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kate

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Files posted by kate

  1. zogscubeofdeath

    Axis Objective Descriptions
    wm_objective_axis_desc    1    "Primary Objective:**Prevent the Allies from securing the Egg!"
    wm_objective_axis_desc    2    "Primary Objective:**Secure the Egg!"
    Allied Objective Descriptions
    wm_objective_allied_desc    1    "Primary Objective:**Secure the Egg!"
    wm_objective_allied_desc    2    "Primary Objective:**Prevent the Axis from securing the Egg!"

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  2. zuk19_b2

    briefing          "It's 19 april 1943. The axis are trying to send the secret codes to there headquarters. Can the Allies prevent them from sending? Can they blow up the Zuk19 Radar in time? Only time will tell!"
      axiswintext    "Axis succesfully protected the Radar!"
      alliedwintext   "Allies succesfully destroyed the Radar!"

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  3. xposed_ndt

    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. waffenschmiede_b2fix

    conflicts with ETL maps  ...
    Axis Objectives
    1    "Defend/capture the forward spawn flag (Square E-1 on the command map)."
    2    "Defend the Door Controls and prevent Allies from entering the outpost."
    3    "Defend generator (security doors) to restrict Allied access."
    4    "Defend the radar part. Do not let the Allies take it to their truck."
    // Allied Objectives
    1    "Capture and defend the forward spawn flag (Square E-1 on the command map)."
    2    "Dynamite the Door Controls to gain access to the outpost."
    3    "Destroy the Axis Generator (security doors) for more ways in."
    4    "Steal the radar part and bring it to the truck."

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  5. waffenschmiede_b2fix

    making conflicts with the ETL maps (tested with silent mod)
    Axis Objectives
    1    "Defend/capture the forward spawn flag (Square E-1 on the command map)."
    2    "Defend the Door Controls and prevent Allies from entering the outpost."
    3    "Defend generator (security doors) to restrict Allied access."
    4    "Defend the radar part. Do not let the Allies take it to their truck."
    // Allied Objectives
    1    "Capture and defend the forward spawn flag (Square E-1 on the command map)."
    2    "Dynamite the Door Controls to gain access to the outpost."
    3    "Destroy the Axis Generator (security doors) for more ways in."
    4    "Steal the radar part and bring it to the truck."

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  6. wetf_1vs1

    briefing       Map crée par : TinT

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  7. weedplant_b2

    Author:Varsovie
    tm_weedplant_b2.pk3 released.
    http://www.tompl.isgreat.org/
    Full gallery:
    http://img257.imageshack.us/gal.php?...28tmweedpl.jpg

    Allies want smoke the Holy Ganja Tree because the Axis flood the black market with cheap weed.

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  8. weebulls_dm

    Author        : Frank "WeeBull" Helling
    Email address    : [email protected]
    Webpage        : http://www.sensei-gaming.be http://ultimateclan.verygames.net/index.php
     Map Information
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : WeeBull's Deathmatch
    Filename    : weebulls_dm.pk3
    Release date    : 14-02-2006
    Description    : My deathmatch map made for EB's contest.
    Program        : SD Radiant 1.4.0
    Build time     : About 1.5 months
    Compile time    : 3 minutes
    Compile machine    : AMD Athlon 1200 mHz, 512mb, GeForce 4 MX 4000 128 mb
    Installation    : Place the weebulls_dm.pk3 to your etmain folder, find a server running the map or
                      bring down the console and type: map weebulls_dm.
    New Textures    : Yes, all textures are made by me. 47 in total.
    New Sounds    : Nope.
    New Models    : Nope.

    -------------------------------------------------
     Info!
    -------------------------------------------------
    #. Version info:
    First and final version. I probably won't improve it after sending it in.
    How to play!
    Axis:
    #. Kill the Allies!
    Allies:
    #. Kill the Axis!
    -------------------------------------------------
     Special thanks and Credits to:
    -------------------------------------------------
    #. ULTIMATE and sensei (when it was still alive).
    #. Mic for helping me out with testing.
    #. EB, for making this all possible!
    #. http://www.splashdamage.com forums.
     

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  9. watten_b2

    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 

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  10. warmup_final

    Mapname: warmup_final
    Status: final
    Mapper: CyburK
    released: beta1 03.08.2006/// final 20.08.2006
    contact: [email protected]
    website: www.cyburk.net
    This is a very small dual Objective Map i made to get warm with mapping again. beta 1 was made in 3 Days. Again this Map is really small i havent tested
    it yet but i guess the fun limit may be reached with 20 players.

