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kate

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Files posted by kate

  1. z_wf-skinpack-nq_v10

    Berzerkr's Skinpack for No Quarter - Way for Fun Edition

                                                   Version 10
    This Skinpack works with NQ 1.2.3 and above.
    Put the pk3 in the NQ folder.
    Dedicated to Kate. https://ets-clan.com/

     Changes:
     
    - New Playerskins for Axis and Allies:
        - Axis are dressed in black uniforms
        - Allies are dressed in green/brown uniforms
        - Both Teams have now young Faces
    - Class specific Level-9 hats:
        - Axis:
            - Soldier   : Helmet with Gasmask    / before: Armored Helmet
            - Medic     : Helmet with Red Cross  / before: Fieldcap
            - Engineer  : Armored Helmet         / before: Normal Helmet
            - Field Ops : Oficercap with Headset / before: Officercap
            - Covert Ops: Helmet with Camouflage / before: Cap
        - Allies:
            - Soldier   : Helmet with Camouflage    / before: Helmet with Net
            - Medic     : Red Cross Helmet with Net / before: Red Cross Helmet
            - Engineer  : Helmet with Spade Sign    / before: Helmet with Net
            - Field Ops : Officercap                / before: Helmet
            - Covert Ops: Barret                    / before: Cap
    - Helmet Armor is invisible
    - Removed Backpack for Allied Covert Ops
    - A few new Spree Sounds with a very sexy female voice
    - New Win Sounds for Axis and Allies
    - New Skill Up Sound
    - New Pliers for Axis and Allies
    - Teamspecific Command Posts with new Signs
    - New Constructible Pennants
    - New Mine Markers
    - New Trunk for the Temperated Trees
    - New Respawn Flags
    - New Axis Flag (used in Railgun and custom maps)
    - Mortar Shell with Flame Trail
    - Ammo Boxes without Ammo Sign
    - New Axis-Win Flag
    - Green Allied Grenade
    - Dark-Gray Glove in First-Person
    - Stained Texture if you're using a Binocular or Sniper Scope
    - Removal of the MLB-Stuff in the MLB-Maps
    - Better Terrain Textures for Radar Summer (all Versions)
    - Removed the red/blue-scheme of the Syringes
    - Better Texture for the Heavy Door
    ----------------------------------------------------------
     Credits in alphabetical order:
    ----------------------------------------------------------
    Berzerkr  : Doing the work / www.wolfmap.de
    Celine    : Idea
    Doofy     : WF Loading Screen, Axis Gasmask, Axis Headset
    MacBeth   : <3
    Molotov   : Ammo Box Textures, Axis Constructible Pennant
    Phisherman: Level 9 Hats/Helmets
    RayBan    : Mortar Shells with Flame Trail
    Last but not least the players of WF (www.wf-gaming.net)
    who gave constructive feedback!

    15 downloads

       (0 reviews)

    0 comments

    Submitted

  2. zz_USMC_Skin

    zz_USMC_Skin.pk3
    this file contain the new skins for wolfenstein et !
    they was taked from the skins of pacific assault game, anyway they looks cool try them and comment ciaooo!
    how to use
    put the file inside your main folder!
    more info
    [email protected]

    8 downloads

       (0 reviews)

    0 comments

    Submitted

  3. etl_supply_v2

    ET: Legacy 'Supply Depot, by ginc'
     December 2020
     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-----
    to 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.

    25 downloads

       (0 reviews)

    0 comments

    Updated

  4. etl_bergen_v4

    ET: Legacy 'Bergen, by Detoeni'
    December 2020
    Cedric 'keMoN' E.
    http://www.etlegacy.com
     
    This map is an overhaul of the original Bergen map created by Detoeni and the Wolf Project.
    As part of the ET: Legacy asset creation effort certain maps are being overhauled.
    Those maps have been selected for their stable gameplay, even in a competitive environment.
    Please refer to the original_bergen_readme.txt for information, credits and contacts of the original map.

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

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

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

    36 downloads

       (1 review)

    0 comments

    Updated

  5. UJE_paris_b1

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

    16 downloads

       (1 review)

    0 comments

    Submitted

  6. zzzzz females skins

    testing at our server silent classic maps

    27 downloads

       (0 reviews)

    0 comments

    Updated

  7. calculus_b1

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

    36 downloads

       (0 reviews)

    0 comments

    Updated

  8. transmitter + script

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

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

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

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

    40 downloads

       (1 review)

    0 comments

    Updated

  9. transmitter_spring

    Transmitter Spring 

    *Start Decomple and Edit - Spring Version - *Edit Author: Tardis - 26-05-2012
    *Help From Kemon & Matoes - Genral Mapping Help  - Matoes Terrain 28-05-2012   
    ** Edits from Orgnal ** Orgnal Map file not avalabe so decomplie was done. 
    ** May be slight differences **

    // Axis Objective Descriptions
    1 "Primary Objective:**Prevent the Allies from building the Bridge."
    2 "Primary Objective:**Don't let the Allies carry the Modification Kit to the Transmitter."
    3 "Primary Objective:**Prevent the Allies from rearranging the Antenna towards their pirate sender."
    4 "Secondary Objective:**Defend the Grate Door from the Allies."
    5 "Secondary Objective:**Defend the Forward Hut from the Allies."
    6 "Secondary Objective:**Defend the Serpentine Barricade from allied sabotage attempts."
    7 "Secondary Objective:**Stop the Allies from constructing a Command Post in the Forest Hut.**Construct a Command Post!"
    // Allied Objective Descriptions
    1 "Primary Objective:**Construct the Bridge."
    2 "Primary Objective:**Carry the Modification Kit to the Transmitter-Station inside the Castle complex."
    3 "Primary Objective:**Rearrange the Antenna towards our pirate sender."
    4 "Secondary Objective:**Destroy the Grate Door. Keep the attack rolling!"
    5 "Secondary Objective:**Capture the Forward Hut from the Axis. Keep the attack rolling!"
    6 "Secondary Objective:**Destroy the Serpentine Barricade to secure the Forward Hut."
    7 "Secondary Objective:**Stop the Axis from constructing a Command Post in the Forest Hut.**Construct a Command Post!"

