Jump to content

kate

Administrators
  • Posts

    3,272
  • Joined

  • Days Won

    196

Files posted by kate

  1. road2amiens_b2

    Axis Objective Descriptions
    1 "Primary Objective   :**Defend the Side Wall and the other entrances!"
    2 "Primary Objective   :**Defend the Sniper Tower!"
    3 "Secondary Objective :**Defend the Forward Bunker!"
    4 "Secondary Objective :**Prevent Allies from building a Command Post!"
    5 "Secondary Objective :**Build the Command Post for faster chargebar!"
    // Allied Objective Descriptions
    1 "Primary Objective   :**Destroy the Side Wall and the other entrances!"
    2 "Primary Objective   :**Destroy the Sniper Tower!"
    3 "Secondary Objective :**Capture the Forward Bunker!"
    4 "Secondary Objective :**Build the Command Post for faster chargebar!"
    5 "Secondary Objective :**Prevent Axis from building their Command Post!"

    16 downloads

       (0 reviews)

    0 comments

    Updated

  2. the_gauntlet_b1

    Allied Attack Version
    Beta 1 Changes:
    ----------------------------------------
    Fixed the Doors to open in the correct direction
    Added a couple of inside paths from allied spawn.
    Restricted access to the Top of the Towers to Just the 4 at Allied and Axis spawn due to Sniper fire preventing Allies from advancing.
    Changed all the Doors at the Allied spawn to Allied Only Team Doors.
    Added some bushes and rocks for cover.
    Added another Bridge near Allied spawn to provide some cover from Sniper fire.
    Added ladder access to the CP and to the Axis Radio.
    Added several ladders to allow greater access.
    Moved/modified a couple of ramps for greater access.
    Modifed the Tops of the Allied and Axis towers for a solid wall facing forward where the MG's are.
     NOTES:
    -------------------------------------------------
    Feedback can be sent to [email protected]
    Also feedback can be posted on the forums at http://bunker.aaxxss.com.
    Direct link to the Map Areana section on Bunker Forums --- http://bunker.aaxxss.com/forums/index.php?showforum=5
    -------------------------------------------------
     Basic Information
    -------------------------------------------------

    Author        : Jecoliah
    Email address    : [email protected]
     
    -------------------------------------------------
     Map Information
    -------------------------------------------------
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : the_gauntlet
    Filename    : the_gauntlet.pk3
    Version         : 1.0
    Release date    : Jan 28 2011
    Decription    : Version First Playable
    Program        : SD Radiant 1.5.0.

    ---------------------------------------------------------------------------------------------------------------------------
     Objectives
    ---------------------------------------------------------------------------------------------------------------------------
    Allies Must Destroy the Axis Flak 88's to Clear the Way for the Convoy!
    -------------------------------------------------
     Special thanks and Credits to:
    -------------------------------------------------
    The |>B<|unker Gaming Community!  Thanks for All the Years of a Great Gaming Environment!
    Web Site: bunker.aaxxss.com
    Detoeni for the Jeep and Halftrack and several other Models.
    IndyJones for the Flak 88 Models and the Flags.
    Also want to thank the guys over at Splashdamage.com for all the useful information located on their forums.
    And last but certainly not least I.D. Software, Splash Damage and Activision for this Great Game and also for releasing and updating the GTK Radiant application which was used to create this map.
    -------------------------------------------------
     Texture/Shader Notes:
    -------------------------------------------------

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

    -------------------------------------------------
     Copyright © 2011
    -------------------------------------------------
    Jecoliah
    This level may be electronically distributed only at
    NO CHARGE to the recipient in its current state, MUST
    include this .txt file, and may NOT be modified IN
    ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE
    DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR
    WRITTEN PERMISSION.
    Copyright Permissions.
    ID, Activision & Splash Damage. Original game rights.
    END:

    8 downloads

       (0 reviews)

    0 comments

    Submitted

  3. wow_senseless

    Axis Objective Descriptions
    1    "Primary Objective:**Eliminate the Allied force."
    Allied Objective Descriptions
    1    "Primary Objective:**Eliminate the Axis force."

    7 downloads

       (0 reviews)

    0 comments

    Submitted

  4. WodanfiresAssault_2

    Axis Objective Descriptions
    1    "Secondary Objective:**Prevent the Allies from destroying the Bunker door."
    2    "Secondary Objective:**Defend the Bunker from the Allies."
    3    "Secondary Objective:**Defend the Stairwell door from being destroyed."
    4    "Secondary Objective:**Prevent the Allies from stealing the Documents."
    5    "Primary Objective:**prevent the allies from transmitting the Documents to there head quarters."
    // Allied Objective Descriptions
    1    "Secondary Objective:**Assult the beach and destroy the Bunker door."
    2    "Secondary Objective:**Capture the Bunker from the Axis."
    3    "Secondary Objective:**Destroy the Stairwell door to get access to the lower bunkers."
    4    "Secondary Objective:**Find and retrive the Wodanfire Documents."
    5    "Primary Objective:**Transmit the Secret Wodanfire Documents back to HQ."

    9 downloads

       (0 reviews)

    0 comments

    Submitted

  5. xposed

    Release date: 2004-07-13
    Author: SteelRat, Ringa & Capitan
    Map Name: X-Posed
    BSP name: xposed
    Gametypes supported: Objective and Stopwatch
    Gametime: 25 Minutes
    Map Story
    Last night Axis forces bombed a small Belgian town after an Allied attack to conquer it. Axis managed to hold the town but a team of Allies are still trapped in the town and their only way out is to steal a tank and drive thru the bombed city.
    Map Objectives
    Allied Objectives
    Primary Objective:**Steal the tank!
    Primary Objective:**Escape from the bombed town!
    Secondary Objective:**Destroy the 1:st tank barrier.
    Secondary Objective:**Destroy the 2:nd tank barrier.
    Secondary Objective:**Construct a command post!
    Secondary Objective:**Destroy the Axis command post!

    Axis Objectives:
    Primary Objective:**Prevent the Allied forces from stealing the tank.
    Primary Objective:**Stop the Allied forces from escaping from the town!
    Secondary Objective:**Construct the 1:st tank barrier.
    Secondary Objective:**Construct the 2:nd tank barrier.
    Secondary Objective:**Destroy the Allied Command post!
    Secondary Objective:**Construct a command post!
     

