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kate

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Files posted by kate

  1. 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

  2. toxic_fabric_wolfet_ctf

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

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

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

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

    19 downloads

       (2 reviews)

    0 comments

    Submitted

  3. Alps-trail-source

    public sources code for this map
     

    16 downloads

       (1 review)

    0 comments

    Updated

  4. 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

  5. rommel_final

    // Axis Objective Descriptions

    1     "Primary Objective:**Protect the West Gate"

    2    "Primary Objective:**Protect the East Gate"

    3    "Primary Objective:**Protect the Key Card"

    4    "Primary Objective:**Deny access to the Cistern"

    5    "Primary Objective:**Protect Cistern Controls"

    6    "Secondary Objective:**Capture Forward Spawn"

    7    "Secondary Objective:**Construct Command Post"


     
    // Allied Objective Descriptions

    1   "Primary Objective:**Breach West Gate"

    2   "Primary Objective:**Breach East Gate"

    3   "Primary Objective:**Steal the Key Card"

    4   "Primary Objective:**Deliver Key Card to Cistern"

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

    6   "Secondary Objective:**Protect the Forward Spawn"

    7   "Secondary Objective:**Construct the Command Post"

    12 downloads

       (1 review)

    0 comments

    Submitted

  6. 1b0fa-mountain-pass-beta4 + waypoints

    AUTHOR                  : Devils Right Hand
    DATE                    : 03.11.2015
    Release date    :    07/11/2016
    Release date    beta4:    07/11/2016
    --------------------------------------------------------------------------------
    * LEVEL DESCRIPTION *
    --------------------------------------------------------------------------------
    its about the allies start searching for art treasure what the germans steal from the occupied countries,the germans hide all the arts in mines, when the germans losing the war, the germans have order to destroy the treasure least it falls into allied hands,
    twt xmas competition mapping 2015 winner
    --------------------------------------------------------------------------------
     Version     :   beta4
     Attacking    :    allies Objective
     Timelimit    :    20
     Spawntimes :    Axis   20 / Allies 10
    "1944 Since the beginning of the war the Germans have been plundering the occupied countries of their valuable wealth this includes art and gold. Now that they are losing the war, the Germans have decided to destroy the treasure least it falls into allied hands."
    ---------------------------
    = Changelog beta 2=
    remove the radio obj
    ---------------------------
    = Changelog beta 3=
    change the Timelimit to 20 min, alies now have 10 sec and axis 20 at map start , and at flag alies now have 20 sec and axis 10
    ---------------------------
    = Changelog beta 4=
    add new crates
    add new doors
    change the second alies spawn after capture the flag they spawn in axis house , and axis spawn in forrest hut where alies map start , that they are not near
    add more trees
    add new barb wire
    add snowbush
    --------------------------------------------------------------------------------
    * CONSTRUCTION *
    --------------------------------------------------------------------------------
    MAP BASE                : New Map
    EDITOR(S) USED          : gtkradiant 1.5
    KNOWN BUGS              :
    COMPILE MACHINE         : amd 6300 6x 3,5 ghz, 12 gb ram ddr3 ,video card nvidia 550 ti 1000 mb ram,win 7 x64
    COMPILE TIME                : 30 min
    COMPILE version         : BSP: -meta -mv 1024 -mi 6144 "[MapFile]"
                            : VIS: -vis -saveprt "[MapFile]"
                            : LIGHT: -light -lomem -fast -samples 2 -filter -bounce 8 -external -lightmapsize 256 "[MapFile]"
     brushes  5200
    entities 614
    --------------------------------------------------------------------------------
    * special thanks *
    --------------------------------------------------------------------------------
    E.F EXTASY eurofighter admin
    lucky luke grove guerrila
    der bmx
    twt thunder for support
    twt teuthis for support
    twt mateos for support
    macchute for help with scripting
    kemon for support
    WuTangH help with scripting
    TomTom7777 help with scripting
    ================================================================================

    ================================================================================
    Distribution / Copyright / Permissions
    --------------------------------------------------------------------------------
    Copyright (c) 2017  Devils Right Hand
    All rights reserved
    Authors MAY NOT use this level as a base to build additional levels.
    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.
    A pc game Magazine may put it on their cover or notebook CD / DVD without asking me

    63 downloads

       (1 review)

    0 comments

    Updated

  7. eltz_beta1

    somes ETL players have problems when they join server runing this map : they have to reconnect
    title:          Castle Eltz Beta1
    file:           eltz_beta1.pk3
    version:    Public Beta 1
    release date:   June 11th 2010
    author:         FireFly
    email address:  [email protected]
    website:       http://www.wolfedit.com
    Story:
    Axis Scientists have been working on a Teleporter Device inside the Castle of Eltz.
    This Teleporter is powered by rare pieces of crystals...
    Allied Forces must Infiltrate the Castle and steal these crystals.
    The crystals must be delivered at the Zeppelin

