZA. Most
of the textures are created by FFM*SENTENZA, but some are reworked from many
different sources I can't remember.
License: https://creativecommons.org/licenses/by-nc/4.0/
Map Trivia
- started in 2005, after a real visit to the old city of Frankfurt, Germany
- the club is actually a hommage to a famous club at Frankfurt Airport
- the "radio poster" is a hommage to a famous local techno radio show
- the crypt is a hommage to our second clan [AwB] Attawaybaby
- the industrial complex "produces" real local food and beverages
- the old city is a condensed version of the old city of Frankfurt
- the bridges, the Roemer Townhall and the Cathedral are at their correct
position like in reality
- the Roemer Townhall is quite realistic, also the buildings opposite to it
- the bunker is fictious
FFM Map Credits
We've created a lot of assets, but sometimes we've chosen to use ready assets
from other people. We wish to thank you for your work in this file and respect
your work. If you read this and want to use assets from our map in your own
work, please respect the other artists work and license, too like we did.23 downloads
0 comments
Updated
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z_fueldump-spring
By kate
"The Allies are attacking an Axis fuel depot and must escort their Churchill AVRE Demolition Tank as it blasts through the defences. The Axis can disable and delay the Tank with Panzerfausts, grenades, mines or explosives."
15 downloads
0 comments
Submitted
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0 comments
Submitted
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Frostbite
By kate
Axis Objective Descriptions
1 "Primary Objective:**Stop the Allies from transmitting the Supply Documents."
2 "Secondary Objective:**Defend the Main Door."
3 "Secondary Objective:**Defend the Storage Wall from being breached."
4 "Secondary Objective:**Stop the Allies from destroying the Service Door."
5 "Secondary Objective:**Set up a Command Post inside the Transmitter Building."
6 "Secondary Objective:**Prevent the Allies from establishing a Command Post in the Upper Complex."
// Allied Objective Descriptions
1 "Primary Objective:**Steal the Supply Documents and transmit them back to Allied Command."
2 "Secondary Objective:**Destroy the Main Door into the Complex."
3 "Secondary Objective:**Breach the Storage Wall."
4 "Secondary Objective:**Dynamite the Service Door."
5 "Secondary Objective:**Prevent the Axis from constructing a Command Post in the Transmitter Building."
6 "Secondary Objective:**Establish a forward Command Post in the Upper Complex."
14 downloads
0 comments
Submitted