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  1. Version 1.0.0

    0 downloads

    you can start the map typing /rcon map UJE_flat_sniper Map made by [UJE]Niek ----------------------------------------------------------------- Well another map is done. UJE_flat_sniper i named it , this map is made pure for fun. 2 high and i mean super high buildings standing against eachother . Again its a snipermap ,but there's a way to cross again for fun play , you can jump from a 100 stores building and try to land in the water or you can try to jump on de trampoline. The way up or down can be done by a elevator who was made by [UJE]C he has made the elevator in i think an hour hahah. Fine tuning took al littke bit longer , the elevator makes the map i think. I've releashed the map as a beta because it's not completly ready . A few sounds must be added and the fog must be adjusted and some stuff more. But i'm a little tyred of making this map , it took al lot of time longer that it was supose to be. Well the map is good playable and fun. There can be lot's of fun fights on the lowest level hihi. that was my intension . After this beta version its gonne be final but first i got to see how the map is going to be played.
    1 point
  2. Version 1.0.0

    0 downloads

    map made by [UJE]Niek 19-03-2008 b2 version made 27-12-2010 Oke EGYPTIAN time. 2 pyramides this time with a very large building. There are some very special features in this map so try to find it. There is a catapult for passing and there are flying carpets instead of an elevator. Go walk around and shoot everyone you see. Have lots of fun on this map ----------------------------------------------------------------- Extra features * flying carpets instead of an elevator * Catapults for crossing and the abbility to put them out as admin. * A ghost that will follow you in the long hallway * 4 places medic each site * Fun sounds * some scary things ----------------------------------------------------------------- More [UJE] maps: You can see the info about our other maps on our website ----------------------------------------------------------------- [UJE]Clan site www.ujeclan.com you can get omnibot waypoint files from our site by [UJE]map info ----------------------------------------------------------------- for campaigncycles the map is called UJE_egypt_sniper ----------------Credits------------------------------------------- i wanne say Thanks to all the guys who made these beautiful models
    1 point
  3. Version 1.0.0

    0 downloads

    Release date: 2004-07-13 Author: SteelRat, Ringa & Capitan Map Name: X-Posed BSP name: xposed Gametypes supported: Objective and Stopwatch Gametime: 25 Minutes Last modifycation by rock$tar on 2007-02-27 ( www.bb-clan.com ) --------------------- Map Story --------------------- Last night Axis forces bombed a small Belgian town after an Allied attack to conquer it. Axis managed to hold the town but a team of Allies are still trapped in the town and their only way out is to steal a tank and drive thru the bombed city. --------------------- Map Objectives --------------------- Allied Objectives Primary Objective:**Steal the tank! Primary Objective:**Escape from the bombed town! Secondary Objective:**Destroy the 1:st tank barrier. Secondary Objective:**Destroy the 2:nd tank barrier. Secondary Objective:**Construct a command post! Secondary Objective:**Destroy the Axis command post! Axis Objectives: Primary Objective:**Prevent the Allied forces from stealing the tank. Primary Objective:**Stop the Allied forces from escaping from the town! Secondary Objective:**Construct the 1:st tank barrier. Secondary Objective:**Construct the 2:nd tank barrier. Secondary Objective:**Destroy the Allied Command post! Secondary Objective:**Construct a command post! --------------------- Installation --------------------- Put the xposed.pk3 file in your \etmain directory. The mapname is xposed if you want to add it to any script. --------------------- Thanks --------------------- Thanks to everybody in the SteelRat's Cage gaminig community who have been helping out with the testing of the map. Thanks to Drakir for providing Health and Ammo Cabinet prefabs. --------------------- Contact info --------------------- Website: www.srcgaming.com e-mail: [email protected] IRC channel @ Quakenet: #srcgaming ###SteelRat's Cage ET Server: 213.132.119.13:27960
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  4. Version 1.0.0

    0 downloads

    Date: 20/07/06 Title: Watten(beta) File: watten_b2.pk3 mapname: Watten Author: Pa5t1s Mail: [email protected] Description: Map for Wolfenstein:Enemy Territory "Allies took control of the Watten city where Axis shoot V2 missiles on strategic targets accross Europe.*Allies managed to destroy all but one V2 of a new type.*General Patton ordered to keep this missile and its constructive documents until the arrival of air support.**Axis have recieved the order from the Fuhrer to destroy the V2 in order to get access to the documents and bring them back by truck to Germany" Instructions: Place watten_b1.pk3 into you "Wolfenstein - Enemy Territory\etmain\" directory. Gamemodes supported: Objective, stopwatch. LMS not supported Tools: GtkRadiant 1.3.8-ET, Q3map2 2.5.7, Photoshop Thanks: Splash Damage and Activision. Thanks to Alliance(&Lz),fun clan, a good clan in whom there is of good friends.Special thanks to "Pakalatak" for his invaluable councils,and damoon for modifications of watten_b2. That's aLL :)) P A 5 T 1 S
    1 point
  5. Version 1.0.0