    Axis Objectives:
    The Tunnel Grate: Defend the Tunnel Entrance, once destroyed, The allied forces can enter the Tunnels.
    The CommandPost:  Building the command post will give the Allies a new spawn point.
    The Generator:      Do not let the allied forces destroy The Generator.
    The Crystals:      Defend our Teleporter.Do not let the Allies steal the Crystals.
    The Zeppelin:      Stop the allies from taking the Crystals to the Zeppelin.
    Allied Objectives:
    The Tunnel Grate: Destroy the Tunnel Entrance and gain access to the Tunnels.
    The CommandPost:  Building the command post will give us a new spawnpoint."
    The Generator:    Destroy The Generator.*Once destroyed, the East and West gate will open and we can enter the Castle.
    The Crystals:     Make your way to the Teleporter and steal the Crystals."
    The Zeppelin:     Take the crystals to the Zeppelin"
    Construction
    base:           scratch
    editor:         GTK Radiant 1.3.14
    other software: 3dmax5, 3dmax9, Zbrush3.1, PhotoshopCS4, MD3Compile
    build time:     6 months.
    compile settings:     
    BSP: -meta -mv 1024 -mi 6144 -patchmeta -subdivisions 7
    VIS: -vis -saveprt
    LIGHT: -light -v  -fast -samples 6 -patchshadows -dirty -dirtscale 2 -bounce 8 -dirtdepth 64 -gamma 1.65 -compensate 1.8 -external -lightmapsize 512
    total compile time: 91 mins.
    *CREDITS*
    - "waterfall Mist" Texture by Diego taken from his map 'Praetoria-Mission Two: Hell on Wheels'
    - Modified 'Vortex' Texture By sock  http://www.simonoc.com/
    - Teleporter Sounds taken from the multitrack version of the song "Vessel" by Nine Inch Nails  

    * A BIG thank you:
    Fluffy_gimp, Sock, Chr1s, Sage, MrFin, Magic, Ailmanki, Detoeni, chruker
    Distribution / Permissions
    This is the First Beta of this map and may not be modified in anyway as to appear as a
    completed map by anyone else than the author.
    Authors May Not decompile the BSP as a base to build additional levels.
    The possibility of using items from this map as prefabs and/ or models is possible, but you must obtain the author's written permission first.
    This file may not be commercially exploited in any way.

    14 downloads

       (1 review)

    0 comments

    Updated

  8. (UM)Shinsen_fixed

    // Axis Objective Descriptions

    1 "Primary Objective:**Destroy the Entrance Fence"

    2     "Primary Objective:**Destroy the Master Hall Door"

    3     "Primary Objective:**Construct the Small Bridge"

    4     "Primary Objective:**Dynamite the Wall Fence"

    5     "Primary Objective:**Steal and secure the First Idol"

    6     "Primary Objective:**Steal and secure the Second Idol"

    7     "Secondary Objective:**Destroy the Allied Command Post"

    8     "secondary Objective:**Construct the Axis Command Post"


      
    // Axis Objective Descriptions

    1 "Primary Objective:**Protect and rebuild the Entrance Fence"

    2     "Primary Objective:**Protect and rebuild the Master Hall Door"

    3     "Primary Objective:**Destroy the Small Bridge"

    4     "Primary Objective:**Protect the Wall Fence"

    5     "Primary Objective:**Protect the First Idol"

    6     "Primary Objective:**Protect the Second Idol"

    7     "Secondary Objective:**Construct the Allied Command Post"

    8     "secondary Objective:**Destroy the Axis Command Post"

    9 downloads

       (1 review)

    0 comments

    Submitted

  9. mario_b3

    Have fun
    See the ReadMe.txt for more info
    Prefab made by stealth
     

    14 downloads

       (1 review)

    0 comments

    Submitted

  10. CaptureTheBox_R1

    Capture the Box for ET
     
    Map by: Serpentor [Vly]
    Description: Both Axis and Allies teams must capture the boxes and deliver them to the basement as fast as possible. The game will end when one of the teams deliver them all as first.

    **Axis Objective Descriptions
      1 Primary Objective: **Capture but also defend the boxes and bring them to the basement.
    **Allied Objective Descriptions
      1 Primary Objective: **Capture but also defend the boxes and bring them to the basement.

    **Map Info
      Title: Capture the Box
      Filename: CaptureTheBox_R1.bsp
      Game/mod: ET - wolfmp/wolfsw/wolflms
      Author: Serpentor
    =============
    **Build Info
      Base: Scratch
      Editor(s) Used: Wolf Radiant 1.5.0 and Paint Pro shop
      Build time: A few weeks
      Compile time: 5 minuts
    ==============
    **Installation
      Extract CaptureTheBox_R1.pk3 into your (wolfet)\etmain directory.
    ==============
    **Special Thanks to...
    **Pharao - for helping me with scripting.
    **Dr.W!ld - testing
    **Anita - testing
    **And ofc a great ET ICON ! --> RAYBANB http://raybanb.googlepages.com/
    **Google for nice models.
    ** [DWX] clan !!** ------->  http://dwxclan.de !!!