    Objective's Not listed - Allied 
    Constuct The Cave Ladder
    Destroy The Bunker Wall ( AmmoBunker Side )
    Destroy The Tunnel Wall ( Grate Side Only distoyable from one side )
    Objective's Not listed - Axis
    Prevent the Allies from building The Cave Ladder
    Defend the The Bunker Wall ( AmmoBunker Side )
    Defend the The Tunnel Wall ( Grate Side Only distoyable from one side )
    New Terrain Spring Version - Thanks Matoes - 28-05-2012 
    New ladder - constutable  - 18-09-2014 
    New Dynamiteable walls for access to other map areas AmmoBunker Side & Grate Side. - 18-09-2014
    New other rooms opend due to new Dynamiteable walls. - 18-09-2014
    * Caulked more non-visible surfaces.
    * Slightly improved VIS blocking.
    * Caulked a lot more surfaces inside the buildings.
    * Changed Command Map skin
    * Changed Map photo 
    * Rewrote shaders and changed map script.
    * added models + clips - 18-09-2014
    * added game_models for *black hack* (thanks Kemon) + clips - 18-09-2014
    * added lighting ** May be slight differences due to decomplie ** - 18-09-2014
    * added in new sound files for news awell as for the cave ladder ** - 02-10-2014
    * improved more VIS and no more calk showing on textures added more lightblock ** - 05-10-2014
    * changes some texture facing  (Mirror Image Thanks Kemon) ** - 19-10-2014 
    *Compile times:
    BSP    - 45 seconds elapsed
    VIS     - 59 seconds elapsed
    LIGHT    - 1133 seconds elapsed
    Other Help
    darkness_sky - Avoc
    rayban textures/ follage - refrance also radar refrance for follage.
    Splash Damage and WarChest Forums
    -----------------------------------------------------------------------------------------------------------------------
    ** Orgnal Map **
    Transmitter Final
    -----------------
    Release Date: 15-10-2004
    *Story:
    Civilians manipulated by the Volksempfänger's propaganda program are resisting the allied forces.
    To break the resistance, Allies have to overtake a local Transmitter, which is amplifying the master-signal from Berlin for local receivers.
    They have to manipulate the transmission-frequency by installing a radio Modification Kit on the Transmitter.
    The Allies also have to rotate the Antenna towards their pirate sender.
    *Authors:
    heeen (until Beta2)
    MindLink
    thegnat - [email protected] or at the SD Forums (www.splashdamage.com)
    *Creation time:
    AUG 2003 - OCT 2004
    *Compile times:
    BSP    - 206 seconds
    VIS     - 687 seconds
    LIGHT    - 11668 seconds

    *Contact:
    [email protected] (Tardis) or at the SD Forums(http://forums.warchest.com)
    *INSTALLATION:
    transmitter_spring.pk3    goes to "/etmain" folder

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

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

    4 downloads

       (0 reviews)

    0 comments

    Submitted

  10. VS_OldBones_b1

    elease date: 2009-09-26
    Author: VS|Monkey
    Clan: -VETERAN SOLDIERS- 
    Map Name: VS|OldBones(b1)
    BSP Name: oldbones_b1.bsp
    Gametypes: Frag, Hold the Flag
    Gametime: Variable (5/15 minutes)
    Omni-Bot: Waypoint file included (oldbones_b1.way)
    MOD: Vietnam MOD
    URL: www.ETnam.org
    ---------------------
    Map Story
    ---------------------
    Not a story... 
    Just BLOOD!!! 
    USA and NAM must fight to own OLD BONES. 
    Frag a lot and try to capture and defend the flag for 5 minutes!
    Who will be the king of OLD BONES?
    ---------------------
    Map Objectives
    ---------------------
    USA Objective Descriptions
    Primary Objective:**Don't let NAM take the flag.
    Primary Objective:**Touch and defend Old Bones flag.
    Secondary Objective:**Don't let NAM construct a Command Post.
    Secondary Objective:**Build a Command Post.
    NAM Objective Descriptions
    Primary Objective:**Touch and defend Old Bones flag.
    Primary Objective:**Don't let USA take the flag.
    Secondary Objective:**Construct a Command Post.
    Secondary Objective:**Prevent the USA from constructing a Command Post.
    ---------------------
    Installation
    ---------------------
    Put the "VS_OldBones_b1.pk3" file in your "\etmain" directory. 
    The mapname is "oldbones_b1.bsp" if you want to add it to any script. 

    Remember that this map is built for Vietnam MOD so some map textures and texts are built to run with this MOD, and should missmatch with any other ET version.
    Thanks
     
    Thanks to -VETERAN SOLDIER- clan, [sLut] clan, Borg, bucket map for gameplay idea, Splashdamage Forum for direct/indirect help.