    Install:
    put the warmup_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 with "^" and type "/g_gametype 2"
    hit enter and then type "/map warmup_final" hit enter again and check it out.
    Objectives for Allies/Axis
    - Destroy the Enemys Safe.
    - Steal the Secret Documents
    - Build and Defend your Command Post
    - Bring the Enemys Documents to your Command Post.
    thanks and greetings
    all people at level-designer.de / etmaps.de / M8D Nephilm / M8D clan /Northerner /Shazam /Pitsbrgparatrpr
    / Berserker from wolfmap.de / splash-damage / macbeth / MerCuryRisIng / nullskillz for his nice forum post/tutorial on the dual objective /
    speedy (http://speedy.planetquake.gamespy.com//) for the nice mountain enviroment.
    ...............enjoy
     
     

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  11. warmaze_b1

    warmaze_b1
    Designed by .WAR|R0u$back. for the .WAR|Clan.
    Build time: about a week
    Contacts: http://warclan.forumj.net
    Xfire: rousback
    Tools: GTK Radiant 1.4/1.5 - photoshop - paint
    Ressources:
    - the map fragmaze_fixed made by sl0wr0ck, on wich this map is based/inspired (xfire: sl0wr0ck)
    - some textures from "textures_pitores" (eMail Address: [email protected])
    - http://splashdamage.com/forums/
    - http://easymapping.free.fr/html/ and many others websites of tutorials I can't remember...
    Greetings/Thanks to:
    >> The Splash Damage team
    >> Fate (xfire: fmcfate) for his help to solve many issues I had while I was mapping... (Mapping tutorials http://fmc.hex.ee)
    The .WAR|Clan. and his communauty for the tests, feed backs and advices, to improve this map...
    .WAR|bitchy., for his help to modify some pitores textures and who also made the .WAR|Clan. logo
    If you use the map on your server please let me know, always good to have some feedbacks! This is my frist map released...
    The map can fit for 3o3 like for 12o12. We didn't test it with more players but i think that it can handle 15o15 games. Enjoy!

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  12. wario_b3

    wario_b3
    Designed by .WAR|R0u$back.
    Contacts: http://warclan.forumj.net
    Xfire: rousback
    Tools: GTK Radiant 1.4/1.5 - photoshop - paint
    Ressources:
    - the map fragmaze_fixed made by sl0wr0ck, on wich warmaze (my first map) is based/inspired (xfire of the creator of purefrag: sl0wr0ck)
    - warmaze_b6, wich is the base of this map
    - some textures from "textures_pitores" (eMail Address: [email protected])
    - http://splashdamage.com/forums/
    - http://easymapping.free.fr/html/ and many others websites of tutorials I can't remember...
    Greetings/Thanks to:
    >> The Splash Damage team for this wonderful free game
    >> Fate (xfire: fmcfate) for his help to solve many issues I had while I was mapping... (Mapping tutorials http://fmc.hex.ee)
    >>The .WAR|Clan. and his communauty for the tests, feed backs, ideas and advices, to improve this map...
    >>.WAR|bitchy., who made the .WAR|Clan. logo. He also implemented the mario pictures on the wall texture.
    If you use the map on your server please let me know, it's always good to have some feedbacks!
    In no cases you are allowed to modify anything from this pk3 without permission. Leave it in his current state if you want to use it.  If you want some modifications of the map just let me know (by xfire or .WAR|Clan. forums) and I will see what I can do about it.
    Enjoy!
    briefing        "Enjoy some frags in this maze!**Made by*^4.^0WAR^4|^0R0u$back^4.**warclan.forumj.net**mapping tutorials:*http://fmc.hex.ee"

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  13. warinwoods

    Map    War in the Woods
    Author    Bus Tarbox
    briefing    War in the woods. Only thing you need to know......cover is your best friend
    Instructions:
    Trees are climable, look everywhere for the enemy. Cover is your best friend.