    15 downloads

       (1 review)

    0 comments

    Submitted

  11. lighthouse2

    Lighthouse: October 2007
    Note - first release of lighthouse2 was on 9.11.07
    Thing is I forgot something and had to recompile.
    Rerelease was on Saturday 10.11.07.
    So if the version you have doesnt have this readme it's the wrong one!
    Basically the pk3 updated on the 10 is the right one
    email: [email protected]
    Map details:
    Allies have set up a radar command centre on a small chalkstone island,housing a lighthouse off the South coast of England.
    Axis are attempting to dissable it.
    Objectives:
    1. Blow up Light at the top of the lighthouse tower
    2. Blow up command bunker comms room
    3. Blow up anti ship gun emplacement
    There are also 3 entrances that need to be breached.
    1. The lighthouse compound wall
    2. The main entrance
    3. The compound gate
    Constructibles:
    1. 2 Ropes for scaling the West and south cliff
    2. Ropes for scaling the tower
    3. Neutral Command Post

    There are 32 player slots on each team although half this number of players is more than enough for this map as it is small
    Many changes since last supposed 'final' version (ooops) - Main Changes are:
    More cover outside for axis team
    Cover fire positions made for axis covering fire
    1 more set of cliff climbing ropes
    New route to light tower via mast
    Taken out the 'vent' route into bunker from gun area. Now axis need covert ops. to
    access new passageways in.
    New allied only route from allied spawn building directly to command bunker.
    Whole bunch of other physical changes.
    Credits:
    Thanks are in order to many - to the developers/creators of RTCW, ET, RADIENT, EASY GEN
    .... a long list. Thanks all for the brilliant work, resulting toys and tools.
    Thanks again to those from the Splash Damage ET level design forum for their patience and help.
    Many thanks again to Nick aka. Schaffer who kindly made the lighthouse Command Map...
    To all the server admins and players that have tested the versions and to players who have demanded another version of the map - cheers!!
    legal:
    As far as copyright goes all I can say is that nearly all of this map is made using assets from ET - textures, models, sounds etc. and these belong their rightful owners.
    However, the actual map is a creation of mine - so please DO NOT alter it without asking me first.
    The map is also free for all those in the online gaming community and should not be used in any way for commercial gain.
    Anyhow - I Hopy you enjoy it  :)
    Mrfin aka. Neil
     

    9 downloads

       (1 review)

    0 comments

    Submitted

  12. The_Battle_of_Monte_Cassino_beta1

    Hunkmegs issues
    Axis Objective Descriptions
    1    "Primary Objective:**Prevent the Allies from constructing an Assault Ramp up the Meadow in front of the Monastery."
    2    "Secondary Objective:**Prevent the Allies from Capturing the Meadow."
    3    "Secondary Objective:**Prevent the Allies from constructing the Assault Ladders up the Monastery."
    4    "Secondary Objective:**Prevent the Allies from Capturing the South Courtyard."
    5    "Secondary Objective:**Prevent the Allies from establishing a Command Post in the Monastery."
    6    "Secondary Objective:**Set up a Command Post in the Monastery."
    7    "Secondary Objective:**Prevent the Allies from destroying the church door."
    8    "Primary Objective:**Prevent the Allies from stealing the Secret Map."
     Allied Objective Descriptions
    1    "Primary Objective:**Construct an Assault Ramp up the Meadow in front of the Monastery."
    2    "Secondary Objective:**Capture the Meadow from the Axis."
    3    "Secondary Objective:**Construct an Assault Ladders up the Monastery."
    4    "Secondary Objective:**Capture the South Courtyard from the Axis."
    5    "Secondary Objective:**Establish a Command Post in the Monastery."
    6    "Secondary Objective:**Prevent the Axis from establishing a Command Post in the Monastery."
    7    "Secondary Objective:**Destroy the church Door."
    8    "Secondary Objective:**Steal the Secret Map."
     

