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kate

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Files posted by kate

  1. 2tanks_171

    Title        2tanks
    File name    2tanks_171.pk3
    Map name    2tanks
    Version        1.7.1   (Created Oct 2005)
    Author        2Bit    (www.tibetclan.com)
    Other maps    Breakout
            Glider Assault
            TankBuster
            British Bulldog
            6Flags
            110 Factory
            - available from www.tibetclan.com or www.pythononline.co.uk/et
    Nbr of players    Best played with teams of 6 or more.  12 or more is optimum.
    Installation    Put the pk3 file into the etmain folder.
    Description    Both teams have the same objective:
                Get your tank to the Fuel Dump before the enemy gets his there
            In this version there are no fuel cans to be delivered.
            If the time limit expires the winning team is the one which has made the most
            progress with their tank.
    Game features    The ambulance truck dispenses first aid when it stops by the rail track. Once a
            tank starts moving the ambulance will return to the Fuel Dump and stay there. At this
            time it becomes possible to build the tank barriers, which are located just outside
            the Fuel Dump.
            Don't enter the rooftop V-1 launch hangar, the residual fumes are poisonous.
            If your team has at least one Command Post built, it enables fire support
            from your tank: that is, your tank may fire at enemy troops in its path while
            on the move. The tank will try to avoid inflicting casualties on friendly troops
            but this cannot be guaranteed.
    Gamemodes    Objective, Stopwatch.
    Thanks to    Splash Damage and Activision.
            Drakir and Iffy for various neat prefabs.
            Heckl3r and Marko/Lowlife/Bob Le Roux for some great textures and sound files drawn from
            the excellent Market Garden and Normandy Breakout maps.
            Amethyst7 for his great skybox.
            TibeT Clan for invaluable testing and feedback.
            Panther for persisting in his belief that a straight tank race would be more fun.

    6 downloads

       (0 reviews)

    0 comments

    Submitted

  2. 45travel_1_b3

    Jump MAP

    8 downloads

       (0 reviews)

    0 comments

    Submitted

  3. 6flags_110

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

    19 downloads

       (0 reviews)

    0 comments

    Updated

  4. 97smartstart_vista_7_xp64bit

    Utility: SmartStart Utility for ET
    Version: beta
    Date: January, 2011
    Developer: GuNer
    OS Requirement: Windows 7, Vista, or XP 64-bit
    Other Requirement: ET client 2.55 or 2.60b
    Website: www.rdaclan.com
    Contact: PM GuNer
    Disclaimer: User assumes full responsibility
    Support: None
    ----------------------------------------------
    FEATURES:
     * Deletes .pid files, thus maintaining personal cvars, resolution, and config
     * Sets ET.exe process to "high priority" (this helps with lag on some machines)
     * Cleans custom clan menus
     * Dedicates ET.exe to one processor on 64bit systems
    USE:
     Just unzip to your desktop, and double-click.  Use in place of your ET shortcut if you like.  
    Note:
     Requires ET be installed in the default directory.  If not, this utility will not launch ET (but may still clean and prepare game).  
    64bit Note:
    Since ET is not multi-threaded, it is more efficient to dedicate the game to one processor.  
    If the system has multiple processors it will move the game to a less used processor
     
    Enjoy!
    =RDA=GuNer
     

    8 downloads

       (0 reviews)

    0 comments

    Submitted

  5. 99smartstart_winxp_32bit

    Utility: SmartStart Utility for ET
    Version: beta
    Date: January, 2011
    Developer: GuNer
    OS Requirement: Windows XP 32bit
    Other Requirement: ET client 2.55 or 2.60b
    Website: www.rdaclan.com
    Contact: PM GuNer
    Disclaimer: User assumes full responsibility
    Support: None
    ----------------------------------------------
    FEATURES:
     * Deletes .pid files, thus maintaining personal cvars, resolution, and config
     * Sets ET.exe process to "high priority" (this helps with lag on some machines)
     * Cleans custom clan menus, corruption, reduces errors and disconnects  
     * Can be used instead of startup shortcut
     
    USE:
     Just unzip to your desktop, and double-click.  Use in place of your ET shortcut if you like.  
    Note:
     Requires ET be installed in the default directory.  If not, this utility will not launch ET (but will still clean and prepare game)
        