    Contact info
     
    Name: VS|Monkey
    E-mail: [email protected]
    Website: www.ETnam.org
    Server: -VIETNAM MOD-[ETnam.org] 
    IP: 79.170.193.52:27960

    7 downloads

       (0 reviews)

    0 comments

    Submitted

  11. UJE_rotterdam_xmas

    5-12-2015
    By [UJE]Niek
    Adjusted version of Rotterdam for Xmas ,
    so i hope you all like this one and get a warm feeling playing it.
    ------------
    The Allies have liberated the Harbor of Rotterdam and are using 
    it's valuable ports. 
    The Axis are attempting to reclaim the city by stealing top secret 
    war documents from the Allied Cargoship, and transporting them out 
    of the harbor with a stolen boat.
    ------------
    Axis objective
    *Capture the flag
    *Destroy the power generator
    *fix commandpost
    *Build the Ship Bridge
    *steal the secret document
    *Steal the Boat
    *Escort the Boat
    Allied objective
    *Capture and Hold the flag
    *Defend the Power Generator
    *Prevent Axis from building a Ship Bridge
    *build commandpost
    *Prevent the axis from stealing the secret document
    *Prevent Axis from escaping with the boat
    -------------
    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_rotterdam_xmas

    ----------------Credits-------------------------------------------
    The maker of these wonderfull boat models
    blackraynestudios for again some nice models to fill the map
    And too everyone who put in alot of time to keep this game alive.
    Thanks,

    7 downloads

       (0 reviews)

    0 comments

    Submitted

  12. dingenskirchen_b8

    Hunkmegs problems
    Dingenskirchen b8

    Release Date: December 2020

    http://forums.warchest.com/showthread.php/39432-MAP-RELEASE-Dingenskirchen-a-tribute
     

    This map started as a collaboration between phisherman and me and was created as a tribute to the good old times of RtCW. 
    We hope it will bring back some memories to the old-schoolers among you.
    -----Story-----
    December 1944: The noose tightens around the Reich's neck as Allied forces threaten to cross the Siegfried Line and advance into Germany. 
    In a strategy meeting in an Eifel castle, Kraut high command has worked out plans on how to repel the invaders. 
    Allied intelligence wants these plans destroyed before they can be distributed to the front line.

    -----Beta 8-----
    * Fixed missing texture
    * Fixed bug where Allies can spawn in the castle before it's breached. (TODO)
    * Moved river flag closer to tunnel doors and removed crates restricting player movement.
    * Moved tunnel grate lever to tunnel doors gatehouse
    * Changed Axis Hill spawn to Church spawn
    * Changed Allied Church spawn to Tram spawn
    * Remodelled Axis castle spawn and moved staircase tower to split balcony walkway
    * Changed "placed" to "planted" in wm_announce "^5The Allies have planted the Suitcase Bomb!"
    * Added arm/disarm mechanic to suitcase bomb. Axis have 15 seconds to disarm.
    * Added two additional paths into the castle through the gatehouse towers to accommodate Allies now spawning outside the castle.
    * Added ladder to transition between wine cellar and middle route inside the castle.
    * Moved river flag secure event to when tank passes river spawn hut.
    * Widened passage ways to village flag
    * Removed crates at village flag to compensate too strong defensive position for Axis
    * Fixed various texture alignment issues

    -----Thanks to-----
    • Special thank to Niek and Shargo for huge feedback support
    • The UJE clan for play-testing beta 1, 2 and 3 and 4 on their server and substantial feedback.
    • acQu for his most amazing blender model tool enabling the display of the officers in the conference room.
    • ryven, acQu and thunder for helping debug the officer models.
    • WuTangH for his superb suitcase and light models.
    • Mateos for omnibot waypoints.
    • ryven and hatcher for gameplay feedback.
    • hatcher for support for 'floodlight' map lighting.
    • ischbinz for direct support and his most awesome Tiger Tank.
    • Backsnipe for his eagle model + direct support in beta1, suggestions & feedback.
    • FireFly for direct support in beta1 + textures.
    • Gordon 'digibob' Biggans [SD] for his purely magical MD3-to-TAG tool.
    • Detoeni for the animated Tiger tag from Breakout 2.
    • hipshot for his "stormy days" skybox.
    • WL6 for textures.
    • McNite for textures.
    • Diego for textures.
    • The {WeB} clan for play-testing beta 1 and 2 on their server.
    • Everyone else who played previous betas, gave feedback and suggestions or helped in any other way. You made this map possible!
     

    27 downloads

       (0 reviews)

    0 comments

    Submitted

  13. 1944_Huertgen_final2_Xmas

    Mappers:        +KOMMANDO+  (Original 1944 Huertgen map)
                    Mateos      (Since 1944 Huertgen Final 2)

     Map Information
     
    Game:           Return to Castle Wolfenstein: Enemy Territory
    Title:          1944 Huertgen Forest Xmas Edition
    Filename:       1944_Huertgen_Final2_Xmas.pk3
    Release date:   29th August of 2012 (Final 2)
                    23nd April  of 2013 (Final 2.0 Fixed)
                    20th September of 2014 (Final 2.1) - Tested by SD folks
                    11th October of 2014 (Final 2.1) - Public Release
                    18th October of 2014 (Final 2.1.1)
                    11th November of 2014 (Xmas Test 1)
                    22nd December of 2014 (Xmas Test 2)
                    30th December of 2014 (Xmas)
    Description:    The Axis are launching a surprise attack on allied forces. They are using a Jagdpanther to
                    open the Truckyard Wall to allow an escape with the Allied gold!
    Programs Used:  GtkRadiant 1.4.0 & 1.6.x, Notepad++, ETScript 4 Beta 2,
                    Q-Dir, Picasa, BspShoe, ToDo List, Decompilateur, Q3 Model Tool.
    Build time:     Started January 2012
                    First Playable the 27/06/2012
                    Additions the 02/05/2012
                    Release the 29/08/2012
                    DoorFix the 03/12/2012
                    2.0 Fixed Test 1 the 23/03/2013
                    2.0 Fixed the 23/04/2013
                    2.1 Test the 20/09/2014
                    2.1 the 11/10/2014
                    2.1.1 the 18/10/2014
                    Xmas Test 1 the 11/11/2014
                    Xmas Test 2 the 22/12/2014
                    Xmas the 30/12/2014
    Installation:   Place the 1944_Huertgen_Final2_Xmas.pk3 file in your etmain folder.
    Contact:        mister_mateos[AT]hotmail.fr
    Website:        -

    ---------------------
     Compilation Stats
    ---------------------
    CPU used to compile: Intel Core i3-4130 CPU @ 3.40GHz
    BSP -meta                                                                                23 seconds.
    -vis -saveprt                                                                             2 seconds.
    -light -fast -samples 2 -filter -patchshadows -bounce 8 -external -lightmapsize 256   1 238 seconds.