    2 downloads

    textures problems with silent mod ... nothing in the console not sure if the map does not interfer with an other in the rotation Supply Depot, by ginc March 2021 Cedric 'keMoN' E. http://www.etlegacy.com This map is an overhaul of the original Supply Depot map from ET created by ginc. As part of the ET: Legacy asset creation effort certain maps are being overhauled. Those maps have been selected for their stable gameplay, even in a competitive environment. -----Changelog----- v4: * Re-added 'Truck is in position' line as announcement. (Thank you SAP for reporting) * Added satchel exploit fix for crane controls. (Thank you jobhh for reporting) * Add optional spawn cabinets. (Thank you Dmxj for requesting) * Fixed speaker pointing to incorrect sound file. v3: * Substantial performance improvements by reducing drawn surfaces with adjusted light settings. (Thank you hatcher for comprehensive support) * Provided option to toggle truck invulnerable or not through mapscript (invulnerable by default). (Thank you ETc.Jay for reporting and absolutely huge thanks to Ensiform for finding the perfect way to do this) * Fixed gold crate support blocks visible through walls. * Fixed setstate errors in console after dynamiting 1st main gate. (Thank you WuTangH for reporting) * Fixed CP sound playing in second round after /map_restart. (Thank you WuTangH for reporting) * Fixed surfaceparm grasssteps to add missing sounds when walking on grass. (Thank you WuTangH and Aciz for reporting) * Adjusted clip brush at forward bunker teamdoor/gate to prevent getting stuck on the edge. * Crate controls not showing satchel icon for Axis. (Thank you WuTangH for reporting) * Fixed visible seams in terrain textures. * Increased amount of spawn slots from 20vs20 to 32vs32. (Thank you Dmxj for reporting) * Fixed skyportal incorectly having sky shader instead of mountain. * Fixed flying rock next to east depot wall. * Reduced weird shadows from the ceiling lampshades. (Thank you Aciz for reporting.) v2: • Changed floodlight colour to uniform white • Fixed vanilla ET compatibility • Fixed various trickjumps • Cleaned collision for easier player movement • Fixed mirrored textures in vanilla ET • Changed crane control construction indicators for clearer visibility • Improved lighting and general visibility • Fixed issue where planting landmines was possible everywhere to original: • Added targetname and scriptname to nearly all in-game entities to enable server admins to build custom scripts if desired. • Extended map skywards to allow for free shoutcaster/spectator movement. • Implemented windows into the forward bunker roof to allow shoutcasters and spectators to maintain an overview at all times. • Comprehensive rework of structural mesh to improve on VIS. • Removed player collision from noticeboards, picture frames, lying doors etc. • Enlarged some door and window frames for more consistent use of dimensions across the map. • Colour-coded stairwells in forward bunker. • Fixed clip position of destroyed allied cp model. • Removed collision from crane rope. • Dispersed spawn points to declutter mass spawn events. • Adjusted terrain around some rocks to prevent leaks at the border. • Added team specific CP sounds • Re-added previously removed radio speakers • Increased player count to 20v20 • Added external antenna as visual indicator for CP status • Changed depot alarm to only sound for a specific time (15 seconds) instead of linked to the truck position. // AXIS Primary Objective: Retrieve the documents. Capture the forward bunker. Destroy the main entrance. Destroy the side wall. Don't let them construct the guardtower. Prevent the Allies from establishing a Command Post. Set up a Command Post. // ALLIED Primary Objective: Defend the documents until reinforcements arrive. Capture the forward bunker. Do not let the Axis destroy the main entrance. Defend the side wall. Construct the guardtower. Establish a forward Command Post. Prevent the Axis from fortifying their position with a Command Post.
    1 point
  6. Version 1.0.0

