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kate

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Files posted by kate

  1. ET 260b

    This is a modified ET.exe file, version 2.60b
    The master server address has been changed from etmaster.idsoftware.com to masterser0.etmaster.net.
    A new master server has been setup et etmaster.net, to get your server on the list, or for more information,
    please visit http://etmaster.net/
     

    4 downloads

       (0 reviews)

    0 comments

    Updated

  2. et_brewdog_b3

    This is a conversion of RTCW map mp_base to a new documents running map by crumbs, ported to Enemy Territory by x0rnn.
    Axis Objectives:
    Primary Objective: Defend the Quiz Answers.
    Secondary Objective: Defend the Bunker Door.
    Secondary Objective: Defend the Inner Compound.
    Allied Objectives:
    Primary Objective: Steal the Quiz Answers.
    Secondary Objective: Destroy the Bunker Door.
    Secondary Objective: Capture the Inner Compound.
    Axis spawntime: 30
    Allied spawntime: 25
    Axis spawn lower: Barracks
    Allied spawn back: Sniper Hill

    3 downloads

       (0 reviews)

    0 comments

    Submitted

  3. etl_sp_delivery_v3 + waypoints

    good design but for guys having a poor connection will be hard to can download this map 42 mb from the server url ...
    "The Axis are temporarily storing a number of gold crates in a fortified storehouse while they await their transfer to a more secure location. Allies must first gain control of the storehouse by damaging the forward bunker's East and West Walls, then with their forward spawn secured they must escape with a number of gold crates using the Axis' very own cargo trucks for transportation.**Version 2**Original map by*Apple, GW, jump3r, eiM & Snake*Overhaul by Aciz"
    Axis Objective Descriptions
    1 "Secondary Objective:**Prevent the Allies from destroying the East Wall!"
    2 "Secondary Objective:**Prevent the Allies from destroying the West Wall!"
    3 "Secondary Objective:**Defend the Forward Bunker!"
    4 "Secondary Objective:**Prevent the Allies from stealing any of the Gold Crates stored inside the Vault!"
    5 "Secondary Objective:**Prevent the Allies from constructing the Loading Door Controls!"
    6 "Primary Objective:**Don't let the Allies escape with the first Gold Crate!"
    7 "Primary Objective:**Don't let the Allies escape with the second Gold Crate!"
     Allied Objective Descriptions
    1 "Secondary Objective:**Destroy the East Wall!"
    2 "Secondary Objective:**Destroy the West Wall!"
    3 "Secondary Objective:**Capture the Forward Bunker!"
    4 "Secondary Objective:**Break into the Axis Vault and steal the Gold!"
    5 "Secondary Objective:**Construct the Loading Door Controls!"
    6 "Primary Objective:**Get the first Gold Crate and secure it in a Truck!"
    7 "Primary Objective:**Get the second Gold Crate and secure it in a Truck!"

    5 downloads

       (0 reviews)

    0 comments

    Updated

  4. ETL 2.79 all os versions

    2.79.0 (realeased 23/12/2021)
    Thank you for installing ET: Legacy stable release 2.79.0 - Yule log
    Revive the old fps and have fun!
    Android
    Engine
    Added cvar_trim command Fixed Q_ColorizeString overflowing Fixed pk3 locations loading from filesystem Fixed the mounting of the dlcache folder instead of the files inside of it
    Client
    Fixed directional sound issue with SDL2 backend Fixed demo folder deletion Fixed defaultprofile.dat file not properly created Moved the local directories to the top of the search path
    Server
    Enhanced server demo record Removed server side GUID check (moved to mod side) Allowed large amount of pk3 files on the server without breaking sv_pure
    Renderer
    Fixed bit shifting bug causing a black map Fixed screenshot filaname with duplicate extension Fixed screenshot command wasn't using correct format
    Mod
    Enhanced shoutcaster mod Fixed knockback for dead framerate independent Added reset stats and stop recording on map restart / match reset Changed cg_skybox from CVAR_CHEAT to CVAR_ARCHIVE Fixed missing map_restart reset when loading config Fixed dynamite/landmines/satchel hitbox for pliers (missing link entity) Added g_guidCheck for mod side GUID check Fixed wounded players collision issues Fixed losing keyboard and mouse input after intermission Allowed shoutcasters to use setviewpos Added cg_popupShadow Fixed client crash when dynamite explodes Fixed vote timeout logic Fixed client crash due to name length Added automatic vertical scrolling Added map description on map vote debriefing page Fixed 'Details' map description in 'Host Hame' menu exceeds its box Fixed spread bar not draw while firing with scoped weapon Added custom map location editor Added prone animation transitions through crouching Added cancel start match vote if countdown starts Removed g_playerHitBoxHeight Fixed losing mouse input after intermission on demo playback Added selection of minor spawnpoint per major spawnpoint Fixed constructions decaying after pause Fixed gib stats from explosions when player was still alive Allowed moving when using scoped weapon but cap speed to walking 128u speed Increased FG 42 scoped fire rate from 400ms to 200ms Decreased scoped Garand/K43 spread scale from 10 to 5 (half the spread recovery time) Fixed speakereditor axis picking not supporting widescreen Fixed wounded players not dropping down when on ladders Added usage of square minimap for compass (merge from shoutcaster minimap) Fixed voice chat position and drawing outside of command map Fixed objective icons being affected by picmip Added camera editor Fixed demo freecam Fixed rotate player's view only when ON rotating mover Changed movers to not kill players or destroy items Added SVG weapon icons files Disabled activatelean by default, and add a switch to the menu Adjusted engineers to pickup up to 8 grenades even without any level upgrades Read the ET: Legacy FAQ, consult our WIKI or join us on our IRC channel #etlegacy @ Libera.chat or on our Discord channel if you are running into trouble.
    Docker hub also contains a dedicated server image for quickly setting up a dedicated server: etlegacy/server
    There is also a Flathub package available
    We have a last gift for you for this year: ET: Legacy 2.79 'Yule log' release. It comes bundled with a shorter, but all the more efficient changelog.

    We want to thank everyone for all your support this year. Additional helping hands have joined the team and made it possible to actually implement shorter release cycles, so those of you that are not using the snapshot builds can still enjoy the newest features and fixes on a more regular basis.
    Utmost respect and thanks also goes out to the admins of the ET: Legacy Competitive community. The effort put into this is incredibly motivating and a huge help. Your regular scrims combined with proper organised cups provides so much valuable hands-on feedback to this project, enabling us to prioritise and tailor features and fixes for the best ET: Legacy experience possible.
    If some of you, dear ET fans, have not joined the ET: Legacy Competitive Discord, but are looking for regular matches, events and friendly banter, make sure to join the lovely folks over at ETL Comp. Discord channel. It may help in avoiding a quadra-panzer wipe withing the first 10 seconds of a match, basically handing the opponent the win. Not that this happened or anything. Just....hypothetical....you know? cough

    This is all for this year. But honestly, the future of this project has never looked more promising as going into 2022. There are so many great things on the horizon for ET: Legacy, so make sure to keep an eye out for news in our Discord, as well as the Competitive one.
    All that's left for us to do is wish you all happy holidays and a pleasant start to 2022.
    Grab the latest release in our Downloads section.

    written by WuTangH 3 weeks ago

    0 downloads

       (1 review)

    0 comments

    Updated

  5. ctf_pool_v2

    Author        : Red (J.Le' Vesconte)
    Email address    : [email protected]
    Webpage        : http://www.clanaod.us/www.clanofidiots.com

     Map Information
     
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : Ctf_pool_v2    
    Filename    : ctf_pool_v2.pk3
    Release date    : 2005-01-14
    Decription    : Changes to V2 are more exits from spawns, 2 more moving balls
                      Pictures of the command maps snaffer done for me on the wall,
                      a jack daniels pool lamp shaed over the table ,
                      and a plane on a bombing run to cut down on the sniper on the shelfs
                      Set on a giant pool table the allies and axis are after that gold!.
    Program        : SDRadiant 1.40
    Build time     : around on off around 2 weeks
    Compile time    : a couple of minutes
    Compile options : -meta -vis -light -fast -filter -samples 2
    Compile machine    : P4 3.2ghz 2048 ddr400
    Installation    : Extract the pk3 to your etmain folder, select it from the hostgame menu or
                      bring down the console and type: map ctf_pool

     Textures
    28 new textures.