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  14. etl_ice_v6

    Ice, by id software
     March 2021
    Cedric 'keMoN' E.
    http://www.etlegacy.com
    This map is an overhaul of the original Ice map from ET created by id software.
    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-----
    v6:
    * Fixed side wall cm icon being upside down in vanilla ET due to incorrect field order in .tga. (Thank you Aciz for reporting)
    * Adjusted terrain clipping to be a bit less aggressive. (Thank you Aciz for reporting)
    * Removed common/slick at tunnel exits. (Thank you Aciz for reporting)
    * Improved lighting at Allied CP.
    * Adjusted shader for winter trees to prevent overwriting default shaders on other maps. (Thank you Aciz for reporting)

    v5:
    * Adjusted lighting and terrain blending to improve performance.
    * Increased playercount from 16vs16 to 32vs32.
    * Removed flag sound from guardtower.
    * Fixed CP sounds playing in second round after /map_restart. (Thanks to WuTangH for reporting issue on 'Supply Depot, by ginc')
    * Fixed missing command map shader on forward bunker flag for Axis.
    * Fixed setstate error for non-existent entities.

    v4:
    •    Moved ceiling-mounted lights to be flush with ceiling
    •    Improved lighting
    v3:
    •    Improved VO announcements.
        -- As long as both Main Entrance and Side Wall are active VO is: "defend/destroy entrances".
        -- As soon as one has been breached VO is: "defend/destroy the side OR main entrance".
        -- Added VO announcements for active map objectives when joining a team.
        -- Added VO announcements for the guardtower.
    •    Added base alarm when the main entrance gets destroyed.
    •    Added colour-coded guiding system intended to ease new players into the map.
    •    Added ambient sounds.
    •    Doors have been widened to allow for faster movement.
    •    Visual changes have been made.
    // 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.

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  15. vesuvius_rev

    Enemy Territory map Vesuvius_rev  Readme


     
    'Vesuvius_rev' is the final map of the vesuvius project. It is a much altered and streamlined version of the 'Vesuvius' map created in 2007 by Firefly ([email protected]) and Mrfin [email protected]

     
    Changelog: Changes made are many - too many to list.

     
    title                              vesuvius_rev

    filename                       vesuvius_rev.bsp

    version                         final    

    author  :                       Neil aka. Mrfin

    webpage                      http://www.mrfin.net

    email                            [email protected]

                                      

    type                             objective


     
    spawn points                supports up to 64 players, 32 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 gold Urn relic from the excavations

    Meanwhile Mount Vesuvius has started erupting

                                         

    objectives

    Axis

    1          Prevent the Allies from stealing the gold urn

    2          Prevent the Allies from stealing the truck

    3          Prevent the Allies from breaching the South gate

    4          Prevent the Allies from breaching the second South gate

    5          Prevent the Allies from building the bridge over the gorge

    6          Prevent the Allies from construction the ruins access rope

    7          Prevent the Allies from breaching the North ruins gate

    8          Capture the forward flag in the church

    Allied

    1          Steal the urn from the excavated ruins

    2          Get away with the truck

    3          Breach the South gate

    4          Breach the second South gate

    5          Construct the bridge over the gorge

    6          Construct the ruins access rope

    7          Breach the North ruins gate

    8          Capture the forward flag in the church


     
    Credits

      The map wouldn't exist if it wasn't for Denny aka. Firefly who made 1/2 of the first versions

    Thanks Schaffer for the command maps                                             

    to Detoeni for the light model

    Kenny aka [v] for the Mary model

    Thanks also for the playtests by Jan aka. Magic and the Blood Donors

    Cheers to the SD forum people and those who emailled for advice, ideas and crits

    Thanks to Splash Damage for an excellent, editable game


     

     
    Copyright (c) 2008  mrfin

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  16. etl_supply_v4

    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.

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  17. vesuvius_b1

    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

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  18. wolfsrudel_final

    Axis Objective Descriptions
    1    "Primary Objective:**Defend the Maingate."
    2    "Primary Objective:**Prevent both Radarparts from being stolen."
    3    "Primary Objective:**Prevent the Allies for destroying the Main Radio Mast."
    4    "Secondary Objective:**Defend the Forward Bunker."
    5    "Secondary Objective:**Defend the Sidewall for breaching ."
    6    "Secondary Objective:**Defend the Bunkersidewall for breaching ."
    7    "Secondary Objective:**Destroy the Allied Command Post."
    8    "Secondary Objective:**Build a Command Post."

     Allied Objective Descriptions
    1    "Primary Objective:**Dynamite the Maingate"
    2    "Primary Objective:**To disable the Radarstation steal both of the Radarparts and bring it to the escape truck."
    3    "Primary Objective:**Destroy the Main Axis Radio Mast with dynamite."
    4    "Secondary Objective:**Capture the Forward Bunker from the Axis."
    5    "Secondary Objective:**Dynamite the Sidewall to get into the Base."
    6    "Secondary Objective:**Dynamite the Bunkersidewall to get into the Base."
    7    "Secondary Objective:**Build a Command Post."
    8    "Secondary Objective:**Destroy the Axis Command Post."