    Enjoy!
    =RDA=GuNer

    16 downloads

       (0 reviews)

    0 comments

    Submitted

  6. a_arta_test3

    Mapname : Arta Test 3
    // BSPname : arta
     Released: January 2018
     Version : 3rd Test

     Map made by: -SSF-Sage and Pegazus from SM-Mapping

    Contact Sage          : ssf.sage at gmail dot com      //-SSF-Sage @ splashdamage.com/forums (prefered)
    Contact Pegazus    : Pegazus   @ splashdamage.com/forums
     SM-Mapping site:  *Not active*
    Please contact us for any feedback, suggestions, constructive critisism, bug report etc.
    Story:
    After the attack at Capuzzo Airport, the Axis engineers have moved their engineering project to an underground base in Arta, Greece. With the surrender of the Italian government, the German forces are most likely to withdraw to the north and carry on their super plane project in mainland Germany. This is the last chance for Allies to stop the Axis super plane project. If Allies lose this battle then Luftwaffe will dominate the skies once again.
    Objectives:
        Allies:
            1] Cross the Bridge.
            2] Breach the Underground Base Main Door.
            3] Destroy the Plane Prototype.
            4] Destroy the Jet Engine Prototype.
            5] Steal their Project Files! Use the Command Post to transmit it.
            6] Establish a Command Post.
            7] *Secondary* Destroy the Generator to cut power from Dam sidedoor.
            8] *Secondary* Blow a secondary route through an Air Inlet.
            9] *Secondary* Construct an Assault Ramp to weaken Axis Choke point.

        Axis:
            1] Prevent the Allies from crossing the Bridge.
            2] Prevent the Allies from entering the Underground Base.
            3] Protect the Plane Prototype.
            4] Protect the Jet Engine Prototype.
            5] Protect the Project Files. Do not let them Transmit it!
            6] Prevent Allies from establishing a Command Post.
            7] *Secondary* Don't let them destroy Generator to cut power from Dam sidedoor.
            8] *Secondary* Stop them from entering the Base through an Air Inlet.
            9] *Secondary* Don't let them construct an Assault Ramp.
     
    Disclaimer:
        
       We can not be held responsible for anything.
    Credits:

    One or more textures on this map have been created with images from Textures.com. These images may not be redistributed by default. Please visit www.textures.com for more information.
    Avoc
        For a flower and a crate texture
    Rayban
        For an alpha tree texture
    Map testing:
    //////Big thanks to testing
    ///We owe you guys for all the help, testing and feedback!

    Members and players from:

     {WeB} Clan
    http://webclan.freeforums.org/
     UJE Clan
    http://www.ujeclan.com/
     Ets| Community
    http://enemyterritory-stuff.net/

    Special thanks to:

     GANG$TA     from     {WeB}  Clan
     Dogster     from     {WeB}  Clan
     Niek        from     [UJE]  Clan
     Kate        from     Ets|   Community
    Installation:
        Put the pk3 file into your Etmain folder.

    Uninstallation:
        Delete the pk3 file from your Etmain folder.
    Changelog:
    Second test:
        -Axis First Spawn moved closer to River
        -Side route to the hill with an assault ramp
        -CP on the hill
        -Documents inside the base, transmit with CP
        -Remove third prototype dynomiteable
        -Objective info stuff
    Third Test:
        -Added a generator at dam to limit using the dam side entrance. Destroying generator opens the door.
        -Added door to block Allies from using base entrance near Axis spawn
        -Allies capture spawn 1 spline earlier
        -Warnings when entering base/dam
        -Bug fixes
        -Details
     

    23 downloads

       (0 reviews)

    0 comments

    Updated

  7. a_kerkyra_fp5

    Map made by: -SSF-Sage and Pegazus from SM-Mapping
    //
    // Contact Sage          : ssf.sage at gmail dot com      //-SSF-Sage @ splashdamage.com/forums (prefered)
    // Contact Pegazus    : Fruity12 at hot dot ee     // Pegazus   @ splashdamage.com/forums (prefered)
    // SM-Mapping site:  http://www.hot.ee/smmapping/
    Please contact us for any feedback, suggestions, constructive critisism, bug report etc.
    Story:
    In the year 1941 a group Italian archaeologists found a buried stash of ancient writings. One of the documents mentioned a lost mythology. It stated if an army chief used three charmed artifacts, his fighters would become invincible.
    These artifacts were the unstoppable Achilles' Sword, the impenetrable King's Crown and the Emperor's Chalice that gives drinkers bulls' strength.
    Another legend tells about an Empress bragging about similar items. The archaeologists believe the items are same and their secret unknown. A group of Axis soldiers is sent to inspect the Empress' old Palace at The island of Corfu.