     Special thanks to

    big thanks to LOWLIFE!!!!!! for the scoreboard and script help
    thanks to lagging tom for more script help
    Thanks to heirpie for the idea, server testing and sourcing of textures
    Snaffer for his sweet command maps
    Turbo and pointy for the .roq video and me262 mdel
    Erik_tfn for his entity.def work
    aron for the taxi model
    And the idiot comunity where i live :) http://www.clanofidiots.com
    All the helpfull people @ SD forums
    Iffy, Redfella,surface gdconnect and  many others for tuts etc....
    Drakir for his prefabs
    And the mrs for putting up with me doing this shit all hours ;)
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    Copyright © 2005 John Le' Vesconte 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.
     

    0 downloads

       (0 reviews)

    0 comments

    Submitted

  6. canyon_depths_FINAL

    Canyon Depths FINAL VERSION
    Thanks for downloading & playing this map !
    Large Map
    Musics used :
    Desert : Yoko Kanno - Digging My Potato
    Castle : Django Reinhardt - Montmartre
    Caves : Saint Seiya - Seiji Yokoyama - Shadow Is Approching
    08/2007 - 02/2011 - 04/2014 - 01/2015 - 02/2015 (yeah, i know)
    By Yatta_Yatta-O_o
    [email protected]
    Thanks to :
    - people pushing me to add the last fixes, even years later : Aimbrosia, Happykillmore, Zacky, Blord, Alex, Blackbyte, Ailmanki ...
    - all testers for sending bug reports & feedback,
    - the ETF community & GoC clan for tests - special thanks to Nosi and RazorSword,
    - the CFB and ROP clans for tests of the crippled early versions,
    - the ET mappers community at splashdamage.com forums,
    - WolfFiles, SplatterLadder,
    - Chrucker for his ET scripting reference/tutorial website,
    - Google for searching documentation, help & ressources.
    No thanks to :
    - Gtk Radiant for trolling me and fucking up my map more than once.
    ____________________
    // Axis Objective Descriptions
    axis_desc  1     "Primary Objective:**The tank needs fuel to start. Find some in the fort.\n\n^3Also, reports ANY bug to [email protected] !"
    2     "Primary Objective:**Escort the tank into the canyon."
    3     "Primary Objective:**Resupply the tank in the Canyon Depot."
    4     "Primary Objective:**Get the tank past the river."
    5     "Primary Objective:**Get the tank to the underground bunker."
    6     "Primary Objective:**Get the tank past the twin security doors."
    7     "Primary Objective:**Get the tank through the hangar doors."
    8     "Primary Objective:**Find the secret in the laboratory safe !"
    // Allied Objective Descriptions
    1     "Primary Objective:**Protect the forts gate, stop the Axis from stealing the fuel.\n\n^3Also, reports ANY bug to \n^[email protected] !"
    2     "Primary Objective:**Stop the Axis from getting in the canyon."
    3     "Primary Objective:**Stop the Axis from resupplying their tank."
    4     "Primary Objective:**Stop the Axis from getting past the river."
    5     "Primary Objective:**Dont let the Axis reach the bottom of the pit."
    6     "Primary Objective:**Stop the Axis tank from going past the twin security doors."
    7     "Primary Objective:**Dont let the Axis tank past the hangar doors."
    8     "Primary Objective:**Dont let the Axis discover the Laboratory secret !"

    4 downloads

       (1 review)

    0 comments

    Updated

  7. xf5u_3_1 / 30 mns times limit

    VERSION: 2.0
    See Change Log file included in this pk3.

     NOTES:
     
    Feedback can be sent to [email protected]
    Also feedback can be posted on the forums at http://bunker.aaxxss.com.
    Direct link to the Map Areana section on Bunker Forums --- http://bunker.aaxxss.com/forums/index.php?showforum=5

     Basic Information
    Author        : Jecoliah
    Email address    : [email protected]
     Map Information
     
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : XF5U
    Filename    : xf5u_2_0.pk3
    Version         : 2.0
    Release date    : Feb 24 2007
    Decription    : Version 2.0
    Program        : SD Radiant 1.5.0.
    Compile time    : 1 hr
    Compile machine    : Bilt myself, P4 2.4Ghz, 1.5Gigs ram, Ati 256mb.

     Objectives

    See Change Log included in this PK3 for 2.0 Version.
    Axis Must destroy the Three XF5U Prototypes and steal the Schematics as well as the Fuel Formula and transmit to Axis Command.
    Allies must stop the Axis from accomplishing the above objectives.
    -------------------------------------------------
     Special thanks and Credits to:
    -------------------------------------------------
    Detoeni, WeblionX and zenith-ply over on Surface forums for all the help.  Also Special Thanks to Detoeni for the use of his models and his tutorials.
    Also want to thank the guys over at Splashdamage.com for all the useful information located on their forums.
    And last but certainly not least I.D. Software, Splash Damage and Activision for this Great Game and also for releasing and updating the GTK Radiant application which was used to create this map.
    -------------------------------------------------
    Texture/Shader Notes:
    -------------------------------------------------

    If authors wish to use textures or models from this level you must ensure you get the permission of the origional author first.
    I changed the name of some textures so that my Shader Files would be used and therefore the name of the texture IS NOT a claim by myself as to the creation of the texture.
    Several of the Textures are my own Custom textures or free textures that I modified. Also Some of the scripts and shaders I made myself.
    Request to use any part of the Map or contents of the operation_v2_beta.Pk3 file should be E-Mailed to [email protected]

    -------------------------------------------------
    Copyright © 2006
    -------------------------------------------------
    Jecoliah
    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.
    Copyright Permissions.
    ID, Activision & Splash Damage. Original game rights.
    END:

    0 downloads

       (0 reviews)

    0 comments

    Updated

  8. xf5u_3_0 times limit 60 mns

    VERSION: 2.0
    See Change Log file included in this pk3.
     NOTES:
    Feedback can be sent to [email protected]
     Basic Information

    Author        : Jecoliah
    Email address    : [email protected]
     Map Information
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : XF5U
    Filename    : xf5u_2_0.pk3
    Version         : 2.0
    Release date    : Feb 24 2007
    Decription    : Version 2.0
    Program        : SD Radiant 1.5.0.
    Compile time    : 1 hr
    Compile machine    : Bilt myself, P4 2.4Ghz, 1.5Gigs ram, Ati 256mb.