    ---------------------
     Special thanks to

    +KOMMANDO+, for his awesome 1944 series.
    #Kemon, [UJE]Rebel, ailmanki, Avoc, Kic, Magic, Shagileo, Tardis, and all other Splash Damage members who have helped and supported me.
    2Bit, Marko, Chruker, Ifurita and some others for their tutorials and prefabs.
    id Software & Splash Damage, thanks for ET!
    Big thanks to Niek from [UJE] for his authorization regarding using his assets for this Xmas map!
    Additionnal thanks to Dragonji, hellreturn, Micha, Sedra12, Smurfer, Teuthis, Thunder, WuTangH and |MTC| clan peeps for their feedback!
    And special thanks to dFx, for all his help since the beginning, and his Decompilateur!
    Some assets are taken from Fuel Dump Christmas by Avoc, credits to him!
    -----------------------
     Further development
    -----------------------
    > Xmas
        * Added presents.
        * Added ambient sounds.
        * River turned into ice.
        * Added Christmas-themed speakers.
        * Replaced most firs by Christmas ones, with lights.
        * River bottom and sides remade to match Fuel Dump design.
        * Reviewed texturing in several locations, including indoors and terrain.
        * Night atmosphere, falling snow, and fog! Finally old PCs can enjoy this map.
        * Spectators can freely fly around the map, the player clips have been turned into entities.
    > Final 2.1.1
        * Minor fixes.
        * Re-added a timer to the AT-Gun triggers check for fast servers.
        * Fixed: An Axis spawn point at the Tank Spawn was disabled on map load, and was getting enabled on spawn switch.
    > Final 2.1
        * Time limit management:
            - Initial time limit reduced to 20 minutes;
            - Extension when the Tank is stolen (not on first repair) (+10);
            - Extension when the Truck is stolen (when exiting the Truckyard) (+5)
        * Slightly improved VIS blocking.
        * Optimized T-Junctions some more.
        * Caulked more non-visible surfaces.
        * Rewrote shaders and cleaned map script.
        * Added a flash animation and a firing sound to the AT-Gun when used.
        * Adjusted the Tank turret rotation angle while shooting the Truckyard Gate.
        * Fixed the trigger time of the AT-Gun: it will shoot only 5+ seconds after a shot.
        * Updated the map coordonates so the original Command Map fits with the objectives locations.
        * Terrain lighting is now on a single lightmap, for a smoothed lighting. However, func_group's still affect it.
          Also note that the texture blending is affected (only the brushes going through the skybox).

    > Final 2.0 Fixed
        * Optimized T-Junctions a lot.
        * Caulked a lot more surfaces inside the buildings.
        * AT-Gun: trigger time increased from 0.1 to 5 seconds.
        * Fixed Flipped Triangles during MergeMetaTriangles pass.
        * Smoothed shadowing on terrain, less pixelated tree/bush shadows.
        * Fixed brush/texture alignment on the Foot Bridge (Thanks Tardis).
        * Spawn areas are SK/Arty/Mortar/Landmine-protected (Thanks |MTC|).
        * Removed solid brushes at the bottom of the bushes models (Thanks |MTC|).
        * Reduced AT-Gun blast radius, so behind the house is safe now (Thanks |MTC|).
        * Renamed the Health and Ammo cabinets, depending on their respective locations.
        * The Axis Door, east from Farm, can no longer be trickjumped by Allies (Thanks |MTC|).
        * The Axis North Path door wasn't destructible (Brush was solid): fixed (Thanks Tardis & Harry Homers).
        * Added Push Targets above Axis North Path building and above Village Bunker to prevent double-jump TJ (Thanks |MTC|).
        * Changed Axis North Path Command Map icon behavior:
          - When it is built, it will show up as a Grenade for Allies and a custom icon for Axis,
            while before it was only showing a Grenade for Allies (Nothing for Axis, could be confusing),
          - When it is destroyed, it shows Construction Materials for Axis,
            while before it was showing a custom icon for them.
        * Colored locations in Fireteam:
          - Red (^1) for Destructibles.
          - Green (^2) for Spawns.
          - Blue (^$) for Water.

