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kate

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Files posted by kate

  1. UJE_xmas_factory_b1

    [UJE]xmas Factory
    2-12-2016
    By [UJE]Niek
    -----------------------------------------------------------------
    Axis forces are planning an assasination on Santa in his Factory.
    They have to get inside the guarded factory to get the special dagger
    to assasinate Santa in his bedroom.
    To get to the factory they have to steal the tank first to gain
    acces to the Factory.Then they have to steal a key to open the gates to
    the dagger and Santa's bedroom.
    The allied forces have to stop the Axis and prevent assasination of Santa.
    -----------------------------------------------------------------
    Axis objective
    *Blow the damaged garage side wall to access the tank!
    *Escort the tank through the Town to secure advance spawns!
    *Blow the Sewer Door Side Entrance and the Stair Well Door Side Entrance to progress!
    *Capture the Old Village spawn for 7 seconds!
    *Build the North and South Assault Ramps, the Neutral Command post, and blow the Trench Side Wall!
    *Blow the Main Factory Door to access the Key and Dagger and capture the forward tower spawn!
    *Steal the Gate key to open the Gates that guard the Dagger to unlock them!
    *Steal the Dagger and run it to Santa to assasinate him!
    Allied objective
    *Prevent the Axis from blowing the damaged garage side wall!"
    *Prevent the Axis from repairing the tank and snare or damage it to prevent their progress!"
    *"Prevent the Axis from gaining access to the Sewer Door Side Entrance and the Stair Well Door Side Entrance!"
    *Capture or prevent the Axis from capturing the Old Village!"
    *Prevent the construction/destroy the North and South Assault Ramps, build the Neutral Command post, and prevent the blowing of the Trench Side Wall!"
    *Prevent the Axis from blowing the Main Factory Door and gaining access to the key and Dagger!"
    *Primary Objective: Defend the Gate Key and prevent the Axis from using it to unlock the Dagger to assasinate Santa!"
    *Primary Objective: Defend the Dagger and prevent the assasination of Santa!"
    -----------------------------------------------------------------
    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_xmas_factory

    ----------------Credits-------------------------------------------
    Everyone who still is involved with keeping wolfenstein enemyterritory alive
    Merry Xmas and a happy newyear

    10 downloads

       (0 reviews)

    1 comment

    Submitted

  2. c_t_g

    Author        : Rikard "Drakir" Lindgren
    Email address    : [email protected]
    Webpage        : http://www.drakir.tk
     Map Information
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : Capture The Gold
    Filename    : c_t_g.pk3
    Release date    : 2003-10-14
    Decription    : Challenge your friends or foe´s in this version of Silly CTF.
    Program        : SD Radiant 1.3.8
    Build time     : 7 hours.
    Compile time    : 4 minutes
    Compile machine    : AMD Athlon 2200, 512mb
    Installation    : Place the c_t_g.pk3 to your etmain folder, select it from the multiplayer->create server menu or
                      bring down the console and type: map c_t_g.
    New Textures    : Nope
    New Sounds    : Nope
    New Models    : Nope
    "A version of Silly CTF! 3 Goldcrates must be secured to win the game. So make sure you doesnt come empty handed from the war, secure your future by grabbing some gold!"

    very old et map but still a small map you can play

    12 downloads

       (0 reviews)

    1 comment

    Submitted

  3. saberpeak_final + _saberpeak_final_nightsky

    MAP Name: Saberpeak
    Game:     Enemy Territory
    Version:  Final
    Author:   NOP
    Website:  http://home.comcast.net/~saberpeak/
    Date:     August 11, 2004
    INSTALLATION INSTRUCTIONS
    Place saberpeak_final.pk3 inside the etmain folder in your game directory.
    ETPRO INFORMATION
    To have command icons not appear outside compass in servers running the
    etpro mod  download saberpeak_etpro.pk3 from the map website and place
    it inside your etpro folder in your game directory.
    IMPORTANT: Do not place saberpeak_etpro.pk3 in your etmain directory.
    If you do your comand map icons will not show up in servers that
    are not running etpro.
                                                                                                                                                  
    MAP DESCRIPTION
    A small secluded beach resort proved to be the ideal place for the axis
    to establish a secret docking station for their u-boats. Surrounded by
    very tall cliffs, the small Saberpeak gulf is well hidden from prying
    eyes and unwelcome visitors.
    A small group of allied forces were sent on a mission along the coast
    to find the secret base and destroy any u-boats in its hangar. This will
    prove quite difficult since the axis have heavily fortified the resort
    turning it into an impenetrable fortress. To make things even worse an
    ammo shipment sent to supply the allies assault boat was intercepted by
    the axis leaving the allies severely weakened.
    RECOMMENDED NUMBER OF PLAYERS:
    The map has a lot of open spaces and it was meant to be played with a
    large number of players. Personally I recommend a minimum of 15 and a
    maximum of whatever your server can handle before it goes up in flames.
    That being said however, it's up to you.
    OBJECTIVES:
    ALLIES:
    Primary:
    1)Escort the assault boat to the old dock.
    2)Steal the ammo from the truck and load it onto the boat.
    3)Escort the boat to the resort gates and use the boat cannons to destroy the entrance.
    4)Destroy the submarine.
    Secondary:
    1)Destroy the side wall
    2)Construct the command post
    AXIS:
    1)Don't let the allies steal the ammo.
    2)Stop the boat from destroying the resort gates.
    3)Protect the submarine.
    Secondary
    4)Construct the command post.
     
    KNOWN ISSUES
    1) There is a small bug where if the boat gets damaged while it is
      destroying the boulder blocking the side path and an allied player is
      on the boat during this time, the boat will not be repairable even though
      it is damaged. To fix this bug the allied players have to get off the boat
      until the boat becomes repairable (which should take about 1 or 2 seconds).
     
    2) Because the map is so big there are certain limitations imposed by the
      game. These have to do with the maximum distance a projectile can travel
      which is 8192 game units. Although this distance is very large, there are
      certain points in the map where you can see this far (and probably more)
      which means that if you shoot at a player further than 8192 units your
      bullets simply wont reach. This restriction doesn't apply to scoped weapons.
    Thanks to everyone at the splash damage forums, the best forums I've come
    across online. Thanks to splash damage for their great game and the great
    support that they provide to the mapping community. In particular special
    thanks to sock for all his tutorials, LDR revisions and for always answering
    questions no matter how stupid they were.
    Thanks to ydnar for the amazing work with q3map2. Without the great features
    he's added to the compiler this map would not have been possible.
    Thanks to all the people who played the beta version and mailed me suggestions
    and reported bugs. Please keep supporting custom maps and the modding community.
    *********
    This map can be distributed freely as long as this readme file accompanies it.
    This map or its contents cannot be distributed or used in any way for profit.
    Your are free to use any brushwork or models from this map as prefabs for your own maps.
    Visit the release website to obtain the source files and info on how to use them.
    Please read the notes on the naming conventions to eliminate any conflicts with file names etc.

    DONE.
    This mapper is now officially on a nop loop awaiting an interrupt.

    24 downloads

       (0 reviews)

    1 comment

    Submitted

  4. Desert Base

    Desert_base                        by Cousinmuscles
                                (Julian)
    I made this map only for testing, since it is my first map. I hope someone can have as much fun as I did while creating it. The setting is in abandoned bases in the desert. If there are a few errors, they are ignorable, so try to ignore them, sorry. Last, I am fairly new to this, so I did not know how to set this up as a capture the flag.
    Size: Tiny
    Contact info: [email protected]
    To install the maps to your game, the preferred way is to put the Desert_base.pk3 into your etmain folder in your wolfenstein folder.
    In game, press the ~ key and type devmap desert_base
    if this is your choice.

    I am fine is this is modified, somehow. Thank you!
    A scratch force of Allies desperately struggle with the Axis forces.**They must overcome the defences and emerge victorious

    7 downloads

       (0 reviews)

    1 comment

    Updated

  5. resurrection_final + skins + script

    Operation Resurrection (Final/Fixed)

    Made by peyote
    http://peyote.et.googlepages.com
    A fixed version of the map, the original contains buggy shader script, which can corrupt other maps and itself.
    A Skinpack changing Axis to Zombies, only in this map.