     Objectives

    See Change Log included in this PK3 for 2.0 Version.
    Axis Must destroy the Three XF5U Prototypes and steal the Schematics as well as the Fuel Formula and transmit to Axis Command.
    Allies must stop the Axis from accomplishing the above objectives.
    -------------------------------------------------
     Special thanks and Credits to:
    -------------------------------------------------
    Detoeni, WeblionX and zenith-ply over on Surface forums for all the help.  Also Special Thanks to Detoeni for the use of his models and his tutorials.
    Also want to thank the guys over at Splashdamage.com for all the useful information located on their forums.
    And last but certainly not least I.D. Software, Splash Damage and Activision for this Great Game and also for releasing and updating the GTK Radiant application which was used to create this map.
    -------------------------------------------------
    Texture/Shader Notes:
    -------------------------------------------------

    If authors wish to use textures or models from this level you must ensure you get the permission of the origional author first.
    I changed the name of some textures so that my Shader Files would be used and therefore the name of the texture IS NOT a claim by myself as to the creation of the texture.
    Several of the Textures are my own Custom textures or free textures that I modified. Also Some of the scripts and shaders I made myself.
    Request to use any part of the Map or contents of the operation_v2_beta.Pk3 file should be E-Mailed to [email protected]

    -------------------------------------------------
    Copyright © 2006
    -------------------------------------------------
    Jecoliah
    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.
    Copyright Permissions.
    ID, Activision & Splash Damage. Original game rights.
    END:

    0 downloads

       (0 reviews)

    0 comments

    Submitted

  9. wolken3_final

    Battle of Wolken 3 [Final]
    Author: Chr1s
    http://www.splashdamage.com/forums/showthread.php?t=17728
    --------------------------------------------------------------------------------
    Final Version of Wolken3 complete with new layout, I decided to release it as final as I wont be working on it anymore and as far as I'm aware they no big issues.
    Battle of Wolken3: Axis Strike
    Background
    After the embarrassing defeat in the outer regions of Wolken, Axis forces plan to attack and Allied controlled area where Axis intelligence have indicated that Allied forces have gathered information about how to get out of Wolken and return home. The Axis are planning to steal the documents from the Allied controlled region of Wolken and escape with these documents by any means possible.
    Objectives
    1.Capture the Forward Spawn
    2.Destroy the Main Entrance
    3.Destroy the Side Entrance
    4.Build the Command Post
    5.Refuel the Airplane
    6.Deliver the Documents to the Airplane
     

    0 downloads

       (0 reviews)

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  10. wolken1_final

    Author:      Chris Turner (chr1s)
    Email:       [email protected]
    Map name:    Battle of Wolken1 (First Encounter)
    Map version: Beta 1
    ***WOLKEN BACKGROUND***
    These maps are set in the vast land of Wolken, the soldiers
    were dumped in this mysterious land after an incident during
    an Allied investigation into the production of experimental
    technologies by Axis forces. Firstly equipment and weapons
    vanished into thin air, then vehicles started to disappear
    and finally the soldiers themselves vanished, all of which
    were deposited in what was named Wolken by the German soldiers,
    this name was also adopted by the Allies.
    Wolken is made up of various islands and each island may have
    a different climate of it's neighboring islands, making Wolken
    a strange place to live and fight in. However these islands
    aren't floating around in some grand sea, oh no, they are
    floating in what seems to be clouds but it was soon found out
    that these clouds are dangerous as there is immense pressure
    contained beneath the surface that can crush a man as one
    unlucky pilot found out. Amungst the many mysteries of Wolken
    is what happened to the people that once lived in this land
    who built the vast structures and towns that occupy the islands.
    ***MAP INFO***
    After a month of exploring the land of Wolken, Allied
    forces have uncovered an Axis base in the Southern regions.
    Located within this base is a prototype of a new weapon
    named Turmfaust, first seen in development back on Earth
    before the 'incident', which is to be test fired some
    time today. Allies are planning to sabotage this test
    fire and try halt the deployment of this new weapon
    on the battlefield.

    ***OBJECTIVES***
    Allies:
    1) Capture the Forward Bunker.
    2) Destroy the Main Entrance.
    3) Destroy the Side Entrance.
    4) Build the Command Post and Prevent Axis doing the same.
    5) Destroy the Turmfuast test cannon.
    Axis:
    1) Defend the forward bunker.
    2) Defend the Main Entrance.
    3) Defend the Side Entrance.
    4) Build the Command Post and Prevent Allies doing the same.
    5) Defend the Turmfaust test cannon.
    ***ADDITIONAL INFO***
    Beta version, anything that needs changing just address the changes to
    the email above and ill get it done before next version.
    ***CHANGE LOG***
    *Alpha 1/CPC:
      Spawn times made to 25/20, Axis/Allies.
      Third route to Turmfaust added neer the tank.
      Additional ladders over the wall at Axis 2nd Spawn.
      Second spawn exit at Axis 2nd spawn going to Turmfaust.
      Top Bunker added to complex.
      Fog/clouds replaced for water for benifit of competition configs
      Two team doors for axis at main entrance added.
      Clipping removed on some roofs on the side route.
      Stone ramp added to side entrance to prevent mine placement.
      Axis Spawn points fixed at their 2nd spawn.
      Missing light models corrected.
      Cushion added to ground on other side of wall at 2nd Axis spawn.
      The small building on side route given an inside next to the wooden platfrom.

    *Alpha 2:
      Hatch added to the third route that was added in alpha 1.
      Map time limit made to 20 minutes.
      Allies first spawn moved backwards into the building it once was.
      Ladders in the complex fixed from the faults found with them.
      Very top of the complex was clipped properly and texture leak fixed.
      Drop down ladder from garage area removed.
      A route from main to the side entrance added with axis team door.
      Turmfaust objective room drastically re-designed with two floors and the plant
      location moved from controlls to the gun it self located on the lower level.
    *Beta 1:
      Spawn times set to 30/20 Axis/Allies.
      Map time limit rediced to 15 minutes.
      Hatch at alternate route removed.
      The crouching bug near mean entrance fixed.
      One of the two team doors at main entrance removed.
    *Final
      Additional details in the underground passage.
      Moved end of round camera to face the cannon for Allies winning.
      Added destroyed state for cannon for end of round.
      Removed textures from areas of map not seen by players or spectors.

    ***TESTING***
    #Newmaps.et
    Vowel, Kesnel, Splodge, Bobz, Photon, Bidy,
    Bulld0g, Danl, Domi, FranQ, Burniole, wAndAA,
    Robot, Pab, Adacore, R3ap4r, Azrael, lawley,
    Cypher, Antalis, if your not here and feel you
    should, don't take offence I just forgot you.
    ***CUSTOM TEXTURES***
    Some signs were made using Ifurita's blank sign collections.
    Other signs made by myself using ET textures and editor images.
    Windows and wooden frames from McNite's map Warbell.
    Command map icons built myself with help of Burniole.