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  19. vesuvius

    Enemy Territory map Vesuvius  Readme 100407


     
    title                              Vesuvius
    filename                       Vesuvius.bsp

    version                         final    


     
    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 64 players, 32 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 & Neil

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  20. etl_supply_v3

    we found a texture problem with silent mod
    January 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-----
    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.

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  21. toxic_fabric_wolfet

    size 50,3 M
    TITLE                   : toxic_fabric
    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 =
    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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  22. Warbell + scripts

    2 etpromapscripts for Warbell for you server admins to modify Warbell if you like to. They are aimed at improving gameplay for simple public (mapscript II) and high skill servers (mapscript I).
    Mapscript I
    - restricts the access to the roof room at the belltower constructible (see pic) to make defense up there a lot more vulnerable to explosives and to get rid of the massive backshooting that engies experienced a lot
    - sets allied spawntime to 25s instead of 20s giving the attackers another 5s of travel time advantage
    - makes the bellmechanism buildable with 1 engie chargebar (instead of 1.5), which makes the construction a lot faster
    - removes the wait at the mapend: map is won right after the 3rd sacrifice (Der'Saidin from GA league from downunder suggested this)
    Mapscript II
    - restricts the access to the roof room at the belltower constructible (see pic) to make defense up there a lot more vulnerable to explosives and to get rid of the massive backshooting that engies experienced a lot
    - adds an ammocrate at the command post when its built by Axis
    - features the original spawntimes (15/20)
    With both mapscripts we also got rid of the message bug when Axis constructs the mechanism after Allies destroyed it AND the book had been delivered already.
    So while mapscript I is aimed at servers that are more for highskill players or frequented by competition gamers, mapscript II is for servers that experienced that there was too much full holds because the belltower constructible was too easy to defend.
    From our experience Warbell is almost never a full hold, it just calls for good teamplay by the attackers to get the belltower. Still releasing the mapscripts for all server admins won't hurt.
    If any admin wants just the ammo at the command post and no blocking of the roof room, let me know.
    how to install
    download the zip you want, unzip anywhere
    rename the warbell_scriptfix_XX.script to warbell.script
    upload to the folder etpro/etpromapscripts
    you need to enable etpromapscripts and set the folder in your etconfig.cfg of etpro
    / For Warbell map there is two mapscriptes which add new model for the map. But the barrel modell which is using by the scripts is missing.
    I packed the scripts in two different pk3 file and added for them the barrel modell.
    Molotov
    _____________________
    A - Story and map features
    B - General info, credits, acknowledgements
    C - Installing & playing the map, known bugs, recommendations for servers
    D - Thanks
    E - Copyright
     
    //------------------------------------------------------------
    A - Story and map features
    //------------------------------------------------------------
    Why another map? Simple answer: 2 maps to learn mapping, the third to have fun.
    Warbell originated from the idea to create a map that s not just a map, but an impressive piece of map Artwork combining intense, captivating gameplay and a good laugh too.
    It is also an hommage to the RtCW single player, and the custom SP mission timegate for RtCW.
    Now its done, and it is candy to the eyes, drag you into its gameflow and even make your hair stand on end occasionally.
    But look for yourself...

    Story:
    Axis are trying to mess in the occult again, and do real nasty things. Allied special forces took over the occult site in a raid. Now the Axis attack to get back control over the old Abbey and finally raise the evil Wargod. Allies are on the mission to save the world from this of course.
    Core facts:
    Axis attacking
    18 mins timelimit
    spawntimes are 15s Axis, 20s Allies
    multiple access routes to all objectives
    gameplay honed towards fast and intense battle
    map design... well look for yourself :-)
    loads of special effects
    framerates will be constant 76 FPS everywhere for average computer systems (1.2GHz CPU/ 512mb RAM/ Ge4 TI4600 128mb gets at least 50 FPS in the bad areas)
    nighttime setting but bright enough to see and kill the opponents
    overall mapsize is a bit bigger than supplydepot2
    First stage:
    - gain access to the Guardhouse (2 access routes: caves and road)
    - maybe slip through the teamdoors with stolen uniforms
    - capture the flag or
    - destroy the Guardhouse Gate (secures forward spawn)
    Second stage:
    - use dynomite to gain access to the Hidden Room
    - take the Book of Death from it's glass case and
    - deliver it to the Altar of Blood in the sacrifice room of the Abbey
    - destroy the gates in the Abbey for faster access (2 dynamitable, 1 satchelable and one teamdoor, none of them rebuildable)
    - repair a bell mechanism in the Abbey
    - ring the bell (after you built the mechanism AND after you delivered the objective)
    - sacrifice three axis players to the Wargod
    - optional: forward spawn at a neutral command post
    Gameplay and playerloads:
    In 7 Playtests we had with up to 26 players Warbell provided us with an amazingly captivating gameflow, and real fun games.
    The stages are defendable, but with a balance that allows attackers to overcome the defense in some waves.
    Its plays very good with 10-18 players, and becomes happy large-scale fraggin with 20 and more players.
     