    =======================================================
    Objectives:

        Axis:
            1] Escort the SdKfz 234
            2] Breach the Palace Gates
            3] Steal the Emperor's Chalice
            4] Steal the Achilles' Sword
            5] Steal the King's Crown
            6] Escape with the SdKfz 234
            7] *Side Objective: Destroy the Tunnel Door
            8] *Side Objective: Establish a Command Post to gain Spawn
        Allies:
            1] Stop them from escorting the Vehicle
            2] Defend the Palace Gates from being breached
            3] Stop them from stealing the Emperor's Chalice
            4] Stop them from stealing the Achilles' Sword
            5] Stop them from stealing the the King's Crown
            6] Stop them from escaping with the Vehicle
            7] *Side Objective: Keep the Tunnel Door intact
            8] *Side Objective: Prevent Axis from establishing a Command Post Spawn
    =======================================================
    Disclaimer:
        
        We can not be held responsible for anything.
    =======================================================
    Credits:

    http://www.cgtextures.com           
        "One or more textures on this map have been created with images from Textures.com. These images may not be redistributed by default. Please visit www.textures.com for more information."
    Avoc
        For a flower texture
    Rayban
        For an alpha tree texture
    GANG$TA
        For great bot files
    Achillion Palace
        For welcoming visitors
    Sage's Camera
        For working while needed
    Sage's parents
        For paying the holiday so many years ago
    =======================================================
    Map testing:
    //////Big thanks to testing
    ///We owe you guys for all the help, testing and feedback!

    Members and players from:

     {WeB} Clan
    http://webclan.freeforums.org/
     Dark Alchemy Community
    http://www.dark-alchemy.com/
     UJE Clan
    http://www.ujeclan.com/
     Bunker Community
    http://bunker.aaxxss.com/
     Ets| Community
    http://enemyterritory-stuff.net/
    Special thanks to:

     GANG$TA     from     {WeB}  Clan
     Dogster     from     {WeB}  Clan
     Old-Owl     from     DA     Community
     Niek        from     [UJE]  Clan
     o-0._.0-o   from     |>B<|  Community
     Kate        from     Ets|   Community

    =======================================================
    Installation:
        Put the pk3 file into your Etmain folder.

    Uninstallation:
        Delete the pk3 file from your Etmain folder.
    =====================================================

    Changelog:

    Concept2:
        -World
    First Playable:
        -Removed Flag from city
        -Added Vehicle
        -Made the gate not dynomitable
    FP2:
        -New route into palace (basement)
        -Tank blows a hole in the wall
        -Tank takes 2 nades to damage
        -New Health and ammo at the tunnels
        -Allies spawntime 10->15
        -Timelimit 20->30
        -Better signs
        -Objective not stealable before gate is blown
        -Changed some doors (force open etc.)

    FP3:
        -Timelimit split -> 20+10
        -Tunnel door charge 1->0.75
        -Moved Barriers
    FP4:
        -Added Axis CP at tunnel (active once gates are blown)
        -Moved tunnel door to the wine cellar
        -Moved tank start point closer to spawn
        -Removed timelimit split. Remove // to re-enable
        -Spawnpoint for Allies at the tunnel (until gate is blown)
        -Once Axis starts escaping Allies reclaim tunnel spawn
    FP5:
        -More varied bot files
        -Locations
        -Clipping and easying travelling
        -Small tweaks, cosmetics and optimisations
        -LMS script
        -Removed 60 entities for performance
        -Improved some routes and spawn exits
        -Changed Barrier #1 area for better coverage + new route
        -Added balcony MG and 3rd floor health&ammo for better defence

    6 downloads

       (0 reviews)

    0 comments

    Submitted

  8. a_river_port_test7

    Released: November 2016
    Version : 7th Test
    Map made by: -SSF-Sage and Pegazus from SM-Mapping

    Contact Sage          : ssf.sage at gmail dot com      //-SSF-Sage @ splashdamage.com/forums (prefered)
    Contact Pegazus    : Fruity12 at hot dot ee     // Pegazus   @ splashdamage.com/forums (prefered)
    SM-Mapping site:  http://www.hot.ee/smmapping/
    Please contact us for any feedback, suggestions, constructive critisism, bug report etc.
     