    ***SPECIAL THANKS***
    Burniole for the grand command map.
    any suggestions please feal free to email me.
     

    0 downloads

       (0 reviews)

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    Submitted

  11. wolken6_b1

    Author:      Chris Turner (chr1s)
    Email:       [email protected]
    Map name:    Battle of Wolken6 (Portal)
    Map version: Beta 1
    ***WOLKEN BACKGROUND***
    These maps are set in the vast land of Wolken, the soldiers
    were dumped in this mysterious land after an incident during
    an Allied investigation into the production of experimental
    technologies by Axis forces. Firstly equipment and weapons
    vanished into thin air, then vehicles started to disappear
    and finally the soldiers themselves vanished, all of which
    were deposited in what was named Wolken by the German soldiers,
    this name was also adopted by the Allies.
    Wolken is made up of various islands and each island may have
    a different climate of it's neighboring islands, making Wolken
    a strange place to live and fight in. However these islands
    aren't floating around in some grand sea, oh no, they are
    floating in what seems to be clouds but it was soon found out
    that these clouds are dangerous as there is immense pressure
    contained beneath the surface that can crush a man as one
    unlucky pilot found out. Amungst the many mysteries of Wolken
    is what happened to the people that once lived in this land
    who built the vast structures and towns that occupy the islands.
    ***MAP INFO***
    Allied forces are preparing to launch a major
    attack on one of the 3 Portal sites that are
    located within Wolken, currently under Axis
    occupance. In order to succeed they must first
    knock out the reinforced anti-tank gun. Under
    the cover of darkness Allied engineers where
    able to construct a special explosive device
    in order to do this, but the Axis managed to
    stop them arming it. Now Allies must find a way
    of getting the deivce operatioal again and blow
    the antitank gun in order to gain control of the site.

    ***OBJECTIVES***
    Allies:
    1) Capture the Forward Bunker.
    2) Destroy the Main Entrance.
    3) Destroy the Side Entrance.
    4) Build the Command Post and Prevent Axis doing the same.
    5) Capture the Explosives and plant them at the Explosives Device.
    6) Steal the Keycard in order to arm the Explosive Device.
    Axis:
    1) Defend the forward bunker.
    2) Defend the Main Entrance.
    3) Defend the Side Entrance.
    4) Build the Command Post and Prevent Allies doing the same.
    5) Defend the Explosives from Allies troops.
    6) Prevent the Allies from taking the Keycard to the Explosive Device.
    ***ADDITIONAL INFO***
    Beta version, anything that needs changing just address the changes to
    the email above and ill get it done before next version.
    ***CHANGE LOG***
    *Beta 1:
      Added team door above side entrance
      Door bug at main fixed (hopefully)
      Added voice announcements for flag
      captures and entrances destructions.
      Extended rim around temple spawn
      balcony to remove easy MG possition.
      Wall from main to side on last stage
      altered to close the area a bit.
      Main entrance building extended into
      hill side by the 3 houses on the West.
      Flag pole stand altered to prevent
      unwanted bouncing away from flag
      when trying to capture it.
      Sandbag possitions added along main
      road.
      Some roofs have been better clipped
      to prevent problamatic camping.
    ***TESTING***
    Dooc clan
    m8d clan
    #xfire-project play tests
    ***CUSTOM ASSETS***
    Some signs were made using Ifurita's blank sign collections.
    Other signs made by myself using ET textures and editor images.
    Master Sword taken from Commander Link's JK3 weapon mod.
    Hylian Shield from Twilight Princess.
    Barrel models made by Rayban
    Halftrack model made by Detoeni
    ***OTHER NOTES***
    Map intended for 6v6 competitive play although this is
    first public version so suitability for such play may
    need looking at still.
    Any suggestions please feal free to email me.
     

    0 downloads

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  12. wolken4_final

    Author:      Chris Turner (Chr1s)
    Email:       [email protected]
    Map name:    Battle of Wolken4 (Wolkenkanone)
    Map version: Final
    ***WOLKEN BACKGROUND***
    These maps are set in the vast land of Wolken, the soldiers
    were dumped in this mysterious land after an incident during
    an Allied investigation into the production of experimental
    technologies by Axis forces. Firstly equipment and weapons
    vanished into thin air, then vehicles started to disappear
    and finally the soldiers themselves vanished, all of which
    were deposited in what was named Wolken by the German soldiers,
    this name was also adopted by the Allies.
    Wolken is made up of various islands and each island may have
    a different climate of it's neighboring islands, making Wolken
    a strange place to live and fight in. However these islands
    aren't floating around in some grand sea, oh no, they are
    floating in what seems to be clouds but it was soon found out
    that these clouds are dangerous as there is immense pressure
    contained beneath the surface that can crush a man as one
    unlucky pilot found out. Amungst the many mysteries of Wolken
    is what happened to the people that once lived in this land
    who built the vast structures and towns that occupy the islands.
    ***MAP INFO***
    To the horror of the Allied forces the Axis have
    managed to construct a monster sized cannon in the
    same vain as the Dora railgun back on Earth, only
    difference is that this new weapon named wolkenkanone
    runs on tank style treds rather than rail track.
    A test fire of this weapon is due later tonight if
    succesfull it wont be long till the tred system is
    operational and the weapon deployed on the battlefield.
    Allies must knock out this weapon before the test fire
    to avoid certain doom.

    ***OBJECTIVES***
    Allies:
    1) Destroy the Turmfaust to allow safe passage for the tanks.
    2) Breech the Main Entrance with the remaining tank.
    3) Deliver the spare parts to the damaged plane.
    4) Repair the plane and steal it.
    5) Use the plane to clear an opening into the buildin site.
    6) disable the Wolkenkanone by dynamiting the controls.
    Axis:
    1) Defend the Turmfaust to keep it operational.
    2) Defend the Main Entrance.
    3) Prevent Allies from delivering the spare parts to the plane.
    4) Stop the Allies from repairing the plane.
    5) Dont allow Allies access to the building site.
    6) Defend the Wolkenkanone from Allied sabotague.
    ***ADDITIONAL INFO***
    Final version, no changes from now on.
    ***TESTING***
    DooC clan
    M8D clan
    GDO Staff
    WF clan
    CCCP clan
    I honestly can't remember the individuals not associated
    with clans that tested the map so if you tested the map
    and feel you deserved to be here, email me.
    ***CUSTOM ASSETS***
    Some signs were made using Ifurita's blank sign collections.
    Other signs made by myself using ET textures and editor images.
    A number of models where made by Detoeni (http://detoeni.planetwolfenstein.gamespy.com/)
    Command map icons built myself with help of Burniole.

