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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!
     

    118 downloads

       (2 reviews)

    1 comment

    Updated

  2. heli_m3_b3_fixed2 + waypoints

    Hint from ETS Cyberwolf
    helpful hint
    How to get to the first gate \ spawn flag building & avoid the artillery and landmines
    1. use the upper level on left side of the drive way jump to middle level of spawn flag / first gate building
    If your human keep the flag and the bots will destroy the first gate.
    2. FLAG GATE DESTROYED = use upper right level, stay on right side go around barriers and across the bridge and down to the bunker door to plant dyno before the truck or AXIS GUARDS gets there. hopefully!
    Map Maker: Predator and Bivif
    Email Address: [email protected]
    ICQ/MSN/Yahoo: [email protected]
    Clan Site: http://etromania.forumotion.com
    Map Information
    Game: ENEMY TERRITORY
    Title: FalX Document Base
    Filename: heli_m3_b3.pk3
    Version: beta 3
    Release date: 26/08/2012
    Decription: Helicopter Assault M3 is the third and last campaign mission. Allies succesfully secured the gold and they try to find a way to escape. A solution for them is to cross the escape tunnel but Axis will reserve for them other plans. Atention, Axis prepared for them a trap! ^7BETA3
    Players: Map designed for 5-20 players
    Installation: Place the heli_m3_b3.pk3 into your etmain folder,
    select it from the multiplayer->create server menu or
    bring down the console and type: map heli_m3_b3
    Omnibot 0.8 support added
    Objectives
    Allies:
    Escort the truck!
    Capture the forward bunker!
    Destroy the entrances!
    Construct the command post!
    Construct the gate control!
    Secure the gold into the helicopter!
    Axis:
    Defend the flag!
    Defend the entrances!
    Construct the command post!
    Don't let them secure the gold into the helicopter!

    Additional Map Information/Credits

    Thanks to:
    wolffiles.de
    Splashdamage
    DMG Clan
    Round time: 30 minutes
    Testing
    Bugs: REPORT ANY BUGS at SplashDamage forums or ym: [email protected] or etromania.forumotion.com

    148 downloads

       (1 review)

    0 comments

    Updated

  3. 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."

    50 downloads

       (1 review)

    0 comments

    Updated

  4. GtkRadiant for windows, linux and Mac Os x

    http://easymapping.free.fr/html/tuto/install.php
    https://icculus.org/gtkradiant/

    155 downloads

       (0 reviews)

