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kate

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Files posted by kate

  1. Outer_Space + botfiles 0.71 version

    Mapname: Outer_Space
    Version: 1.0.0
    Date: halfway may 2010
    Gametype: Objective
    Mapmaker: 1869*_Flame    a.k.a Dante
    Website: www.1869clan.tk
    e-mail: [email protected]
    NOTE: PLEASE DO NOT EDIT THIS MAP AND/OR PK3 WITHOUT PERMISSION!!
    - you can use any textures you like, most of them are from Internet anyway.
    - you can use any of the .wav sounds if you like. all are made by myself and therefore free to use.
    - NOTE: Tesla model is from www.blackrayne.net. any credits should to here for this model.
      use of this model in other maps only when you follow the rules that are on the specific website.
    -=-=-=-=--=-=-=-=--=-=-=-=-
    -=-=-=-Installation.-=-=-=-
    -=-=-=-=--=-=-=-=--=-=-=-=-
    -install on local machine:
        
    1. Download the Outer_Space.pk3 file
    2. Put the pk3 file into your "etmain" folder  (usually can be found at: "C:\Program Files\Wolfenstein - Enemy Territory\etmain\")
    3. start the game
    4. open console with the ~ key (left from the 1 and up the TAB key)
    5. type /g_gametype 2  (it will tell you it will be set on restart, DONT restart)
    6. type /map Outer_space
    7. play!

    -install on a server:
    1. Download the Outer_Space.pk3 file
    2. Put the pk3 file into the "etmain" folder
    3. if needed, add to your fastdownload server
    4. add map "Outer_Space" to your maprotation.cfg (or other depending on mod)
    6. (re)start server
    7. play and have fun!
     
    -=-=-=-=--=-=-=-=--=-=-=-=-
    -=-=-=-=-Objective-=-=-=-=-
    -=-=-=-=--=-=-=-=--=-=-=-=-
    Note: Axis team is attacking, Allies are Defending.
    Axis Objectives:
    - Axis will spawn in their attack ship, and need to destroy the East and West Energy crystal to open the portal
    - Once the portal is open, axis will spawn in front of it. Now they need to destroy the Door to the power crystal
    - Additionally the Axis team can destroy the Side wall to get a extra route trough the sewer to get to the door.
    - Once the door has been blown. they way is open to destroy the Power crystal.
    - Additionally the Axis team can try to build the neutral command post.
    - Additionally the Axis team must blow up the power crystal defenses.

    Allied Objectives:
    - Allies need to prevent the Axis team from opening the portal, by preventing the East and West energy crystal getting blown up.
    - Additionally the Allied team can construct the protection MG on the main deck.
    - if the Axis succeed opening the portal, the Allies must prevent the Door to the power crystal to be blown up.
    - If the Axis team sill is able to succeed, the allies must prevent at all cost that the power crystal gets destroyed.
    - Additionally the Allied team can build a command post.
    - Additionally the Allied team can build power crystal defenses to slow down the axis attackers.

    -=-=-=-=--=-=-=-=--=-=-=-=-
    -=-=-=Special Thanks!=-=-=-
    -=-=-=-=--=-=-=-=--=-=-=-=-
    - MickyP for helping me with the Omni-Bot waypointing and scripting
    - www.gs4you.de for my Sponsoring my servers!
    - Splashdamage community
    you, for taking your time to read this read-me,
    never thought someone would be reading all of this. =)
    -=-=-=-=--=-=-=-=--=-=-=-=-
    -=-=-=-=-=-Other-=-=-=-=-=-
    -=-=-=-=--=-=-=-=--=-=-=-=-
    - Omnibot 0.71 version waypoint included in this file
    - nothing left to say i guess,
     

    22 downloads

       (0 reviews)

    0 comments

    Updated

  2. one_way_b3

    Author:        Qualmi
    Date:        25.05.2010
    Game:        Wolfenstein - Enemy Territory
    Homepage:   http://qualmi.de.tl/