    Installation:

    Place the *.script into mapscripts folder on the server; and the *.pk3 into the mod folder.
    Works with, NoQuarter, Jaymod, Etpub, Etpro, and any other mod which supports etpro mapscripts.
    -----------
    PUR3MAP ARCHIVES OF AMERICA
    Please read IMPORTANT - Special instructions, Other instructions and :::note::: below to avoid problems
    ================================================================
    Title                   : Resurrection            
    Date                    : 1:35 PM 9/19/2003                                
    pk3 name        : resurrection.pk3
    Filename        : resurrection.bsp
    Author                  : Dan "RivrStyx" Dorn
    Email Address           : mailto:[email protected]
    Web            : http://www.planetquake.com/pur3maps
    Description             : MP or SW play for ET
                            
    **** IF YOU WANT TO REMOVE THE ZOMBIE SKINS GO TO YOUR ET/MAIN DIRECTORY AND MOVE OR DELETE THE Z_RESURRECTIONSKINS.PK3 (THE RESURRECTION.PK3 CONTAINING THE MAP IS SEPERATE) ****
     
    Additional Credits to   : id software and Splash Damage
    Beta testing:  Team-Resurrection ( http://www.team-resurrection.net)..... ND80 (http://www.nd80usa.net)
        Servers: The Resurrection 69.56.165.130:27961 and check out ND80s servers at above url
    Additional sounds: DetPak http://detpak.tripod.com
    Skins: RivrStyx
    ================================================================
    ========Campaign cycles added===========
    resurrectioncycle.cfg or choose in menu - (its just a 6 map resurrection campaign) /exec resurrectioncycle.cfg
    resurrectionfullcycle.cfg or choose in menu - (6 original maps with Resurrection being the final conflict to stop the axis soldiers before they become invincible) /exec resurrectionfullcycle.cfg
    *****Also it's recommended playing this map with 32bit color depth for visual effects if your system can handle it but not necessary. Will just look a whole lot better with less visual weirdness.
    Can set these in the menu:
    1. when game starts hit esc key...choose system
    2. Go down the list change COLOR DEPTH to 32bit and LIGHTING to lightmap(high), can leave TEXTURE QUALITY to 16bit as this only kills framerate and won't see much of a difference. Depending on video card you may not see any change in frame rate using lightmap and 32 bit color depth.
    3. choose accept (video will restart and will only take a sec til back in the game)

    ================================================================
    @@@@@@@@@ Other Instructions on file placement...etc @@@@@@@
    Unzip the mp_resurrection.zip file to your Return to EnemyTerritory/ETMain directory
    :::NOTE:::
    Zip files contain the normal map file called mp_resurrection.pk3 and also a skin pk3 called z_resurrectionskins.pk3.
    The z_resurrectionskins.pk3 will make the axis look like axis zombies/demons to add to the maps contents and atmosphere. The only fallback is they will still look this way on other maps because of the way RTCW is made. [If your on a server that doesn't have this file you won't have to worry about it as you will default to the regular axis skins]
    -----If the skins do show up on other maps and you want the regular skins back or have problems with them on map changes just remove z_resurrectionskins.pk3 file from your Return to castle Enemy Territory/ETmain derectory (or wherever you installed it) or move it to a seperate directory to save.----- Thats it but i recommend at least trying them for this map :)
    ******** Play Description ***********
    Operation: Resurrection
    BACKGROUND:
    The Nazi's as we have heard are doing human experiments to create super soldiers. Recently however, its been discovered the Nazi's are using the occult to further their mission for world dominance by performing passages from the book of the resurrection. Rituals if you will.
    A small allied force lead by LT. Joe Johnson was sent to gather more information on one, Alfred Kreiger, who is a Nazi Sympathizer and linked to practices in the occult. Information we received from Johnson has confirmed our suspicions. Kreiger has performed satanic rituals and has succeeded in resurrecting dead Nazi soldiers that feel no pain, no emotion, and have no mercy. They are the perfect killing machines. Kreiger has recently crossed over to the other side, suicide by his own creations. According to the book, Kreiger's death will allow him to move between realms and help make the transformation of the soldiers complete. They can be destroyed at this time, but one passage from the book is left that will make them invincible and must be done when certain circumstances are present. Unfortunately we don't know this information as we've lost contact with Johnson and his men.
    This was Johnson's last transmission:
    <Begin Transmission> "…We have entered the belly of the beast where life and death are one… The book holds the power … The last passage needs to be performed for the gates of hell to be opened permanently… God help us… It must be performed when…" <End transmission>
    No one from the group has been heard from since, but we do know from Johnson's last message that the book is the key.  Time is of the essence and you will be deployed immediately.
    --I know your thinking this can't be real. It seems unbelievable but in Johnson's words. "God help us"  if it's true. --

    MISSION:
        To infiltrate Kreiger mansion by raft and make way through front gate or other means available before the axis zombie soldiers become invincible. Extract "The Book of the Resurrection" that's located in the mausoleum on the rear mansion grounds. Exit through the main house back to front gate to raft.
    "
     *Primary Objectives -  1. Destroy Main Gate power to gain access to Kreiger.
                2. Steal Book of the Resurrection from Kreiger Mansion and make way to raft and escape to caves.
     
     *Secondary Objectives - 1. Capture flag in mansion room to advance.
                 2. Destroy secondary door for access into lower mansion. "This is a secondary entrance but cannot use to exit."
                 3. Destroy catacomb door for access into book room.
    Thx to Detpak for the some of the cool sounds in resurrection. http://detpak.tripod.com
    Some custom textures from Evil Lair http://www.planetquake.com/hfx/textures.html

    - Construction -
    Base                    : New level from scratch
    Editor(s) used          : Q3Radiant
    Known Bugs              : None.
    - Copyright / Permissions -
    This level is (c) 2003 Dan Dorn.
    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.
    ---------
    thx to:http://forums.jolt.co.uk/archive/index.php/t-195173.html
    here a copy of the page:
    jolt.co.uk public forums > game forums > return to castle wolfenstein > Mapping / Mods / Skins > Mapping > MP Forum B1 (download + comments here)
    PDA
    View Full Version : MP Forum B1 (download + comments here)
    Gerbil
    10-10-2003, 10:03 PM
    http://www.pcgamemods.com/2471/
    chavo one
    10-10-2003, 10:58 PM
    oops! This is in the mp_forum_b1 readme:
    Place MML_CHURCH_ET_V1.PK3 in your Enemy Territory's ETMAIN/ directory.
    Gerbil
    10-10-2003, 11:04 PM
    Oops, does it show where I nicked the README format from? :D
    Banzai
    12-10-2003, 2:06 AM
    Downloading to have a look right now :)

    Fantastic map Gerbil and team !
    Some great textures incorporated and great design .
    Water wheel brilliant.
    Gerbil
    12-10-2003, 8:48 PM
    OI SCDS_reyalP, remember the FPS bloke in the forum thread on SD? What are your thoughts on this?
    TBH I think he's bullshitting - just wanted to make people think I was incompetant regarding framerates after my rant against slow maps - I noted he's a fan of transmitter, so probably took it personally that I think it runs slower than a flick-book.
    But on the 1% chance he's not actually a pre-pubescent 'trouble-maker', any thoughts on what might cause framerate issues 'outside'? Yeah I know it's too general, he's obviously full of cack.
    On the downside, the file's at rtcwfiles.com, but dragonfly chose two of the most boring screenshots he could find - I wonder how much that'll affect the download rate? :( Much as I appreciate the effort RTCWFiles has gone to in the past, they've messed up my last few map hostings, so this was a bit of a bummer...
    Gerbil
    12-10-2003, 8:49 PM
    Oh and I'll be running the map on our clanserver as often as I can (IE when none of the rest of the clan is looking ;)).
    Uber1337.co.uk- GroundZero Public Server - 80.253.114.167:27960
    ratty redemption
    12-10-2003, 10:27 PM
    Gerbil, even if there are some areas with low fr found in the mp_forum map, isn`t the point that you`d try n fix them, where some other mappers wouldn`t bother as they`d possibly moved onto newer projects?
    its clear from your posts in the past that like me, you believe in quality and aren`t lazy in your work.
    so even if some player or other mapper was trying to discredit you, if they point out bugs you guys weren`t previously aware of, in the end they are inadvertently helping you improve your work ;)
    SCDS_reyalP
    13-10-2003, 12:39 AM
    Originally posted by Gerbil
    OI SCDS_reyalP, remember the FPS bloke in the forum thread on SD? What are your thoughts on this?