    ***SPECIAL THANKS***
    Burniole for the grand command map.
    any suggestions please feal free to email me.
     

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  13. voilegarde_b3

    April 19, 2004
    --------------------
    Chateau Voilegarde Beta 3
    --------------------
    Map by:        Tasian
    Description:  Allied intelligence recently discovered a research facility hidden in a secluded french castle called Chateau Voilegarde. They must break into the lab and steal the radar parts. Axis must hold off the attackers.
    *** Beta 1 Released 3/17/04
    - First version, fresh out of the oven! You can practically smell that new car smell...
    *** Beta 1.1 Released 3/19/04
    - Fixed up places where textures are z-fighting
    - Widened the vents and retextured them for easier dark navigation
    - Made the grass and dirt able to support landmines
    - Straightened out a few unaligned textures
    - Clipped a few more things
    - Made the boundary mountains impossible (or at least much harder) to climb up on... hopefully. Also clipped a major gameplay leak on said mountains. (Thanks Crazysmuk!)
    - Took care of the Allied Commander saying "Destroy the Controls" instead of "Controls repaired"
    - The tank model have a problem with defying gravity, took care of that. (Thanks Brit!)
    - The truck barrier CAN'T be constructed anymore when the truck gets past it.
    - Commander now says "Assault Ramp destroyed" instead of "Assault Ramp Constructed"... in the right part, of course. (Thanks Crim!)
    ** Beta 2 Released 4/2/04
    - Axis Commander said "Controls Repaired" when it gets destroyed and the Allied Commander says "Generator Destroyed" when the assault ramp is kaput. Oops. Fixed those.
    - Modified the mountains some more for making it impassible.
    - Put some lights in the un-lighted area in the research center. Oops! Also modified the stair lights a bit.
    - Now a warning of "You are near the Lethal Electric Floor" appears when you're near the active floor of death. It disappears when the floor is safe.
    - Lowered the moat entrance a bit for easier swimming. (Thanks prog!)
    - Major goof-up, the news reel doesn't play in Beta 1.1! I kicked that problem's butt.
    - Added some corona effects to the electric floor lights so they're easier to see. Plus they're shiny, oooo!
    - The lab exit bunker now has a 2nd floor and 2 more exits, given that the Allies can easily beat the Axis back with the current bunker floor plan. (And I threw in some more boxes up there, 'cause... um... Axis... like... boxes.)
    - Now Axis can blow up the Assault Ramp by place the explosive on the floor of the wall, as opposed to directly on the ramp. It plain looked silly to see the dynamite explode right next to the ramp and the ramp was still standing. (Thanks pookie!)
    - Axis now have pictures on the command map (not matching, exactly, but I'm not a good graphics person) of the thingies they need to defend: Main Entrance, Side Entrance, Generator.
    - Modified the Laboratory Axis spawn for easier access of the stairway. Also there is a vent by the jail-like blocker that leads over to the place before the Radar Room.
    - The generator is now located in the lobby for better Axis defense. Speaking of better Axis defense, there's now a constructible MG nest where the generator used to be, plus a mounted MG on the 2nd floor balcony of the eastern lab exit bunker.
    - There is a pathway that leads from the Axis laboratory spawn to the big picture in the castle lobby.
    - Added an extra room to the facility warehouse to make spawn camping harder for the Allies.
    - Truck is 25% slower now to give the Axis a fair chance.
    - Plus, more pictures 'n' fun stuff. :)
    ** Beta 3 Released 4/19/04
    - The truck was moved from the front of the castle to a driveway next to the Allied first spawn. The truck drives at an okay speed until it reaches the tunnel, then it slows down. 'Cause it's evil like that.
    - The jail-like blocker in the facility has been moved to prevent very easy escapes with the Radar Parts.
    - Added more rooms to the research facility to help balance the blocking of the easy escape route.
    - Truck barrier has been moved to the middle of the field to give the Axis a better chance.
    - Speaking of stronger Axis defense, time has been extended to 25 minutes.
    - Cut out a bunch of bloat and corrected the mistakes of the sound files. (Thanks SiliconSlick!)
    - Tweaked the elevator to go a tiny bit faster.
    - Heard there was a problem with the map not ending when the truck reaches the final point... did a bit of 'fail-safe' scripting to try and counter that.
    - Changed the Axis Exit Bunker a bit more, extended a balcony, hallway route a bit shorter.
    - There's an Axis-ONLY door (red symbol, even disguised Coverts can't open it) that connects the Chateau and Laboratory... just so the Axis aren't 'locked-out' of their own place. :P
    - More texture straightening and brush goof-ups fixing.
    ==========================================================
    Known Bugs:
    * I've been told that if you go prone while the elevator is moving, you get crushed. I tried it get crushed for 5 minutes, but no luck. So if you're paranoid, please remain in the upright position until the elevator comes to a complete stop. And take a bag of peanuts.
    ==========================================================
    Objective Data:
    **Allies (The Good Ol' American Boys)**
    - Gain Access to the Castle by Destroying the Main Entrance, Building the Assault Ramp on the East Side, and/or Destroying the Side Gate in the Basement Warehouse of the Chateau
    - Capture the Forward Spawn in the Castle Courtyard shed to make the assault that much easier.
    - Dynamite the Generator (located in the lobby) to gain access to the research facility and to secure the Courtyard Spawn.
    - Disable the Electric Floor Controls to gain access to the radar part. Otherwise, anyone stepping into the radar room will get a "shocking" surprise.
    - Take the Radar Part and secure it to the truck outside the castle wall, near the main gate.
    - If constructed, dynamite the Truck Barrier, and escort that truck out of there to win the match.
    - Build a Command Post, located very close to the western wall on the first floor.

    **Axis (Those Jahahaa-ing Trench Coat Krauts)**
    - Defend the Castle's Walls by preventing the destruction of the Main Entrance, rebuilding the Side Gate if compromised, and destroying the Assault Ramp if constructed.
    - Defend the Forward Spawn in the Castle Courtyard shed to continue defending the castle walls.
    - Prevent the destruction of the generator (located in the lobby) to keep the facility within the castle locked down and the Courtyard Spawn under Axis control (if captured, of course).
    - Maintain the Electric Floor Controls so the Allies can not take the Radar Part.
    - Don't let the Allies steal the Radar Part and take it to the truck outside the castle, near the main gate.
    - Disable the truck and build the truck barrier to prevent the Allies from escaping with the Radar Part.
    - Build a Command Post, located very close to the western wall on the first floor.

    ==========================================================
    **Map Info
    Title                :Chateau Voilegarde
    Filename            :voilegarde_b3.bsp
    Game/mod            :ET - wolfmp/ wolfsw
    Author                :Tasian
    Email address                :[email protected]
    Not-Clan Web Address        :http://goat1.proboards26.com
    ==========================================================
    **Build Info
    Base                :Scratch
    Editor(s) Used                :Wolf Radiant, Paint Shop Pro
    Build time            :About 8 months
    Compile time            :30 minutes
    ==========================================================
    **Installation
    Put voilegarde_b3.pk3 into your (wolfet)\etmain directory.
    ==========================================================
    **Playing
        Run wolfet
        bring down console "~" and type...
        /g_gametype 2; map voilegarde_b3
    ==========================================================
    **Play Information
    Single Player           : No
    wolfmp                 : Yes
    wolfsw               : Yes
    wolflms            : No
    New Sounds              : Yes
    New Graphics            : Yes
    New Music               : ... ... Why would there be music in the background? I wish my life has a musical score. Like the Simpsons. Doh!
    ==========================================================
    **Special Thanks to...
    - First and foremost, the Splash Damage team for making one of the best multiplayer games ever. Period. :D
    - The fine folks at Goat's Bar and Grill, you guys are the best! Some special-special thanks for the following:
    - GyverX for making the commandmap and the custom textures, and for testing out the map and trying very hard to get his server up and running just to test me l'il map. Plus making one of the best ET images I've seen!
    - InThrees for his special graphic as well.
    - HaB aka Brit for doing a fantastic job with his multiple(!) news reels. I can proudly say that they are JOLLY GOOD! Also for testing the map.
    - Crimson Avenger, prog, pookie, Crazysmuk, and Bullet Magnet for checking out my map and putting up with my annoying voice on Teamspeak. :P
    - Syma, Englander, Porky, miky, Mycroft, NA*IL, Chiemseeman, JamesBOMB, Radd, the **NameGoesHere** guys, Arctic_Wolf, The >DD< Clan, randall, all the people I pushed into the ground while they were on 999 ping, everyone else I missed (there's just so many, sorry about that! Me brain is going, thanks to age, I think) ... well, you didn't really help with the map, but thanks for all the fun and experiences I had with you guys!
    - And of course, Goat for letting us play on the server he pays for, we all appreciate it! ... Except the people that get banned. :P
    - Chavo_one, for letting me use his beautiful Venice sky and helping me with getting it to work.
    - Drakir for some of his textures and his nice webpage and tutorials.
    - Jon Swenson (Creator of Axis Lab) for his information about using game_models.
    - And the Splash Damage forums for having some extremely helpful people there.
    - Bob Seger for his ol' time rock 'n' roll.
    - Buckwheat Boys for making one of the most annoying and catchy songs ever. (If you know of the dancing banana, you know the song)
    - The LTC Clan (www.ltcclan.com) for their praises on my map and for picking it for their start-off party night.
    ==========================================================
    Any suggestions, compliments, criticisms, bugs, questions, send 'em my way. :)
    [email protected]
    ===========================================================
    "Give me goomba or give me death!" -Crazysmuk
    ---- Happy Fun Time Bonus Tip for those that reached the end of this long, long readme!!!!!111oneon: Yes, there is a secret room. How does one reach it? No hand icon will show up near the button... let's just say that it's on the edge of the map. And you need to press a bird in the shadow.