    Description
     
    An original map with a little bit of a different objective. What once started as a 1on1 map, can now be applied to
    small servers with a maximum of 12 players.
    Additionally there is an ETPro Mapscript supplied within this mapfile, making it possible to turn this map into a
    deathmatch map.
    Due to the counting system within the mapscript do not use this at 16 Bit server systems when you play for objective.
    It will most likely crash the server, or at least invoke some unpredictable behaviour.
    !!!DO NOT PLAY THIS AT 16 BIT SERVER SYSTEMS!!!
    ==================
    Meant To Be Played
    ==================
    Objective:
    1on1
    2on2
    3on3
    Deathmatch:
    For small servers
    =========
    Objective
    =========
    Both Allies and Axis are possessing a coder to transmit an SOS. Once activated it will take 5 minutes to do so.
    Your mission is to interupt the enemy countdown by stealing the enemy coders battery and preventing him to steal
    your own.
    There is no delivery point for the battery. Simply hold it. As long as it is not in the coder of the enemy the
    better it will be for you.
    =============================
    Changes From Beta 2 to Beta 3
    =============================
    - Map resized
    - Lights reworked
    - Objective changed
    - Visual Timing Counter
    =========
    Mapscript
    =========
    Due to the counting system within the mapscript do not use this at 16 Bit server systems. It will most likely crash
    the server, or at least invoke some unpredictable behaviour.
    !!!DO NOT PLAY THIS AT 16 BIT SERVER SYSTEMS!!!
    For more Information, especially about the way that counter works, visit my site and look for some stuff about timers
    there.
    For all the mappers out there: this script can easily be improved and i know how :P maybe you will find the secret <3
    Have fun. I really liked creating it :)
    ===============
    ETPro Mapscript
    ===============
    An additional mapscript, turning this map into a deathmatch map, can be found in the readme folder of this .pk3. It
    is called 'one_way_b3.script'.
    Just copy it in your ET mapscripts directory and restart the server with the directory beeing set.
    ======
    Limits
    ======
    Unfortunately the ET Engine is very limited. Therefore the visual counter i originally planned soon hit that 32
    remapshader limit.
    You can see the seconds be remapped in the left corner below. The minutes are rotating above the coder.
    Logically the counter works 100% accurate.
    =======
    History
    =======
    The map got inspired by a 1on1 i once played at Valhalla. Someone, cant remember the name today, introduced me into
    that kind of gameplay, which he called, 'one way'. It was just that we meet constantly at a certain mainroad, to
    avoid hiding and sneaking, so that the skill is reduced to aim and movement basically.
    The first versions i released should have hit exactly that principle. But after coming back to mapping after a while
    i had the feeling that it probably would be better to make it a little bigger. I tried to keep that one way principle,
    but i fear it has become some kind of mixture now.
    ===================
    Feedback/Bugreports
    ===================
    Post feedback or bugreports at -> http://1vs1free1on1.de.tl <- forum section.
    =======================================
    Some Additional Information for Mappers
    =======================================
    Build Time: 2 hours.
    Also i am 1 year old and am a computer genius. I learned mapping in just one day and the compile time took me 1ns.
    With half a year i learned the C programming language, when i was half and a third i invented the wheel. When i was
    half and two third i realized that there was already a wheel. What a shame.
    The rest of the day i spam people with how fast i am. I mean, everybody knows that everything must be based on
    velocity nowadays. So why shouldnt i spam you with my timing results :>
    because quality takes time ?
    ..pfft
    =======
    Credits
    =======
    - ID, Splash Damage, q3map, q3map2 devs, Radiant devs, for giving us modders and mappers the opportunity to modify and
    play around. This is what keeps the game alive. A special thanks to all the texture makers.
    - castle_ctf: i actually got that idea to remap the stamina and health bar from that map. I also used texture 0-8
    in their pk3. Number 9 i had to do by myself.
    - map railgun: i copied the rails and the train barrier of it to fit in my map. The rest of the brushwork is original,
    which is important to state. I would never end up basing my work on whole goldrush prefabs.
    - >>GAYLORDS<< bio and stealth6 for the testmatches we played. Was very useful.
    - Berzerkr for spotting and supporting that file at Wolfmap.de
    - Ron007 for making these nice video tutorials at level-designer.de (which is down atm :()
    - Ifurita for the scripting tutorial
    - Nib aka BoltyBoy at nibsworld.com for the great vis-tutorial at his site