    0 downloads

    Enemy Territory map Vesuvius_b1 Readme 100407 title Vesuvius_b1 filename Vesuvius_b1.bsp version beta 1 authors : Neil aka. Mrfin & Denny aka. Firefly webpage http://www.mrfin.co.uk email [email protected] [email protected] type Objective spawn points supports up to 32 players, 16 per side story 1944 Bay of Naples – Allies are advancing through a town where Axis have been excavating Roman ruins under the streets in search of legendary relics. Allies need to steal the discovered Urn relic from the excavations. Meanwhile Mount Vesuvius has started erupting. Objectives Axis 1 Prevent the Allies from stealing the Urn. 2 Prevent the Allies from stealing the truck. 3 Prevent the Allies from breaching the South Valley Gate. 4 Prevent the Allies from breaching the East Street Gate. 5 Prevent the Allies from building the Truck Ramp over the lava flow. 6 Prevent the Allies from construction the Ruins Access Rope. 7 Prevent the Allies from breaching the West Ruins Gate. 8 Capture the Forward Flag. Allied 1 Steal the Urn from the excavated ruins. 2 Get away with the Truck. 3 Breach the South Valley Gate. 4 Breach the East Street Gate. 5 Construct the Truck Ramp over the lava. 6 Construct the Ruins Access Rope. 7 Breach the West Ruins Gate. 8 Capture the Forward Flag Credits Thanks Schaffer for the command map to Detoeni for the light model Kenny for the Mary model Thanks also for the playtests – hope you enjoy Copyright (c) 2007 Denny & Neils
    1 point
  7. Version 1.0.0

    0 downloads

    cause crash with that messages MAX_GAMESTATE CHARS exceeded 24/06/07 By Masterkiller(QC) Very special thanks to the following people. Without them this would still just be a bad idea in my head. Lead-Mapper - i just pretend to map - masterkiller(QC) Testing/Ideas - tons of bugs/ideas - CED and his Brother,Tony,fred, tipou and more friend. (thanks guys) Help - pakalatak and psylopat (from easymapping) The goldrush source web ressource: http://easymapping.free.fr/html/ http://etmapping.goldzoneweb.info/tuto.php http://www.enemyterritory-stuff.com/ http://www.drakir.tk/ http://www.gamedesign-online.com http://www.splashdamage.com/forums/ http://user.tninet.se/~fzo823r/ http://www.pythononline.co.uk/et/tutorial.htm http://members.lycos.co.uk/quakeroats/q3map2/shader_manual/ http://www.wolfensteinx.com/surface/tutorials.html http://hackerteam.free.fr/ Any suggestions/bugs/thoughts/for the final version can be done in this topic http://easymapping.free.fr/html/modules/newbb/viewtopic.php?topic_id=1209&forum=4 _____ Axis Objective Descriptions 1 "Primary Objective:**Stop the Allies from blowing the Axis Tank Door Garage." 2 "Primary Objective:**Disable or obstruct the Allied Tank to prevent it reaching the Bank Courtyard." 3 "Primary Objective:**Prevent the Allies from using the Tank to blow open the Back Moskee Doors." 4 "Primary Objective:**Stop the Allies from stealing the Gold Bars from the Moskee Vault." 5 "Primary Objective:**Stop the Allies from escaping with the Gold via a Boat in the sub_bunker." 6 "Secondary Objective:**Set up a Command Post inside the sub_bunker to gain a respawn point. DONT BUILD IT TO FAST BECAUSE YOU WILL LOST THE TANK DEPOT RESPAWN!!!" 7 "Secondary Objective:**Prevent the Allies from establishing a Command Post and build your from fortifying your position with a Command Post." // Allied Objective Descriptions 1 "Primary Objective:**Blow The Tank Door to steal a Tank from the Axis garage." 2 "Primary Objective:**Protect the Tank and escort it to the Moskee valley, clearing any obstructions along the route." 3 "Primary Objective:**Escort the Tank into position to blow the Moskee Back Doors open to reach the 2 goldcrates." 4 "Primary Objective:**Steal two crates of Gold from the Moskee Vault and escort it to the boat." 5 "Primary Objective:**Escape with the crates of Gold using the Boat in the sub_bunker." 6 "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post inside the sub_bunker ." 7 "Secondary Objective:**Establish a Command Post at foward garage door."
    1 point
  8. Version 1.0.0