    0 comments

    Updated

  5. clavier

    Author            : Masterkiller(Qc)"
    Email address     : [email protected] or [email protected]
    Webpage forum     :
    http://easymapping.free.fr/html/modules/newbb/viewtopic.php?viewmode=flat&topic_id=1307&forum=4
     Map Information
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title       : Clavier
    Filename    : clavier.pk3
    Release date      : 2008-03-1
    Decription  : Axis have build a big trojan infection in all computer in America. Allied need to destroy the main computer to kill this trojan. Allied use "the Shrink-Gun2008 to shrink like a mouse to did the mission. Axis know Allied comming soon then use Shrink-Gun2008 to shrink too.
    Program           : Radiantgtk 1.4.0
                        Milkshape 3D
                        Jasc Paint Shop Pro 9
                        Fl Studio 5
    Build time : 3 weeks.
    Compile time      : 1 hours
    Compile machine   : AMD Athlon 2200, 1024mb
    Installation      : Place the clavier.pk3 to your etmain folder, select it from the multiplayer->create server menu or
                      bring down the console and type: /map clavier to start the small campaign. (clavier, goldrush,clavier,oasis)
    Textures    : 100 new in the pk3 file.
    Sounds            : 47 new sounds.
    Models            : 12 new model. 2 from me, 10 from internet.(see thanks below)
    Info!
    #. This is a "FUN" map for the spring. Winter is so long and i have nothing to do so i did this map. The map is intended to be fun playing but also at the same time being competive. So that it can be used as a war map between clans.
     Special thanks and Credits to:
    Friend and tester:
    Steven,Fred,Samuel,
    from easymapping
    psylopat,Brain-Storm,His-Infernal-Majesty
    Website:
    http://easymapping.free.fr/
    http://wikimapping.free.fr/
    http://www.enemyterritory-stuff.net/>>>https://ets-clan.com/
    http://www.spyjuice.com/tutorials_et.html
    http://www.heppler.com/shader/
    http://www.splashdamage.com
    Model:
    -Oak-tree Mapmodel (c)GrimReaper
    Krischan "GrimReaper" Makowka
    E-mail:  [email protected]
    -Alpine Assault misc_models
    -"Willy's" Jeep
    -dt_oblitz
    -Fire Fighting Accessory's
    Model and textures by Detoeni
    http://www.planetwolfenstein.com/detoeni
    ©Phil "Detoeni" Gresley 2005
    Detoeni.uk
    -GrandFather Clock MD3 model by rayban.
    -models of documents for wolf:et
    http://www.splashdamage.com/forums/viewtopic.php?t=17129
    frames: 16
    rayban ( [email protected] )
    -zp_m3_flakpanzer38
    -zpsm_m4_arado196 readme
    original concept design by Shaderman. project adopted by zenith-ply.
    technical name: Arado Ar 196
    codename: ardo
    contact: [email protected]
    http://www.surfacegroup.org/forums/
    © zenith-ply 2007
    -wp_190
    -wp_halftrack
    Model by MuffinMan,
    converted to md3 by Uberdave
    textured by Detoeni
    http://www.wolfproject.net/
    Prefab special thanks
    elevator:
    wezelkrozum
    Copyright © 2008 masterkiller(qc) all rights reserved
    This level may be electronically distributed only at
    NO CHARGE to the recipient in its current state, MUST
    include this .txt file, and may NOT be modified IN
    ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE
    DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR
    WRITTEN PERMISSION.

    17 downloads

       (1 review)

    0 comments

    Updated

  6. 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

  7. Warbell + scripts

    *warbell scripts
    1/ the gold script It makes the end of the map gameplay much better, only the players who carry gold crates can jump into the columns of fire inside the castle.
    2/
    restricts the access to the Belltower roof room
    sets allied spawntime to 25 secs
    faster construction of the bell mechanism
    no wait at mapend if axis win
    3/
    modified Warbell script II
    restricts the access to the Belltower roof room
    ammocrate at command post if built by axis
    ____________________________
    Axis Objective Descriptions
    1    "Primary Objective:**Secure the forward spawn and destroy the Guardhouse Gate."
    2    "Primary Objective:**Dynamite the Wall hiding the Hidden Room."
    3    "Primary Objective:**Carry the Book of Death to the Altar of Blood! This will open the Sacrifice Portals!"
    4    "Primary Objective:**Destroy the Abbey Main Gate to get fast access to the Abbey!"
    5    "Primary Objective:**Repair the ringing mechanism of the Warbell, so you can ring it and call the Wargod!"
    6    "Primary Objective:**Ring the Warbell to activate the Sacrifice Portals!"
    7    "Primary Objective:**Sacrifice 3 players in the Sacrifice Portals to seal your alliance with the Wargod!"
    8    "Secondary Objective:**Destroy the Crypt Gate for another way into the Abbey."
    9    "Secondary Objective:**Build the command post."
    // Allied Objective Descriptions
    1    "Primary Objective:**Defend the Guard House, don't let them destroy it's Gate!"
    2    "Primary Objective:**Defend the Hidden Room. Don't let them blow up the wall!"
    3    "Primary Objective:**Don't let them deliver the Book of Death to the Altar of Blood or they will open the Sacrifice Portals!"
    4    "Primary Objective:**Defend the Abbey Main Gate, keep the Axis out!"
    5    "Primary Objective:**They mustn't repair the Bell Mechanism!"
    6    "Primary Objective:**Do not let them ring the Warbell so they can't activate the Sacrifice Portals!"
    7    "Primary Objective:**Prevent the Axis from throwing themselves into the Sacrifice Portals!"
    8    "Secondary Objective:**Defend the Crypt Gate to keep the Axis out."
    9    "Secondary Objective:**Build the command post."
     