    ---------------------
    Installation
    ---------------------
    Put the xposed.pk3 file in your \etmain directory. The mapname is xposed if you want to add it to any script.

    ---------------------
    Thanks
    ---------------------
    Thanks to everybody in the SteelRat's Cage gaminig community who have been helping out with the testing of the map.
    Thanks to Drakir for providing Health and Ammo Cabinet prefabs.

    ---------------------
    Contact info
    ---------------------
    Website: www.srcgaming.com
    e-mail: [email protected]
    IRC channel @ Quakenet: #srcgaming
    ###SteelRat's Cage ET Server: 213.132.119.13:27960

    6 downloads

       (0 reviews)

    0 comments

    Submitted

  6. UJE_marketgarden_b3

    [UJE]Marketgarden
    13-5-2017
    By [UJE]Niek and Fabi
    We changed this version from dual objective to axis objective because it is one of the best maps
    there is , but no one wants to play it because of the dual objective.
    The Allies have set up a command center on the mansion grounds to the south west.
    The Axis have to attack the city and destroy the Command center to control the town.
    The Allies must prevent this.
    -----------------------------------------------------------------
    Axis objective
    *Escort the tank through the city
    *Destroy the first Baricade
    *get 2 dynamites and bring them to the second Baricade and destroy it
    *Destroy the Third Gate Baricade
    *Build the Commandpost
    *Destroy the Allied Command center
    Allied objective
    *Prevent the tank from destroying the Commandcenter
    *Defend 3 Baricades
    *Prevent the Axis from bringing 2 Dynamites to the second Baricade
    *build commandpost
    -----------------------------------------------------------------
    More [UJE] maps:
    You can see the info about our other maps on our website
    -----------------------------------------------------------------
    [UJE]Clan site        www.ujeclan.com
    -----------------------------------------------------------------
    for campaigncycles the map is called UJE_marketgarden

    ----------------Credits-------------------------------------------
    blackraynestudios for again some nice models to fill the map
    Kic for his treemodels
    Fabi for help with the scripting
    And too everyone who put in alot of time to keep this game alive.
    Thanks,
     

    7 downloads

       (0 reviews)

    0 comments

    Submitted

  7. sfx_endor

    Raiders Objective Descriptions
    1    "Primary Objective:**Defend the Shield Generator."
    2    "Primary Objective:**Defend the Entrance Door."
    3    "Primary Objective:**Defend the First Sas Spawn."
    4    "Primary Objective:**Defend the Backup Generator controlling the magnetic seal to the Shield Generator."
    5    "Primary Objective:**Prevent the Troopers from constructing a Charge Booster."
    6    "Secondary Objective:**Construct a Charge Booster."

    Allied Objective Descriptions
    1    "Primary Objective:**Destroy the Shield Generator."
    2    "Primary Objective:**Destroy the Entrance Door."
    3    "Primary Objective:**Capture the First Sas Spawn."
    4    "Primary Objective:**Destroy the Backup Generator to deactivate the sealed door to the Shield Generator."
    5    "Primary Objective:**Construct the Charge Booster for advanced spawn location."
    6    "Secondary Objective:**Prevent the Raiders from constructing a Charge Booster."

    9 downloads

       (0 reviews)

    0 comments

    Submitted

  8. etc_race_b1c

    Axis Objective Descriptions
    1    "Primary Objective:**Defend the Gold at all cost."
    2    "Secondary Objective:**Steel the Gold and take it to your Carpet, first Team that reach the finish has won."

    Allied Objective Descriptions
    1    "Primary Objective:**Defend the Gold at all cost."
    2    "Secondary Objective:**Steel the Gold and take it to your Carpet, first Team that reach the finish has won"

    7 downloads

       (0 reviews)

    0 comments

    Submitted

  9. dawnville

    Welcome!
    1943 April the axles must has gold of the dawnville USA wants it makes back to have and the city einehmen there amis to to pay attention and axis must it gold guard! Good Luck Cheers:)
     Basic Information
    Author        : Kaforsven/Etmap
    Email address    : [email protected]
    Webpage        : www.kaforsven.de.vu
     Map Information
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : Streets
    Filename        : dawnville.pk3
    Release date    : May, 2005
    Decription    : Custom map for Enemy Territory.
    Program        : SD Radiant 1.4.0
    Compile time    : 30 min.
    Compile machine    : Amd Athlon 3200, 3,0 Ghz Pentium 4, 512mb
    Installation    : Place the file dawnville.pk3 in your etmain folder, select it from the Host Game-menu or
                      bring down the console and type: /map dawnville (then ENTER).
    Thanks guys!
    -------------------------------------------------
     Game info!
    -------------------------------------------------
    Allied Zerstört den Panzer und fahrt ihn zu dem haus und holt euch das Gold flieht mit dem gold zum Truck und errichtet den commandpost!
    Axis Zerstört den panzer und lasst den panzer nicht dié wand zerstören passt auf das GOld auf lass dieamerikaner nicht entwischen baut den commandpost auf!

    Allied destroys the tank and drives it to the house and gets you the gold flees with gold to the Truck and establishes the COMMAND post office!
    Axis destroys the tank and does not leave the tank not dié wound destroys fits on the gold on leaves to those American not entwischen develops the COMMAND post office!
    -------------------------------------------------
     Special thanks and Credits to:
    -------------------------------------------------
    I want to thank all server admins, who constantly support and host custom maps.
    I also want to thank all the people who have given their input to me - big thanks!
    -------------------------------------------------
    Copyright:
    This custom map is (c) 2003 "Kaforsven/etmap" Germany.
    You may not include or distribute this map in any sort of product without
    permission from the author. You may not mass distribute this level via any
    means, including but not limited to compact disks and DVDs.
    You may not redo/reproduce/update this map in any way without permission from the author.

    10 downloads

       (0 reviews)

    0 comments

    Submitted

  10. assault

    Assault map by:Alight Legion
    Mapping time: 5 days
    Status:Beta
    contact:[email protected]
    or post me in www.dreadzone.org
    942 The Axis are hiding secret nuclear missile.Allied forces are attempting to fight their way to a Axis Base and Capture Axis Nuclear Documents.