    > Final 2
    - General
        * Added Locations file.
        * Advanced Light compilation.
        * Terrain has smoothed shadows now.
        * Every custom texture has a shader now.
        * No more "holes" in the middle of the map.
        * Some Clip added on map sides to avoid any stuckage.
        * Fixed players possibly stuck when exiting the Wooden Bunker MG.
        * Wooden barrier near Axis Bunker Spawn isn't weapon-clipped anymore.
        * Sun appears correctly now. Shader was textures/1944_beach/beach_sun...
        * Fixed spawns (Flags on Command Map, and players spawning inside the crates).
        * Corrected the map coordonates, even if it's obvious the CM is older than the actual map...
        * Added a ladder near solid Bridge so people doesn't need to swim and get hurt to exit this area.
        * Replaced triangles probably cut with CSG Substrast by normal triangles, for easier brush manipulation.
        * Removed unused textures, all are now in a single folder different from original map to avoid any conflict.
        * The "map exists", where you steal the Tank and the Truck, have been decored with Fuel Dump entrance door (Allied Spawn).
        * Since the map was made from EasyGen (terrain0, etc), I used SimonOC tutorials about terrain blending to obtain the same
          without any .PCX file (Link at the bottom); But I had to deal with few locations where 3 textures were meeting.
    - Objective Narrative & Mecanisms
        * Added Objective/Spawn cameras.
        * Fixed contruction crates and AT-Gun clips.
        * Added Axis Ammo Room icon on Command Map for Allies.
        * Added Axis North Path icon on Command Map for Allies.
        * Added Truckyard Gate icon on Command Map for both teams.
        * Added decayed final part for Axis North Path, so after a while the construction will disappear...
        * The AT-Gun, while destroyed, will now emit smoke; Very noticeable in distance, letting Allies know when the way is free.
        * Added Artillery Blast Area icon on Command Map for both teams, so Allies know where it triggers and Axis when to use it.
    - Tank & Truck Related Stuff
        * Added Truck Smoke.
        * If by any chance an Allied guy get inside the Truck area before Tank blow up the gate,
          the Truck is no more escortable until the gate explodes.
        * Clip above Truck area removed; Axis can destroy the Truck when they want.
        * Added Tank turret animation (Turning + Shooting + trigger_hurt on trajectory).
        * Fixed Truck position decay on map start, avoiding any teleporting'n'killing issue.
        * No more "You are near the Truck" on the hill left from the Truck, moved away the related entity.
        * Tank and Truck will stop often, since more splines have been added, and spline controls (+33 for Tank, +X for Truck).
    - Optimization
        * Caulked more surfaces.
        * Added Hint/Skip (There were nothing in original).
        * Put a lot of Caulk structural brushes inside the mountains and hills, and removed the visible ones.
        * Base, sky and sides were made of plenty caulk brushes... Everything is plane now, a lot less brushes.
        * Optimized T-Junctions (Thanks ailmanki for the link, and Ifurita for the tutorial, see link at the bottom).

    --------------------
     Useful Links
    Ifurita's T-Junctions Optimization Tutorial:   http://www.splashdamage.com/forums/showthread.php/10838-Tutorial-T-Junctions
    SimonOC Terrain Blending Tutotial:             http://simonoc.com/pages/articles/terrain2_1.htm
    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.
    --------------------
     Axis Objective Descriptions
    1    "Primary Objective:**Protect and man the Axis Anti-Tank cannon."
    2    "Primary Objective:**Stop the Allies from stealing the Jagdpanther."
    3    "Primary Objective:**Stop the Allies from escaping with Supplies via a Truck in the Truckyard."
    4    "Secondary Objective:**Prevent the Allies from constructing a Foot Bridge over the river."
    5    "Secondary Objective:**Construct the Command Post to claim the Forward Spawn."
    6    "Secondary Objective:**Defend the North Path."
    7    "Secondary Objective:**Build the Axis Gun Tower."
    8    "Secondary Objective:**Defend the Axis Bunker Spawn."
     Allied Objective Descriptions
    1    "Primary Objective:**Destroy the Axis Anti-Tank Cannon."
    2    "Primary Objective:**Steal the Axis Jagdpanther and escort it to the Truckyard."
    3    "Primary Objective:**Steal the Truck and escort it safely across the bridge."
    4    "Primary Objective:**Construct and defend the footbridge."
    5    "Primary Objective:**Construct the Command Post to claim the Forward Spawn."
    6    "Primary Objective:**Clear the Axis North Path."
    7    "Secondary Objective:**Destroy the Axis Gun Tower."
     8    "Secondary Objective:**Destroy the Axis Bunker Spawn."

    10 downloads

       (0 reviews)

    0 comments

    Submitted

  14. UJE_christmas_tank_2010

    [UJE] Christmas Tank 2 fixed for the new mod nq
    -----------------------------------------------------------------
    you can start this map by typing
    /rcon map UJE_christmas_tank
    Because of the new no quarter version this map is changed
    Gave troubles with hunkmegs so i hope it's fixed now
    -----------------------------------------------------------------
    Map made by [UJE]Niek
    -----------------------------------------------------------------
    The alies have to escort the tank to the santa's building
    and destroy the presents there.
    Axis have to stop the alies.
    Special stuff
    * 2 moving trucks
    * 1 funny car that flies to objective
    * A carnaval train
    * some christmas sounds
    * a giant carnaval wheel
    * a Carousel
    Have fun with the map **merry christmas and a happy newyear**
    -----------------------------------------------------------------
    This is an adjusted version for christmas time from UJE_tank_escort
    The map is best played with the truckmod of ischbinz it gives a 
    good effect for funplay.
    Thanks for the xmas tree model ischbinz :)
    -------------
    Axis Objective Descriptions
    1    "Primary Objective:**Stop the Allies from reaching the House."
    2    "Primary Objective:**Disable the Allied Tank to prevent it reaching the Presents building."
    3    "Primary Objective:**Prevent the Allies from breaking into the Presents building."
    4    "Primary Objective:**Stop the Allies from destroying our presents."
    5    "Secondary Objective:**Prevent the Allies from establishing a Command Post inside the House."
    6    "Secondary Objective:**Set up a Command Post across from the Presents building."    
     Allied Objective Descriptions
    1    "Primary Objective:**Escort the Tank to the House."
    2    "Primary Objective:**Protect the Tank and escort it to the axis Presents building."
    3    "Primary Objective:**Break into the presents building."
    4    "Primary Objective:**Destroy the Presents."
    5    "Secondary Objective:**Establish a Command Post inside the House"
    6    "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post."

    13 downloads

       (0 reviews)

    0 comments

    Submitted

  15. xmas_hills_beta1

    Christmas Hills (made with fun in mind)
    Hello, I am -EB / -Polly in the game-.
    Thanks to all who are going to help me get this map bug checked 
    and for those who will help improve it. 
    I have made a few shaders in here : 
    ***one to portray electricity from wires(non-transparent)
    ***one for flames that start setstate invisible that will not give off the orange 
    light making awkward lighting. 
    ***one for the radio sign for the static like flash.
    ***one for the snowman mugging scene.

    blah blah blah....like anyone reads these anyways....

    contact me at   
     [email protected]
    enjoy..........