    Story:
    Allied intelligence have found out about Axis testing V2 missile in one of their Submarines. While the missile could be launched underwater it would be devastating to New York, London and other Allied Capitals. A group of Allies special forces are sent to sabotage the mission and use the Axis weapon against theirselves.
    Objectives:

        Allies:
            1] Escort the M8 Greyhound to the road facing their Headquarter
            2] Destroy their Anti-Tank Gun
            3] Destroy their Tank Barrier
            4] Breach the Headquarter Entrace with the M8 Greyhound
            5] Send a false command for the Axis U-boat to come to port
            6] Steal the V2 Launch Code and secure it into the U-boat Controls
            7] Construct a V2 launch hack at the U-boat Controls
            8] Launch the V2 missile from the U-boat Controls

        Axis:
            1] Stop them from escorting their Tank
            2] Defend the Anti-Tank Gun
            3] Build a Tank Barrier to prevent them getting over the Bridge
            4] Protect the Headquarter
            5] Don't let them use the Radio
            6] Protect the V2 plans
            7] Deconstruct any hacks at the U-boat
            8] Don't let them use the U-boat

    =======================================================
    Disclaimer:
        
        We can not be held responsible for anything.
    =======================================================
    Credits:

    One or more textures on this map have been created with images from Textures.com. These images may not be redistributed by default. Please visit www.textures.com for more information.
    Avoc
        For a flower texture
    Rayban
        For an alpha tree texture

    =======================================================
    Map testing:
    //////Big thanks to testing
    ///We owe you guys for all the help, testing and feedback!

    Members and players from:

     {WeB} Clan
    http://webclan.freeforums.org/
     UJE Clan
    http://www.ujeclan.com/
     Bunker Community
    http://bunker.aaxxss.com/
     Ets| Community
     
    Special thanks to:

     GANG$TA     from     {WeB}  Clan
     Dogster     from     {WeB}  Clan
     Niek        from     [UJE]  Clan
     o-0._.0-o   from     |>B<|  Community
     Kate        from     Ets|   Community
     
    =======================================================
    Installation:
        Put the pk3 file into your Etmain folder.

    Uninstallation:
        Delete the pk3 file from your Etmain folder.
    =====================================================

    Changelog:
    Second test:
    -New route to trainstation balcony
    -Constructible mg at trainstation balcony
    -Made AT-gun entrance easier
    -Added a rock to jump to AT gun
    -More cover at Middle area
    -Moved CP closer to axis for fairer fight
    -CP does not give spawn, but turns axis spawntime 15->20
    -Added ladder up from river near Hq
    -Radio timer 5X5 sec segments
    -U-boat radio 10 seconds
    -U-boat second access
    -Redone U-boat from brushes instead of model
    Third test:
    -Radio timer 3x10 sec segments
    -At gun spawn capture point few meters further
    -Uboat radio 10->15 seconds
    -Removed "jump rock" from At gun
    -Removed balcony MG
    -Removed Command post
    -Raised the ATgun concrete slightly
    -A roof allies used to camp ATgun made slippery
    Fourth test:
    -Tank damage 400->600 HP
    -Tank speed 100->80 Units/s
    -Move U-boat half meter closer to Axis
    -U-boat timer 15->20 seconds
    -New sound for U-boat timer
    Fifth test:
    -Improved FPS noticeably
    -Radio 2x15 seconds time
    -U-boat V2 launch construct/deconstruct
    -Moved fence near AT Gun for more space
    -Adjusted things for more cover at AT Gun
    -Tank capture spawn point few meters earlier
    -Sub doors bigger (by 4 units)
    -Added clips for easier travelling
    -Balcony MG Nest kit appears after 7 mins
    Sixth test:
    -Added Back door to last axis spawn for easier defence
    -Added 4x Health&Ammo Cabinets
    -Easier to approach AT Gun
    -Improved details
    -MG Nest kit appearance 7mins->5mins
    -Radio counter 2x20seconds
    -Voice-over
    Seventh test:
    -Changes to Port part to make defending Sub easier
    -Improved FPS at Port area
    -Tank Health 600->750
    -Added location data
    -Allies win if timelimit ends after V2 launch
    -Added diversity to Omnibot files