    13 downloads

       (0 reviews)

    0 comments

    Submitted

  11. 6flags_110

    File type    Map for "Wolfenstein - Enemy Territory"
    Title        6flags
    File name    6flags_110.pk3
    Map name    6flags
    Version        1.1.0   (Created July 2005)
    Author        2Bit    (www.tibetclan.com)
    Other maps    The Breakout, Glider Assault, TankBuster, British Bulldog, 2tanks
            - available from www.tibetclan.com
    Optimum number
     of players    At least 12. Plays well with 24+.
    Installation    Put the pk3 file into the etmain folder.
    Description    For either team to win:
                Capture both base flags and hold them for 2 minutes
            == or ==
                Control all 6 flags
            If the time limit expires the winning team is the one which controls the most flags.
    Gamemodes    Objective, Stopwatch.
    Thanks to    Splash Damage and Activision.
            Drakir and Iffy for various neat prefabs.
            Heckl3r and Marko/Lowlife/Bob Le Roux for some great textures and sound files.
            Amethyst7 for his great skybox.
            TibeT Clan for invaluable testing and feedback.

    19 downloads

       (0 reviews)

    0 comments

    Updated

  12. fff_mayhem

    Author        : Kent "Loffy" Lofgren, Sweden
    Email address    : [email protected]
    Webpage        : http://www.loffy.tk
    -------------------------------------------------
     Map Information
    -------------------------------------------------
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : FFF Mayhem
    Filename        : fff_mayhem.pk3
    Release date    : March, 2005
    Decription    : A playable capture-the-flag map. This is just a map - not a mod! Specially made for M8D (www.m8d.org).
    Program        : SD Radiant 1.4.0
    Compile time    : 8 hours.
    Compile machine    : Dell Dimension 8200, 2.0 Ghz Pentium 4, 512mb.
    Installation    : Place the fff_mayhem.pk3 in your etmain folder, select it from the Host Game-menu or
                      bring down the console and type: /map fff_mayhem (not fff_mayhem.pk3 or fff_mayhem.map just fff_mayhem).
    Sky: Splash Damage. Additional voices by TaZzMAjazZ.
    Allied and Axis flags as .md3 Models for Enemy Territory created by Topsun.
    -------------------------------------------------
     Info!
    -------------------------------------------------
    Version info:
    This map is a fully functional ctf-style map for matches, primarey made for M8D's Friday Frag Festival.
    Game info:
    ENGLISH
    fff_mayhem is a capture-the-flag map. It has 2 bases: One Axis and one Allied.
    The bases are identical, with each having 5 flags and a goal-zone.
    FRANCOIS
    fff_mayhem (cette carte) est une carte de capturer-le-drapeau.
    Il a 2 bases : Un axe et un alliés. Les bases sont identiques, à chacun qui a 5 drapeaux et une but-zone.

    DEUTSCH
    fff_mayhem (diese Map) ist eine Capture-the-flag Map. Sie hat 2 Hauptquartiere: Das der Alliierten und das der Achsenmächte.
    Beide Hauptquartiere sind identisch: Sie enthalten 5 Flaggenzonen und eine Zielzone.
    -------------------------------------------------
     Special thanks:
    -------------------------------------------------
    Mappers, modders and forum admins at www.splashdamage.com/forums
    Berzerkr, Drakir, futura and w, for ideas and testing. Thanks also to nUllSkillZ.
    Thanks to M8D, especially Nephelim, DrStock and TaZzMAjazZ.
    Maca and all other members of the ET-clan Arduis (Sweden).
    I want to thank all server admins, who constantly support and host custom maps.
    I also want to thank all others who have given their input to me!
     
    Axis Objective Descriptions
    1    "Primary Objective:*Run into the Allied Base and steal their stuff. Take the stolen stuff back to your own base, to score 1 point for your team."

    Allied Objective Descriptions
    1    "Primary Objective:*Run into the Axis Base and steal their stuff. Take the stolen stuff back to your own base, to score 1 point for your team."

    24 downloads

       (0 reviews)

    0 comments

    Updated

  13. dm_hillb2

    Author        : Antti "seven_dc" Suuronen
    Email address    : [email protected]
     Map Information
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : dm_hill_b2
    Filename    : dm_hill_b2.pk3
    Release date    : 15.2.2004
    Decription    : The bunker uphill is crucial for both parties 
              for transmission of enemy positions. Keep the
              hill fortified for 10 minutes to gain victory.
    Program        : SD Radiant 1.4, q3map_2.5.12 unstable.
    Build time     : 6 days.
    Compile time    : meta 42 s, Vis 141 s, light 177 s
    Compile machine    : AMD 1800+ XP, 512mb
    Installation    : Place the dm_hill_b2.pk3 to your etmain folder, 
              select it from the multiplayer->create server 
              menu or bring down the console and type: 
              "map dm_hill_b2" .
    -------------------------------------------------
     Special thanks to
    -------------------------------------------------
    All SD people for textures and brushwork.
        -Sock. thx, thx thx! I preciate your work.
        -ydnar. I love my q3mqp2!
    Drakir for brushwork.
    Go_Gerbil for brushwork.
    S.S Herpie for hosting the beta tests.
    Ifurita for his map in a box!
    SCDS_reyalP for script!
    Aleksi for beeing my son
    -------------------------------------------------
     Further development
    -------------------------------------------------
    This is a beta you know..
    -Fueldump like fence around the fueldump and 
     generator to provide cover to attack team + maybe
     simple stucture
    -VO change the "depod yard" to bunker.
    -Make the doors make sound.
    -Make allied team door texture.
    -If performance is very good make hills better.(partly done)
    -spectator clipping (partly done)
    -light leakage
    -Bunker door names..
    -TOI for the upper bunker

    -------------------------------------------------
    Copyright © 2003 Antti Suuronen 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.

    15 downloads

       (0 reviews)

    0 comments

    Updated

  14. sottevast_b3

    Author        : Dersaidin
    Real name     : Andrew Browne
    Location    : Australia
    E-mail        : [email protected]
    Game        : Wolfenstein - Enemy Territory
    Description
    An Axis V2 missile project has been advancing in a silo facility called Sottevast. Allied spies have discovered an attack is about to be launched from this secret silo, and a small team of elite soldiers were mobilized to prevent the launch.
    Allies are attacking.