    8 downloads

       (0 reviews)

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    Submitted

  3. zuk19_b2

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

    13 downloads

       (0 reviews)

    0 comments

    Submitted

  4. xposed_ndt

    Release date: 2004-07-13
    Author: SteelRat, Ringa & Capitan
    Map Name: X-Posed
    BSP name: xposed
    Gametypes supported: Objective and Stopwatch
    Gametime: 25 Minutes
    Last modifycation by rock$tar on 2007-02-27 ( www.bb-clan.com )

    ---------------------
    Map Story
    ---------------------
    Last night Axis forces bombed a small Belgian town after an Allied attack to conquer it. Axis managed to hold the town but a team of Allies are still trapped in the town and their only way out is to steal a tank and drive thru the bombed city.

    ---------------------
    Map Objectives
    ---------------------
    Allied Objectives
    Primary Objective:**Steal the tank!
    Primary Objective:**Escape from the bombed town!
    Secondary Objective:**Destroy the 1:st tank barrier.
    Secondary Objective:**Destroy the 2:nd tank barrier.
    Secondary Objective:**Construct a command post!
    Secondary Objective:**Destroy the Axis command post!

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

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

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

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

    19 downloads

       (0 reviews)

    0 comments

    Submitted

  5. waffenschmiede_b2fix

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

    12 downloads

       (0 reviews)

    0 comments

    Updated

  6. wetf_1vs1

    briefing       Map crée par : TinT

    6 downloads

       (0 reviews)

    0 comments

    Submitted

  7. weedplant_b2

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

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

    9 downloads

       (0 reviews)

    0 comments

    Updated

  8. weebulls_dm

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

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

    13 downloads

       (0 reviews)

    0 comments

    Submitted

  9. watten_b2

    Date: 20/07/06
    Title: Watten(beta)
    File: watten_b2.pk3
    mapname: Watten
    Author:   Pa5t1s   
    Mail: [email protected]
    Description: Map for Wolfenstein:Enemy Territory
    "Allies took control of the Watten city where Axis shoot V2 missiles on strategic targets accross Europe.*Allies managed to destroy all but one V2 of a new type.*General Patton ordered to keep this missile and its constructive documents until the arrival of air support.**Axis have recieved the order from the Fuhrer to destroy the V2 in order to get access to the documents and bring them back by truck to Germany"
    Instructions: Place watten_b1.pk3 into you "Wolfenstein - Enemy Territory\etmain\" directory.
    Gamemodes supported: Objective, stopwatch. LMS not supported
    Tools: GtkRadiant 1.3.8-ET, Q3map2 2.5.7, Photoshop
    Thanks: Splash Damage and Activision. Thanks to Alliance(&Lz),fun clan, a good clan in whom there is of good friends.Special thanks to "Pakalatak" for his invaluable councils,and damoon for modifications of watten_b2.
    That's aLL :))

    P  A  5  T  1  S 

    12 downloads

       (0 reviews)