    103 downloads

       (1 review)

    0 comments

    Updated

  8. 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

    60 downloads

       (1 review)

    0 comments

    Updated

  9. 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.

    31 downloads

       (1 review)

    0 comments

    Updated

  10. 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

  11. lp_cellout.

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

    15 downloads

       (1 review)

    0 comments

    Updated

  12. 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

  13. fueldump_reverse_b3

    March 2021 (Yeah, we are still making ET maps )

     Title        : fueldump_reverse_b3      
    file Name    : fueldump_reverse_b3.bsp
    Version    : beta 1 (purely a test map)

    Author    : Teuthis
     email        : [email protected]
    changes from from _b1:
    - Depotfence now needs to be destroyed by dynamite
    - Depotfence construction crates disappear as soon as tank is captured
    - Depotarea where tank uis has now a teamdoor for axis
    - Depot has two new team doors into the tunnel
    - Tank spline issues have been fixed
    - Tank goes now 20% slower in the depot area
    ***tank issue fixed****

    Storyline
    The Axis are hiding a stolen allied tank in the Fueldump Fortress to get information on the allied tank technology and weapon strenghts. Allied headquarter is planning a massive airstrike to destroy the Fueldump area. Allies must steal the tank and escort it out of the area before the allied airstrike kicks in.
     Story short and punchy:
     Allies are trying to steal their tank back and to escort it out of the area
    ____
    Objectives:..
      Allies:..
        1:..Dynamite the Depotgate
        2:..Steal the tank
        3:..Destroy the Tunneldoor
        4:..Escort the tank over the bridge
        5:..Destroy the Escapedoor to leave the area
      Secondary objectives
      - Destroy the Depot side entrance
      - Built the command post
      - Destroy the Axis command post command post
        Allies:..
             1:..Prevent the Allies from destrocing the Depotgate
             2:..Prevent the Allies from stealing the tank
             3:..Prevent the Allies from destroying the Tunneldoor
             4:..Prevent the Allies from escort the tank over the bridge
             5:..Prevent the Allies from destroying the Escapedoor
           Secondary objectives
     
      - Prevent the Allies from destroying the side entrance   
      - Built the command post
      - Destroy Allied command post command post

    Miscellania:..
         :..build time   : a bit more than 3 weeks

    Credits
             :..most importantly teh folks making fueldump. great map!    
            :..Simonoc for great tutorials on alpha blending and for shaders and textures (please check his website for license agreement when using his textures)
            :..for technical support Niger, Aciz, Kemon, Thunder, Mateos
            :..Motörhead from Wolffiles for the idea with stealing the tank (lovely idea)
     Noteworthy:…...

       :..There are some models in the map that carry TheWolfTeam (TWT) logo. It is important to understand that TWT is not a clan and that I'm not advertising a clan here. The reason I put the TWT logo in is because I want to encourage every person mapping for ET to join this team and to benefit from the help that is offered here. Without the help from TWT this map would not exist the way it is. So more mapper at TWT means more great maps for you all.

    Copyright  :..
               :..Copyright (c) 2021 by id software
              :..all laws from ID software and splash damage / activation that apply for enemy territory also apply to this map.

     Permissions:..You may not include or distribute this map in any sort of commercial product.
                :..distribution is only allowed without any charge for the recipient. This map is for non-commercial use only. Nobody is allowed to make profit from this map.