    14 downloads

       (1 review)

    0 comments

    Submitted

  13. v2_factory

    Axis Objective Descriptions
    1    "Primary Objective:**Prevent the Allies from building the Pontoon Bridge."
    2    "Primary Objective:**Stop the Truck from reaching the Ammo Depot."
    3    "Primary Objective:**Prevent the Allies from building their Command Post to retain the Forward Spawn."
    4    "Primary Objective:**Protect the Factory and build a V-2."
    5    "Primary Objective:**Build the Train Bridge."
    6    "Primary Objective:**Escort the Train to the V-2 Forward Launch Area."
    7    "Secondary Objective:**Protect the V-2 Launch Door."
    8    "Secondary Objective:**Clear the Train Tunnel of rubble."
     Allied Objective Descriptions
    1    "Primary Objective:**Build the Pontoon Bridge and escort the Truck across the River."
    2    "Primary Objective:**Escort the Truck to the Ammo Depot and deliver the Command Post parts."
    3    "Primary Objective:**Build the Command Post and capture the Forward Spawn."
    4    "Primary Objective:**Prevent the construction of a V-2 by damaging the Factory machines."
    5    "Primary Objective:**Prevent the Axis from constructing the Train Bridge."
    6    "Primary Objective:**Stop the Train from delivering the V-2 to the Forward Launch Area."
    7    "Secondary Objective:**Destroy the V-2 Launch Door to open another entrance to the V-2 Factory."
    8    "Secondary Objective:**Block the Train Tunnel by collapsing the Roof."

    8 downloads

       (1 review)

    0 comments

    Submitted

  14. dam_revengev2

    This is a map conversion*of mp_dam originally de-*signed for RTCW by SD.*Please read the included*readme.txt** Tardis
    Briefing:**Axis forces are attempting to re-capture the Bramburg Dam . Axis forces have to make there way through the Allied Defences, blow up the main doors and repair the Generator and Escape with the Documents, Allies must prevent this from happening!"
    Axis Objective Descriptions
    1    "Primary Objective:**The Tank must be stolen in order to blow open the doors of the Dam to get to the Allied Documents secured within."
    2    "Primary Objective:**Blow Dam door."
    3    "Primary Objective:**Blow Big door."
    4    "Primary Objective:**Steal The Documents."
    5    "Primary Objective:**Repair the Generator"
    6    "Primary Objective:**Escape with the Documents."
    7    "Primary Objective:**Blow Pressure Pipes."
    8    "Secondary Objective:**Build Command post."
    // Allied Objective Descriptions
    1    "Primary Objective:**The Tank must be stopped from reaching the Dam and allowing the Axis to gain entry to the Dam."
    2    "Primary Objective:**Prevent the Axis from using the Tank to blow open the Dam doors"
    3    "Primary Objective:**Prevent the Axis from using the Tank to blow open the Big doors"
    4    "Primary Objective:**Prevent the Axis Stealing The Documents."
    5    "Primary Objective:**Destroy the Generator"
    6    "Primary Objective:**Prevent the Axis Escaping with the Documents."
    7    "Primary Objective:**Prevent the Axis from Destroying Pressure Pipes."
    8    "Secondary Objective:**Build Command post."
     

    17 downloads

       (1 review)

    0 comments

    Submitted

  15. UJE_fueldump_hell

    Axis Objective Descriptions
    1    "Primary Objective:**Prevent the Allies from constructing and reinforcing a Bridge over the frozen river."
    2    "Primary Objective:**Prevent the Allied Tank from destroying the Tunnel Doors."
    3    "Primary Objective:**Disable the Allied Tank before it can blow open the Depot Gates."
    4    "Primary Objective:**Defend the Depot Fuel Dump."
    5    "Secondary Objective:**Defend the damaged Side Wall."
    6    "Secondary Objective:**Build your Command Post for improved charge times."
    7    "Secondary Objective:**Stop the Allies from constructing a Command Post."
    // Allied Objective Descriptions
    1    "Primary Objective:**Construct and reinforce a Bridge over the frozen river."
    2    "Primary Objective:**Escort the Tank over the Bridge to destroy the Tunnel Doors."
    3    "Primary Objective:**Cover the Tank as it destroys the Axis Depot Gates."
    4    "Primary Objective:**Dynamite the Axis Fuel Dump."
    5    "Secondary Objective:**Escort the Tank to destroy the Side Wall to the rear of the Depot."
    6    "Secondary Objective:**Stop the Axis from constructing a Command Post."
    7    "Secondary Objective:**Build a Command Post for faster charge times."

    28 downloads

       (1 review)

    0 comments

    Updated

  16. Matrix.pk3

    TITLE                   : Matrix
    AUTHOR                  : Devils Right Hand
    DATE                    : 03.03.2019
    TYPE                    : OBJECTIVE
    bug report feedback     : discord Devils Right Hand#2240
    Release date beta 1.0   : 31/10/2019

    * LEVEL DESCRIPTION *
    matrix map movie

     Version     :   beta1
     Attacking    :   allies Objective
     Timelimit    :   45
     Spawntimes     :   Axis   25 / Allies 15

    * CONSTRUCTION *

    MAP BASE                : New Map
    EDITOR(S) USED          : NetRadiant 1.5 custom x64 - 16 may 2018
    KNOWN BUGS              :
    COMPILE MACHINE         : amd 6300 6x 3.5 ghz ,12 gb ram ddr3 ,Asus ROG Strix-RX580-O8G,win7 x64
    COMPILE TIME            : 27 min
    COMPILE version         : [q3map2] -light -fast -samples 2 -v -threads 6 -dirtscale 2 -dirtdepth 512 -patchshadows -bounce 2 -external -lightmapsize 512 "[MapFile]"
     brushes                : 16923
    entities                : 1175