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  14. xobj_beach

    Beach v1.2 by VMMS Visit voiseymms.com/kommando.htm for more info

    0 downloads

       (0 reviews)

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  15. xso_frag

    beta_1* objective is to kill your enemy!! 

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  16. z_fueldump-spring

    "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."
     

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  17. zeus2vs2

    Map by Blazer alias YaOuh du clan ZeuS
    Map : Duel. Map objectif : frag!

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  18. zm_funtower_b3 + bobot waypoints

    MAP by Tyrlop, made for zombie mod
    note :
    u can use what ever u want in this map... :) 
    thanks to TNR360 for his map coordinates
    thanks to Loffy for helping
    thanks to Blitz for scripting
    thanks to Splash damage becaus they rocks and u socks
    aug 2007
    A HUGE tower is where the humans hold, the zombies are trieng to take the tower, so they can rule the world!! LOL -_- this briefing sucks ha, but nevermind : made for the zombie mod and this map is also made by Tyrlop

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  19. z_caen4_fixes

    This pack is a collection of fixes made for Caen. Please keep in mind that this is an ETPRO-Mapscript
    and will only work with mods that support it! (ETPRO, NQ, Jaymod...)
    There are two versions of this script. If you do not want to add additional filesize to your server,
    use the non-pk3 version (caen_fixes.zip). If you want some visual/acoustic improvements, use the pk3.
    There are scripts available for all 5 Versions of Caen. You can find them in the particular
    map-pk3 at Wolfmap.de
    Changes:
    Phishermans Phriend:
    - Added a teamdoor to the Upper Entrance of the Battalion Headquarters to prevent the Axis
      from stealing the OBJ before the entrance is blown (teamdoor.jpg)
    - The Tank now has a Temperate Skin instead of the Desert Skin (river.jpg)
    - Tank does no longer drive through the built barrier (Caen1/4 only)
    - City is now perma-owned by Axis when the Tank is moving
    - The Battalion Headquarter Teamdoors now dissapear when the Wall is blown
    - The Weak Wall can now be dynamited when the Antenna is blown ( Caen2_rev1 only )
    - The Bridge can now be constructed by the Axis for better attacking ( Caen2_rev1 only )
    - Fixed and added some (Voice)-Announcements
    - All constructibles now have shortnames
    rockst*r:
    - The River is now clean and transparent (pk3 only, thanks to Diego for the textures, river.jpg)
    - 17sec attacker, 23sec defender respawn time
    - Fixed and added Voice-Announcements (pk3 only, MLB sounds with Marko's permission)
    mortis:
    - Fixed MG Lean Exploit
    Ragnar:
    - Fixed City Pillar Exploits

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  20. etc_race_b1c

    Steel the Gold and take it to your Carpet, first Team that reach the finish has won

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  21. radar_tank_b1

    June 2021 (and still making ET maps)

    | Title        : radar_tank_b1      
    | file Name    : radar_tank_1.bsp
    | Version    : beta 1 (purely a test map)

    | Author    : Teuthis
    | email        : [email protected]
    Storyline
    Axis are transmitting enemy troop activities via a heavily secured Radar device. Allies want to destroy the Radar but two heavily secured anti-tank guns are protecting the area. Allies must first destroy the guns to escort their tank to blow the radar.
    | Story short and punchy:
    | Allies have to escort a tank to destroy the Radar.
    | Objectives:..
    |     Allies:..
    |          1:..Steal the Tank. But keep in mind that the anti-tank guns will prevent the tank from reaching the radar
    |          2:..Destroy the Main Entrance
    |          3:..Destroy the North Anti-Tank gun
    |          4:..Destroy the South Anti-Tank gun
    |          5:..Escort the Tank and destroy the Radar
    ||       Secondary objectives
    |       - Destroy the Side Entrance
    |       - Built the command post
    |       - Prevent the Axis from constructing the Command Post
    | Miscellania:..
    |            :..build time   : a bit more than 2 weeks

    | Credits
    |            :..most importantly the folks making radar, great map!    
    |            :..Simonoc for great tutorials on alpha blending and for shaders and textures (please check his website for license agreement when using his textures)
    |            :..for technical support Niger, Aciz, Kemon, Thunder, Mateos
    |            :..Kate, Cyberwolf and the Crew of ETS for testing the map and for great support and ideas
    | Noteworthy:…...
    |
    |    :..There are some models in the map that carry TheWolfTeam (TWT) logo. It is important to understand that TWT is not a clan and that I'm not advertising a clan here. The reason I put the TWT logo in is because I want to encourage every person mapping for ET to join this team and to benefit from the help that is offered here. Without the help from TWT this map would not exist the way it is. So more mapper at TWT means more great maps for you all.
    |----------------------------------------->
    | Copyright  :..
    |            :..Copyright (c) 2021 by id software
    |            :..all laws from ID software and splash damage / activation that apply for enemy territory also apply to this map.
    |----------------------------------------->
    | Permissions:..You may not include or distribute this map in any sort of commercial product.
    |            :..distribution is only allowed without any charge for the recipient. This map is for non-commercial use only. Nobody is allowed to make profit from this map.
    |----------------------------------------->
    |
    Last note from Teuthis
    |            
            :..as with all maps from me, this map is free of Nazi symbols. The world is a better place without those symbols.
    |----------------------------------------->
    so now fire it up and have fun. And giving me feedback is very welcome. Also if you have ideas for future maps, let me know
     

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  22. toxic_fabric_wolfet_ctf

    very   huge pk3 :( and hunkmegs issues if not at least at 128
    TITLE                   : toxic_fabric_ctf
    AUTHOR                  : Devils Right Hand
    DATE                    : 30.09.2017
    TYPE                    : Team Deathmatch/Deathmatch/Tournament/
    bug report feedback     : discord Devils Right Hand#2240
    Release date beta 1.0   : 30/11/2018
    Release date FINALE     : 03.06.2021