    0 comments

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  10. warmup_final

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

    Install:
    put the warmup_final.pk3 in your Wolfenstein - Enemy Territory/etmain folder and play.
    If you have a ton of maps in your etmain folder its possible you cant run the map with the
    ingame "host-game" option. In this case open the console with "^" and type "/g_gametype 2"
    hit enter and then type "/map warmup_final" hit enter again and check it out.
    Objectives for Allies/Axis
    - Destroy the Enemys Safe.
    - Steal the Secret Documents
    - Build and Defend your Command Post
    - Bring the Enemys Documents to your Command Post.
    thanks and greetings
    all people at level-designer.de / etmaps.de / M8D Nephilm / M8D clan /Northerner /Shazam /Pitsbrgparatrpr
    / Berserker from wolfmap.de / splash-damage / macbeth / MerCuryRisIng / nullskillz for his nice forum post/tutorial on the dual objective /
    speedy (http://speedy.planetquake.gamespy.com//) for the nice mountain enviroment.
    ...............enjoy
     
     

    19 downloads

       (0 reviews)

    0 comments

    Submitted

  11. warmaze_b1

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

    12 downloads

       (0 reviews)

    0 comments

    Submitted

  12. wario_b3

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

    7 downloads

       (0 reviews)

    0 comments

    Submitted

  13. warinwoods

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

    16 downloads

       (0 reviews)

    0 comments

    Submitted

  14. vesuvius_rev

    Enemy Territory map Vesuvius_rev  Readme


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

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

     
    title                              vesuvius_rev

    filename                       vesuvius_rev.bsp

    version                         final    

    author  :                       Neil aka. Mrfin

    webpage                      http://www.mrfin.net

    email                            [email protected]

                                      

    type                             objective


     
    spawn points                supports up to 64 players, 32 per side


     
    story                                                   1944 Bay of Naples – Allies are advancing through a town where Axis have been excavating Roman ruins under the streets in search of legendary relics. Allies need to steal the discovered gold Urn relic from the excavations

    Meanwhile Mount Vesuvius has started erupting

                                         

    objectives

    Axis

    1          Prevent the Allies from stealing the gold urn

    2          Prevent the Allies from stealing the truck

    3          Prevent the Allies from breaching the South gate

    4          Prevent the Allies from breaching the second South gate

    5          Prevent the Allies from building the bridge over the gorge

    6          Prevent the Allies from construction the ruins access rope

    7          Prevent the Allies from breaching the North ruins gate

    8          Capture the forward flag in the church

    Allied

    1          Steal the urn from the excavated ruins

    2          Get away with the truck

    3          Breach the South gate

    4          Breach the second South gate

    5          Construct the bridge over the gorge

    6          Construct the ruins access rope

    7          Breach the North ruins gate

    8          Capture the forward flag in the church


     
    Credits

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

    Thanks Schaffer for the command maps                                             

    to Detoeni for the light model

    Kenny aka [v] for the Mary model

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

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

    Thanks to Splash Damage for an excellent, editable game


     

     
    Copyright (c) 2008  mrfin

    5 downloads

       (0 reviews)

    0 comments

    Submitted

  15. etl_supply_v4

    textures problems with silent mod ... nothing in the console not sure if the map does not interfer with an other in the rotation
    Supply Depot, by ginc
    March 2021
    Cedric 'keMoN' E.
    http://www.etlegacy.com
    This map is an overhaul of the original Supply Depot map from ET created by ginc.
    As part of the ET: Legacy asset creation effort certain maps are being overhauled.
    Those maps have been selected for their stable gameplay, even in a competitive environment.

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

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

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

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

    15 downloads

       (0 reviews)

    0 comments

    Submitted

  16. vesuvius_b1

    Enemy Territory map Vesuvius_b1  Readme 100407


     
    title                             Vesuvius_b1

    filename                      Vesuvius_b1.bsp

    version                                    beta 1     


     
    authors            :                       Neil aka. Mrfin & Denny aka. Firefly

    webpage                     http://www.mrfin.co.uk 

    email                           [email protected]

                                       [email protected]


     
    type                            Objective
    spawn points              supports up to 32 players, 16 per side


     
    story                            1944 Bay of Naples – Allies are advancing through a town where Axis have been excavating Roman ruins under the streets in search of legendary relics. Allies need to steal the discovered Urn relic from the excavations.