    I don't know. I get solid 76 FPS everywhere, on a athlon XP 1.4 with a 64meg GF2TI. OTOH, I have my settings turned way down so I stay over 30FPS on the official maps. 800x600x16.
    I would prod him for something more specific before dismissing him completely.
    *shrug*
    I did find a couple more minor issues. Standing at the far end of dottys section, I get massive z-fighting on the stained glass window. You are free to say '16 bit is unsupported, so feck off' but it shouldn't be hard to make it stick out a bit more, or get rid of some the texture behind it.
    Also this:
    http://www.cyberonic.net/~gdevault/rfm/mapstuff/mp_forum/texprob-1.jpg
    in my bit. Those used to be textures that seamlessly blended together. Now they are not. I suggest making it all one texture.
    Gerbil
    14-10-2003, 7:20 PM
    Bugger bugger bugger - sorry about the 16bit stuff, I'll change my settings and go through the map and fix 'em all - the window is an easy one - decals here we come (I lurve decals at the moment!).
    As for your section, I still need to get the sparkly fixes in for final, so I'll be sure to catch that too.
    As for the guy complaining about FPS - no-one else has complained, and extra bitdepth / detail etc wouldn't make any difference since according to him the common feature is 'outside'. Well, the sky is by no means more complicated than any other (skybox + 1 cloud layer). I did recall reading that some cards didn't support certain blend modes well at all, but the one I'm using is yer bog standard alpha one.
    Without more info I can't really say anything else on it - the fact he's not replied again kinda just makes me think he's bullshitting - certainly everyone after him has had nothing but glowing reports of the framerate, and indeed the map in general, although people get lost easily - which is kinda odd to me since it's a pretty basic grid-work pattern. Having said that of course, it has taken me over half a year to learn Chavo's bit properly, so maybe I shouldn't be too quick to judge, and I can still be left scratching me head in your (reyalP's) section on occasion too!
    grizzlybear
    14-10-2003, 9:15 PM
    gggggggggggggrrrrrrrrrrrrrrrrrrrrrrr
    cant connect to the clan server
    it sez it or me is running an incompatable version (press update if it appears on main menu)
    ive got autoupdate on :(
    is there any way i can revert back to the old version without a reinstall (gessing no)
    or
    are u updating the clan server soon ??
    gonna rename an reinstall cant wait to play ;)
    grrrrrrr
    ignore the above
    this is a misleading error msg aint it
    gessing the server is down and thats y im getting the msg DOH!!!!
    wanna play wanna play ;)
    Gerbil
    14-10-2003, 11:24 PM
    The server is updated, and isn't running any mod that I'm aware of.
    It sometimes swaps to RTCW for clan matches, but apart from that it's usually public (like now, except my crappy connection kept getting me kicked). Map / campaign voting is disabled, so I have to put me map on as ref, which I can only do in all fairness to the rest of the clan, when they aren't using it :(
    Gerbil
    16-10-2003, 1:10 AM
    BTW we've made file of the week at www.rtcwfiles.com.
    Helps a bit, and is basically a fringe-benefit of being hosted there :)
    Without the servers of course, it's not going to help too much, but I'll keep swapping mine over as I can :D
    chavo one
    31-10-2003, 6:57 PM
    Gerbil,
    Did you see this post by rivrstyx? I don't know what he's talking about, but he claims that mp_forum messes up other maps.
    http://www.forumplanet.com/planetwolfenstein/topic.asp?fid=6127&tid=1202194&p=2#12783470
    Gerbil
    31-10-2003, 8:35 PM
    Yeah he PM'ed me via SD forums.
    I've not had a chance to look into it yet, but will obviously do so before I release the final version (which will include the source).
    He posted the shader that's getting screwed (as far as I'm aware it's only one), and it's just plain strange - it has nothing at all to do with anything in MP forum.
    I'm going to have a peek at it very soon myself - I'd hate to think there's some shitty shader bug in ET to go along with all the other ones :/
    FYI here's the shader:
    textures/rivrstyx2/rivr_woodvfloor3
    {
    qer_editorimage textures/evil_1floors/woodvfloor3.tga
    surfaceparm woodsteps
    {
    map $lightmap
    rgbGen identity
    }
    {
    map textures/evil_1floors/woodvfloor3.tga
    blendFunc GL_DST_COLOR GL_ZERO
    rgbGen identity
    }
    }

    And some piccies:
    http://o2demos.hextroopers.com/hiroshima/res-tex-3.jpg
    http://o2demos.hextroopers.com/hiroshima/res-tex-2.jpg
    If anyone has any ideas, I'm all ears :D
    ambershee
    02-11-2003, 2:12 PM
    That is rather odd, and from what I see in the piccies is a missing texture file, or a shader pointing to a misspelt or missing texture file. I really can't say more than that - cos I doubt it's what it seems to be.
    How odd.
    Detoeni
    02-11-2003, 5:00 PM
    That's a wolf shader, for ET it should be:
    textures/rivrstyx2/rivr_woodvfloor3
    {
    qer_editorimage textures/evil_1floors/woodvfloor3.tga
    surfaceparm woodsteps
    implicitMap textures/evil_1floors/woodvfloor3.tga
    }
    As to why its making an issue, mmm odd.
    is "evil_1floors/woodvfloor3.tga" just in rivrstyx's map or is it from a custom texture pack?
    Gerbil
    13-11-2003, 5:20 PM
    ARRGH back from 2 weeks without internet.
    Downloading 1400 mails via 56k modem :/
    Anyway - the shader should be fine, even in 'old' format - the only thing that's slightly dodgy (to me) is that the shader path is not in the correct (IE same) shader script - IE it appears under:
    rivrstyx2 (from the shader name)
    but is actually in a different file (can't remember off top of me head).
    I seem to recall from RTCW there were sometimes issues with this - didn't ReyalP rather kindly sort out the old town_ shaders for RTCW precisely because of this issue?
    Only test I've done so far was in a clean install of ET, and yep just res and forum cause this.
    Next trick is to create my own minimal shader for the rivrstyx one and try doing some test maps to see what happens.
    Not that I've even touched ET in about 3 weeks - deadlines eh? :(
    SCDS_reyalP
    13-11-2003, 10:50 PM
    I seem to recall from RTCW there were sometimes issues with this - didn't ReyalP rather kindly sort out the old town_ shaders for RTCW precisely because of this issue?
    I thought those issues were only in the tools.
    That is very strange.
    Could he have some common type shader of the same area, which is normally invisible, but is somehow broken by mp_forum ?
    edit:
    Oh, load up styx map and look at fs_referencedlist to see if the engine thinks it is getting anything out of mp_forum.
    edit #2
    done.
    LOADING... graphics
    LOADING... maps/resurrection.bsp
    WARNING: R_FindImageFile could not find 'textures/evil_1woods/woodvfloor3.tga' in shader
    'textures/rivrstyx2/rivr_woodvfloor3'
    Shader textures/rivrstyx2/rivr_woodvfloor3 has a stage with no image
    WARNING: R_FindImageFile could not find 'textures/evil_1woods/woodvfloor3.tga' in shader
    'textures/rivrstyx2/rivr_woodvfloor3'
    Shader textures/rivrstyx2/rivr_woodvfloor3 has a stage with no image
    WARNING: R_FindImageFile could not find 'textures/evil_1woods/woodvfloor3.tga' in shader
    'textures/rivrstyx2/rivr_woodvfloor3'
    Shader textures/rivrstyx2/rivr_woodvfloor3 has a stage with no image
    WARNING: R_FindImageFile could not find 'textures/evil_1woods/woodvfloor3.tga' in shader
    'textures/rivrstyx2/rivr_woodvfloor3'
    Shader textures/rivrstyx2/rivr_woodvfloor3 has a stage with no image
    WARNING: R_FindImageFile could not find 'textures/evil_1woods/woodvfloor3.tga' in shader
    'textures/rivrstyx2/rivr_woodvfloor3'
    Shader textures/rivrstyx2/rivr_woodvfloor3 has a stage with no image
    WARNING: R_FindImageFile could not find 'textures/evil_1woods/woodvfloor3.tga' in shader
    'textures/rivrstyx2/rivr_woodvfloor3'
    Shader textures/rivrstyx2/rivr_woodvfloor3 has a stage with no image
    WARNING: R_FindImageFile could not find 'textures/evil_1woods/woodvfloor3.tga' in shader
    'textures/rivrstyx2/rivr_woodvfloor3'
    Shader textures/rivrstyx2/rivr_woodvfloor3 has a stage with no image
    stitched 16 LoD cracks
    ...loaded 15549 faces, 623 meshes, 574 trisurfs, 0 flares 0 foliage
    LOADING... entities
    ...
    ]\fs_re
    fs_referencedList
    fs_restrict =
    ]\fs_referencedList
    Referenced PK3 Names: etmain/resurrection etmain/pak0 etmain/mp_bin
    ]\condump res.txt
    Dumped console text to res.txt.

    Yet removing mp_forum clears up the problem. So my guess is some kind of overflow when the game looks through mp_forum.pk3, which leaves things corrupt when it gets to resurrection.
    q3map -info on mp_forum.bsp might tell us something.
    edit #3:
    One thing to look out for is paths which are too long. ISTR texture paths being limited to 64 chars or so.
    SCDS_reyalP
    13-11-2003, 11:15 PM
    E:\temp>c:\wolfdev\gtkradiant-1.3\q3map2 -game et -info maps\mp_forum_b1.bsp
    2.5.11
    1 threads
    Q3Map - v1.0r (c) 1999 Id Software Inc.
    Q3Map (ydnar) - v2.5.11
    GtkRadiant - v1.3.13 Nov 12 2003 16:00:32
    A well-oiled toaster oven
    VFS Init: ..//etmain/
    ---------------------------------
    maps\mp_forum_b1.bsp
    Abstracted BSP file components (*actual sizes may differ)
    92 models 3680
    216 shaders 15552
    12684 brushes 152208
    97742 brushsides 1172904 *
    0 fogs 0
    40488 planes 647808
    346 entdata 36802
    5161 nodes 185796
    5254 leafs 252192
    48484 leafsurfaces 193936
    20659 leafbrushes 82636
    27769 drawsurfaces 4109812 *
    194924 drawverts 15593920 *
    83226 drawindexes 332904
    -------
    readme.txt   8/28/02
    Added sounds by Det Pak
    Visit the Domain at http://detpak.tripod.com
    I would like to say thanks to Dan the man!! "RivrStyx" for letting me help out on this awesome map and listening to a few ideas to try out in it.
    Big Thanks to Subwolfer and Thor2 for testing and ideas.
      "I'll swallow your soul" wave is from the awesome horror movie "Army of Darkness" property of Universal Pictures..go buy it today!
     