    Allied objectives
    - (Primary) Capture the Targeting System
    - Enter the silo facility by dynamiting the main entrance or by using a disguise
    - Take control of the Axis forward spawn
    - Construct the command post to activate a forward spawn
    - (Optional) Open the side door to gain additional access

    Axis objectives
    - (Primary) Defend the Targeting System
    - Defend the silo facility's main entrance and prevent a covert entry
    - Hold the forward spawn
    - Stop the Allies from constructing a command post, or destroy it if it has been made
    - (Optional) Keep the side door closed to hinder the Allied progress
    Spawntimes:
    Axis 20
    Allies 20
    Information on bunker IRL:
    http://www.v2rocket.com/start/deployment/sottevast.html
    =======================================================
    Prefab Acknowledgements
    =======================================================
    WJ|Ifurita
    Marko     http://www.gamedesign-online.com/
    Drakir     http://www.sikstrom.nu/rikard/
    Flag textures from Frostbite (by Moonky) were used.
    =======================================================
    Tutorials
    =======================================================
    http://simland.planetquake.gamespy.com/pages/articles.htm
    =======================================================
    Bugs
    =======================================================
    - Some hairline cracks in the tunnels. I will try to patch these in later versions.
    - Command map could still be improved
    =======================================================
    Thanks
    =======================================================
    Special thanks to:
    swinyboi (De)
    Neillie (UK)
    SPU9 (De)
    iTG`stewie (NL)
    Fr4ggy (NZ)
    chosen (De)
    [NW]reyalP (US)
    Keytaro (FR)
    rew`humM3L (DE)
    Neddeh from [ToG] - http://ned.theoldergamers.com/
    For use of his server.
    My clan, Adversus
    http://www.adversus.com.au/
    #adversus on irc.ausirc.net
    #adverholic on quakenet
    riCo        (AU)
    Fr4ggy        (NZ)
    ikez0r        (AU)
    HANZ        (AU)
    goober        (AU)
    mahadeva    (AU)
    noname-        (AU)
    iceman34    (AU)
    McSpud        (AU)
    KAD            (AU)

    Other testers :
    Clans involved in the Sottevast_b2 minileague:
    FAITH+1
    rewind                www.rewled.com
    sublime

    Vengence Star
    Ve*Streets    (AU)
    Ve*Nogen    (AU)
    Ve*DrJones    (AU)
    Ve*Moley    (AU)
    Ve*Hector    (AU)
    Ve*laconic    (AU)

    =======================================================
    Programs used
    =======================================================
    - Enemy Territory and ETPro
    - GtkRadient 1.4.0
    - GtkRadient 1.5.0
    - Adobe Photoshop CS
    - Crimson Editor 3.60
    - Wood Workshop 1.00.0512
    - Winzip
    =======================================================
    Change log
    =======================================================
    sottevast_b3         RERELEASED TO FIX DOOR BUG.
    + Spawntimes 30/20
    + Remove Team door near main door - CLOSED this tunnel completely.
    + Side door:
        No longer dynoable
        open/close by both sides
    + Edits to the flag building and flag scripting:
        Open the side with the two team doors (so theres no teamdoors, just a big open side like on the middle side of the flag) Allies will be able to attack caves without blowing anything.
        Axis spawn in the other side of the building (which is now open)
        Flag is recaptureable
        Axis loose flag when main is blown, but can still recapture it (wait 30 seconds)
    + Move allied CP spawns back onto the ramp. Increases distance and allows allies to pick that hall above CP easier.    
    + Voiceovers
    + Improved river banks
    + Mineable areas added around the rocket
    + End of round camera thingos
    + ETPro Fireteam locations
    sottevast_b2
    - Flag can no longer be reclaimed by axis once a door has been blown.
    - Changed terrain near main door. Added two bunkers. Added ladder with team door.
    - Fixed CP's killed build box thingo.
    - CP is now both Axis and Allied
    - Fixed ladder out of river that you'd sort of get stuck on the top and fall back in :<
    - Added another stair out of the water on the axis side.
    - Moved Allied first spawn closer
    - Improved command map
    sottevast_b1
    - million name changes

    9 downloads

       (0 reviews)

    0 comments

    Submitted

  15. infected

    since infectedmod_a12_4.zip
    Known bugs:
    -sp_delivery_te crashs client
    -karsiah_te2 crashs client
    Report bugs to "Micha" please.
    http://forums.warchest.com/member.php/52875-Micha

    16 downloads

       (0 reviews)

    0 comments

    Submitted

  16. complex_b3

    Axis Objective Descriptions
    1    "Primary: Stop the Allies from breaching the Main Complex Gate with dynamite."
    2    "Primary: Stop the Allies from breaching the Side Entrance with dynamite."
    3    "Primary: Stop the Allies from breaching the garage door.
    4    "Primary: Prevent the Allies from stealing secrets documents."
    5    "Primary: Prevent the Allies from tramittings the documents."
    6    "Secondary: Prevent the Allies from constructing a command post."
    7    "Secondary: Build a the command post and prevent allies from destroying it."

    // Allied Objective Descriptions
    1    "Primary: Breach the Main Complex Gate with dynamite."
    2    "Primary: Breach the Side Entance with dynamite."
    3    "Primary: Breach the garage door to secured the flag area.
    4    "Primary: Steal the secrets documents in the research room."
    5    "Primary: transmitted the documents at the radio transmitter."
    6    "Secondary: Build a command post to enable a new spawn area."
    7    "Secondary: Destroy the Axis Command Post."