    7 downloads

       (0 reviews)

    0 comments

    Submitted

  9. aa-guns_better_fps

    "The allies are surrounded by a wall of axis aa-guns. The airplane must fly over this wall and deliver the food for the soldiers behind the lines. These two aa-guns haven't a good defend. The allies must destroy the two aa-guns before the airplanes can fly over this area and deliver the food. Good luck! Don't let your soldiers beyond the lines die!"
     

    18 downloads

       (0 reviews)

    0 comments

    Submitted

  10. aci_mor_mod1 / Marrakech Streets

    Title                   : Marrakech Streets
    Date                    : 27/8/04
    Filename                : et_mor.bsp
    Author                  : Fix
    Email                   : [email protected]
    *** EDIT NOTE ***
    January 2006
    Modified Mapname    : aci_mor_mod1.bsp
    This map has been updated to fix (clip) seem leaks in the two pillars near the tank ramp, clip the overhead section on the town side of the front gate, added wm_set_round_timelimit in script, and re-named et_mor files to aci_mor_mod1 for co-existence. {STS103} DC9 CAN.
    *****************
    Description             : Allied intelligence has learned of the existence of Operation Hitlers Beard, a top secret project that the Axis top minds have been working on.  If the Allied command could get there hands on the information contained within these files it would help them plan for a swifter and more decisive victory in the entire North Africa campaign.  The Allies have put together a small strike force to attempt to break through the Axis defenses and steal the documents they are guarding.  Needless to say, the Axis soldiers can not allow this to happen, and must defend the town at all costs.
    Objectives        : Allies;
                    1, Escort the tank passed the barrier
                    2, Escort the tank to the town gate and destroy them
                    3, Destroy the entrance to the laboratory and get the document case
                    4, Take the documents back out through the gate to a waiting truck
                : Axis;
                    1, Don't let the tank get passed the barrier
                    2, Stop the Allies from destroying the town gate
                    3, Guard the laboratory entrance
                    4, Don't let the Allies escape with the document case
    Notes            : This is my first time mapping for Wolfenstein - Enemy Territory, so I might not have got every thing working in the way it should, and it is probably not balanced totally equally :p  But it has been tested a lot, so I am fairly sure it is without bugs and runs quite well.

    * Permissions*
    All original and composed textures or assets in this level remain property of
    the sources respective owners.
    You MAY distribute this PK3 in any not-for-profit electronic format (BBS, Internet,
    CD, etc) as long as you contact me first, and include all files, including this readme, intact in
    the original archive.
     

    13 downloads

       (0 reviews)

    0 comments

    Submitted

  11. ACpro-etpro-lua_2-1

    for etpro servers

    7 downloads

       (0 reviews)

    0 comments

    Submitted

  12. adlerhorst_te + script

    axis "Protect the documents in the Adlerhorst: demolish any Allied assault bridges and immobilize their armoured vehicles with Panzerfausts or grenades."
    wm_mapdescription allied "Escort a Sherman M4A3 tank to the Adlerhorst and steal the secret war documents. Construct a bridge, protect and repair the Sherman and smash your way through to victory."
    wm_mapdescription neutral "The Allies are attacking the Adlerhorst and must escort their Sherman M4A3 Tank as it blasts through the defences. The Axis can disable and delay the Tank with Panzerfausts, grenades, mines or explosives."