    Meanwhile Mount Vesuvius has started erupting.

                                         

    Objectives

    Axis

    1          Prevent the Allies from stealing the Urn.

    2          Prevent the Allies from stealing the truck.

    3          Prevent the Allies from breaching the South Valley Gate.

    4          Prevent the Allies from breaching the East Street Gate.

    5          Prevent the Allies from building the Truck Ramp over the lava flow.

    6          Prevent the Allies from construction the Ruins Access Rope.

    7          Prevent the Allies from breaching the West Ruins Gate.

    8          Capture the Forward Flag.

    Allied

    1          Steal the Urn from the excavated ruins.

    2          Get away with the Truck.

    3          Breach the South Valley Gate.

    4          Breach the East Street Gate.

    5          Construct the Truck Ramp over the lava.

    6          Construct the Ruins Access Rope.

    7          Breach the West Ruins Gate.

    8          Capture the Forward Flag


     
    Credits
    Thanks Schaffer for the command map                                              

    to Detoeni for the light model

    Kenny for the Mary model

    Thanks also for the playtests – hope you enjoy

    Copyright (c) 2007 Denny & Neils

    38 downloads

       (0 reviews)

    0 comments

    Updated

  17. wolfsrudel_final

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

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

    24 downloads

       (0 reviews)

    0 comments

    Updated

  18. vesuvius

    Enemy Territory map Vesuvius  Readme 100407


     
    title                              Vesuvius
    filename                       Vesuvius.bsp

    version                         final    


     
    authors :                       Neil aka. Mrfin & Denny aka. Firefly

    webpage                      http://www.mrfin.co.uk 

    email                            [email protected]

                                       [email protected]


     
    type                             Objective
    spawn points                supports up to 64 players, 32 per side


     
    story                             1944 Bay of Naples – Allies are advancing through a town where Axis have been excavating Roman ruins under the streets in search of legendary relics. Allies need to steal the discovered Urn relic from the excavations.
    Meanwhile Mount Vesuvius has started erupting.

                                  

    Objectives

    Axis

    1          Prevent the Allies from stealing the Urn.

    2          Prevent the Allies from stealing the truck.

    3          Prevent the Allies from breaching the South Valley Gate.

    4          Prevent the Allies from breaching the East Street Gate.

    5          Prevent the Allies from building the Truck Ramp over the lava flow.

    6          Prevent the Allies from construction the Ruins Access Rope.

    7          Prevent the Allies from breaching the West Ruins Gate.

    8          Capture the Forward Flag.

    Allied

    1          Steal the Urn from the excavated ruins.

    2          Get away with the Truck.

    3          Breach the South Valley Gate.

    4          Breach the East Street Gate.

    5          Construct the Truck Ramp over the lava.

    6          Construct the Ruins Access Rope.

    7          Breach the West Ruins Gate.

    8          Capture the Forward Flag


     
    Credits

    Thanks Schaffer for the command map                                              

    to Detoeni for the light model

    Kenny for the Mary model

    Thanks also for the playtests – hope you enjoy


      Copyright (c) 2007 Denny & Neil

    17 downloads

       (0 reviews)

    0 comments

    Submitted

  19. etl_supply_v3

    we found a texture problem with silent mod
    January 2021
     Cedric 'keMoN' E.
    http://www.etlegacy.com
    This map is an overhaul of the original Supply Depot map from ET created by ginc.
    As part of the ET: Legacy asset creation effort certain maps are being overhauled.
    Those maps have been selected for their stable gameplay, even in a competitive environment.