    126 downloads

       (2 reviews)

    1 comment

    Updated

  6. cortex_who_antifronted + music

    Modefiled by [aF]Vanhintn!? and [aF]StoerFaktor
    I wait so long of new version oF cortex_who but that never happens, so i have change the textur and sounds.
    I dont have change any think in the map
    Original map by
     
    masterkiller
    scorp
    woody
    cR4ZyB3n
    minus (mon frere)
    //Visit us//
    Visit us @ www.antifront.de
    ~cortex[AF]music-override in your mod folder
    for silent mod  i renamed it : z_cortex[AF]music-override.pk3
     

    79 downloads

       (0 reviews)

    1 comment

    Updated

  7. nitmod_2.3.1

    Installing/Updating
    Depending on how the mod package was created, it may contain all the required files inside a "nitmod" folder, or directly into the Zip root.
    Installing for the first time
    Stop your server
    Unzip the mod package.
    If the mod package doesn't contain a "nitmod" folder:
    Create a "nitmod" folder on your server, next to the "etmain" folder.
    Upload the content of the mod package to the folder you just created
    If the mod package contains a "nitmod" folder:
    Upload the "nitmod" folder to your server's root (near "etmain")
    Once the files are uploaded:
    Change your server's "fs_game" cvar to "nitmod" (either in your control panel for rented game servers, or in your startup command line if you're hosting it yourself)
    Start your server
    Updating
    Stop your server
    Delete the current mod pk3 file from your server's "nitmod" folder (usually nitmod_*.*.pk3)
    Unzip the mod package.
    If the mod package doesn't contain a "nitmod" folder:
    Upload the content of the mod package to your server's "nitmod" folder
    If the mod package contains a "nitmod" folder:
    Upload the content of the package's "nitmod" folder to your server's "nitmod" folder
    In both cases, you will probably have to confirm you want to replace qagame_mp_x86.dll (Windows servers) or qagame.mp.i386.so (Linux servers).
    Once the files are uploaded:
    Start your server
    Server configuration
    N!tmod releases come with a sample configuration file (nitmod.cfg).
    It contains every mod Cvars set to their default value, and a small description of what they're used for.
    For a complete description, visit our Cvar reference (link on the left menu of this page).
    Admin system configuration
    Setting up SQLite Database
    N!tmod includes a powerful Shrubbot like admin system, partially rewritten to use a SQLite database, extend features and provide higher performance.
    It allows you to modify/add/delete admin levels and manage every player who has connected to your server, even whey they are offline
    Admin system is disabled by default, because it requires you to set the path to where you want the SQLite database file to be saved, using the n_SQLiteDBPath Cvar.
    The database file will be automaticly created if the above cvar is set correctly, and the server process has read/write permissions on the specified path.
    If an invalid filename is provided, the mod will attempt to create a "NITMOD_DB.sqlite" database inside "fs_homepath"/nitmod directory.
    The SQLite database is also required for XPSave (see g_XPSave), Offline messaging (see n_userMail) and Map records (see n_mapRecords)
    Setting up admin levels
    To setup admin levels on your server, you must create a levels.db file inside nitmod folder
    sample:
    ********** name = panzerwaron message = ^1Enable Panzerwar? help = Enable Panzerwar cmd = !panzerwar 1 ********** name = panzerwaroff message = ^1Disable Panzerwar? help = Disable Panzerwar cmd = !panzerwar 0 ********** name = splata help = Splat (instagib) all players. cmd = Splata message = Splat (instagib) all players? DO NOT copy & paste level entries from another mod's 'shrubbot.cfg' file, it will NOT work!
     
    Here is 'levels.db' file structure description:
    **********  // Delimiter (10 *) Must IMPERATIVELY be placed BEFORE every level.
    level =     // Level Number
     
    name =      // Level Name
    flags =     // Flags
    gtext =     // Optional Greeting Text (user's greeting text overrides this value)
    gsound =    // Optional Greeting Sound (user's greeting sound overrides this value)
     
    This file can be edited ingame (or through rcon) using !levedit, !levadd and !levdelete commands.
    The file will automaticly be overwritten when using one of these commands.
    If you manually edit this file while the server is running, use !readconfig command to load modifications.
    Use !levlist and !levinfo commands to display informations about existing levels.
     
    Setting up custom commands
    N!tmod allows adding custom commands to the existing admin system commands set.
    To setup custom commands on your server, you must create a commands.db file inside nitmod folder (download sample here).
    DO NOT copy & paste custom commands from another mod's 'shrubbot.cfg' file, it will NOT work!
     
    Here is 'commands.db' file structure description:
    **********  // Delimiter (10 *) Must IMPERATIVELY be placed BEFORE every command.
    name =      // Command name (ex: "test")
    exec =      // Command sent to server (ex: chat "^3Test command")
    desc =      // Text displayed in !help cmdname (ex: "Test command")
    levels =    // Levels having access to this command, delimited by spaces (ex: 0 1 2)
     
    If you manually edit this file while the server is running, use !readconfig command to load modifications.
     
    Setting up custom votes
    Starting from version 2.2, server admins can create custom votes.
    To add custom votes, you must create a votes.db file inside nitmod folder
     
    Here is 'votes.db' file structure description (N!tmod 2.2):
    ********** // Delimiter (10 *) Must IMPERATIVELY be placed BEFORE every vote.
    name =     // max 20 chars vote name (to use with /callvote)
    cmd =      // max 100 chars command to execute on server side when vote passes
    message =  // max 256 chars message displayed on clients when vote is called
    download sample here
     
    Starting from N!tmod 2.3, the votes.db syntax has been modified, adding more flexibility.
    Here is 'votes.db' file structure description (N!tmod 2.3 and higher)
    **********  // Delimiter (10 *) Must IMPERATIVELY be placed BEFORE every vote.
    name =      // max 20 chars vote name (to use with /callvote)
    message =   // max 256 chars message displayed on clients when vote is called
    help =      // max 256 chars vote description (ex: /callvote *name* ?)
    exec =      // max 1024 chars command to execute on server side when vote passes
    passtext =  // max 256 chars message displayed on clients if vote passes
    levels =    // max 64 levels allowed to call this vote (if empty, vote is available for all levels)
    example:
    ********** name = panzerwaron message = "^2Enable Panzerwar?" help = "Enable Panzerwar" exec = !panzerwar 1 passtext = "^5Panzerwar ^7is now ^2Enabled^7!" levels = 1 2 ********** name = panzerwaron message = "^1Disable Panzerwar?" help = D"isable Panzerwar" exec = !panzerwar 0 passtext = "^5Panzerwar ^7is now ^1Disabled^7!" levels = 1 2  
    If you manually edit this file while the server is running, use !readconfig command to load modifications.
     
    To call one a custom vote, use the /callvote command in your console, followed by the custom vote name. Ex : /callvote mycustomvote.
    CK" instead of "SUSPICIOUS MEMORY MODULE".

    33 downloads

       (0 reviews)

    1 comment

    Updated

  8. 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

    29 downloads

       (0 reviews)

    1 comment

    Updated

  9. praetoria_m2.pk3

    Praetoria-Mission Two: Hell on Wheels
    by Diego (aka Subsurface Scattering) Contact: [email protected]
    -------------------------------------------------------------------------------------
    Installation:
    -------------
    Remove any previous versions from your etmain directory.
    Extract the PK3 file from the .ZIP file using WINZIP, or WINRAR into your Etmain folder.
    This file may co-exist with Mission One without any conflicts.
    Version Info:
    -------------
    1.1
    Script fix added to abort starting sounds during warmup faze.
    Fixed typo in the Arena file.
    Added missing texture: camocraft_additions.tga
    Added custom allied image icons for the side entrance and side wall to prevent
    the missing texture bug on the command map.
    Fixed black shadow on rock wall.
    Removed text from Axis crates.
    Fixed hole by the camo nets.
    -------------
    1.0
    First Public Release
    Known Bugs:
    On very rare occasions, the tank may not register as being damaged and will
    therefore not be repairable.  This usually happens when the tank is being unlocked after
    the upgrade is complete.  To reduce the possibility of this happening, I've rigged the
    Locking lever to only unlock the tank if it has already been repaired.    Hopefully, axis can
    refrain from damaging the tank in the middle of the unlock cycle and avoid this bug completely.