    * special thanks *

    twt teuthis for support
    twt mateos for support
    macchute for help with scripting
    kemon for hint support and spawns scriptz
    WuTangH help with scripting at obj
    TomTom7777 help with scripting at flagspawn change respawn time
    native12 for making botz waypoint
    twt ray for support
    uje niek for support/feedback and beta test on server
    Loffy for commandpost spawns prefab
    http://www.alientrap.org for NetRadiant 1.5 custom
    Simon O'C for tuts
    Victor Karp for tuts
    ets kate beta test on server
    ============================
    = Credits =
    uje niek                :cola automat prefab
    kic                     :trees models
    Avoc @ eft-clan.com     : skybox
    firefly                 : cloud
    ============================
    Distribution / Copyright / Permissions

    Copyright (c) 2019  Devils Right Hand
    All rights reserved
    Authors MAY NOT use this level as a base to build additional levels.
    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.
    _________
    Axis Objective Descriptions
    1    "Objective:**Prevent that the Rebels make a commanpost."
    2    "Objective:**Prevent to destroy the safe door."
    3    "Objective**Prevent to open the office door."
    4    "Objective**Prevent to destroy the office safe."
    5    "Objective**Prevent the documents where is the intels about persons from polemarchos who have the codes of the big server from polemarchos."
    Allied Objective Descriptions
    1    "Objective:**Make a commandpost."
    2    "Objective:**Destroy the safe door."
    3    "Objective:**Pick the office key and open it."
    4    "Objective:**Destroy the office safe."
    5    "Objective:**Capture the agents documents intels and go to the subway to the phone."
     

    15 downloads

       (1 review)

    0 comments

    Updated

  17. NorwegianBattery_b7

    the bar/commandpost
    axis   1    "Primary objective:**Dont let the allies construct a commandpost. Defend the bar and don't let it fall into the hands of the allies"
    allied 1    "Primary objective:**Construct the commandpost and capture the bar"
    the keycard
    axis_desc  2    "Primary objective:**Defend the keycard so they can't unlock the battery. The mg42 has plenty of ammunition left."
    allied  2    "Primary objective:**Steal the keycard so we can unlock the battery. You will find it in some kind of headquarter building. But be aware soldier, mg42 sounds has been reported"
    the heavy doors
    axis       3    "Primary objective:**Defend the keycard lock of the battery. Don't let the allies unlock them."
    allied   3    "Primary objective:**Unlock the battery doors to gain access to the battery. The brave men who can do this will get leave for three weeks"
    the gun
    axis      4    "Primary objective:**Defend the gun. Don't let the allies destroy it for then we can't defend the shores from their ships. Be aware that they can use the backdoors"
    allied   4    "Primary objective:**Destroy the battery using a dynamite charge. We must destroy it before the axis backup force arrive"

    8 downloads

       (1 review)

    0 comments

    Submitted

  18. mlb_beach

    Installation:
    extract the PK3 using WINZIP, or WINRAR into your
    Etmain folder. Something like this (C:\Program Files\Wolfenstein - Enemy
    Territory\etmain)
    Run the game, and play.
    Beach - the making of:
    Conversion by Marko, Lowlife and Bob le Roux of the [FuN] Beach map (orgininally made by Marko)
    More information and screenshots available on http://marko.hd.free.fr
    Lefty - Custom Voices / GertH - Command map maker
    Sponsors:
    ----------------------------
    MLB is sponsored by X3M servers (http://www.x3mservers.net).

    Testing Team:
    --------------
    -7Co- guys: Burniole, Chef Chaudard, Tassin, Oui Oui, Blanchet, Gone, Pithiviers, Utopik, Capitaine Dumont
    [fP] guys: Kennie, Kat, Flak, Shynna, Lead, Dictator, Slayer, Viper, Global, Smudge
    [FUN] guys: Scott, Marty, Cedox, Capt Darling, Armistice, Hordak, Jaysi, SenecaWolf, Whatever, Choller (http://www.clan-fun.com)
    M8D guys: Dr. Stock, DukeRespawn, Jonon, Brentwood & Nephlim (http://www.m8d-clan.com)
    Logan, Chris-s, Lowlife, CrAzY-NuTTeR, Heirpie, Darkfire, KN1GHTMAR3, Humpty-Dumpty, LdysMn317, Siffer, SilverSurfer, S.S. PoNS, c0s7, CrazyMexican, Yhcir, Lethal Banana, Wakka, S-Fos Skalman, Bouncer & Mr Battery