    ========================================================================================================
    Splashdamage forums in the enemy-teritory level designers forum:
    Edited on Jan. 13, 2005
    BUGs I am aware of :
    1. The lighting in the map is erratic(ground too), plz don't comment without an idea of fixing them.
    2. An objdata line comes as an error...I will fix it for next release.
    Other than that; I hope it finds a place amongst the many map releases that have come lately. I had to create a shader for the flames on the barrier, they setstate invisible without giving off light.

    Allied Objectives:
    Command post(of course)
    Destory the tank barriers ( if built )
    Escort the tank to the hill walls
    [Tank blows 2 walls open.]
    Dynamite the Radio tower that sends out the axis Ba-humbug messages
    (Blowing up the Radio tower will allow the next thing)
    Decorate (build) a building with a christmas decorations which fill the Axis hearts with glee.
    Axis Objectives
    Command post
    Build tank Barriers
    Stop the tank's movement
    Defend the Radio Tower
    Stop the Allies from filling your building and your heart with Christmas cheer!!!

     

    14 downloads

       (0 reviews)

    0 comments

    Submitted

  16. eiffel_tower

    Axis Objective Descriptions
    1    "Primary Objective:**defend the radar"
    2    "Primary Objective:**defend the main entrance"
    3    "Secondary Objective:**defend the side entrance"
    4    "Secondary Objective:**destroy the allied command post"
    5    "Secondary Objective:**construct the command post"
    6       "Primary Objective:**construct the east fence"
    7       "Primary Objective:**construct the west fence"

    // Allied Objective Descriptions
    1    "Primary Objective:**destroy the radar"
    2    "Primary Objective:**destroy the main entrance"
    3    "Secondary Objective:**destroy the side entrance"
    4    "Secondary Objective:**construct the command post"
    5    "Secondary Objective:**destroy the axis command post"
    6       "Primary Objective:**destroy the east fence"
    7  "Primary Objective:**destroy the west fence"

    8 downloads

       (0 reviews)

    0 comments

    Submitted

  17. artic_gun_fixed

    Mapname: Artic_gun
    Version: 2.0.0 (revision)
    Gametype: Objective
    Mapmaker: 1869*_Flame    a.k.a Dante
    Website: www.1869clan.tk
    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


    -=-=-=-  Revision.  -=-=-=-

    first version had some FPS problems
    i hope there are fixed now in this version.
    also improved some of the hallways and making it look better.
    i hope you will like the new version.

    -=-=-=-Installation.-=-=-=-
     
    -install on local machine:
        
    1. Download the aric_gun.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 aric_gun
    7. play!
    ==> NOTE: no bot support added.

    -install on a server:
    1. Download the aric_gun.pk3 file
    2. Put the pk3 file into the "etmain" folder
    3. if needed, add to your fastdownload server
    4. add map "aric_gun" to your maprotation.cfg (or other depending on mod)
    6. (re)start server
    7. play and have fun!

    -=-=-=-=-Objective-=-=-=-=-
     
    Allied main objective: 
    - Steal the tank out of the small axis outpost
    - once the tank has been stolen, escort it trough the small village to the axis base
    - destroy the side wall of the axis base
    - destroy the axis massive guns 1, 2 and 3
    Allied secondary objectives:
    - Construct a command post
    - Construct a underground tunnel
    Axis main objective: 
    - prevent the allies from stealing the tank from the small axis outpost
    - if they do steal the tank, use the tankbarriers to hold back the allied tank
    - dont let the allies destroy the side wall of the axis base!
    - defend the 3 massive guns!
    AXis secondary objectives:
    - Re-Construct tank barrier 1 if it is destroyed
    - Construct tank barrier 2
    - Construct the MG42 on the axis base
    - Construct the command post

    -=-=-=Special Thanks!=-=-=-
     
    1. Special thanks to HeX|Fate for awnsering most of my questions
    2. Special thanks to Marko for helping me solving my questions
    3. Special thanks to 1869*_Thunder for helping testing and finding bugs
    4. Special thanks to Indyjones for helping me out with some mapping stuff
    5. Special thanks to 1869*_Psyco* for helping testing and finding bugs
    -=-=-=-=--=-=-=-=--=-=-=-=-
    -=-=-=-=-=-Other-=-=-=-=-=-
    -=-=-=-=--=-=-=-=--=-=-=-=-
    - few new textures included
    - few models added
    - some sound also

    15 downloads

       (0 reviews)

    0 comments

    Submitted

  18. subway

    Author        : Rowan Drew aka 'aussieAllie' playing ET, 'ausman' in the forums
    Email address    : [email protected]
    Website        : http://rowan.esiteconnect.com/wolf/
     Map Information
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : subway
    Filename    : subway.pk3
    Release date    : 12-07-2005
    Decription    : While on the retreat the Axis have planted dynamite
              in an key african city subway which threatens to
              destroy its foundations. The Allies have to remove
              the dynamite threat and detonate the explosives
              safely before valuable resources are detroyed.
              The dynamite planted contains tapped circuits and
              disarming them will only trigger the blast.
    Program        : SD Radiant 1.4.0
    Build time     : 18 months off and on
    Compile time    : 12 mins
    Compile machine    : (most development) pIII 450mhz, 320mb ram, TNT16mb
              yes it is possible to map with this!!(except for lighting)
              (final development and compile) P4 2.5Ghz, 1024mb ram, Geforce2 64mb
    Installation    : Place the subway.pk3 to your etmain folder, select it from the multiplayer->create server menu or
                      bring down the console and type: map subway
              NOTE: Please Make sure any previous releases of subway have been removed 
              from your etmain directory.