    0 downloads

    Axis Objective Descriptions 1 "Primary Objective:**Gain access to base by breaching the Main Gate" 2 "Primary Objective:**Gain access to Ammo Bunker and secure the fail safe codes for both rockets" 3 "Primary Objective:**Transport fail safe codes to the South Rocket Launch Console and disable failsafe" 4 "Primary Objective:**Destroy South Rocket ^1(^1Enabled ^1by ^1delivering ^1codes ^1to ^1South ^1Bunker^1)" 5 "Primary Objective:**Transport fail safe codes to North Rocket Launch Console and disable fail safe" 6 "Primary Objective:**Destroy North Rocket ^1(^1Enabled ^1by ^1delivering ^1codes ^1to ^1North ^1Bunker^1)" 7 "Secondary Objective:**Capture Main Gate spawn" 8 "Secondary Objective:**Construct CP Spawn" Allied Objective Descriptions 1 "Primary Objective:**Prevent Axis from gaining access to Main Base" 2 "Primary Objective:**Protect the Ammo Bunker" 3 "Primary Objective:**Prevent Axis from disabling the South Rocket fail safe" 4 "Primary Objective:**Protect South Rocket" 5 "Primary Objective:**Prevent Axis from disabling North Rocket fail safe" 6 "Primary Objective:**Protect North Rocket" 7 "Secondary Objective:**Protect the Main Gate Spawn" 8 "Secondary Objective:**Construct the CP spawn"
    1 point
  9. Version 1.0.0

    1 download

    Transmitter Spring *Start Decomple and Edit - Spring Version - *Edit Author: Tardis - 26-05-2012 *Help From Kemon & Matoes - Genral Mapping Help - Matoes Terrain 28-05-2012 ** Edits from Orgnal ** Orgnal Map file not avalabe so decomplie was done. ** May be slight differences ** // Axis Objective Descriptions 1 "Primary Objective:**Prevent the Allies from building the Bridge." 2 "Primary Objective:**Don't let the Allies carry the Modification Kit to the Transmitter." 3 "Primary Objective:**Prevent the Allies from rearranging the Antenna towards their pirate sender." 4 "Secondary Objective:**Defend the Grate Door from the Allies." 5 "Secondary Objective:**Defend the Forward Hut from the Allies." 6 "Secondary Objective:**Defend the Serpentine Barricade from allied sabotage attempts." 7 "Secondary Objective:**Stop the Allies from constructing a Command Post in the Forest Hut.**Construct a Command Post!" // Allied Objective Descriptions 1 "Primary Objective:**Construct the Bridge." 2 "Primary Objective:**Carry the Modification Kit to the Transmitter-Station inside the Castle complex." 3 "Primary Objective:**Rearrange the Antenna towards our pirate sender." 4 "Secondary Objective:**Destroy the Grate Door. Keep the attack rolling!" 5 "Secondary Objective:**Capture the Forward Hut from the Axis. Keep the attack rolling!" 6 "Secondary Objective:**Destroy the Serpentine Barricade to secure the Forward Hut." 7 "Secondary Objective:**Stop the Axis from constructing a Command Post in the Forest Hut.**Construct a Command Post!" Objective's Not listed - Allied Constuct The Cave Ladder Destroy The Bunker Wall ( AmmoBunker Side ) Destroy The Tunnel Wall ( Grate Side Only distoyable from one side ) Objective's Not listed - Axis Prevent the Allies from building The Cave Ladder Defend the The Bunker Wall ( AmmoBunker Side ) Defend the The Tunnel Wall ( Grate Side Only distoyable from one side ) New Terrain Spring Version - Thanks Matoes - 28-05-2012 New ladder - constutable - 18-09-2014 New Dynamiteable walls for access to other map areas AmmoBunker Side & Grate Side. - 18-09-2014 New other rooms opend due to new Dynamiteable walls. - 18-09-2014 * Caulked more non-visible surfaces. * Slightly improved VIS blocking. * Caulked a lot more surfaces inside the buildings. * Changed Command Map skin * Changed Map photo * Rewrote shaders and changed map script. * added models + clips - 18-09-2014 * added game_models for *black hack* (thanks Kemon) + clips - 18-09-2014 * added lighting ** May be slight differences due to decomplie ** - 18-09-2014 * added in new sound files for news awell as for the cave ladder ** - 02-10-2014 * improved more VIS and no more calk showing on textures added more lightblock ** - 05-10-2014 * changes some texture facing (Mirror Image Thanks Kemon) ** - 19-10-2014 *Compile times: BSP - 45 seconds elapsed VIS - 59 seconds elapsed LIGHT - 1133 seconds elapsed Other Help darkness_sky - Avoc rayban textures/ follage - refrance also radar refrance for follage. Splash Damage and WarChest Forums ----------------------------------------------------------------------------------------------------------------------- ** Orgnal Map ** Transmitter Final ----------------- Release Date: 15-10-2004 *Story: Civilians manipulated by the Volksempfänger's propaganda program are resisting the allied forces. To break the resistance, Allies have to overtake a local Transmitter, which is amplifying the master-signal from Berlin for local receivers. They have to