    14 downloads

       (0 reviews)

    0 comments

    Updated

  17. 1944_cherbourg2_fixed

    June 18th, 1944 Allied troops besieged Cherbourg. Villages were clusters of solidly built medieval stone buildings, ideal for defense. Small numbers of German infantry, dug into the embankments with machine guns and mortars and a tank or two or a few antitank guns for support, made advancing costly.  
     Special Thanks:    M Schaffer, and all other beta testers. 
    Map brought to you by +KOMMANDO+ Visit voiseymms.com/kommando.htm for more info"

    17 downloads

       (0 reviews)

    0 comments

    Submitted

  18. 1944_cherbourg2

    Axis Objective Descriptions
    1    "Primary Objective:**Prevent the Allies from invading Cherbourg by maintaining the Axis Outer Blockade and the Tank.  Protect the Anti-Air Guns at all costs."
    2    "Primary Objective:**Axis Anti-Tank Blockade: stand near the artillary firing contols to trigger the anti-tank gun."
    3    "Primary Objective:**Axis Tank: standing near the tank will trigger the tank cannon."
    4    "Primary Objective:**The Dock Anti-Aircraft Cannon"
    5    "Primary Objective:**Anti-Aircraft Cannon."
    6    "Primary Objective:**Anti-Aircraft Cannon."
    7    "Secondary Objective:**Command Post: construct the command post to gain access to the Forward Spawn."
    8    "Secondary Objective:**Axis Bunker Controls."
    Allied Objective Descriptions
    1    "Primary Objective:**Gain secure entry into Cherbourg by destroying the Axis outer Blockade, the Axis Gate, or the Hotel Gate. Build the command post to ensure safe entry into the city. Destroy the Axis Anti-Aircraft Guns."
    2    "Primary Objective:**The Axis Anti-Tank Blockade: beware the anti-tank gun blast as its sights are trained on the entry road."
    3    "Primary Objective:**The Axis Tank: beware the tank gun blast as its sights are trained on the entry road."
    4    "Primary Objective:**The Dock Anti-Aircraft Cannon: Destroy this to gain access to the Dock Spawn."
    5    "Primary Objective:**Anti-Aircraft Cannon."
    6    "Primary Objective:**Anti-Aircraft Cannon."
    7    "Secondary Objective:**Command Post: construct the command post to gain access to the Forward Spawn"
    8    "Secondary Objective:**Axis Bunker Controls: destroy to eliminate the Axis Bunker Spawn and Disable the Axis Bunker Doors."

    16 downloads

       (0 reviews)

    0 comments

    Submitted

  19. etl_supply_v5

    'Supply Depot, by ginc'
     June 2021
     Cedric 'keMoN' Easton
    http://www.etlegacy.com
    http://www.github.com/realkemon
     
    This map is an overhaul of the original Supply Depot map from ET created by ginc.
    As part of the ET: Legacy asset creation effort certain maps are being overhauled.
    Those maps have been selected for their stable gameplay, even in a competitive environment.

    -----Changelog-----
    v5:
    * Fixed crane_sound (constructed controls) playing in second round after /map_restart.
    * Added unique ids for spawn slots to prepare this feature.
    * Changed and restructured assets to increase shared content across all overhauls.

    v4:
    * Re-added 'Truck is in position' line as announcement. (Thank you SAP for reporting)
    * Added satchel exploit fix for crane controls. (Thank you jobhh for reporting)
    * Add optional spawn cabinets. (Thank you Dmxj for requesting)
    * Fixed speaker pointing to incorrect sound file.

    v3:
    * Substantial performance improvements by reducing drawn surfaces with adjusted light settings. (Thank you hatcher for comprehensive support)
    * Provided option to toggle truck invulnerable or not through mapscript (invulnerable by default). (Thank you ETc.Jay for reporting and absolutely huge thanks to Ensiform for finding the perfect way to do this)
    * Fixed gold crate support blocks visible through walls.
    * Fixed setstate errors in console after dynamiting 1st main gate. (Thank you WuTangH for reporting)
    * Fixed CP sound playing in second round after /map_restart. (Thank you WuTangH for reporting)
    * Fixed surfaceparm grasssteps to add missing sounds when walking on grass. (Thank you WuTangH and Aciz for reporting)
    * Adjusted clip brush at forward bunker teamdoor/gate to prevent getting stuck on the edge.
    * Crate controls not showing satchel icon for Axis. (Thank you WuTangH for reporting)
    * Fixed visible seams in terrain textures.
    * Increased amount of spawn slots from 20vs20 to 32vs32. (Thank you Dmxj for reporting)
    * Fixed skyportal incorectly having sky shader instead of mountain.
    * Fixed flying rock next to east depot wall.
    * Reduced weird shadows from the ceiling lampshades. (Thank you Aciz for reporting.)

    v2:
    •    Changed floodlight colour to uniform white
    •    Fixed vanilla ET compatibility
    •    Fixed various trickjumps
    •    Cleaned collision for easier player movement
    •    Fixed mirrored textures in vanilla ET
    •    Changed crane control construction indicators for clearer visibility
    •    Improved lighting and general visibility
    •    Fixed issue where planting landmines was possible everywhere
    to original:
    •    Added targetname and scriptname to nearly all in-game entities to enable server admins to build custom scripts if desired.
    •    Extended map skywards to allow for free shoutcaster/spectator movement.
    •    Implemented windows into the forward bunker roof to allow shoutcasters and spectators to maintain an overview at all times.
    •    Comprehensive rework of structural mesh to improve on VIS.
    •    Removed player collision from noticeboards, picture frames, lying doors etc.
    •    Enlarged some door and window frames for more consistent use of dimensions across the map.
    •    Colour-coded stairwells in forward bunker.
    •    Fixed clip position of destroyed allied cp model.
    •    Removed collision from crane rope.
    •    Dispersed spawn points to declutter mass spawn events.
    •    Adjusted terrain around some rocks to prevent leaks at the border.
    •    Added team specific CP sounds
    •    Re-added previously removed radio speakers
    •    Increased player count to 20v20
    •    Added external antenna as visual indicator for CP status
    •    Changed depot alarm to only sound for a specific time (15 seconds) instead of linked to the truck position.

    // AXIS
    Primary Objective: Retrieve the documents.
    Capture the forward bunker.
    Destroy the main entrance.
    Destroy the side wall.
    Don't let them construct the guardtower.
    Prevent the Allies from establishing a Command Post.
    Set up a Command Post.
    // ALLIED
    Primary Objective: Defend the documents until reinforcements arrive.
    Capture the forward bunker.
    Do not let the Axis destroy the main entrance.
    Defend the side wall.
    Construct the guardtower.
    Establish a forward Command Post.
    Prevent the Axis from fortifying their position with a Command Post.