    Custom Textures    : 33
    Custom Sounds    : 34
    Custom Models    : 8

    -------------------------------------------------
     Info!
    -------------------------------------------------
    This is my second map in what will hopefully be of many. After 18 long months of a
    hugh learning curve and countless hours of cursing, throwing, crying, searching for
    answers in the darkest of places and juggling time between study, work and mapping,
    Finally this map has gone final, its taken a long time but I finally got it at this stage.
    #Some interesting facts are;
        3 scripted trains
        2 scripted boagies
        1 truck stolen from goldrush
        1 script which has been really heavily sworn at
        192 splines used
        348 models used
        151 script movers
        8459 lines of script
        6 design programs used
        28 fights with the girlfriend over spending too much time with the map
        48 crashes of my computer somehow related to my map
        630hrs+ trying to nut out problems
    #. version FINAL info
        ==compile==
        q3map2.5.16
        :BSP -meta -mv 1024 -mi 6144
        :VIS -vis -saveprt
        :LIGHT -light -fast -samples 2 -filter -patchshadows -external -lightmapsize 256 -approx 8
        ==problems fixed==
        1. Some subways have been remove to make layout more straightforward
        ==new things included==
        1. Escalators now are animated
        2. Subways have been more tuberised
        3. Signs added in subways so people have a better idea of where they're going
        4. Wall posters added, posters from poster pack at www.wolfensteinx.com/Surface/files.html
        5. tyre track decals added to city streets
        6. more detail in the subways
        7. ground train signals changed to lever style
        8. Last man standing script now included
        9. target locations added
    #. version BETA3,BETA2,BETA info and complete readme
        go to http://rowan.esiteconnect.com/wolf/subway/full_readme.txt
    -------------------------------------------------
     Special thanks and Credits to:
    -------------------------------------------------
    A very special thanks to Detoeni who designed the train models and made them move smooth as a 
    baby's bottom, helped redesign some of the hull, and for putting his time and effort on anything else.
    Also to WeblionX for giving me advice and pointers and the kind people at surface forums, www.wolfensteinx.com/surface/forums
    Feel like u want to map come down to surface and we'll help you get started.
    You great peps at Splashdamage forums, www.splashdamage.com/forums 
    All server admins, and players of the maps who pointed out some of the issues for me
    The makers of ET, Splashdamage
    Numerous tutorial makers
    My poor pIII for putting up with me once again, u did well baby
    Last but not least my girlfriend Nikky, who kept me sane so far during the tough times plus more again(b2) and again(b3) and again(final).
    -------------------------------------------------
    Copywrite
    -------------------------------------------------
    Copywrite Rowan Drew 2005. All rights reserved. This pk3 is allowed to be downloaded
    and redistributed for free but in no ways is the contents to modified or re-used without the consent from
    the author, email [email protected]. Always happy to help.

    6 downloads

       (0 reviews)

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  19. vs_radar_camp_b5

    Ray fixed the vs_radar_camp_b4.objdata
    wich one been missing for the previous version
    Axis Objective Descriptions
    1    "Primary Objective:**Stop the Allies from stealing the Tank!"
    2    "Primary Objective:**Protect the Tank!"
    3    "Primary Objective:**Stop the Allies from destroying the Radar Doors!"
    4    "Primary Objective:**Prevent the Allies from stealing the Secret Documents!"
    5    "Primary Objective:**Prevent the Allies from transmitting the Documents!"
    6    "Secondary Objective:**Build a Command Post"
    7 "Secondary Objective:**Prevent Allies from building a Command Post"
    Allied Objective Descriptions
    1    "Primary Objective:**Steal the Tank"
    2    "Primary Objective:**Protect the Tank!"
    3    "Primary Objective:**Blow the Radar Doors!"
    4    "Primary Objective:**Steal the Secret Documents!"
    5    "Primary Objective:**Transmit the Secret Documents!"
    6    "Secondary Objective:**Build a Command Post"
    7    "Secondary Objective:**Prevent Axis from building a Command Post"

    16 downloads

       (0 reviews)

    0 comments

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  20. prefabs

    many ET prefabs for mappers

    10 downloads

       (0 reviews)

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  21. oasis_winter

    ORIGINAL MAP
    oasis_eu_b2 
    All credits go to:
    SplashDamage (www.splashdamage.com)
    European Sytle Project (http://european-style.wolfmap.de)
    MODIFICATION 
     Oasis Winter
    based on 
    - oasis_eu_b2 map 
    - Berzerkr (GER)'s Winterkrieg mod textures
    - nullskillz's Oasis script
    - antman"s location file
    With Permission from Berzerkr (GER) / WolfMap.de
    The textures are only changing in this map.
    ~Molotov
    A deserted desert town is the scene for a lethal combat. Battle rages through the abandoned ruins as Axis and Allied troops clash for possession of this strategically vital oasis. It's a fight to the death, with sand.\n\nAll credits go to SplashDamage (www.splashdamage.com) and the European Sytle Project 
        briefing        "The Allies must infiltrate the Axis Oasis garrison to destroy two anti-tank guns: either through the Old City or a flooded cave system. The Axis must protect their anti-tank guns and repel the Allied raiders.\n\nAll credits go to SplashDamage (www.splashdamage.com) and the European Sytle Project (http://wolfmap.gameprophets.com/european-style)"
        axiswintext        "The Axis defences were tougher to crack than the Allies suspected. The Allies' dismal failure to take the Oasis position by either guile or force has held up their armoured advance for weeks. Allied Supreme Command are unimpressed with the quality of troops made available to them. The Axis forces have shown themselves to be heroically skilled in defence and can rest secure in the knowledge that their military ability has been proved superior to the Allies. The Axis will retain sizable forces in North Africa for some time yet."
        alliedwintext        "The Allies' daring attack has inflicted an important defeat on the Axis forces. With the Oasis emplacement destroyed, the Allies are free to advance. Their flair for attacking strongly held defensive positions bodes well for their future engagements. The Axis have shown

    7 downloads

       (0 reviews)

    0 comments

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  22. NZArena_3

    frag map
    TEAM WITH MOST KILLS WINS! DO NOT PLAY THIS MAP IF YOU ARE EPILEPTIC!   