    * LEVEL DESCRIPTION *
    A team of archaeologists and scientists excavating the ruins of ancient Greece discover books and documents written by a race who were known as the Stroggs. After learning how to translate this ancient language the team discover that they must travel to two locations, the Brazilian rainforest and the Northpole, in order to locate and recover alien crystals from meteorites that have impacted the Earth at these locations.
    the archaeologists and scientists use there toxic facility where they work to gain access to the generators for there power,These crystals will give them the ability to open a time vortex that will enable the Stroggs to travel to our time period and continue their mysterious work, which is something that the archeological and scientific team are eager to learn from.
    --------------------------------------------------------------------------------
    changelog fixed FINALE :
    -add stairs and railing on the toxic pool
    -change the barrel height
    -darker skybox
    -re change some ammo/weapons
    -add a grenade launcher
    -add on some areas railing
    -change the table/chairs height
    -new stairs railing on elevator
    -change machines height
    -add lights on elevator
    -new chairs
    -add barbed wire
    -change the pillars on some areas
    -add pillars on the bridge pool
    -add lights on some area
    -new teleporter
    ================================================================================
    = CONSTRUCTION  =
    MAP BASE                : new Map
    EDITOR(S) USED          : netradiant 1.5 custom x64
    KNOWN BUGS              :
    COMPILE MACHINE         : amd ryzen 7 3700x 8x 3.5 ghz ,16 gb ram ddr4,Asus ROG Strix-RX580-O8G,win10 x64
    COMPILE TIME            : light 10 min - vis 176 sec - bsp 18 sec
    COMPILE version         : LIGHT:  [q3map2] -light -v -areascale 0.40 -pointscale 0.40 -thresh 0.5 -shade -samples 3 -samplesize 8 -threads 8 -patchshadows "[MapFile]"
    BRUSHES                 : 11011
    PATCHES                 : 537
    INGAME ENTITIES         : 487
    ENTITIES                : 1111
    MISC_MODELS             : 106
    LIGHT                   : 272
    ================================================================================
    = special thanks =
    stealth for helping with the CTF flags and scripting
    Aciz for weapon_respawn script
    twt teuthis for support
    twt mateos for support
    macchute for help with scripting
    kemon for hint support
    WuTangH help with scripting at obj
    twt ray for support
    uje niek for support/feedback and beta test on server
    garux for NetRadiant 1.5 custom
    Simon O'C for tuts
    Victor Karp for tuts
    ets kate beta test on server
    wasp.sk for support/feedback and beta test on server
    ================================================================================
    = Credits =
    twt thunder:
    weld.model
    generators.model
    weldtanksm.model
    tools.model
    -----------------------------------------
    Devils Right Hand:
    models\mapobjects\dmodels\ellas
    textures toxic_facility_misc/generator1  
    textures toxic_facility_misc/generator11
    textures toxic_facility_misc/generator2
    textures toxic_facility_misc/generator22
    textures toxic_facility_misc/time_vortex
    textures toxic_facility_misc/time_vortex2
    textures toxic_facility_misc/noise_green
    textures toxic_facility_misc/power_panel
    textures toxic_facility_misc/number_panel
    textures toxic_facility_banner/banner
    textures toxic_facility_lights/redlight
    textures toxic_facility_lights/whitelight
    -----------------------------------------
    Greg Ward (flipout):
    textures toxic_facility_misc/grunge_9
    textures toxic_facility_misc/Splatter01
    textures toxic_facility_misc/Splatter02  
    textures toxic_facility_misc/slime
    -----------------------------------------
    D-Meat:
    toxic_facility_metal/blastdoor_back
    -----------------------------------------
    Yves Allaire aka "evillair :
    toxic_facility_metal/eX_floor_mtl_wrn_01_d
    toxic_facility_metal/eX_trim_simple_01_d
    toxic_facility_metal/eX_mtl_panel_04_d
    toxic_facility_metal/eX_floor_grate03_d
    toxic_facility_metal/eX_mtl_panel_03_d
    -----------------------------------------

    trak, tZorkc :
    toxic_facility_metal/trim_trim9a
    toxic_facility_metal/trim_trim9b
    toxic_facility_metal/trim_trim9c
    toxic_facility_metal/trim_trim9d
    toxic_facility_metal/trim_trim9e
    toxic_facility_metal/wall_wall4a
    toxic_facility_metal/wall_wall4b
    toxic_facility_metal/wall_wall4c
    toxic_facility_metal/wall_wall4d
    -----------------------------------------

    textures are from www.textures.com
    toxic_facility_metal/metal_blue
    toxic_facility_metal/metal_blue_rust
    toxic_facility_metal/metal_green
    toxic_facility_metal/metal_green_rust
    toxic_facility_metal/metal_green2_rust
    toxic_facility_metal/metal_rust
    toxic_facility_metal/metal_rust2
    toxic_facility_glass/WindowsBacklit
    -----------------------------------------
    signs are free from net
    -----------------------------------------
    Simon O'C :
    textures\toxic_facility_misc/xtele_swirl4
    -----------------------------------------
    Avoc @ eft-clan.com     : skybox
    firefly                 : cloud
    ---------------------------
    nobiax : barrel.model
    ================================================================================
    Distribution / Copyright / Permissions
    Copyright (c) 2021  Devils Right Hand
    All rights reserved
    YOU are not allowed to make any money directly/indirectly from my textures use.
    Authors MAY NOT use this level as a base to build additional levels.
    This level is not to be used, replicated or edited for any other Mod, Total Conversion, Game
    or Game Engine.
    This level may be electronically distributed not-for-profit only at
    NO CHARGE to the recipient in its current state, MUST
    include this .txt file, and may NOT be modified IN
    ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE
    DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR
    WRITTEN PERMISSION.
     

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  23. mml_minastirith_fp3 + scripts

    Installation instructions:
     