    16 downloads

       (0 reviews)

    0 comments

    Updated

  20. etl_frostbite_v14

    'Frostbite, by Moonkey'
     June 2021
     Cedric 'keMoN' Easton
    http://www.etlegacy.com
    http://www.github.com/realkemon
     
    This map is an overhaul of the original Frostbite map created by Moonkey.
    As part of the ET: Legacy asset creation effort certain maps are being overhauled.
    Those maps have been selected for their stable gameplay even in a competitive environment.
    -----Changelog-----
    v14:
    * Fixed command map icons showing outside of compass. (Thank you spyhawk for reporting)
    * Adjusted position of inner courtyard truck. (TJ from hood of truck still possible)
    * Changed back cover on tunnel truck from green to grey to match rest of truck.
    * Fixed CP sounds playing in second round after /map_restart.
    * Removed Allied CP spawns startactive spawnflag. Changed setstate invisible to alertentity functionality to prevent spawn glitch after /map_restart.
    * Change from Axial Projection to Brush Primitives to enable better texture alignment/projection options.
    * Adjusted various texture alignments.
    * Fixed caulked surfaces visible to the player at shelf in Allied spawn.
    * Changed bark texture of dead trees from temperate to winter.
    * Fixed invalid shader on rear faces of terrain brushes near transmitter.
    * Fixed incorrect use of skyshader at backside of two random brushes.
    * Added unique ids for spawn slots to prepare this feature.
    * Increased spawn slot count in garage to 32.
    * Fixed glass shader on trucks.

    v13:
    * Fixed fully caulked terrain brushes. (Thank you woju and spyhawk for reporting)
    * Fixed missing tree shader. (Thank you woju and spyhawk for reporting)

    v12:
    * Moved flying lamp models to be attached to girder in Axis garage. (Thank you Aciz for reporting)
    * Adjusted player collision on cliff near transmitter to prevent glitching on the roof. (Thank you Aciz for reporting)
    * Improved lighting in balcony hallway at inner courtyard.
    * Fixed player collision on the Axis CP. (Thank you Aciz for reporting)
    * Adjusted shader for winter trees to prevent overwriting default shaders on other maps. (Thank you Aciz for reporting)

    v11:
    * Adjusted lighting to increase performance.
    * Converted smaller brushwork to .ase models to reduce lightmap data and improve performance.
    * Increased supported playercount from 20vs20 to 32vs32.
    * Reduced volume of wind sounds to reduce distractions.
    * Further improved player collision at railings and doorways. (Thank you Aciz for reporting.)
    * Changed clips for barrels and couches for proper hit- and footstep sounds. (Thank you Aciz for reporting.)
    * Reduced weird shadows from the ceiling lamps in the office area. (Thank you Aciz for reporting.)
    * Fixed missing shader for bush model. (Thank you Aciz for reporting.)
    * Reverted collision on stairs down to garage to reenable a TJ. This also reintroduces bobbing effect. (Thank you Aciz for reporting.)

    v10:
    * Moved vent opening new side door for better alignment with surrounding textures
    * Changed terrain shader on snow patches in inner courtyard for proper snow behaviour
    * Caulked surfaces not visible to the player
    * Changed floodlight colour to uniform white
    * Made previously impossible TJ possible again
    * Further opened terrain and world to simplify spectator and shoutcaster movement
    * Improved player collision to simplify movement (doorways, ceiling and transmitter building)
    * Generally improved lighting
    v9:
    •    Removed rogue clip at office entrance.
    •    Changed catwalk in warehouse from `clipweapon` to `clip`. It is now permeable for weapons.
    •    Simplified collision of machines at side entrance.
    •    Added player clips to various shelves, pipes and doorways.
    •    Fixed one alarm speaker not being named correctly.
    •    Added a trickjump coming from warehouse, jumping onto box, onto truck into green passage. Disabled by default. Can be activated through mapscript. (deactivate line: setstate courtyard_TJ_box invisible)
    •    Removed collision of blackboards.
    •    Increased amount of shared files with other ET: Legacy overhauls to decrease filesize once they are shipped together.
    to original:
    •    The player is now able to stop and revert Storage Wall movement by activating the button again.
    •    Alarm now also sounds when the Service Door has been dynamited before the Storage Wall and Main Door.
    •    Structural mesh and VIS blocking has been improved
    •    Visual changes have been made
                            
    ALLIED OBJECTIVES:
    Primary: Steal the Supply Documents and transmit them back to Allied Command.
    Secondary: Destroy the Main Door into the Complex.
    Secondary: Breach the Storage Wall.
    Secondary: Dynamite the Service Door.
    Secondary: Prevent the Axis from constructing a Command Post in the Transmitter Building.
    Secondary: Establish a forward Command Post in the Upper Complex.
    AXIS OBJECTIVE:
    Primary: Stop the Allies from transmitting the Supply Documents.
    Secondary: Defend the Main Door.
    Secondary: Defend the Storage Wall from being breached.
    Secondary: Stop the Allies from destroying the Service Door.
    Secondary: Set up a Command Post inside the Transmitter Building.
    Secondary: Prevent the Allies from establishing a Command Post in the Upper Complex.

    16 downloads

       (0 reviews)

    0 comments

    Submitted

  21. etl_bergen_v7

    Bergen, by Detoeni'
    June 2021
     Cedric 'keMoN' Easton
    http://www.etlegacy.com
    http://www.github.com/realkemon
     
    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-----
    v7:
    * Fixed command map icons appearing outside of compass. (Thank you spyhawk for reporting)
    * Fixed sounds active at map start in second round after /map_restart.
    * Added unique ids for spawn slots to prepare this feature.
    * Fixed glass shader on trucks.
    * Adjusted projection axis and scaling of terrain textures.

    v6:
    * Fixed spawnslot getting stuck in forward flag spawn. (Thanks to ETc.Jay for reporting)
    * Adjusted clipping at side entrance to prevent players camping above the door.
    * Reworked system to secure flag to be less complex and more easily understandable. Allies now only need to hold the flag for 30s.

    v5:
    * Renamed targetname south_door_closed0 to south_door_closed to fix game crash. (Thanks to Kate for reporting)
    * Fixed sounds and remapshaders active at map start in second round after /map_restart. (Thanks to WuTangH for reporting issue on 'Supply Depot, by ginc')
    * Provided option to toggle tank invulnerable through mapscript (vulnerable by default). (Thanks to Ensiform for explanation)
    * Increased amount of spawn slots from 16vs16 to 32vs32.
    * Fixed surfaceparm grasssteps to add missing sounds when walking on grass. (Thanks to WuTangH for reporting issue on 'Supply Depot, by ginc')
    * Removed deprecated alarm sounds.