    -------------     
    0.99 BETA
    Private Beta Test version.
    Made the door to the Gun Controls a slider so that allies can't block axis players from
    entering. the bunker.  Adjusted spawn times.            
    -------------------------------------------------------------------------------------
    MISSION DETAILS
    -------------------------------------------------------------------------------------
    Mission Time:        30 Minutes
    Spawn Times:        Axis 20 Seconds,  18 with CP    
                        Allies 15 Seconds, 17 with CP
    -----------------
    Overview:
    -----------------
    Mission Two: "**The Allied Armor Forces are running low on fuel. They must use the tank
    to breach the Praetoria Depot Defenses, replenish their supplies, and escape to the tunnel
    that leads to the airfield"
    Map Objectives:
    -----------------
    Axis:
    -----------------
        1    "Primary Objective:**Stop the Allies from breaching the Depot Defenses."
        2    "Primary Objective:**Don't let the Allies reinforce the Tank at the Repair Depot."
        3    "Primary Objective:**Protect the Fuel."
        4    "Primary Objective:**Stop the Allies from escaping to the Tunnel that leads to the Airfield."
        5    "Secondary Objective:**Defend the Side Entrance."
        6    "Secondary Objective:**Protect the Side Wall."
        7    "Secondary Objective:**Protect the Gun Controls"
        8    "Secondary Objective:**Build a Command Post"
    -----------------
    Allies:
    -----------------
        1    "Primary Objective:**Use the Tank to breach the Depot Gates."
        2    "Primary Objective:**Reinforce the Tank at the Tank Repair Depot."
        3    "Primary Objective:**Steal the Fuel for the Tank.."
        4    "Primary Objective:**Escape to the Tunnel that leads to the Airfield."
        5    "Secondary Objective:**Destroy the Side Entrance."
        6    "Secondary Objective:**Destroy the Side Wall."
        7    "Secondary Objective:**Destroy the Gun Controls"
        8    "Secondary Objective:**Build a Command Post"
    -------------------------------------------------------------------------------------
    CREDITS
    Map Construction:      Diego
    Command map :         Diego
    Scripting:              Diego (except where noted)
    Contributors:
    Chrucker    Prefab setup of the churchill tank.
               http://games.chruker.dk/enemy_territory/
    Marko        Ammo & Health cabinet prefab.
                
    Sock        dotproduct shaders, terrain textures modified from his terrain example.
               http://simland.planetquake.gamespy.com/
            
    UJE C        Original fuel can command map texture
    Flippy        ETscript 4. It rocks.
    C            ET Mod Tool used for converting stock models to reduce my gamestate issues.
    -------------------------------------------------------------------------------------
            
    CUSTOM MODELS

    Upgrade Console:        Diego
    Gun Controls:            Diego
    Power Generator:        Diego
    Tank Upgrades:            Diego
    Waterfall:                Diego
    Fuel Can                 Model by Diego, Texture by splash damage
    ----------------------------------------------------------------------------    
    Venice Speedboat:        Chavo-One    (http://www.chavo-one.com/)  (converted model)
    Gothic lamps:            Maverick                                 (converted model)
    Eagle Banner:            QKennyQ        ([email protected])         (converted model)
    Oblitz Trucks:            Detoeni       http://www.planetwolfenstein.com/detoeni
    WP-222:                 Detoeni    
     
    Textures and Sound:
    -------------
    This map uses custom textures and sounds from outside sources.  In many instances, but not all,
    these textures have been modified by either color manipulation, layer compositing with other
    textures, or by assembling a completely new texture with parts of existing ones.
    All VO commands are re-edited variations of the stock ET sounds.  Upgrader and Gun Control
    sound fx from JKA with some partial modifications.
    Tank Upgrade Music:  "Not Fragile" by Bachman Turner Overdrive
    Intro Music:           RTCW
    PERMISSIONS
    -----------------------------------------
    Copyright (c) 2009 Don Taylor
    -----------------------------------------
    You may NOT modify, redo, reproduce this map in any way without permission from the author.
    You may NOT include or distribute this map in whole or in part in any sort of commercial product.
    You may NOT mass distribute this level via any non-electronic means, including but not limited to compact disks.
                
    You may use the edited VO sounds found in this file.
    Use may use the custom textures provided you create your own shaders to prevent any conflicts with my own.
    You may use the custom models that I created as long as credit is given in your readme.  If you wish
    to alter the shaders, either use a remap shader, or C's q3model tool to make your own copy of the model.
    I will also probably release a stand alone model pack in the future.

    You may distribute this PK3 through any electronic network, provided you include this file and leave the archive intact.
    ---------------------
    Note from the Author:
    ---------------------
    Praetoria was the name of an ancient Roman Garrison in northern Italy several centuries ago.  It
    sounded cool so I decided to use the name for my fictional location.
    This map was begun in 2004 originally as a Deathmatch map for MOHAA. By the time I decided to make it
    an objective map (Sometime in 2005) I had become somewhat disenchanted with the compiling limitations
    found in MOHAA's compiler. I decided at that point to migrate all of the work that I had done over to
    Enemy Territory.  
    The Praetoria campaign was originally conceived as one complete map that would contain just about
    every type of objective that could be dreamed up. After months of struggling with engine and compiling
    limitations, I finally decided to break the map into a multi-part campaign. The first map, Bunker Hill, was
    released in 2007. This map is part 2 of that campaign.

    15 downloads

       (0 reviews)

    0 comments

    Submitted

  10. Alps-trail-source

    public sources code for this map
     

    16 downloads

       (1 review)

    0 comments

    Updated

  11. (UM)arena

    dual map

    13 downloads

       (0 reviews)

    0 comments

    Updated

  12. beerrun_b7a_0331

    // Set scenario information

    wm_mapdescription axis "The Allies are trying to steal your beer!  Destroy them on sight!"

    wm_mapdescription allied "The Axis are hiding two kegs of the best beer in the world.  Steal it!"

    wm_mapdescription neutral "The Allies are trying to steal two kegs of beer which the Axis hold."


     
    // Axis Objective Descriptions

    1 "Primary Objective:**Protect the key card"

    2 "Primary Objective:**Don't let the Allies shut down the power to the Keg Vault"

    3 "Primary Objective:**Defend the first Keg of Beer"

    4 "Primary Objective:**Defend the second Keg of Beer"

    5 "Primary Objective:**Construct and defend the Brewery Controls"

    6 "Primary Objective:**Capture the Forward Flag"

    7 "Primary Objective:**Prevent Allies from securing the Beer Kegs"


     
    // Allied Objective Descriptions

    1 "Primary Objective:**Steal the key card"

    2 "Primary Objective:**Disable power to the Keg Vault"

    3 "Primary Objective:**Steal the first Keg of Beer"

    4 "Primary Objective:**Steal the second Keg of Beer"

    5 "Primary Objective:**Destroy the Brewery Controls"

    6 "Primary Objective:**Capture the Forward Flag"

    7 "Primary Objective:**Secure the Beer Kegs at the getaway Truck"

    6 downloads

       (0 reviews)

    0 comments

    Submitted

  13. bremen_final_fix

    Author        : DerSaidin
    Real name     : Andrew Browne
    Location    : Australia
    E-mail        : [email protected]
    Game        : Wolfenstein: Enemy Territory
    Reworked by    : Sid & Etch
    =======================================================
    Description:
    =======================================================
    Allied spies undercovered details of an Axis plan
    to transport a fortune in gold to a more secure location.
    The Allies have planned an attack to intercept the gold
    during its stopover in Bremen.
    Axis objectives:
        - Stop the Allies from stealing the gold.
        - Stop the Allies from destroying the Main Entrance.
        - Hold the forward spawn.
        - Stop the Allies from constructing a command post, or destroy it if it has been made.
        - Be alert, the Allies may attempt attack through a side door. Don't let them satchel the side door.
        - Stop the allies from powering up the generator. Defend the keycard.
        - Don't let the Allies steal the truck.
        - Build the truckbarriers to hinder the Allied escape.
    Allied objectives:
        - Steal the truck with its load of gold.
        - Blow open the Main Entrance to push through the city.
        - Take control of the forward spawn.
        - Construct the command post to activate a forward spawn.
        - Satchel the side door to gain additional access.
        - Use the keycard to power up the generator.
        - Repair and steal the truck.
        - Don't let the Axis hold up the truck with a truck barrier.
    Spawntimes:
        Axis    30
        Allies    20
    =======================================================
    Changelog:
    =======================================================
    Bremen (Final):
    + added fixes (mapscript & lights)
    + reworked command map
    + retextured, looks now like a bombed german city
    + included a fiting skybox
    + usage of (fixed) shaders for a better look (terrain, windows, marble floor, vase, etc)
    + usage of new/changed/fixed textures (windows, wall, gate, floor, truck)
    + Bremen is now shown on the right place in the campaign map
    - removed advertisings from the map
    - removed all unneeded textures and shaders from the pk3
    = based on beta 2, all custom-made stuff will still work
    Bremen (Beta 2):
    + generator icon
    + lights
    = door goes through roof
    = alpha cart wheel
    = doors chalked on bottom
    + passage through to generator
    + more damage to buildings
    + teamdoor at truck
    + shell corner of building above door1
    + window behind desk
    = close/modify alley
    = half height tree blocking door-door LOS
    = break up CP courtyard with trees/bushes
    = floating windows on building next to allied 1st spawn
    Bremen (Beta 1):
    + added allied autospawn change to flag when truck is back in first half
    = changed building route near allied first spawn
    - removed spare room near office
    + added gardens near axis second spawn
    + added real terrain in cp area
    + added more props in streets ("prefabed" from grush)
    = rescaled windows/doors/railings
    + fixed clipramps added for various doors
    + fixed railings near CP odd clipping
    + fixed side door
    + added crater(s) to terrain for coolness
    = changed truck, now indestructible (after initial repair)
    Bremen (Alpha 1):
    - made
    =======================================================
    Programs used:
    =======================================================
    - Enemy Territory and ETPro
    - GtkRadient 1.5.0
    - Adobe Photoshop CS
    - Crimson Editor 3.60
    - Wood Workshop 1.00.0512
    - Winzip
    =======================================================
    Special thanks to:
    =======================================================
    swinyboi    (DE)
    Neillie        (UK)
    SPU9        (DE)
    iTG`stewie    (NL)
    chosen        (DE)
    [NW]reyalP    (US)
    inFlux`imP    (BE)
    dignitas\Frop    (XX)
    perfo        (XX)
    Shaderman    (DE)
    gtv`arni    (DE)
    fnTc^h3ll    (NL)
    Neddeh from [ToG] - http://ned.theoldergamers.com/
    For use of his server.
    sequentiaL gaming - http://www.sql-gaming.com
    For use of their server
    My clan, Adversus
    http://www.adversus.com.au/
    #adversus on irc.ausirc.net or quakenet
    iceman34    (AU)
    angelus        (AU)
    riCo        (AU) (actually, skip rico)
    HANZ        (AU)
    goober        (AU)
    mahadeva    (AU)
    noname-        (AU)
    tursimo        (AU)
    KAD        (AU) lol!
    Hectorz        (AU) - but not Moley (AU)
    Vamped        (AU)
    haste        (AU)
    slant        (AU)