    Map Description:
    -------------
    MLB_Beach is an upgrade of Marko's [FuN] Beach map. Lowlife ripped the entire terrain and remade
    it from scratch, adding a nice sandy beach texture in addition to smooth sea water with an opacity
    gradient. He also focused on altering structures to gain FPS on the beach landing section. Marko
    fixed a few bugs and focused on improving the gameplay on the last section of the map. Bob fixed
    the scripting bugs, mainly the command post one that was a flaw in fun beach final....
    MLB beach is a map designed for large scale carnage over the D Day Theme. Allies spawn on the left
    part of the map above in the landing crafts and have to fight their way up the beach.They have 2
    bunker doors that they can blast to enter the Axis beach base. Once in the enemy base, they can
    capture a forward spawn flag which will let them spawn closer the the first primry objective: a
    ventilation power generator. Breaching it will stop the fans from rotating and let the whole
    team infiltrate into the Axis back base. The last section of the map is a fight to destroy a
    radar located behind the beach defenses. Allies have several ways of getting up there and can
    capture a forward spawn area to increase their offensive power...
     

    16 downloads

       (1 review)

    0 comments

    Submitted

  19. lp_cellout.

    Kill opponents to send them to jail. Free teammates locked in their cell

    15 downloads

       (1 review)

    0 comments

    Updated

  20. UJE_fueldump_cp

    This is an adjusted version of Fueldump. Because the map couldn't be played on no quarter.

    Ambient is changed to summer ,trees are replaced and alot of patch brushes are deleted. Also a door at the fueldump is added and commandpoast spawn is there.

     Axis Objective Descriptions
    1 "Primary Objective:**Prevent the Allies from constructing and reinforcing a Bridge over the frozen river."
    2 "Primary Objective:**Prevent the Allied Tank from destroying the Tunnel Doors."
    3 "Primary Objective:**Disable the Allied Tank before it can blow open the Depot Gates."
    4 "Primary Objective:**Defend the Depot Fuel Dump."
    5 "Secondary Objective:**Defend the damaged Side Wall."
    6 "Secondary Objective:**Build your Command Post for improved charge times."
    7 "Secondary Objective:**Stop the Allies from constructing a Command Post."
     
    Allied Objective Descriptions
    1 "Primary Objective:**Construct and reinforce a Bridge over the frozen river."
    2 "Primary Objective:**Escort the Tank over the Bridge to destroy the Tunnel Doors."
    3 "Primary Objective:**Cover the Tank as it destroys the Axis Depot Gates."
    4 "Primary Objective:**Dynamite the Axis Fuel Dump."
    5 "Secondary Objective:**Escort the Tank to destroy the Side Wall to the rear of the Depot."
    6 "Secondary Objective:**Stop the Axis from constructing a Command Post."
    7 "Secondary Objective:**Build a Command Post for faster charge times."

    51 downloads

       (1 review)

    0 comments

    Updated

  21. transmitter + script

    Release Date: 15-10-2004
    *Story:
    Civilians manipulated by the Volksempfänger's propaganda program are resisting the allied forces.
    To break the resistance, Allies have to overtake a local Transmitter, which is amplifying the master-signal from Berlin for local receivers.
    They have to manipulate the transmission-frequency by installing a radio Modification Kit on the Transmitter.
    The Allies also have to rotate the Antenna towards their pirate sender.
    *Authors:
    heeen (until Beta2)
    MindLink
    thegnat
    *Creation time:
    AUG 2003 - OCT 2004
    *Compile times:
    BSP    - 206 seconds
    VIS     - 687 seconds
    LIGHT    - 11668 seconds

    *Contact:
    [email protected] or at the SD Forums (www.splashdamage.com)
    *INSTALLATION:
    trans_cm_icons_ETpro.pk3 goes to "/ETpro" folder
    transmitter.pk3    goes to "/etmain" folder