manipulate the transmission-frequency by installing a radio Modification Kit on the Transmitter. The Allies also have to rotate the Antenna towards their pirate sender. *Authors: heeen (until Beta2) MindLink thegnat - [email protected] or at the SD Forums (www.splashdamage.com) *Creation time: AUG 2003 - OCT 2004 *Compile times: BSP - 206 seconds VIS - 687 seconds LIGHT - 11668 seconds *Contact: [email protected] (Tardis) or at the SD Forums(http://forums.warchest.com) *INSTALLATION: transmitter_spring.pk3 goes to "/etmain" folder *Objectives: ALLIES ------ - Construct the Bridge. - Carry the Modification Kit to the Transmitter-Station inside the Castle complex. - Rearrange the Antenna towards our pirate sender. - Infiltrate through the Tunnel Grate. - Capture the Forward Hut from the Axis. - Destroy the Serpentine Barricade to secure the Forward Hut. - Stop the Axis from constructing a Command Post in the Forest Hut. AXIS ---- - Prevent the Allies from building the Bridge. - Don't let the Allies carry the Modification Kit to the Transmitter. - Prevent the Allies from rearranging the Antenna towards their pirate sender. - Defend the Forward Hut from the Allies. - Defend the Serpentine Barricade from Allied sabotage attempts. - Stop the Allies from constructing a Command Post in the Forest Hut. *Comments: [IMPORTANT NOTE] Serveradmins might raise their HUNKMEG configuration. In some cases, the server may crash with custom maps. oO? Ours didn't. Hunkusage of Transmitter (may vary): 49.689.216 Byte (Client) 45.419.616 Byte (Server) [/IMPORTANT NOTE] This map is not built with competitive gaming in mind. Its built for public fun. So please, don't start moaning that it might be unbalanced. We tried to balance it as good as possible, providing alternative routes. IT'S NOT MADE FOR COMPETITION - USE AT YOUR OWN RISK! ;] *Credits: - n0lame Community for the massive testing since the Alpha-stage of the map 2003, especially nodgam. ;] - Sock, ydnar, digiBob for providing so much help and tips. Thank you guys! :] - Bloodstain for the cool Voice Overs - they rock! ;> - ForumDamage members for providing Beta feedback and some useful hints and tips - Tamara "Ophelia" Crossley ([email protected]) for the angel statue model - Robbie "Arcana" Powell ([email protected]) for the tombstone models - MrLego for the hint with the objective icon - evillair for the disclaimer ;) *Changes since Beta2: - Forest Hut spawn fixed (now available: 16 spawns for Allies when Commandpost constructed) - Forward Hut spawn is Allied only, when the Serpentine Barricade is destroyed - The raiseable Backdoor is now also destroyable with dynamite - Moved the Antenna Control Room from the top to the 1st floor - Added a small flag at the tower that indicates in which direction the Antenna is arranged (Axis/Allies) - Added a third route to the Antenna Controls (small rounded staircase at the back) - Added 10 second countdown when Allies accomplished both objectives to give Axis a piece of hope ;] - "One Man Show" at the Caveladder is a bit harder now. :] (:P+thx p0ny*) - Changed position of the Allied Castle MG42 to cover the small bridge and the Backgate - Added ruins in front of the castle to give Allies a bit more cover - Many details + look&feel stuff added/improved, new custom textures added *********************-DISCLAIMER-************************ * 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. *
    1 point
  10. Version 1.0.0

    0 downloads

    5-12-2015 By [UJE]Niek Adjusted version of Rotterdam for Xmas , so i hope you all like this one and get a warm feeling playing it. ------------ The Allies have liberated the Harbor of Rotterdam and are using it's valuable ports. The Axis are attempting to reclaim the city by stealing top secret war documents from the Allied Cargoship, and transporting them out of the harbor with a stolen boat. ------------ Axis objective *Capture the flag *Destroy the power generator *fix commandpost *Build the Ship Bridge *steal the secret document *Steal the Boat *Escort the Boat Allied objective *Capture and Hold the flag *Defend the Power Generator *Prevent Axis from building a Ship Bridge *build commandpost *Prevent the axis from stealing the secret document *Prevent Axis from escaping with the boat ------------- More [UJE] maps: You can see the info about our other maps on our website ------------ [UJE]Clan site www.ujeclan.com ------------ for campaigncycles the map is called UJE_rotterdam_xmas ----------------Credits------------------------------------------- The maker of these wonderfull boat models blackraynestudios for again some nice models to fill the map And too everyone who put in alot of time to keep this game alive. Thanks,
    1 point
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