    9 downloads

       (0 reviews)

    0 comments

    Updated

  14. capuzzo_final

    Storyline: January 1943 - The war in Africa is finally coming to an end. Allied Intelligence has discovered a group of Axis engineers planning a new super plane in Capuzzo Airport. The Allies are attempting to break into the airport, steal the blueprints and escape with a Supermarine Seafire.
    Objectives:
        Allies:
            1] Escort the Tank past the Tank Tarrier #1
            2] Escort the Tank past the Tank Tarrier #2
            3] Construct the Command Post after the tank has passed a certain spot to gain a spawnpoint at the command post
            4] Destroy the Command House wall, the enemy aircraft with the tank
            5] Send a message (takes 45 seconds) for the pilot to land in
            6] Steal the blueprints and secure them into the Seafire, which has to be repaired in order to be able to secure
        Axis:
            1] Prevent the Tank from passing the Tank Tarrier #1
            2] Prevent the Tank from passing the Tank Tarrier #2
            3] Construct the Command Post to prevent Allies from spawning in there after they have passed a certain spot
            4] Stop the Allied tank from breaking into the Command House and from destroying the planes in the airport.
            5] Prevent the Allies from sending a signal for their pilot
            6] Prevent the Allies from stealing the blueprints and escaping with them

    9 downloads

       (0 reviews)

    0 comments

    Submitted

  15. crevasse_pe

    Axis facility build into the rocky depths of a crevasse in Germany.
    Allies are attacking.

    Allied Objectives:
    ------------------
    - Transmit the Axis Documents.
    - Steal the Keycard and use it to gain access to the Elevator Shafts.
    - Build the Command Post to gain a forward spawn.
    - Repair and fire the Anti-tank Gun to blow open the transmitter.
    Axis Objectives:
    ----------------
    - Stop Allies from transmitting the Documents.
    - Defend the Keycard and stop the allies from using it to enter the Elevator Shafts.
    - Stop the Allies from repairing the Anti-Tank Gun and firing it.
    Spawntimes:
    -----------
    Axis  : 30
    Allies: 20
     
    ALSO LOOK IN PK3 FOR INCLUDED ETpro TRICKJUMPLINES !!!
    ------------------------------------------------------
    Dersaidin included recored trickjumps (using ETpro
    trickjumplines) to show a couple of jumps, paths and things.
    Trickjumplines require a recent ETpro to use.
    See ETpro website or do /tjl_info for help.
     
    =======================================================
    Changes compared to Crevasse Beta 3:
    =======================================================
    + Added tracemap
    + Added missing textures
    + Removed all unnecessary files from the pk3
    + Fixed spelling errors
    + Reworked command map
    + New levelshot
    + Anti-Tank Gun got a temperated skin (before: snow skin)
    + Better texture for Opel Blitz
    + Fake reflection for Opel Blitz windows
    + New textures and shader for water
    + Brighter texture for grass
    + More detailed texture for clouds
    + Other textures for camouflaged net, barrels, beds and trunk
     
    =======================================================
    Credits:
    =======================================================
    Dersaidin  : Original author of Crevasse (Beta 3)
    Diego      : Texture and shader for camouflaged net
    Sid & Etch : Finished this map for public gaming
    Wezelkrozum: Textures and shader for water
     
    =======================================================
    Additional Information:
    =======================================================
    Technically it's the same map as Crevasse Beta 3,
    we enhanced the map a few bricks for public servers.
    The bugged beta 3 is for "professional" wars, scrims,
    matches, etc...
    This fixed version is for public gaming. :-)
    HF & GG!
     
    BTW: If the original author of a map don't cares anymore
         about his work and lets his map in a bugged beta stage,
         then theres no reason for him to complain if others do
         his job.

    11 downloads

       (0 reviews)

    0 comments

    Submitted

  16. lays_of_schwarzwald_b1

    Author: -)A(-WuTang**
    Version: Beta 1 (B1)
    Released: 31st August

    Contacts:
     Email: [email protected]
    Discord: WuTangH#7270
    Websites: www.moddb.com - user WuTangH
    www.splashdamage.com - user WuTangH
    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.

    10 downloads

       (0 reviews)

    0 comments

    Submitted

  17. thehouse

    About This File
    Additional Credits to : id software and Splash Damage

    Beta testing: BOMBERMAN, *TDS*BERG, SPACEKEES

    Also thnx to BOMBERMAN for giving some good ideas for the stuff in some rooms (especially the gallery and the bar).

    ================================================================

    ******** Play Description ***********
    Operation: The House

    BACKGROUND:
    After a hard work of investigations the Allies found out, that the Axis captured a very strange house.
    There is a Lab, with which the Axis produce some secret fluids.
    Also a legend tells, that in this house there is a Power stone, which gives the Axis a lot of health.


    MISSION:
    Allies: Infiltrate the house and get the forward spawn in the living room. Find your way in the house using
    all kind of secret ways. Don't hesitate to kill all Axis, who bars yours way.
    Search for the keys, which will open you some doors for easier access the lab and the room with the power stone.
    Destroy finally this lab and this power stone, so that the Axis have no benefit from them anymore.

    If you have time, enjoy yourself in the swimming pool, in the labyrinth and in the gallery.
    Maybe you wonna take a drink in the bar?


    *Primary Objectives
    1) Destroy the Power Stone with dynamite.
    2) Dynamite the lab.

    *Secondary Objectives
    1) Capture the forward spawn.
    2) Take the key 1 and open with it door 1.
    3) Take the key 2 and open with it door 2.
    4) Build your own Command Post in the library.
    5) Blow up every other door and the shield to the basement.


    - Construction -

    Base : New level from scratch
    Editor(s) used : Q3Radiant
    Known Bugs : None.


    - Copyright / Permissions -

    This level is (c) 2005 highfighter.
    You may not include or distribute this map in any sort of commercial product without
    permission from the author.
    You may not Redo/reproduce/update this map in any way without permission from the author.

    18 downloads

       (0 reviews)

    0 comments

    Submitted

  18. UJE_hells_gate_b2

    Author [UJE]Niek
    // Axis Objective Descriptions

    1     "Primary Objective:**Escort the tank past the first barrier!"

    2     "Primary Objective:**Escort the tank past the second barrier!"

    3     "Primary Objective:**Use the tank to blow the main gate!"

    4     "Primary Objective:**Build and open the gate to hell!"


     
    // Axis Objective Descriptions

    1     "Primary Objective:**Don't let the tank pass the first barrier!"

    2     "Primary Objective:**Don't let the tank pass the second barrier!"

    3     "Primary Objective:**Don't let the tank blow the main gate!"

    4     "Primary Objective:**Stop the Axis from opening the gate to hell!"