    //----------------------------------------------
    B - General info, credits, acknowledgements
    //----------------------------------------------
    >>> Contents of the zipfile
    ------------------------------------------------
    In this zipfile you find
    - the readme
    - the map (warbell.pk3 >> put it into etmain-folder)
    - the shader for the commandmap icons
      (warbell_etproonly.pk3 >> put it into ETPRO-folder)
    >>> About the map
    ------------------------------------------------
    Map: Warbell
    pk3: warbell.pk3
    mapped by ]UBC[ McNite & ]UBC[ Kach-->
    first day of mapping: sometime in the fall of 2005
    All credits for gamelayout and objectives go to ]UBC[ McNite!
    day of release: July 18th 2006

    >>> credit for models
    ------------------------------------------------
    excellent Book of Death and Warbell model by EB
    awesome DT Opelblitz model by Detoeni

    >>> credit for paintings
    ------------------------------------------------
    2 original paintings in the map by ]UBC[ Kach--> (more paintings viewable at warrenkachmar.ca)
    wb_p/wb_rubens1 // Pieter Paul Rubens (1619) Christ on the Cross between 2 Thieves
    wb_p/wb_rubens2 // Pieter Paul Rubens (1632) Last Supper
    wb_sfx/prayinghint // Albrecht Dürer: praying hands
    wb_p/wb_stmartin // unknown Hungarian master, app. 1490: St Martin and the Beggar
    St. Martin is the Saint for the soldiers. Find more info about him here:
    http://www.thebookofdays.com/months/nov/11.htm

    >>> credit for waterworks & shaders
    ------------------------------------------------
    real cool watershaders and river created by carnage
    initial help with alphablend shaders by: Der'Saidin

    >>> credit for textures and sounds
    ------------------------------------------------
    wb_z: all textures from RtCW apart from cryptwall_01a.jpg, cathedrale_c06dm_wb.jpg
    wb_sfx/c_flameX.tga: from RtCW
    wb_b/window4: all versions are reworks of a RtCW window
    wb_sfx: g1 - g13, glow, bd1 - 13 by EB (they are all used on the open book)
    for detailed credits on the sounds check the warbellsounds.txt

    //----------------------------------------------------------------------------
    C - Installing & playing the map, known bugs, recommendations for servers
    //----------------------------------------------------------------------------
    >>> To play the map on a server
    ------------------------------------------------
    1.) put the warbell.pk3 into your etmain folder
    2.) put the warbell_etpro.pk3 into your ETPRO folder
    3.) run ET
    4.) join the server
    5.) have FUN!
    >>> To play the map alone
    ------------------------------------------------
    1.) put the pk3 into your etmain folder
    2.) run ET
    3.) go to HOST GAME
    4.) set it to STOPWATCH
    5.) choose "Warbell" from the list of the maps
    6.) start and have a look around
    In case you can't see the map you might be having too many .pk3-files
    in your etmain-folder and need to delete some.
    >>> Known Bugs & issues
    ------------------------------------------------
    - none (that we know of...)
    >>> gametypes available
    ------------------------------------------------
    Stopwatch, Campaign, Objective (no LMS)
    >>> playerloads
    ------------------------------------------------
    This map is well playable for 8 and more players and is best playable with medium
    playerloads (12-18 players). Its is also a challenging map for 6on6.
    We had excessive playtests with up to 26 players... messy but a lot of fun.
    No idea what the maximum playerloads are but at some point it will be just one massive frag fest.
    >>> spawntime and mapduration
    ------------------------------------------------
    Allies: 20 secs (defending)
    Axis: 15 secs (attacking)
    mapduration: 18 mins
    >>> gameplay and balance
    ------------------------------------------------
    This map was designed for stopwatch, but of course plays well in any campaign too.
    It is very balanced with a slight advantage for attackers (Axis).