    34 downloads

       (0 reviews)

    0 comments

    Updated

  13. adlernest

    Author        : Dersaidin
    Real name     : Andrew Browne
    Location        : Australia
    E-mail        : [email protected]
    Game        : Wolfenstein - Enemy Territory

    Description
     
    Axis strategic base / supply base located high in a mountainous region of Germany
    Allies are attacking.
    Allied Objectives:
    - (Primary) Steal documents and bring them to the transmitter
    - Dynamite door controls to gain access to the base, alternatively, a covert could infiltrate the upper base with a uniform
    - Construct CP for Allied forward spawn
    - (Optional) Open main door for additional access
    Axis Objectives:
    - (Primary) Defend the documents
    - Defend the door controls and prevent Allies from entering the base
    - Stop the Allies from constructing the CP, or destroy it to disable their forward spawn
    - (Optional) Close main door to restrict allied access
    Spawntimes:
    Axis 30
    Allies 20
    =======================================================
    Prefab Acknowledgements
    =======================================================
    Thanks! This map would look shit without them!
    WJ|Ifurita
    Marko     http://www.gamedesign-online.com/
    Drakir     http://www.sikstrom.nu/rikard/
    Flag textures from Frostbite (by Moonky) were used.
    =======================================================
    Tutorials
    =======================================================
    http://simland.planetquake.gamespy.com/pages/articles.htm
    =======================================================
    Bugs
    =======================================================
    A hairline crack in the func_explosive part of the bridge.
    =======================================================
    Thanks
    =======================================================
    At the top of my list of thanks are these players who have helped Adlernest become known and hopefully accepted.
    These guys are doing a service to ET by helping the community embrace new custom maps.
    They tell me theres others, I would like to thank those others, but Very Special thanks to:
    swinyboi (De)
    Neillie (UK)
    SPU9 (De)
    Special Thanks:
    Demanufacturer (Au)
    Danzail(NZ)
    Transflex / Nikon (Au)
    MerCuryRisIng (Au)
    Madmonki (Au)
    Karl (NZ)
    Moley (Au)
    Flip (Nz)
    LoweLife (Au)
    Rogue (Au)
    BlackJack (Au)
    WJ|Ifurita (USA)
    Nemesis (Au)
    Sound Editing: Thanks for putting up with me being a perfectionist in this department! :D
    budGie (Au)
    teh'dog (Au)
    Splashdamage forums!
    Early Testers:
    Aj (Au)
    angelus (Au)
    bumalot (Au)
    budGie (Au)
    Bru+E (Au)
    BmX (Au)
    chevron (Au)
    Crunchie (Au)
    c0ntagi0us (Au)
    exesiv (Au)
    fork (Au)
    haste'e (Au)
    Inso (Au)
    jetz0r (Au)
    Juicy.K (Au)
    KaD (Au)
    Leggless (Au)
    Mikablah (Au)
    Mita (Au)
    Nad3bot* (Au)
    shaggy (Au)
    schism (Au)
    Spinnahz (Au)
    SubXero (Au)
    Sykonut (Au)
    Turismo (Au)
    Zephyr (Au)
    44HardCore (Au)
    etc.
    Thanks to vF clan for use of their gameserver.
    Thanks to Ve clan for use of their gameserver.
    Thanks to AusTourny for use of their gameservers and their support.
    Thanks to everyone who gave feedback. Your contribution has improved Adlernest immesureably.
    =======================================================
    Programs used
    =======================================================
    - Enemy Territory and ETPro
    - GtkRadient 1.4.0
    - Adobe Photoshop CS
    - Crimson Editor 3.60
    - Wood Workshop 1.00.0512
    - Winzip
    =======================================================
    Change log
    =======================================================
    adlernest (Final!) 1/5/06
    - Improved command map
    - Improved mapscripting
    - Improved textures
    adlernest_b8
    - Boost exploit fixed
    - Texture fixes
    - Asthetic aditions/improvements (Window frames, basement railings, fuse boxes, exhaust fan... etc)
    - Scripting fixes
    - Additional lighting tweaks
    - Steps clipping fixed (stepping into: Transmitter rooms, CP spawn room, CP level from bridge)
    - Spectator moved
    adlernest_b7c
    - Health/Ammo Command map marker
    - Lighting tweak
    - Tiny asthetic adition
    adlernest_b7b
    - more CP area changes
    - door controls changes
    - Axis spawn time from 25 back to 30
    - Fix a couple of ledges that you shouldn't be able to stand on
    - Docs run now takes 22 seconds via CP path (shortest safe path), as opposed to 17 seconds
    - Updated readme and the objectives data
    adlernest_b7a (Not officialy released)
    - CP model fix (allied only model)
    - CP Dynamite/Satchel/Nade/etc clipping
    - Partialy Destructable bridge (reduce riflenades)
    - Radio Dynamite bugfix
    - Second switch added for main blast doors
    - Ramp added near documents area
    - Extra props added
    - Improved backround terrain
    - Other bugfixes :)
    adlernest_b7
    - Documents command map Icon
    - Additional lighting improvements
    - Added to backround terrain
    - Axis spawn time reduced from 30 to 25
    - Axis spawn moved further away to compensate
    adlernest_b6 (Not officialy released)
    - Vent grill health lowered
    - Lighting improvements
    - Script fixes
    - Scaleing
    - Added to backround terrain
    adlernest_b5
    - Voice overs added
    - Minimap icons added
    - Ramp between transmitter and CP has been changed into stairs and a room formed at the top (increases doc runs)
    - More eye candy (pipes and junk)
    - Texture improvements
    - More environment sounds added (wind in abyss, transmitter sound, etc)
    - Random fixes and improvements
    - More chalk
    - SOME Vis optimizations
     