     

    16 downloads

       (1 review)

    0 comments

    Submitted

  19. UJE_halloween_b3

    23-10-2016
    Map by [UJE]Niek
    Thought it was about time i made a halloween map for the community.
    It's an allied attack map with lot's of scary things in it.
    I hope you will enjoy this map.
    * Lot's scary stuff
    A big thanks for sage for scripting the monsters
    and Lorenz for making the spidermodel move
    // Axis Objective Descriptions

    1     "Primary Objective:**Keep controll over the House,and stop the futile Allied attack"

    2     "Primary Objective:**Defend the Ghosthouse Door."

    3     "Primary Objective:**Defend the Halloween Parts."

    4     "Primary Objective:**Stop the Allies from Stealing the Truck."

    5     "Primary Objective:**Stop Allies from constructing a Command Post."

    6     "Primary Objective:**Construct the Command Post."


     
    // Allied Objective Descriptions
    1     "Primary Objective:**Take controll over the Axis occupied house and push axis back to get easyer Access to the Objective"

    2     "Primary Objective:**Zombies reports say that Axis forces have their Prototype Halloween parts in this Ghosthouse, Blow the Ghosthouse door to get acess to the Objectives."

    3     "Primary Objective:**Steal the Halloween parts."

    4     "Primary Objective:**Steal the Truck and escape with the Halloween Parts."

    5     "Primary Objective:**Construct The Commandpost to get a extra Spawn."

    6     "Primary Objective:**Stop Axis from Constructing a Commandpost."

    17 downloads

       (0 reviews)

    0 comments

    Submitted

  20. de_dusted2B1

    // Axis Objective Descriptions

    1     "Primary Objective:**Protect the military warehouse artillery on B-Site B."

    2     "Primary Objective:**Protect the the rocket launcher on B-Site A."

    3     "Primary Objective:**Defend the middle door from being breached ( not to repair)."

    4     "Secondary Objective:**Defend the barrier roasts on the left."

    5     "Secondary Objective:**Defend the defense Back Door."

    6     "Secondary Objective:**Defend the rock wall on Top Short A."

    7     "Secondary Objective:**Prevent the Allies from establishing a Command Post at here spawn-house and use cover-opp to open the doorlock."

    8     "Secondary Objective:**Set up a Command Post inside the warhouse on second floor ."


     
    // Allied Objective Descriptions

    1     "Primary Objective:** Destroy the military warehouse artillery on B-Site B."

    2     "Primary Objective:**Destroy the rocket launcher on B-Site A."

    3     "Primary Objective:**Breach the middle Door."

    4     "Secondary Objective:**Destroy the barrier roasts on the left."

    5     "Secondary Objective:**Destroy defense Back Door."

    6     "Secondary Objective:**destroy the rock wall on Top Short A."

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

    8     "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post in the Upper warhouse and use cover opp to open the doorlock."

    15 downloads

       (0 reviews)

    0 comments

    Submitted

  21. ge_temple_v2a

    allied "The Axis have uncovered an ancient artifact in an Egytian temple. The artifact, a Chimpokomon lunchbox, can be used to awaken a sleeping evil. The axis have disguised the Chimpokomon lunchbox as a crate of Gold, steal the Chimpokomon lunchbox and return it to the sarcophagus to put the evil to rest forever."

    wm_mapdescription axis "The Allies have discovered the location of a top secret excavation site along the Egyptian coastline. They have also secured intelligence regarding the Chimpokomon lunchbox, an ancient artifact that can be used to give the Axis forces a decisive advantage in the war. Protect the Chimpokomon lunchbox."

    wm_mapdescription neutral "The Allies are storming a top secret Axis excavation site along the Egytian coastline. The Axis have discovered a temple that holds an artifact that could hold the key to global domination. The Allies must stop the Axis by stealing the Chimpokomon lunchbox."


      // Axis Objective Descriptions

    1     "Primary Objective:**Stop the Allies from stealing the Chimpokomon lunchbox that has been disguised as a crate of gold."

    2     "Primary Objective:**Defend the Tunnel Barrier."

    3     "Primary Objective:**Prevent the Allies from taking control of the command post."

    4     "Primary Objective:**Defend the Forward Flag."


      // Allied Objective Descriptions

    1     "Primary Objective:**Steal the Chimpokomon lunchbox that the Axis have disguised as a crate of Gold."

    2     "Primary Objective:**Destroy the Tunnel Barrier."

    3     "Primary Objective:**Take control of the command post."

    4     "Primary Objective:**Take control of the Forward Flag."

    17 downloads

       (0 reviews)

    0 comments

    Submitted

  22. teuthonia_final + (waypoints in test )

    new botfiles  Author Ets_Cyberwolf

    Summer 2014 (Yeah, some old dudes are still making ET maps these days)

    Version    : final release

     Author    : Teuthis
    url        : http://forums.warchest.com/forum.php
    url        : http://www.thewolfteam.org/news.php
    email        : goto one of the two websitesand send your message to Teuthis.  
    I'd love to get some feedback about the map (criticism welcome of course too)  
     
     
    Reason for making this map:  
    I am mapping for ET because I enjoy mapping, irrespective of whether the map is finally released or not. Reason I released this one and not others is because I believe that people will specifically like this one. If you are familiar with ET you will recognize some similarities to goldrush. This is on purpose because I personally think goldrush is by far the best custom map and I wanted to create something that has kinda similar gameplay and texturing so that people who like goldrush will likely also enjoy playing this one. Also the goldrush.map file is open source and its legal to use brush and script work from this map (what a great coincidence YEAH!).
    Important:
    This map may only be distributed without any costs and free of charge. It is solely to be used for enemy territory and all rights belong to id software. All rules from id apply.
     ----------------------------------------->
    | Story: well if you know goldrush you know what's coming now:
    |      The Allies have to steal a tank and steal some gold bars
    |          ...escord the tank, clear the tank barriers and blow up the bank door
    |          ...steal the gold bars and bring them to a nearby truck
    |          ...escord the truck with the gold to the home base
    |      The Axis have to prevent the Allies to steal and secure the gold.  
    |----------------------------------------->
     ----------------------------------------->                
    |            :..Unzip Teuthonia_final.pk3 into your etmain folder.
    |            :..Launch Enemy Territory, find a server and have fun                                    
    |----------------------------------------->
     ----------------------------------------->
    | Objectives:..
    |     Allies:..
    |          1:..Repair the tank
    |          2:..Escort the Tank and destroy the tank barriers
    |          3:..Escort the Tank into position to blow up the bank door
    |          4:..Steal the gold and bring it to a nearby truck
    |          5:..Escort the truck
    |          6:..Build a Command Post for faster charge times
    |          7:..Stop the Axis from constructing a Command Post
    |----------------------------------------->
    |       Axis:..
    |          1:..Prevent the Allies from repairing the tank
    |          2:..Build up the tank barriers
    |          3:..Prevent the Allies from blowing up the bank door
    |          4:..Stop the Allies from stealing the gold
    |          5:..Stop the Allies from escaping with the gold
    |          6:..Stop the Allies from constructing a Command Post
    |          7:..Build your Command Post for improved charge times
    |----------------------------------------->
     
     ----------------------------------------->
    | Miscellania:..
    |            :..editor       : GtkRadiant 1.5 and 1.6.4 (what a powerful weapon this radiant is, unbelievable)
    |            :..compiler     : q3map2 build in GTKradiant
    |            :..build time   : more than a year but as I said I map for recreational purposes with quite big gaps in between
    |            :..I only used mainly custom textures
    |         :..models are either common models that come with ET or they are from TWT Thunder (big thanks)
    |         :..some modified shaders and textures are originally from Simonoc (thanks Simonoc for these great turtorials on the blending stuff )
     ----------------------------------------->
    | Credits    :..
    |            :..my wife for her understanding that mapping is not a complete useless way of spending your free time
    |            :..the guys who made goldrush. You folks seriously kick ass. Thanks for making the source code open access and to release the .map file
    |            :..my local brewery
    |         
    |            :..all the people from the SD warchest forum that helped with dozens of questions, most importantly Mateos and Thunder13 (big thanks to you guys)    
    |         :..the level-designer Forum for great discussions and the nice tutorials (e.g. michi.be for the Tut on flagfire, and LD/NighWulf for the Tut on the doors)
    |         :..the sources for the free to use sounds I used: From www.freesounds.org I used the battlefield sound, which was made by Mike Koenig (big thanks)
    |         :..the sources for the free to use sounds I used: From www.soundbible.com I used the helicopüter sound (big thanks)
    |         :..the sources for the free to use sounds I used: From www.soundbible.com I used the machine gun sound (big thanks)
    |         :..for the tank and truck I thank folks making the prefab generator: http://www.ruizzz.nl/prefabgenerator/index.php
    |         :..TheWolfTeam, especially Mateos, Thunder, Micha and Ove for lots of help
    |         :..The folks from dark alchemy for great feedback, support and testing the map
    |         :..Special thanks to Thunder for the models, Mateos for help with scripting and Micha for the waypoints
    |----------------------------------------->
    | Copyright  :..
    |            :..Copyright (c) 2014 by id software
    |            :..all laws from ID software and splash damage 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. You may not edit this file in any means
    |            :..distribute this map via any non-electronic means, including but not limited to compact disks, and floppy disks.
    |            :..you many not Redo/reproduce/update this map in any way without permission from the author.
    |            :..distribution is only allowed without any charge for the receipient. This map is for non-commercial use only. No one is allowed to make profit with this map.