    //----------------------------------------------
    D - THANKS
    //----------------------------------------------
    McNite:
    my clan for tons of good times playing ET and TheRiverIIRedux
    Kach--> for mapping with me
    $taTiK for feedback on gameplay and design whenever i needed some
    Kach-->:
    McNite for teaching me about mapping and allowing me to participate in the process
    Everyone that took the time and energy to help test and provide feedback during development of Warbell

    >>> Help with mapping and the whole mess:
    --------------------------------------------------------
    Der'Saidin for lots of discussion on gameplay and objectives
    all the helpful ppl that answered my posts on www.splashdamage.com

    >>> playtesting and feedback
    ------------------------------------------------
    a HUGE credit for all the playtesting goes to the clans
    ]UBC[ (www.ubcclan.com)
    M8D (http://www.m8d.org/index.php)
    =FBF= (http://forums.fearedbyfew.com/)
    -=B|D=- (http://www.bd-clan.info/)
    the coordinators in particular:
    M8D DrStock, =FBF= Pax, -=B|D=- Schlauch and -=B|D=- Welshboy
    also special thanks to the M8Ds for providing us with a special Warbell playtest TS-channel
    and all the players who participated in one or more of the 7 private playtests

    //----------------------------------------------
    E - COPYRIGHT
    //----------------------------------------------
    Copyright © 2006 Matthias "McNite" Neiss all rights reserved
    This level may be electronically distributed only at
    NO CHARGE to the recipient in its current state. It must
    include this .txt file.
    NOBODY is allowed to
    a) decompile this map
    b) modify this map or parts (= .script too) of it in ANY way without prior written permission
    c) distribute this map on CD-ROM or any other media without prior written permission
    d) use any custom textures/ sounds/ brushwork of this map without prior written permission.
    By saving this map on your harddisk/webspace/whatever-storage-from you accept these conditions.
    contact: [email protected]
     

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  23. UJE_cathedral_b3

    7-11-2020
    By [UJE]Niek
    This is a changed version of cathedral
    Now it is an axis attack map.
    The Axis were bannished from the cathedral last time.
    Now they are coming back even heavier then before
    Because they brought a tank, the clear the allies out
    of the cathedral
    Axis objective
    *Escort the tank through Cathedral
    *Destroy the first Baricade
    *Destroy the second Baricade
    *Build the Commandpost
    *Destroy the side door
    *Capture the flag
    Allied objective
    *Stop the tank at all costs
    *Defend the 2 baricades
    *Defend the side door
    *build commandpost
    *Hold the flag
     
    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_cathedral

    ----------------Credits-------------------------------------------
    For the one that build this beautiful cathedral map.

    1 download

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  24. UJE_schwarzwald_b2

    Author:            -)A(-WuTang**
    About:
    Lays of Schwarzwald is a custom ET map situated in the middle of nice, famous region of Blackwood (schwarzwald..)forests.
    Story:
    Information about advanced progress of Axis in the Rocketbomb research were true.
    Allies are on a mission to ambush their Weapon factory in the middle of huge Schwarzwald forest and destroy everything whats worth.
    Objectives:
        Allies:
            Primary Objective: Escort the Tank through the Village and destroy the Tunnel Gate.
            Primary Objective: Escort the Tank through the tunnels to parmanently push Axis to the Rocket Base.
            Primary Objective: Bring all four Explosion Materials to the Rocket.
            Primary Objective: Build the Detonator to blow up the Rocket Base.
            Primary Objective: Blow up the Rocket Base using the constructed Detonator.
            
                Secondary Objective: Do not let Axis construct the Tank Barrier.
                Secondary Objective: Construct the Command Post to take partial control over the tunnels.
            
        Axis:
            Primary Objective: Prevent Allies from completing their objective.
            
                Secondary Objective: Construct the Tank Barrier.
                Secondary Objective: Construct the Command Post.
    Programs used:
        GTKRadiant 1.5
        Notepad++
        Adobe Photoshop CC2017
        Blender 2.79
        MilkShape 3D
        Audacity
    Credits & such:
    Textures:     dirt_m03icmp_brown.tga - from ET:L texturepack made by Kemon.
                Missing images to original ET shaders were found in custom packs..
                Other than that, textures were downloaded for free, or made by me.
                    Websites:   https://www.textures.com/
                               http://texturer.com/
                               http://mb3d.co.uk/mb3d/maxTextures_Home_-_Free_Seamless_and_Tileable_High_Res_Textures.html
        
    Models:    Rocketbomb, trees and foliage models - made by me.
            Big dynamite - made by MLB guys.
    Sounds:    Sounds included in pk3 are made out of ET original sounds.
                    