    Last note from Teuthis
              
            :..as with all maps from me, this map is free of Nazi symbols. The world is a better place without those symbols.
    so now fire it up and have fun. And giving me feedback is very welcome. Also if you have ideas for future maps, let me know
     

    20 downloads

       (1 review)

    0 comments

    Submitted

  14. 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

  15. supergoldrush_final

    map crashing server >> message gamechars exceeded
     
    goldrush made by SplashDamage/ID Software/Activision and only MODIFIED by NullZilla. I take no credit for making this map I have only modified some of it for FuN play!!
     Email = [email protected]
    All new (non ET) textures/shaders (except the goldbar texture) I have made. If you want to use them just give me credit and you can.
    What's new in this version (SuperGoldrush_Final, the prettier version):
    • The starting time limit is now 8 minutes. When the Allies steal the tank, the time limit will be extended to 20 minutes. When the tank gets past the first barrier, the time will be extended to 25 minutes. When the tank gets into the bank courtyard, the time limit will be extended to 30 minutes.  This makes it for the Allies have to steal the tank quickly, but once they get it in the courtyard they have much more time to get the gold.
    • Tons of things are now buttons you can press, and something (funny) will happen. See something that is by itself, or something that catches the eye? Try going up to it and pressing activate. Something might happen!
    • Allies can flood the bank by pressing a button in the "Control Room". They can only press this button every 2 minutes. Flooding the bank will kill most people inside. Although this will kill people inside, while the bank is flooding no one can get into the bank. So use it when the time is right. Only Allies can press this button.
    • Allies OR Axis can kill people in the bank entrance by pressing a button in the "Control Room". This will make a few spikes drop down from the ceiling killing anyone in their path. This button can only be pressed every 60 seconds.
    • Improved lighting
    • New textures in a few places
    • You can now plant landmines on the bridge.
    • There is now a room up high I now dub "the control room". Inside is a table and when you press a button a few special things will spawn on the table. There is also monitors there showing different parts of the bank. Also there are now buttons there that activate traps in the bank and you can see the traps in the monitors. (Great Fun!!)
    • Most chicks taken out due to request by a few servers that wanted to run the map. In place of them are either new passages or new pictures.
    • Easier to get inside the bridge
    • MG nest by the 2nd tank barrier has been re-made
    • A few buildings taken out
    • Even MORE rooms and paths
    • All bugs fixed (I Hope, since this if the final version and I won't be able to fix any after this)
    • Tons of  useless "decorative" structures removed to speed up compile time and to better FPS.
    • Tons of stuff now caulked, even more caulk then the original goldrush so FPS *should* be better.
    • Almost every clip (prevents people from walking or flying somewhere) removed; except for ones that are nessesary, like on stairs. This will allow you to go almost anywhere you desire but the downside is if you go up too high you will see much of the map invisible due to caulking.
    • I included the .map file in the pk3 if you want to see how anything is done. I thought, well if the original goldrush is going to be open source then why not SuperGoldrush? Feel free to use anything I made in it as long as you give me credit in your readme (like I am giving credit to people).
    Known Bugs:
    • There are a few spots in which the FPS rate drops low. I have tried everything possible and no matter what I do this is not fixed.  
    • In one of the hidden underground tunnels, there is a spot that has a hall-of-mirrors effect. I have no clue what the heck is causing it. There is nothing there at all except what should be there.
    • When the bank is flooding, if you are behind the bank and look up you can see the water rising into the air. LOL.
    • When you flood the bank the announcer says the bank is flooding TWICE. Don't know why it does this it should only play once.
    What was new in the previous version (SuperGoldrush2, the funner version):
    • That middle tower thing is now hollow on the inside and you can climb up it.
    • New spiral stairs in the bank
    • New air vent in bank
    • More tunnels with a few surprises ;)
    • A teleporter somewhere in the caves in a hard to get to spot that teleports your right behind the bank.
    • Many more rooms and paths
    • A few bugs fixed
    • New Lights in some of the darker rooms
    • An even more efficient map which will give you lower FPS then even the original goldrush :D
    • Better lighting even more then the original goldrush :)
    • Slightly more efficient scripting here and there
    • More realistic placing of the ambient music in the map (pvs)
    • Allies can dynamite a "back door" in the bank to get the crates and escape easier.
    • After truck reaches final spot game waits a few more seconds then normal before ending.
    • New sniping spots
    • You can get INSIDE the bridge and shoot from there.
    • Random decor here and there.
    • New underground tunnels
    • Even more stuff I can't think of right now :(
    What was new in the first version (SuperGoldrush, the fun version):
    • More rooms than original goldrush
    • Some clips removed
    • Better lighting
    • Some fun things like "you are an idiot."
    • New paths
    • Underground tunnels.
    Hints, Tips Tricks, and more:
    • The "Back Door" in the bank can be dynamited from the inside by allies. And the bank can be flooded by allies by pushing a button.
    • People say Oh great just what goldrush needs, more MGs for axis. This map maker is a moron. But little does this idiot know, the allies can use these MGs as well ;).  Infact the new MG near the original axis spawn is useful for raping the axis as they come out of their spawn. Also to stop axis from getting to the tank allowing allies to repair it.
    • Second balcony on bank does make getting the gold harder. This is why I made a back door the allies can dynamite to get the gold easier and escaping easier. Though some may argue dynamiting this door will even be harder then just grabbing the gold and running, what it does do is distracts the axis's attention from the gold. While they are disarming the dynamite, grab the gold, and vice versa.
    • The new up-high sniping ledges are there for a reason. Use them.
    • Crouch and get into a window and shoot from there. Chances are the enemy won't see you, and even if they do it will be too late.
    • Somewhere in the tunnels there is a teleporter that will teleport you right behind the bank. Though this does come at a cost as getting to that teleporter you will be injured. So Guess what, there is health and ammo cabinets right by the bank. Use them.
    • Explore the map before playing seriously. There are so many new camping spots like in the tall tower. It's there for a reason, use it!
    • MGs can be damaged with bullets and even a knife. Is that second MG making getting to the tank hard Shoot it (with the tank's turret) and make 'er smoke!
    • USE THE NEW PATHS!
    FAQ:

    Q Why did you make a SuperGoldrush map
    A Well I'm a big goldrush fan. I like the map. I really hated how you couldn't get on the second floor of the bank, and the  dev's putting clip brushes in dumb spots like on the middle tower thing. So I thought, hmm why not expand a few things.  Like more rooms, a few more MGs, more health cabinets where I think they are needed, and more. Originally this map was just a private map for my clan for us to play on (hence those posters in a few rooms which have members' names on them). I never expected it to be leaked to the public and submitted to various map sites!
    Q I really like the shaking effect your screen does in **EDITED** spot. How was this accomplished
    A With a  target_rumble. I included the .map file in the pk3 if you want to see how anything is done. .maps open with gtkradiant/qeradiant
    Thanks to
    • Drakir.tk for the healthammo cabinet prefab. Not that I couldn't make one myself, it's just much quicker to load a prefab rather then creating multiple trigger brushes and models ;)
    • Hummer for the gold bars prefab. Again not that it is hard to make square objects colored gold, it's just so much quicker with a few clicks of the mouse to load a prefab up. I really liked hummer's gold texture anyway. ;)
    • Bubba for the  Shiva (which I heavily modified)
    • SplashDamage/ID Software/Activision for the original goldrush in which I only modified and take no credit for.
     
     

    11 downloads

       (1 review)

    0 comments

    Updated

  16. mario_b3

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

    13 downloads

       (1 review)

    0 comments

    Submitted

  17. 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

  18. Alps-trail-source

    public sources code for this map
     

    15 downloads

       (1 review)

    0 comments

    Updated

  19. 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 !!!

    14 downloads

       (1 review)

    0 comments

    Submitted

  20. 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

  21. Bastogne + waypoints

    "Belgium, 1944 ** The 101st Airborne Division, surrounded by german panzer divisions, must hold Bastogne, until reinforcements could breach the siege and Secure the City.** Axis divisions will try to capture the City, and retrieve strategic maps with the location of Secret Allied Fuel Dumps."
     