    |----------------------------------------->
    | Last note from the author
    |         :..the map is free of Nazi symbols. Please keep it that way. The day I see my map modified with such symbols is the last day I mapped for ET. Thanks for your understanding :)

    21 downloads

       (0 reviews)

    0 comments

    Submitted

  23. frost2_final

    Mapname: frost2_final
    Status: final
    Mapper: CyburK
    released: 18.06.2010
    contact: [email protected]
    website: www.cyburk.net
    Mission:
    The Allies must steal 2 Radar Prototypes out of an Axis Castle and Escape with a Truck.
    To get to them they have to blow the Walls of the North and South Tower.
    In the first Castle Yard there is a Room with the Door Controls for the Yard Doors. To
    get better access to the Objectives Allies have to destroy them by Satchel or Dynmamite.
    Install:
    put the frost2_final.pk3 in your Wolfenstein - Enemy Territory/etmain folder and play.
    If you have a ton of maps in your etmain folder its possible you cant run the map with the
    ingame "host-game" option. In this case open the console and type "/g_gametype 2"
    hit enter and then type "/map frost2_final" hit enter again and check it out.

    ***Mission Objectives for the Allies***
    -Destroy the village Door for better access to the Castle and its Towers.
    -Destroy both Castle Towers to enable the forward Spawn Locations in the Towers.
    -Destroy the Generator to open the Yard Doors
    -Destroy the side Gate for better Access to the Radar Prototypes
    -Steal the Radar Prototypes and secure them on the Truck
    -Open the Castle Gate with the Switch in the South Tower
    -Destroy the Truck Barrier
    -Escort the Truck back to Village
    -Build the Command Post
     
    ***Mission Objectives for the Axis***
    -Defend the village Door
    -Defend the Castle Towers
    -Defend or rebuild the Generator
    -Defend or rebuild the Side Gate
    -Defend the Radar Prototypes
    -Build and defend the Truck Barrier
    -Dont let the Allies escort the Truck back to the Village
    -Build the Command Post
     
    beta5 Changes
    - Name Change from "fr_summer" to "frost2"
    - Snow Theme
    - Axis Spawn instantly in the Village again when the Allies secure the second Radar Prototype.
    - No more extra Time for the Allies when the Truck has passed the Bridge.
    - The Truck Barrier is now at the End of the Bridge.
    - Nearly the whole Village has been rebuild!
    - Allies have to Destroy the village Door first.
    - Another way for the Allies to get to the Radar Parts. The side Gate. It can be rebuild by the Axis.
    - More Cover in the open Space at the Bridge.
    - Command Map Markers for the Radar Prototypes now Appear and Disappear when they are stolen or returned. (fix)
    - Allies dont Spawn in the Castle when they destroy two Towers even if the Truck has passed the Bridge. (fix)
    - Clipped several Buildings so you cant get out of the Map with Doublejump. (fix)
    - Small fixes in the Script that may have caused some errors.
    Why frost2?
    Me and other People where not satisfied with the former name fr_summer_b4. To make it not
    more confusing than it already is ;) i decided to switch the Theme back to Winter, as it is
    Christmas Time anyway, and changed the name back to frost.
    A lot of improvements and fixes come with this Version. I hope in can finish this map
    soon as the Christmas Time will allow me finally to end this Project. This map has seen way
    to many Versions for my taste but after all i can say every Version was an improvement.
    Sorry for that and thanks to everyone who helped.
    ***Merry Christmas*** :)
    Thanks and Greetings to
    ken 'kat' beyer for the kuebelwagen model
    thePunisher
    Berzerker @ wolfmap.de
    sonyfan @ Extreme Warhammer
    www.consolex.de / everthing for your x-box
    www.stocket.biz / clothing for da fresh player
    Credits
    ID software, Splash Damage, Activision

    14 downloads

       (0 reviews)

    0 comments

    Submitted

  24. VS_OldBones_b1

    OLD BONES for Enemy Territory : Vietnam MOD
    Release date: 2009-09-26
    Author: VS|Monkey
    Clan: -VETERAN SOLDIERS-
    Map Name: VS|OldBones(b1)
    BSP Name: oldbones_b1.bsp
    Gametypes: Frag, Hold the Flag
    Gametime: Variable (5/15 minutes)
    Omni-Bot: Waypoint file included (oldbones_b1.way)
    MOD: Vietnam MOD
    URL: www.ETnam.org
    ---------------------
    Map Story
    ---------------------
    Not a story...
    Just BLOOD!!!
    USA and NAM must fight to own OLD BONES.
    Frag a lot and try to capture and defend the flag for 5 minutes!
    Who will be the king of OLD BONES?
    ---------------------
    Map Objectives
    ---------------------
    USA Objective Descriptions
    Primary Objective:**Don't let NAM take the flag.
    Primary Objective:**Touch and defend Old Bones flag.
    Secondary Objective:**Don't let NAM construct a Command Post.
    Secondary Objective:**Build a Command Post.
    NAM Objective Descriptions
    Primary Objective:**Touch and defend Old Bones flag.
    Primary Objective:**Don't let USA take the flag.
    Secondary Objective:**Construct a Command Post.
    Secondary Objective:**Prevent the USA from constructing a Command Post.
    ---------------------
    Installation
    ---------------------
    Put the "VS_OldBones_b1.pk3" file in your "\etmain" directory.
    The mapname is "oldbones_b1.bsp" if you want to add it to any script.
    If you run Omni-Bot on your server, the map include the waypoint file "\omni-bot\et\nav\oldbones_b1.way".
    Just copy it into you Omni-Bot installation.
    Remember that this map is built for Vietnam MOD so some map textures and texts are built to run with this MOD, and should missmatch with any other ET version.
    ---------------------
    Thanks
    ---------------------
    Thanks to -VETERAN SOLDIER- clan, [sLut] clan, Borg, bucket map for gameplay idea, Splashdamage Forum for direct/indirect help.
    ---------------------
    Contact info
    ---------------------
    Name: VS|Monkey
    E-mail: [email protected]
    Website: www.ETnam.org
    Server: -VIETNAM MOD-[ETnam.org]
    IP: 79.170.193.52:27960

    7 downloads

       (0 reviews)

    0 comments

    Submitted

  25. golddays_v4

    Author        : die die
    Email address    : rasmuss99 at yahoo.com

    -------------------------------------------------
     Map Information
    -------------------------------------------------
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : golddays
    Filename    : golddays_v4.pk3
    Release date    
    v2              : 2006-01-04
    v3              : 2006-15-02
    v4              : 2006-09-11
    Program        : Gtkradiant 1.4
    Build time     : about  1 week,another week for the final
    Compile time    : 25 min with the built in compiler, 8 min for v3 with the newest q3map2
                    : full compile on v3 1 hour 30 mins
                    : full compile on v4 40 mins

    Compile machine    : AMD 64 xp3200, 1500mb ram,x800 gto
    compile machine v4: amd 64 x2 xp4400 4 gig ram x800 gto
    Installation    : Place the golddays_v4.pk3 to your etmain folder, select it from the multiplayer->create server menu or
                      bring down the console and type: map golddays_v4
     

    -------------------------------------------------
     Info!
    -------------------------------------------------
    #. Version BETA 1 info:
        my first map is done, well the beta is done.
        BETA 1, is as ready as i can do it right now, so i am looking for bugs, misses and gameplay issues in this release.
        Please report any bugs or if you have ideas on how to improve the map to [email protected]
    #. Version B2-B3 info:
            too long ago to remeber:P
    #. Version v1 info:
            finaly got back into mapping and spent a week fixing my first map, so i can get on with more maps:)
            might release V2 of this map if its needed
    #. Version v2 info:
            after a hasty release of v1 and to little sleep..i found out i had some texture problems:(
    #. Version v3 info:
            loads of small bugfixes,doors open both ways now.the tunnel has been fixed..it looks less impressive,
            but its better on the fps.secret weapon removed,
                         
    #. Version v4 info:
            fixed the mine issue
     
    #. Objectives
        : Get/Defend the gold.
        : Build/Destroy the Commandpost.
        : Dynamite/Defend the the door n ladder.
            : Build/dynamite the second entrance to the house
            : Build/destroy the sniper tower
            : Build/destroy the the allied basement wall

    -------------------------------------------------
     Special thanks and Credits to:
    -------------------------------------------------

    Drakir for prefabs n some scripts
    Bubba for prefabs
    tbh Bloodwire for some scripts
    everyone at the sd forum http://www.splashdamage.com/
    sd for compost n misc texture and making this incredible game:D
    everyone thats not a noob at arctic warfare server 129.242.80.58
    http://www.student.uit.no/~paalde/games/aw/forums.php
    anyone i`ve forgot

    10 downloads

       (0 reviews)

    0 comments

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