    *Objectives:
    ALLIES
    ------
    - Construct the Bridge.
    - Carry the Modification Kit to the Transmitter-Station inside the Castle complex.
    - Rearrange the Antenna towards our pirate sender.
    - Infiltrate through the Tunnel Grate.
    - Capture the Forward Hut from the Axis.
    - Destroy the Serpentine Barricade to secure the Forward Hut.
    - Stop the Axis from constructing a Command Post in the Forest Hut.
    AXIS
    ----
    - Prevent the Allies from building the Bridge.
    - Don't let the Allies carry the Modification Kit to the Transmitter.
    - Prevent the Allies from rearranging the Antenna towards their pirate sender.
    - Defend the Forward Hut from the Allies.
    - Defend the Serpentine Barricade from Allied sabotage attempts.
    - Stop the Allies from constructing a Command Post in the Forest Hut.
    *Comments:
    [IMPORTANT NOTE]
    Serveradmins might raise their HUNKMEG configuration. In some cases, the server may crash with custom maps. oO? Ours didn't.
    Hunkusage of Transmitter (may vary): 49.689.216 Byte (Client) 45.419.616 Byte (Server)
    [/IMPORTANT NOTE]
    This map is not built with competitive gaming in mind. Its built for public fun.
    So please, don't start moaning that it might be unbalanced. We tried to balance it as good as possible, providing alternative routes.
    IT'S NOT MADE FOR COMPETITION - USE AT YOUR OWN RISK! ;]
    *Credits:
    - n0lame Community for the massive testing since the Alpha-stage of the map 2003, especially nodgam. ;]
    - Sock, ydnar, digiBob for providing so much help and tips. Thank you guys! :]
    - Bloodstain for the cool Voice Overs - they rock! ;>
    - ForumDamage members for providing Beta feedback and some useful hints and tips
    - Tamara "Ophelia" Crossley ([email protected]) for the angel statue model
    - Robbie "Arcana" Powell ([email protected]) for the tombstone models
    - MrLego for the hint with the objective icon
    - evillair for the disclaimer ;)
    *Changes since Beta2:
    - Forest Hut spawn fixed (now available: 16 spawns for Allies when Commandpost constructed)
    - Forward Hut spawn is Allied only, when the Serpentine Barricade is destroyed
    - The raiseable Backdoor is now also destroyable with dynamite
    - Moved the Antenna Control Room from the top to the 1st floor
    - Added a small flag at the tower that indicates in which direction the Antenna is arranged (Axis/Allies)
    - Added a third route to the Antenna Controls (small rounded staircase at the back)
    - Added 10 second countdown when Allies accomplished both objectives to give Axis a piece of hope ;]
    - "One Man Show" at the Caveladder is a bit harder now. :] (:P+thx p0ny*)
    - Changed position of the Allied Castle MG42 to cover the small bridge and the Backgate
    - Added ruins in front of the castle to give Allies a bit more cover
    - Many details + look&feel stuff added/improved, new custom textures added

    *********************-DISCLAIMER-************************
    * This level may be electronically distributed only at  *
    * NO CHARGE to the recipient in its current state, MUST *
    * include this .txt file, and may NOT be modified IN    *
    * ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE   *
    * DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR  *
    * WRITTEN PERMISSION.                                   *

    39 downloads

       (1 review)

    0 comments

    Updated

  22. UJE_paris_b1

    HUNKMEGS ISSUES
    Map made by [UJE]Niek
    11-3-2018
    The Axis forces are invading Paris this time.
    They are on their way passing the Seine into the center of Paris 
    where they want to destroy the Eiffel Tower.
    France will be fallen if they succeed.
    The Allied forces need to stop them at all costs
    Axis Objective
    * Escort both Tanks into Paris
    * Destroy 2 Tank barriers
    * Destroy the Eiffel Tower
    * Build the commandpost
    Allied Objective
    * Stop the Tanks
    * Build the commandpost
    -----------------------------------------------------------------
    for campaigncycles the map is called UJE_Paris
    ----------------Credits-------------------------------------------
    Special thanks to Fabi for the scripting adjustments.
    and thanks to everyone that keeps the game alive.
    And thanks for whoever made the models ,they rock.

    15 downloads

       (1 review)

    0 comments

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  23. etl_bergen_v4

    ET: Legacy 'Bergen, by Detoeni'
    December 2020
    Cedric 'keMoN' E.
    http://www.etlegacy.com
     
    This map is an overhaul of the original Bergen map created by Detoeni and the Wolf Project.
    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.
    Please refer to the original_bergen_readme.txt for information, credits and contacts of the original map.

    -----Changelog-----
    to v4:
    •    Simplified geometry for cleaner player collision
    •    Replaced colour coded wires with colour coded bunker trim and command map for more subtle implementation
    •    Replaced side entrance terrain with artificial pier to prevent walljumping
    •    Reverted V1 Rocket back to airplane
    •    Improved lighting and terrain
    •    Added skylights to generator room and Axis spawn to simplify spectator/shoutcaster movement