    70 downloads

       (0 reviews)

    0 comments

    Updated

  22. 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
     

    77 downloads

       (0 reviews)

    1 comment

    Updated

  23. calculus_b1

    botfiles Path mapping and script by Mateos Correspondant WAY file size: -Last update: 26th June 2020
     
    // Axis Objective Descriptions
    1     "Primary Objective:**Protect the railroad manifest."
    4     "Primary Objective:**Don't let them get the manifest and paintings to the truck."
    3     "Secondary Objective:**Don't let them use the track switch to get the paintings"
    2     "Primary Objective:**Don't let them steal the paintings with the train."
    // Allied Objective Descriptions
    1     "Primary Objective:**Steal the railroad manifest."
    4     "Primary Objective:**Get the manifest and paintings to the truck."
    3     "Secondary Objective:**Use the track switch to get the train to the paintings."
    2     "Primary Objective:**Escort the train to the paintings, then to the truck."

    34 downloads

       (0 reviews)

    0 comments

    Updated

  24. ctf_prefab

    Author        : Stealth'
     Map Information
    Game        : Wolfenstein: Enemy Territory
    Title        : CTF_Prefab
    Filename    : CTF_Prefab.pk3
    Release date    : 07/01/2010
    Decription    : This is a Capture the Flag Prefab.
              The map contains an example map with the red and blue flags and 2 scoreboards.
              The script is pretty well documented and more info can be found in the ReadMe.txt
              The Map end when either team has 100 caps so the scoreboard goes until 99 for
              both sides. If the time runs out before a team reaches 100 caps (which is most
              likely the case) the map script figures out who has the most caps, if both teams
              have an equal amount of caps it's a draw! (how boring :P)
    Program        : NetRadiant
    -------------------------------------------------
     Mappers Info:
    -------------------------------------------------
    -The .map file can be found inside the pk3 under maps.
    -All other files can be found in the pk3 aswell under the respective paths.
    -If you want more scoreboards just select the elements of one of them and just copy it (spacebar)
    (I used remapshader so it would be easier to duplicate scoreboards)
    Alternatively if you want to create your own scoreboard then do so and apply the textures:
    -alscore0 for the 1-9
    -alscore00 for the 10-90
    -axscore0 for the 1-9
    -axscore00 for the 10-90
    so it looks like this:
     ----------------------------------------------
    | alscore00 | alscore0 || axscore00 | axscore0 |
     ----------------------------------------------
    -If you want to replace the numbers you can find them in: textures/scoreboard
    Do mind that you keep the same names though so replace the old files (score0, score1, etc)
    If you change these names it won't work since the shader uses these names.
    (psd file included)
    -If you want to change the commandmap markers you can find them in: gfx/limbo
    -The axis and allies text in the scoreboard is pure eyecandy (it can be deleted)
    -Inside the water there are 'fake goals' so that if somebody dies in this area the flags are
    immediately returned. Use this method inside lava for instace otherwise players can't return
    the flag ;)
    You Make 'fake goals by creating 2 trigger_flagonly_multiple inside eachother.
    On the first trigger tick the box 'blue_flag' and type this in:
    Key: scriptname
    Value: alflag_fakegoal
    On the second trigger tick the box 'red_flag' and type this in:
    Key: scriptname
    Value: axflag_fakegoal
    Mind that these triggers do not kill players so you will have to put a trigger_hurt beneath them.
    -------------------------------------------------
    Changelog
    -------------------------------------------------
    -Cleaned up map file
    -Cleaned up script
    -Swapped scoreboard: Instead of using setstate now uses remapshader.
    -G_FindConfigStringIndex: overflow fixed
    -------------------------------------------------
     Credits:
    -------------------------------------------------
    - Stealth': Making the prefab
    - UTR team: Original script and some parts from their map (ctf_face_b1) - with permission from Flippy
            Also the ctf announcer sounds and commandmap markers.
            Download their map ctf_face_b1 here: http://www.wolfmap.de/details.php?file_id=2193
    - RayBan: CTF flags (http://www.wolfmap.de/details.php?file_id=2182)

    18 downloads

       (0 reviews)

    0 comments

    Updated

  25. handbanger

    new map by @Scaffa

    12 downloads

       (0 reviews)

    0 comments

    Updated

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