    You can use all textures and models from this pack. Those downloaded are free, and those made by me are totally free too.
    Thanks to C from UJE Clan for their tank generator.
                    
    Special thanks for help and feedback:
    Kemon, Mateos, Thunder, [UJE]Niek, Ray, Loffy, Macchute, ryven, Ensiform, Aranud, Aciz, hatcher, JoNny, Old-Owl and others.
    You may not include or distribute this map in any sort of commercial product without
    permission from the author.  You may not mass distribute this level via any
    non-electronic means, including but not limited to compact disks, and floppy disks.
    You may not Redo/reproduce/update this map in any way without permission from the author.
    This will change after map source file will be released to public.

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  25. powcamp_b5

    title     : POW Camp b5       
     fileName     : powcamp_b5.bsp
     Version     : beta 5 (fifth release - possibly final)
     what is it : a map for the on-line multiplayer game Enemy Territory   

     author    : James "JAM" Meigs  
    | email    : [email protected]

    | Type          : Objective, Campaign, Stopwatch
    | Spawn Points  : supports up to 64 players, 32 per side

    | Story:..
    |      :..The Allies have analyzed aerial recon photos and
    |      :..discovered the location of a notorious POW camp
    |      :..A small Allied force is given the task of breaking
    |      :..into the camp to destroy it and liberate the
    |      :..prisoners from their captors.
    | How To Play:..                          
    |            :..Place the  powcamp_b4.pk3 into your etmain folder.
    |            :..Launch Enemy Territory(tm)                  
    |            :..Find a server running this map.            
     

    | Objectives:..
    |     Allies:..
    |          1:..Fix and advance the tank to destroy the garison wall.
    |          2:..Build the Sola River bridge to move the tank across the river.
    |          3:..Steal the Main Camp Gate Key from the Commandant quarters
    |          4:..Take the key to the control tower to access the main POW camp.
    |          5:..Blow up the Execution Wall to gain access to the crematorium/Gas Chamber
    |          6:..Take the artillery shell from the gas chamber.
    |          7:..Throw the artillery shell into the oven to blow up the crematorium.
    |
    |        Secondarily:
    |            A:..Build the command post
    |            B:..Capture the forward spawn flag in the main POW Camp.
    |            C:..Build the assault ramp to have another way into the camp.
    |            D:..Disable or destroy the gas controls
    |            E:..Build the scaffold for another way into the crematorium
    |            F:..Dyno the invasion barrier to have another path into crematorium

    |       Axis:..
    |          1:..Prevent the Allies from escorting the Tank to the garrison wall.
    |          2:..Prevent the Sola river bridge from being built.
    |          3:..Protect the gate key from being stolen
    |          4:..Don not allow Allies to take the key to the control tower.
    |          5:..Protect the execution wall from being demolished.
    |          6:..Protect the artillery shell from being stolen.
    |          7:..Prevent allies from transporting the artillery shell to the crematorium oven.
    |
    |        Secondarily:
    |            A:..Build the command post
    |            B:..Capture the forward spawn flag in the main POW Camp.
    |            C:..Do not allow Allies to build the assault ramp.
    |            D:..Build and maintain the gas controls
    |            E:..Prevent the allies from building the scaffold
    |            F:..Build and protect the invasion barrier to force allies south

    | Enhancements:..
                This is beta 5 version - the fifth release of this map.

    | ENHANCEMENTS/Bug Fixes/changes in beta 5:..
            - textures and shaders remapped to prevent conflicts with other maps
            - textures compressed to decrease map package size
            - ruin added to partially cover bridge 'build box' and give allies some cover
            - contestable flag not capturable until camp main gate is opened
            - canopy added to spawn flag
            - paths adden in admin and final area
            - more vis blocking for faster graphics
            - some structural and cosmetic tweaking of spawns and other areas
            - signage added to indicate flag and wall from sonderspawn
            - signage added to indicate on/off of gas control
            - sound tweaking
            - final package size decreased from 20MB to 14MB
     