    to v3:
    •    Fixed caulk in terrain at forward bunker and northern courtyard. Thank you ryven for reporting.
    •    Fixed side entrance being unplantable when footbridge was constructed. Thank you Harlekin for reporting.
    •    Fixed missing footbridge related VO sound for Axis
    •    Fixed bug where sound wouldn't play when main entrance got destroyed
    •    Fixed 3 terrain spots where it was possible for the player to either get stuck or be obstructed in their way. Thank you Harlekin for reporting.
    •    Added cabinet marker in the command map. Thank you IR4T4 and Ensiform for reporting.
    •    Added lights in forward bunker. Thank you Ensiform for reporting.
    •    Added audible feedback to generator door levers when generator is destroyed.
    •    Added base alarm sounding whenever the transmitter area gets breached. This replaces the simple text announcement. Thank you ryven and WuTangH for debugging.
    •    Added ambient sounds (capturable flag, crickets in nature and birds in trees). Thank you IR4T4 for reporting.
    •    Adjusted trigger_hurt of v1 rocket to cover entire explosion area. Thank you Harlekin for reporting.
    •    Adjusted terrain at side entrance to prevent the easiest TJs. Thank you Aciz and ryven for extensive feedback.
    •    Adjusted MG murderhole at side entrance to reduce shooting against the insides. Also adjusted its varc. Thank you ryven for reporting.
    •    Adjusted tree at side path to no longer be partially inside the cliff. Thank you Harlekin for reporting.
    •    Replaced generator command map icon with standard icons to clarify mission objective. Thank you Harlekin for reporting.
    •    Replaced tree between forward bunker and allied mg blocking line of sight. Thank you Mateos for reporting.
    •    Removed little tree at side path blocking movement and visibility. Thank you Harlekin for reporting.
    •    Reduced brushcount of terrain significantly and added hills between forward bunker and rear base to increase VIS blocking and performance. Thank you Aciz and ryven for reporting.

    to original:
    •    VO announcements have been adapted by Radar. 
        -- As long as both Main and Side Entrance are active VO is: "defend/destroy entrances"
        -- As soon as one has been breached VO is: "defend/destroy the side OR main entrance"
    •    VO announcements for the Footbridge have been added.
    •    Alarm now sounds in the entire base when either the Side- or Main Entrance have been breached instead of separated alarms.
    •    The snapping of the tank at certain view-angles has been fixed
    •    If the Allies hold both the Forward Bunker flag and the CP, the flag is "temporarily secured" until the CP is lost again.
    •    The Forward Door (before Transmitter Door 3) is now linked to the generator.
    •    Spectator limbo cam has been fixed (was inside of terrain).
    •    Construciton materials have been made in the style of original maps.
    •    Teleporter and secret room have been removed.
    •    Axis rear spawn has been restructured to allow for faster exit.
    •    Plane shooting down the tank has been replaced with a V1 Rocket to create narrative link to V1_Rocket map by FireFly.
    •    Entity count has been reduced from 568 to 519.
    •    Structural mesh and VIS blocking have been improved by adjusting vertical differences of the floors.
    •    Visual changes have been made.
    AXIS OBJECTIVES
    Primary Objective:        Stop the Allies from destroying the Transmitter.
    Secondary Objective:    Prevent the Allies from repairing the Generator.
    Secondary Objective:    Set up a Command Post inside the submarine pen.
    Secondary Objective:    Prevent the Allies from gaining a foothold in the Forward Bunker.
    Secondary Objective:    Prevent the Allies from destroying the Side Entrance.
    ALLIED OBJECTIVES
    Primary Objective:        Destroy the Transmitter.
    Secondary Objective:    Repair the Generator.
    Secondary Objective:    Set up a Command Post in the submarine pen to secure the forward bunker.
    Secondary Objective:    Capture the Forward Bunker.
    Secondary Objective:    Destroy the Side Entrance.

    34 downloads

       (1 review)

    0 comments

    Updated

  24. UJE_forbidden_city_b6

    Map made by [UJE]Niek
    b1 April 2020
    b5 September 2020
     
    There is a forbidden city on top of the mountain were the Allied
    forces have hidden alot of gold for the war.
    Axis are trying to destroy the gold.
     

    13 downloads

       (1 review)

    0 comments

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  25. raiders + scripts

    Axis Objective Descriptions
    1    "Primary Objective:**Prevent Allies from Escorting the Truck to the Temple and Sub Pen by any means possible."
    2    "Primary Objective:**Prevent Allies from using the Staff of Ra in the Map Room."
    3    "Primary Objective:**Stop the Allies from escaping with the Idol via a Truck in front of the Temple."
    4    "Primary Objective:**Stop the Allies from capturing the ark. Make sure they don't activate the crane in the sub pen. If they do, shut it down."
    5    "Secondary Objective:**Prevent the Allies from establishing a Command Post inside the Caverns near the temple."
    6    "Secondary Objective:**Set up a Command Post inside the Sub Pen."
     Allied Objective Descriptions
    1    "Primary Objective:**Escort the Truck to the Temple and Sub Pen."
    2    "Primary Objective:**Take the Staff of Ra to the Map Room. Using the staff will open up the path to the Idol according to Dr. Jones."
    3    "Primary Objective:**Load the idol onto the truck for safe keeping. Nail it down so the axis can't take it back."
    4    "Primary Objective:**Capture the ark. Dr. Jones discovered a crane operation lever in the bowels of the German base. Throw the switch and defend the ark at all costs."
    5    "Secondary Objective:**Establish a Command Post inside the caverns near the temple."
    6    "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post inside the sub pen."
     

    36 downloads

       (1 review)

    0 comments

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