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

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

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

    12 downloads

       (0 reviews)

    0 comments

    Submitted

  20. toxic_fabric_wolfet

    size 50,3 M
    TITLE                   : toxic_fabric
    AUTHOR                  : Devils Right Hand
    DATE                    : 30.09.2017
    TYPE                    : Team Deathmatch/Deathmatch/Tournament/
    bug report feedback     : discord Devils Right Hand#2240
    Release date beta 1.0   : 30/11/2018
    Release date FINALE     : 03.06.2021
    =========================
    * LEVEL DESCRIPTION *
    A team of archaeologists and scientists excavating the ruins of ancient Greece discover books and documents written by a race who were known as the Stroggs. After learning how to translate this ancient language the team discover that they must travel to two locations, the Brazilian rainforest and the Northpole, in order to locate and recover alien crystals from meteorites that have impacted the Earth at these locations.
    the archaeologists and scientists use there toxic facility where they work to gain access to the generators for there power,These crystals will give them the ability to open a time vortex that will enable the Stroggs to travel to our time period and continue their mysterious work, which is something that the archeological and scientific team are eager to learn from.
    -----------------------------------------
    changelog fixed FINALE :
    -add stairs and railing on the toxic pool
    -change the barrel height
    -darker skybox
    -re change some ammo/weapons
    -add a grenade launcher
    -add on some areas railing
    -change the table/chairs height
    -new stairs railing on elevator
    -change machines height
    -add lights on elevator
    -new chairs
    -add barbed wire
    -change the pillars on some areas
    -add pillars on the bridge pool
    -add lights on some area
    -new teleporter
    ================================================================================
    = CONSTRUCTION  =
    MAP BASE                : new Map
    EDITOR(S) USED          : netradiant 1.5 custom x64
    KNOWN BUGS              :
    COMPILE MACHINE         : amd ryzen 7 3700x 8x 3.5 ghz ,16 gb ram ddr4,Asus ROG Strix-RX580-O8G,win10 x64
    COMPILE TIME            : light 10 min - vis 176 sec - bsp 18 sec
    COMPILE version         : LIGHT:  [q3map2] -light -v -areascale 0.40 -pointscale 0.40 -thresh 0.5 -shade -samples 3 -samplesize 8 -threads 8 -patchshadows "[MapFile]"
    BRUSHES                 : 11011
    PATCHES                 : 537
    INGAME ENTITIES         : 487
    ENTITIES                : 1111
    MISC_MODELS             : 106
    LIGHT                   : 272
    =======================
    = special thanks =
    Aciz for weapon_respawn script
    twt teuthis for support
    twt mateos for support
    macchute for help with scripting
    kemon for hint support
    WuTangH help with scripting at obj
    twt ray for support
    uje niek for support/feedback and beta test on server
    garux for NetRadiant 1.5 custom
    Simon O'C for tuts
    Victor Karp for tuts
    ets kate beta test on server
    wasp.sk for support/feedback and beta test on server
    ================================================================================
    = Credits =
    twt thunder:
    weld.model
    generators.model
    weldtanksm.model
    tools.model
    -----------------------------------------
    Devils Right Hand:
    models\mapobjects\dmodels\ellas
    textures toxic_facility_misc/generator1  
    textures toxic_facility_misc/generator11
    textures toxic_facility_misc/generator2
    textures toxic_facility_misc/generator22
    textures toxic_facility_misc/time_vortex
    textures toxic_facility_misc/time_vortex2
    textures toxic_facility_misc/noise_green
    textures toxic_facility_misc/power_panel
    textures toxic_facility_misc/number_panel
    textures toxic_facility_banner/banner
    textures toxic_facility_lights/redlight
    textures toxic_facility_lights/whitelight
    -----------------------------------------
    Greg Ward (flipout):
    textures toxic_facility_misc/grunge_9
    textures toxic_facility_misc/Splatter01
    textures toxic_facility_misc/Splatter02  
    textures toxic_facility_misc/slime
    -----------------------------------------
    D-Meat:
    toxic_facility_metal/blastdoor_back
    -----------------------------------------
    Yves Allaire aka "evillair :
    toxic_facility_metal/eX_floor_mtl_wrn_01_d
    toxic_facility_metal/eX_trim_simple_01_d
    toxic_facility_metal/eX_mtl_panel_04_d
    toxic_facility_metal/eX_floor_grate03_d
    toxic_facility_metal/eX_mtl_panel_03_d
    -----------------------------------------