    First you should delete any other version of MML_MINASTIRITH in your
    ETMAIN/ directory.
    Then place MML_MINASTIRITH_FP3.PK3 in your Enemy Territory's
    ETMAIN/ directory.
    Story:
    The Axis forces, in their desperate search for power to stop the
    inevitable Allied onslaught, have been working on the ability to
    travel in time.
    The Allies, learning of these plans, create a force to storm and
    capture the Axis laboratories where the research is being done.
    Unfortunately, the Allies attack during a crucial experiment, and
    the resulting fighting causes an uncontrollable surge in the
    equipment, throwing everyone in the immediate area back in time!
    Appearing six thousand years ago, in a history that was only
    thought to be mythical, both sides now have a new battleground to
    continue their war in.
    Allies must defend Minas Tirith and prevent Axis from stealing
    the Palantir, a device they could use to communicate with the
    remnants of the Great Evil that onces plagued this land.
    ---------------------------------------
    Level info:
    ---------------------------------------
    This map is in FIRST PLAYABLE mode.
    It is unfinished, the map layout and objectives are all
    temporary.
    Objectives are not marked properly in the limbo text, but Axis
    must fight their way to the top of the city, then steal the
    Palantir from the Tombs behind the city, and deliver it to the
    entrance of the Great Hall.
    To give me feedback, post at:
    http://theburrow.neohosted.co.uk/forums/
    ---------------------------------------
    Objectives:
    ---------------------------------------
    AXIS:
    1) Fight your way up the city, and take the Palantir to the Great
    Hall.
    ALLIES:
    1) Prevent Axis taking over the city and capturing the Palantir.
    ---------------------------------------
    Change log:
    ---------------------------------------
    First playable 3:
    - Level 1 detail fleshed out
    - Level 2 gate area fleshed out
    - Certain choke points elsewhere have more cover / alternative
        routes
    - Allies can no longer get outside the city via dropping down the
        turrets. To make up for this...
    - The main City Gate starts open. This allows Allies to rush
        outside but only for the first few respawns - after this the
        gate closes. It should NOT be possible for Axis to run straight
        to the gate and run inside while it's still open - I have timed
        it to ensure this is not possible
    - More detail in the odd spot here and there (eg newer White Tower).
    First playable 2:
    - Allied spawn cock-up on start of round fixed. Sorry!
    - Level 5 gate is now satchelable.
    - Level 4 ammo / health racks moved further around.
    - Final objective changed to be delivering the Palantir.
    - Whenever Axis blows a gate, Allies get an immediate respawn at
        their next spawn locations, except for the City Gates - when
        this is blown, Allies get a single instant respawn in level
        1. This is to make sure Axis does meet some resistance in the
        first half of each level, and to make more of each level see
        action.
    First playable:
    - No changes, first public release.
    ---------------------------------------
    Playing instructions:
    ---------------------------------------
    To join a server playing this map:
    1) Join as normal - ET will load the map up automatically
        (assuming you have installed it correctly).
    To set up a server:
    1) Load up ET in MP mode.
    2) Choose 'Host Game'.
    3) Find MML MINASTIRITH (FP3) in the list of SW / MP maps.
    4) Set server options according to how you wish them to be.
    5) Choose 'Accept'.
    ---------------------------------------
    Level technical info:
    ---------------------------------------
    Name:        MML_MINASTIRITH_FP3
    Type:        MP / SW
    Stage:        First playable
    Revision:    3
    Time taken:    16 months
    Compile:    BSP -meta, -vis, -light -fast -samples 2
    ---------------------------------------
    Author info:
    ---------------------------------------
    Author:        [MML]Gerbil / zero.Gerbil
    Real name:    Barry Swan
    Wolf WWW:   http://theburrow.neohosted.co.uk
    Clan WWW:   http://www.zerogaming.co.uk
    E-mail:        [email protected]
    ---------------------------------------
    Special thanks:
    ---------------------------------------
    - Detoeni - who stepped in with a rather quick Palantir model for me.
    - Everyone at my forums - for bearing with me on the long slow journey!
    - Zum and SiliconSlick - for hosting my server and helping (along with
        their forum members) to bugfix.
    ---------------------------------------
    Copyright:
    ---------------------------------------
    Consider everything in this file copyright - you may NOT use
    any of it without express permission from myself.
    _____________________
    Scripts Author: 2Bit 
    I changed the minas tirith script to make the game faster moving, and reduced the map time from 60 to 30 mins.
    Some script changes made to speed up the gameplay"
    Game starts with Axis inside the Main Gate"
    Map time limit reduced to 30 mins"
    All gate objectives changed from dynamite to satchel"
    Spawn times reduced by 5 secs"
    I've put the script file here for you: 
    www.pythononline.co.uk/et/sundry/TibeT_mml_minastirith_fp3.pk3
    You will of course need the original _fp3.pk3 version of the map too.
     

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  24. UJE_xmas_room_b1

    Map made by [UJE]Niek

    8 December 2010 for Christmas



    This is a changed version of room sniper for Christmas so...

    pretend yourself in my house it wouldt almost look like this.

    It really became a mess in my house .

    So now it's good to do some snipering in this map

    It's a pure funmap (again).

    You can see more ujemaps on our website at www.ujeclan.com

    [UJE]Clan site

    http://www.ujeclan.com

    waypoint files are at [UJE]map info on our website

    Credits go to everyone who keeps the game alive :)

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  25. sod2_rev1

    Author: -=AN=-Duke Life's a Beach

    Email address: [email protected]    //can mail bugs here

    Webpage: http://anclan.nl


     
    Release date: 20st April, 2009

    Filename: sod2_rev.pk3

    Program: GTK-Radiant, Photoshop, gimb

    Build time: started work 16-09-2008



    Map information

    Game: Return to Castle Wolfenstein - Enemy Territory

    Map time: 20 min


     
    Installation
    Place the sod2_rev.pk3 in your *\instaldir\etmain folder, select it from the multiplayer->create

    server menu or bring down the console and type: /map sod2_rev

    Map Description

    Duke s knife the Spear of Destiny is feared among many.

    Last time the Allies were success full in stealing The Spear of Destiny.

    The Axis HQ have learned where the Allies keep Duke s knife and gone try to steal it back.

    The Axis need to repair the tank, take control over the city and use the tank to break into the bank.

    If the Axis are successful then the train stands ready to bring them to safety.



    Map Objectives

    Allied objectives:

    Prevent the Axis from fixing the tank!

    Construct the Command Post!

    Prevent the Axis from blowing up the bank doors!

    Defend Duke’s knife The Spear of Destiny!

    Prevent the Axis form securing the Spear of Destiny!

    Construct the tank barrier!

    Capture the flag and take control of the city!

    Prevent the Axis form constructing the footbridge and destroying the footbridge gate!


     

     
    Axis objectives:

    Fix the tank you need it to blow up the bank doors!

    Construct the Command Post!

    Use the tank to blow up the bank doors!

    Steal Duke’s knife The Spear of Destiny!

    Secure the Spear of Destiny!

    Prevent the Allies from constructing the tank barrier!

    Capture the flag and take control of the city!

    Build the footbridge and destroy the footbrigde gate to get a backroot to the train!



    Changes since B1

    *Flag added to the church and Allies Spawn.

    *Tank stop fader form the tank barrier.

    *Tank speed decreased.

    *Map time changed form 30 to 20 min.

    *Campaign and Arena files cleaned up.

    *Textures cleaned up and added.

    *Footbridge was added. (constructible for Axis)

    *Footbridge gate was added. (constructible for Allies)

    *Fence was added around the train.

    *Your able to climb in trees.

    *Team door (Allies, cvops) was added to the train yard.

    *Players can changes spawns.

    *CP sound fixed.

    *New Flags on the top of the bank and church.

    *Portals are looking better now.

    *More light was added to the map.

    *Secret rooms are looking better now.

    *Sounds added and quality improved.

    *Water was lowered.

    *Goldbar in the bank has bin changed into a knife.

    *Goldbar in the terain has bij changed into a safe.

    *Command map marker safe added to the train.

    *Spawn into a other player was fixed.



    Changes since Final

    *Map has bin rebuild so you will have a better FPS and less LAG.

    *Missing texture added.

    *Missing door shader added.

    *New secreted sniper spot added.

    *New footbridge added.

    *Footbridge gate is deleted.

    *new was to get into the secret rooms (there are 6).

    *New sounds.

    *New textures.

    *Church and bank have bin rebuild.

    *More fun stuff was added.



    Special thanks

    Thanks to:

    -=AN=-Zim*

    -=AN=-TheDevilhimself

    -=AN=-Destr!8r

    4 downloads

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