    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

    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.

    11 downloads

       (1 review)

    0 comments

    Submitted

  22. etl_adlernest_v1

    briefing        "Steal the documents and bring them to the transmitter. The tank has created an entry point into the Axis base, but for further access Allies need to dynamite the Door controls in the lower level. The CP will give Allies a forward spawn.**Map by Dersaidin*Overhaul by kemon"

    18 downloads

       (0 reviews)

    0 comments

    Submitted

  23. staghound

    Staghound_Armored Car By [rD]MrPink
    History of the Chevrolet T17E1 Staghound Armored Car:
    Staghound Armoured Car T17 El: 1942+
    Length: 5.48m, Width: 2.69m, Height: 2.36m , Weight: 13.95 tonnes
    Crew: 5 Power-plant: Two GMC 6-cyl. petrol engines, each 97 bhp at 3000 rpm. Power steering
    and an automatic gearbox were standard. However, the gearbox lacked high speed reverse (a
    desirable feature in any reconnaissance vehicle).
    Armament: 1 x 37mm (stabilised) gun M6 with 103 rounds and power traverse, 2 x .30 cal
    Browning Mg.
    Armour: 9-45mm. Speed: 90 kph
    Range: 725km
    Maker: Chevrolet Division, General Motors Corporation, USA.
    The Staghound was the product of a joint effort in 1942 by British and American military
    staff, to draw up specifications for an armoured car. Approximately 3,000 of the original
    design were produced. A further 1,000 anti-aircraft models (mounting twin .50 cal Browning
    Mg.) were also manufactured. The standard vehicle T17 El was named the Staghound and was a
    4 x 4 car with a turret mounting a 37mm gun. Some vehicles were subsequently refitted with a
    3 inch tank howitzer for infantry close support.
    Thanks to www.lancers.org.au
    Many Thanks to Lydia Ferrero
    Instructions:
    Unzip the zip file into your ETMain Directory, if you get a warning about directories
    already in this folder, click yes, I wont hurt anything. You must ALSO unzip this into any
    .pk3s you put your map in. You will find the model in gamemain/models/mapobjects/[rD]MrPink.
    It is called Staghound_Armored.md3
     

    7 downloads

       (0 reviews)

    0 comments

    Submitted

  24. c-47_dakota

    C-47_Dakota By [rD]MrPink
    Created as per request of SuperC of the splash Damage forums
    History of the Douglas C-47 Dakota "Gooney Bird":
    The Douglas DC-3 was born of the intense competition for modern commercial aircraft that
    characterized the post-World War I era. It was the direct descendant of the DC-1, which
    first flew in 1933 as Douglas' initial response to a short supply of competitor, Boeing
    Aircraft's, landmark 10-passenger 247, the first, low-wing, all-metal airliner. With only
    one 12-passenger sample flying, and already a record-breaking success, the DC-1 was quickly
    made obsolete, replaced by an a more powerful version with greater seating capacity, the
    14-passenger DC-2, of which 193 were built. When, in 1934, American Airlines asked Douglas
    for a larger version of the DC-2 that would permit sleeping accommodations for
    transcontinental flights, Douglas responded with the 24 passenger (16 as a "sleeper" craft)
    DST (Douglas Sleeper Transport), the 24-passenger version of which was designated DC-3.
    The DC-3 is given most of the credit for an almost 600% increase in airline passenger
    traffic between 1936 and 1941. Recognizing its great potential as a military transport, the
    United States Army specified a number of changes needed to make the aircraft acceptable for
    military use, including more powerful engines, the removal of airline seating in favor of
    utility seats along the walls, a stronger rear fuselage and floor, and the addition of large
    loading doors. A large order was placed in 1940 for the military DC-3, which was designated
    C-47 and became known as "Skytrain," a name it would soon be asked to live up to. Used as a
    cargo transport to fly the notorious "Hump" over the Himalayas after the Japanese closed the
    Burma Road, and as a paratroop carrier in various campaigns from Normandy to New Guinea, the
    Douglas C-47 was one of the prime people movers of WWII where, in one form or another, it
    was manufactured by belligerents on both sides, after first having been licensed to Mitsui
    before the Japanese attack on Pearl Harbor, and to the Russians, who manufactured it under
    license as the Lisunov Li-2. During the war, Mitsui built their own version, via contract
    with the Showa and Nakajima companies, which built about 485 "Tabbys" (the code name given
    to the aircraft by the Allies) as the Showa L2D. Known also as "Dakota" (British
    designation), R4D (U.S. Navy), "Skytrooper" and "Gooney Bird," the Douglas C-47 (USAAF) went
    through many modifications during its long service life, largely with respect to engine
    power ratings, but also with structural modifications for specific tasks like reconnaissance
    and navigation training. It was even tested as a floatplane, and as an engineless glider, a
    task it performed well, but too late in the war to matter. It was also used as a fighting
    machine as the AC-47D gunship ( "Puff, the Magic Dragon") of the Vietnam war, where the
    plane was equipped with three modernized Gattling guns (General Electric 7.62mm "Miniguns,"
    each mounted and firing from the port side) for use as a "target suppressor," circling a
    target and laying down massive fire to eliminate or at least subdue the enemy position.
    By war's end, 10,692 of the DC-3/C-47 aircraft had been built, with 2,000 Li-2s by the
    Soviets, and 485 Showa L2Ds by the Japanese, for a total of about 13,177. Between its first
    flight on December 17, 1935, and this writing, the DC-3 will have had 65 years of continuous
    service. From its pioneering of military airlifts over the hump, to its perfecting of the
    technique during the Berlin Airlift, the C-47 has been prized for its versatility and
    dependability, factors that explain its remarkable longevity as an active carrier worldwide.  
    [History by Kevin Murphy]  Thanks to Tex Gehman.
    Specifications (C-47):
            Engines: Two 1,200-hp Pratt & Whitney R-1830-S1C3G Twin Wasp radial piston engines
            Weight: Empty 16,865 lbs., Max Takeoff 25,200 lbs.
            Wing Span: 95ft. 0in.
            Length: 64ft. 5.5in.
            Height: 16ft. 11.5in.
            Performance:
            Maximum Speed: 230 mph
            Cruising Speed: 207 mph
            Ceiling: 23,200 ft.
            Range: 2,125 miles
            Armament: None
    Number Built:
        13,177 (All manufacturers)
    Instructions:
     Unzip the zip file into your ETMain Directory, if you get a warning about directories
    already in this folder, click yes, I wont hurt anything. You must ALSO unzip this into any
    .pk3s you put your map in.
     