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

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

    9 downloads

       (0 reviews)

    0 comments

    Submitted

  21. UJE_cathedral_b3

    7-11-2020
    By [UJE]Niek
    This is a changed version of cathedral
    Now it is an axis attack map.
    The Axis were bannished from the cathedral last time.
    Now they are coming back even heavier then before
    Because they brought a tank, the clear the allies out
    of the cathedral
    Axis objective
    *Escort the tank through Cathedral
    *Destroy the first Baricade
    *Destroy the second Baricade
    *Build the Commandpost
    *Destroy the side door
    *Capture the flag
    Allied objective
    *Stop the tank at all costs
    *Defend the 2 baricades
    *Defend the side door
    *build commandpost
    *Hold the flag
     
    More [UJE] maps:
    You can see the info about our other maps on our website
    -----------------------------------------------------------------
    [UJE]Clan site        www.ujeclan.com
    -----------------------------------------------------------------
    for campaigncycles the map is called UJE_cathedral

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

    10 downloads

       (0 reviews)

    0 comments

    Submitted

  22. UJE_schwarzwald_b2

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

    23 downloads

       (1 review)

    0 comments

    Submitted

  23. powcamp_b5

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

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

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

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

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

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

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

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

    10 downloads

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  24. odenthal_b2

    Mapdates:
    Name: Odenthal
    Mapper: Jens 'eiM' B.
    Type: Competition map (3v3 , 6v6)
    Spawntimes: Axis 30s , Allies 20s
    Average duration: 10 Minutes
    Worked time: 3,5 Month (for beta2)
    Homepage: http://reveal.et-support.de/odenthal
    Story:
    I always wanted to create a real competition map for Wolfenstein: Enemy Territory. But I never got started to a real
    project like this... the only maps I finished are small 1v1 / 2v2 maps or my trickjumpmap (a bit bigger though).
    So well, back in the Winter of 2006 I really had too much freetime because of holiday and stuff. So it came that
    I reinstalled all the mappingstuff on my harddisk and thought about a nice map.
    Anyway this maybe sounds a bit weird but when this amok run happened in Germany - Emsdetten me and some friends
    were together hanging out and randomly heard that the guy who ran amok had mapped his school for Counterstrike.
    Because we always have much fun @ LAN's and stuff the idea of mapping our school for W:ET @ LAN's became more
    and more reality.
    Before I write on I really have to note that I misprize the happenings of Emsdetten and i'm sorry for all
    the victims and that not in my farest thougts plan to do something like an amok run.
    Okay , well in my winterholidays I went skiing and had much fun but also some time to think about my mapping project.
    There were many things to plan. (If you really try to remap something of your daily life you'll notice that you don't
    remember many details of the looks and stuff ;>) So I made some photos , searched + created textures and made some outlines.
    Anyway after about 2weeks when I were back at school I finally started to create the map in my GTKRadiant.
    The map is not a perfect remake of Odenthal (the small city it's located in) because I set a higher value
    on making the school realistic than the terrain etc. But still there are much similarities like the small
    river ,some grassland...
    So this is the story behind the map and the name Odenthal. The story set in W:ET is the following:
    Axis have constituted an headquarter in the school of Odenthal. Therefore they rebuild some parts of
    the school and the town. The Allies forces have to escort their Jagdpanther through the streets of
    Odenthal to get access to the school. After this they have to destroy the Main Entrance and the Generator to
    disable the magnetic seal of the Security doors to get access to the main building of the school. Inside this
    the Axis store their secret documents which have to be secured by the Allies Forces.
     