    | ENHANCEMENTS/Bug Fixes/changes in beta 4:..
            - STRUCTURAL REDESIGN to improve FPS, decrease server LAG
                (vis blocking, hint brushes, etc...)
            - Replaced snow tipped trees with temperate trees
            - Added checkpoint and garage buildings in front of garrison
                (to act as cover for allies and axis during tank escort)
            - Added alarm to sound when gas control is on
            - Added musical fanfare when major objectives are completed
            - Rebuilt sonder spawn to allow easy camp access
            - Rebuilt main POW camp area
            - Added or modified roads for camp, garrison and final area
            - Retracted 3rd floor catwalks to ease axis defense in final area
            - Placed 'end-of-round' camera to show chain reaction explosion
            - Added details to gas control building
            - Changed infantry barrier to start as already built
            - Lowered kick panels on gun towers to enable easy entrance to camp
     
    | ENHANCEMENTS/Bug Fixes/changes in beta 3:..
            - ADDED VOICE COMMANDS TO ALL PRIMARY AND SECONDARY OBJECTIVES
            - ADDED NATURE, MACHINE AND ENVIRONMENT SOUNDS
            - Color coded objective messages
            - Smoothed tank spline
            - Touched up bridge legs
            - Sped up tank by 13%
            - Moved Axis Garrison Spawn downstairs
            - Moved Garrison Health/ammo cabinet outside
            - Slight remodel of garrison complex
            - Reworked ladders and landings in tower, church, and crematorium
            - Remodeled Axis Barracks
            - Changed Arbeit sign to POW CAMP
            - Remodeled last axis spawn building as 2-story
            - Added buildable invasion barrier between Axis spawn and Hospital
            - Moved Allied spawn to middle of hospital
            - Did more modeling in hospital interior
            - Added scaffold for Allies to get into crematorium upper level
            - Added another stairwell and covert door for allies to get to gas control
            - Added a ladder inside crematorium allowing allies to get to upper level
            - Extensively remodeled crematorium interior
            - Removed unused objective triggers
            - Made all glass in spawning rooms unbreakable
            - Modeled a chain reaction explosion of all 3 ovens following delivery of shell
            - Removed unused objective triggers
    | Bug Fixes/changes in beta 2:..
            - new terrain shaders created to enable landmines in all areas of map
            - train yard rebuilt with more detail - tracks and building reworked, crane added
            - doors retextured and mapped to correct sound
            - all breakable glass mapped to correct sound
            - small bunkers reclipped to stop weapon fire
            - truck moved farther from garrison to discourage trick jump
            - zyklon cannister references changed to 'artillery shell'
            - some building textures replaced or realigned
            - can now shoot through all electrified barb wire fences
            - church is now double fenced
     
    |----------------------------------------->
     ----------------------------------------->
    | Miscellania:..
    |            :..editor       : GtkRadiant 1.3.13
    |            :..compiler     : q3map2 2.5.13
    |            :..build time   : 18 months (on and off)
    |            :..PC specs     : 6600 Intel Quad core
    |            :..compile stats: bsp   : pretty fast
    |                            : vis   : 10 minutes
    |                            : light : 90 minutes
    |            :..Textures     : a couple from every great mapper out there
    |            :..             : a couple of my own custom textures
    |----------------------------------------->
     ----------------------------------------->
    | Credits    :..All the great mappers out there that freely volunteer their time to make maps, tutorials, textures etc...
            With this community of free information one who knows nothing of mapping can learn to:
            Create buildings and rivers and moving vehicles and landscape and buildable objects and destructible
            objects and carryable objects and custom graphics and light entities and scripts and eventually....
            .... a map that might be interesting and playable.
            I never talked to any of these individuals but their info on the web is invaluable:
            2bit, Marko, Lowlife, Surface, Ydnar, Ifurta, Chavo, Drakir, Erik-Ftn, NIB, Roeltje, Spyjuice, Amethyst 7
            
            Further thanks to all the clans that I've been a part
            of or extensively visited or hosted or gave feedback:
            Southwest ET (SWET) (defunct), Free Team Players (FTP), Who's Gaming,
            Girl Power (GP), Chicken Bucket, Weedheaven, Braveheart.
    |----------------------------------------->
    | Copyright  :..
    |            :..Copyright (c) 2008 James Meigs
    |----------------------------------------->
    | Permissions:..You may not include or distribute this map in any sort of commercial product without permission from the author. You may not mass
    |            :..distribute this level via any non-electronic means, including but not limited to compact disks, and floppy disks. You may not
    |            :..Redo/reproduce/update this map in any way without permission from the author.
    |----------------------------------------->
     

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