    9 downloads

       (0 reviews)

    0 comments

    Submitted

  25. fuel_tank

    Fuel_Tank By [rD]MrPink
    Specifications of fuel tank:
    Options:
    Gravity fitting.
    Water Draw-off
    OSHA Ladders and catwalks.
    Custom coatings (interior and exterior).
    Integral spill containment (double-wall).
    Overfill catch basins (various sizes).
    Fill-limiters.
    Remote gauging systems.
    Fittings including overfill protection, fill caps, vent caps and others.
    Standard Features:
    Emergency vent riser (24 inches) and emergency vent cap.
    Openings are female national pipe thread (FPNT).
    Tanks 5,000 gallons and over are supplied with an 18" manhole per UL-142.
    Tanks are designed for stationary use and require some sort of support structure.
    Exterior paint is red iron oxide primer, interior is unpainted.
    All UL-142 tanks include (2) 2" FNPT fittings in the top of the tank
    Nominal Gallons
     Diameter
     Length
     Steel Thickness
     Weight (Lbs)
     Normal Vent
     Emergency Vent
     Comments
     
    300
     38.5"
     5'-0"
     12 Ga
     300
     1 1/4
     4" C&B
       
    375
     38.5"
     6'-4"
     12 Ga
     300
     1 1/4
     4" C&B
     Containment for 300
    500
     45.5"
     6'-0"
     12 Ga
     400
     1 1/4
     4" OPW 202
       
    600
     45.5"
     7'-4"
     12 Ga
     500
     1 1/4
     4" OPW 202
     Containment for 500
    550
     48.0"
     6'-0"
     12 Ga
     400
     1 1/4
     4" OPW 202
       
    650
     48.0"
     7'-4"
     12 Ga
     500
     1 1/4
     4" OPW 202
     Containment for 550
    1,000
     64.0"
     6'-0"
     10 Ga.
     820
     1 1/4
     4" OPW 202
       
    1,200
     64.0"
     7'-4"
     10 Ga.
     1,300
     1 1/4
     6" C&B
     Containment for 1,000
    1,100
     64.0"
     6'-8"
     10 Ga.
     1,200
     1 1/4
     4" OPW 202
       
    1,300
     64.0"
     8'-0"
     10 Ga.
     1,400
     1 1/4
     6" C&B
     Containment for 1,100
    1,500
     64.0"
     9'-0"
     3/16
     1,500
     1 1/4
     6" C&B
       
    2,000
     64.0"
     12’-0"
     3/16
     1,900
     1 1/4
     6" OPW 202
       
    2,000
     75.5"
     9’-0"
     3/16
     1,800
     1 1/4
     6" OPW 202
       
    2,500
     75.5"
     11’-0"
     3/16
     2,100
     1 1/2
     6" OPW 202
       
    3,000
     75.5"
     13’-0"
     3/16
     2,400
     2
     8" C&B
       
    3,500
     75.5"
     15’-0"
     3/16
     2,700
     2
     6" OPW 202
       
    4,000
     75.5"
     17’-0"
     3/16
     3,000
     2
     8" C&B
       
    5,000
     95.5"
     14’-0"
     1/4
     4,600
     2
     8" Morrison 244M
       
    5,500
     95.5"
     14'-8"
     1/4
     4,800
     2
     8" Morrison 244M
     Containment for 5,000
    6,000
     95.5"
     17’-0"
     1/4
     5,400
     2
     8" Morrison 244M
       
    6,500
     119.0"
     11’-0"
     1/4
     5,100
     2
     8" Morrison 244M
       
    7,000
     95.5"
     19’-6"
     1/4
     6,000
     2
     8" Morrison 244M
       
    7,500
     95.5"
     21’-0"
     1/4
     6,400
     2
     8" Morrison 244M
       
    8,000
     95.5"
     22’-0"
     1/4
     6,600
     2
     8" Morrison 244M
       
    8,000
     119.0"
     14’-0"
     1/4
     6,000
     2
     8" Morrison 244M
       
    10,000
     95.5"
     28’-0"
     1/4
     8,200
     2 1/2
     8" Morrison 244M
       
    10,000
     119.0"
     17’-6"
     1/4
     7,100
     2 1/2
     8" Morrison 244M
       
    12,000
     95.5"
     33’-0"
     1/4
     9,400
     2 1/2
     8" Morrison 244M
       
    12,000
     119.0"
     21’-0"
     1/4
     8,300
     2 1/2
     8" Morrison 244M
       
    15,000
     95.5"
     41'-0"
     1/4
     11,500
     2 1/2
     10" Morrison 244F
       
    15,000
     98.0"
     38'-6"
     1/4
     11,200
     2 1/2
     10" Morrison 244F
       
    15,000
     119.0"
     26’-0"
     1/4
     9,800
     2 1/2
     8" Morrison 244M
       
    20,000
     119.0"
     35’-0"
     1/4
     12,700
     3
     10" Morrison 244F
       
    25,000
     132.0"
     36’-0"
     1/4
     14,600
     3
     10" Morrison 244F
       
    Note: dimensions and weight are approximate.
    Thanks to Greer Tanks.
    Instructions:
    Unzip the zip file into your ETMain Directory, if you get a warning about directories
    already in this folder, click yes, I wont hurt anything. You must ALSO unzip this into any
    .pk3s you put your map in. You will find the model in gamemain/models/mapobjects/[rD]MrPink.
    It is called Fuel_Tank.md3

    7 downloads

       (0 reviews)

    0 comments

    Submitted

×
×
  • Create New...