    Special thanks goes to:
    Jasper
    Jonas 'wYnX'
    Philipp 'derAffemitderWaffe'
    www.level-designer.de
    www.splashdamage.com
    Dersaidin
    Shaderman
    Eicher
    draQ
    zhul
    www.crossfire.nu
    + anybody who helped me
    + anybody I forgot :)

    13 downloads

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  25. Teutoburg_Forest

    January 2016 (Yeah, we are still making ET maps )

    Title        : teutoburg_forest      
    file Name    : teutoburg_forest.bsp
    Version    : beta 2 (but hopefully also the final version)

    Author    : TWT-Teuthis
    url        : http://forums.warchest.com/forum.php
    email        : goto http://forums.warchest.com/forum.php and send your message to Teuthis. I'd love to get some feedback about the map (criticism welcome of course too) 
    Storyline
    The Allies have surrounded the famous Teutoburg forest, an impervious forest in northwest Germany. The Axis are hiding a substantial amount of gold in the forest. The Axis are trying to escape from the forest with the gold. The Allies
    | Story short and punchy:
    | Axis are trying to escape from the forest and Allies have to prevent this.
    | Objectives:..
    |     Axis:..
    |          1:..Escort the truck with the gold to the nearby train station
    |          2:..Destroy the main entrance
    |          3:..Escort the truck over the bridge
    |          4:..Load the gold on the Train
    |          5:..Escape with the gold from the forest
    |       Secondary objectives
    |       - Destroy the side entrance
    |       - Built the command post to create an alternative Spawn
    |       - Destroy the Allied command post command post
    |       Allies:..
    |      
    |          1:..Prevent the Axis from reaching the train station with the gold
    |          2:..Prevent the Axis from destroying the main entrance
    |          3:..Prevent the Axis from escorting the truck over the bridge
    |          4:..Prevent the Axis from loading the gold on the train
    |          5:..Prevent the Axis from escaping with the gold from the forest   
           Secondary objectives
    |       
               - Prevent the Axis from destroying the side entrance   
               - Built the command post
    |       - Destroy Axis command post command post
    |----------------------------------------->
    | Miscellania:..
    |            :..build time   : pretty much exactly 4 months
     ----------------------------------------->
    | Credits (Sorry but there are a lot of people that need credit)
    |            :..all the people from the SD warchest forum that helped with dozens of questions, most importantly Stealth, KeMon and Rayban    
    |            :..Simonoc for great tutorials on alpha blending and for shaders and textures (please check his website for license agreement when using his textures)
    |            :..For textures I thank TWT-Thunder, Macchute, RayBan,
    |            :..TWT-Mateos and TWT-Thunder
     for discussions on scripting
    |            :..TWT-Thunder and TWT-Kic for dozens of models, shaders and textures    
    |         :..the sources for the free to use sounds I used: From www.soundbible.com I used the avalanche (big thanks)
    |         :..the sources for the free to use sounds I used: From www.freesounds.org I used the ambient sounds                       
    |            :..For testing the test map I thank the Desperados Clan (especially Ray and Darth vader), the UJE clan and SSF Sage
    |          :..most important credit goes to TheWolfTeam, especially TWT-Thunder, TWT-Mateos, Macchute, and TWT-Devilsrighthand for endless support in scripting, models and mapping ideas.
    |          :..for the waypoints, I thank Native 12 (awesome job) from the omnibot-Forum
    |          :..for great discussions I thank Rayban, Diego, TomTom7777, Phisherman, Kemon, and Stealth
     
    -------------------------------------------------------
    | 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) 2015 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. You may not edit this file in any means.
    |            :..you many not Redo/reproduce/update this map in any way without permission from the author.
    |            :..distribution is only allowed without any charge for the recipient. This map is for non-commercial use only. Nobody is allowed to make profit from this map.

    Last note from Teuthis
             
            :..the map is free of Nazi symbols. Please leave it that way. 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

    9 downloads

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