    12 downloads

       (0 reviews)

    0 comments

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  23. nytro_1vs1_beta1

    frag map
    concipated as a 1vs1 map,max players:6     copyright: anatol schwab [nytrozoxid] BETA VERSION"

    8 downloads

       (0 reviews)

    0 comments

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  24. uranproject_b2 ( aka ) nuclear power plant

    nuclear power plant 
    alpha 1 version
    axis try to build their own nuclear weapon
    they do it in a laboratory in the "alpen-festung" (alps-fortress)
    the had build a small atomic reactor to get some plutonium
    allied had to enter the bunker areas and must destroy the cooling 
    system of the reactor core to stop the axis experiments
    and destroy the lab-complex. 
    to do thay allies must hold the destroyed reactor core for about 1 or two minutes 
    until the reactor is overheated.
    but the axis can repair the cooling system - and stop the overheating...
    learning mapping, making this map took over 300 hours - hope you have fun with it!
    if you found some bugs or have some suggestions post it in www-dark-alchemy.com forums or e-mail: [email protected]
     
    known issues:
    1. i need a command map
    2. 2 command map markers of axis must fixed
    3. i need a elavator
    i must add 2 commandpost (ilduda send me an allied one - i must implement it)
    4. i need a real skybox - but first i must learn how Smile
    5. i must fix some little problems with 3 doors and few textures 

    release 03.02.2007 fixed:
    1. command map - no picasso, but a commandmap
    2. axis command map markers
    3. no elavator + no commandpost 
    4. no skybox
    5. some fixes which ilduca told me(glass got now glass sounds:)
    release 04.02.2007 fixed:
    1. tree models added to pk3 ---> thx seaman
    2. new terrain shader removed ---> graphics now ok, but no lms :9 (thx seaman)
    3. command map marker pumps  added
    4. elavator added
    5. more light near the ladder ---> thx seaman
    6. added some clip textures, remoced "hurt" in the upper crater area (hope this stops trickjumpers too)  ---> the bananeflambee
    release 08.02.2006 fixed
    1. removed much doors in the reactor area
    2. modified the clip brushes near the lake (think tj isn t working longer)
    3. added a green texture for the lake (brr - looks really ugly)
    4. added a long tunnel (not finished yet)
    5. added 2 buildings
    6. added some clip brushes, against ghost trees
    7. added a second tunnel to crater area
    8. windows of barracks now destroyable with the right sounds
    9. doors near reactor works now with triggers
    release 09.02.2007 fixed
    1. now you can enter and leave this one tunnel with out a jump
    2. no more trickjump in crater?
    3. and the türklinkes are changed too -
    4. added the right models now - this makes the map file much bigger Sad
    5. changed the mg42 with the glass/ added new circles, becaus you can crouch thought the walls near the mg42 Sad
    6. added a new tunnel inside axis outpost area and a "lift"
    7. got some trouble with this lift
    8. deleted nice faces 
    release 10.02.2007
    1. the main bunker doors are now useable and destroyable
    2. use a other "water" shader in the crater (but it isn t animated yet)
    3. fixed the countdown timer - i stops now when pump is repaired, but i fight hard to get it count up - but it don t work in this version
    4. added allied command post + another spawn area for allied
    5. fixed the hiding doors in the upper barracs
    6. fixed the trickjumping over the fence
    7. fixed one trickjump in to the crater 
    release 11.02.2007
    1. fixed some trickjumps
    2. added a working skybox
    3. added some spot lights
    4. emergency exit door destroyable
    5. most doors got sound now
    6. added door ammo health door trigger
    release 15.02.2007
    1. new terrain
    2. some custom sounds
    3. new paths
    4. some more trees
    5. spawn poins changed
    release 19.02.2007
    1. more custom sounds
    2. some things optimized
    release 20.02.2007
    1. found a name: uranproject - wikipedia.de
    2. added 2 new cm_markers
    3. new loading pics, and text
    4. little changes in the map
    release 28.02.2007
    1. some new light effects
    2. 1 smoker added
    3. few lights added
    4. bit water added
    5. a balustrade added
    6. 1 door added
    7. have you seen my cactus radio?)
    8. little modification on this huge elavtor
    9. some holes filled with invisible brushes
    10. a ladder added 
    release 05.03.2007
    1. fixed some tiny issues
    2. ilducas script added
    3. new command map markers
    4. new commandmap
    release 12.03.2007
    1. little more light
    2. new house
    3. changed dynathings - funnel exit, old_bunker area
    4, elavator can only used after destroying the funnnel exit
    5. few other minor changes
    2nd beta version!
    compiled with -meta, -vis, -light -super 2  (took about 46 h

    10 downloads

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  25. now_beta03

    can be playing for xmas 
    In the Axis search for religous items they are on a quest to steal the Christmas Star, the symbol of hope and joy!*Allied intelligence has picked up this mission and are doing anything they can to prevent the Axis forces from stealing the Christmas Star. If the Axis forces succeed in their quest then a whole world celebrating Christmas will be in agony and that will drain their spirit on the battlefields, this will give the Axis forces a huge advantage in the war."
        axiswintext      Yet another inspiring victory for the Axis
        alliedwintext     he Allied Supreme Command was correct: Another easy win for the Allied forces

    11 downloads

       (0 reviews)

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