    14 downloads

       (0 reviews)

    0 comments

    Submitted

  14. adlernest_2

    Adlernest 2
    Author        : Dersaidin
    Real name     : Andrew Browne
    Location    : Australia
    E-mail        : [email protected]
    Game        : Wolfenstein: Enemy Territory
    Reworked 2009 by: Sid & Etch

    Description
    Axis strategic base / supply base located high in a mountainous region of Germany.
    Allies are attacking.
    Allied Objectives:
    - (Primary) Steal documents and bring them to the transmitter
    - Dynamite door controls to gain access to the base, alternatively, a covert could infiltrate the upper base with a uniform
    - Construct CP for Allied forward spawn
    - (Optional) Open main door for additional access
    Axis Objectives:
    - (Primary) Defend the documents
    - Defend the door controls and prevent Allies from entering the base
    - Stop the Allies from constructing the CP, or destroy it to disable their forward spawn
    - (Optional) Close main door to restrict allied access
    Spawntimes:
    Axis 30
    Allies 20
    =======================================================
    Prefab Acknowledgements
    =======================================================
    Thanks! This map would look shit without them!
    WJ|Ifurita
    Marko     http://www.gamedesign-online.com/
    Drakir    http://www.sikstrom.nu/rikard/
    =======================================================
    Tutorials
    =======================================================
    http://simland.planetquake.gamespy.com/pages/articles.htm
    =======================================================
    Bugs
    =======================================================
    A hairline crack in the func_explosive part of the bridge.
    =======================================================
    Thanks
    =======================================================
    At the top of my list of thanks are these players who have helped Adlernest become known and hopefully accepted.
    These guys are doing a service to ET by helping the community embrace new custom maps.
    They tell me theres others, I would like to thank those others, but Very Special thanks to:
    swinyboi (De)
    Neillie (UK)
    SPU9 (De)
    Special Thanks:
    Demanufacturer (Au)
    Danzail(NZ)
    Transflex / Nikon (Au)
    MerCuryRisIng (Au)
    Madmonki (Au)
    Karl (NZ)
    Moley (Au)
    Flip (Nz)
    LoweLife (Au)
    Rogue (Au)
    BlackJack (Au)
    WJ|Ifurita (USA)
    Nemesis (Au)
    Sound Editing: Thanks for putting up with me being a perfectionist in this department! :D
    budGie (Au)
    teh'dog (Au)
    Splashdamage forums!
    Early Testers:
    Aj (Au)
    angelus (Au)
    bumalot (Au)
    budGie (Au)
    Bru+E (Au)
    BmX (Au)
    chevron (Au)
    Crunchie (Au)
    c0ntagi0us (Au)
    exesiv (Au)
    fork (Au)
    haste'e (Au)
    Inso (Au)
    jetz0r (Au)
    Juicy.K (Au)
    KaD (Au)
    Leggless (Au)
    Mikablah (Au)
    Mita (Au)
    Nad3bot* (Au)
    shaggy (Au)
    schism (Au)
    Spinnahz (Au)
    SubXero (Au)
    Sykonut (Au)
    Turismo (Au)
    Zephyr (Au)
    44HardCore (Au)
    etc.
    Thanks to vF clan for use of their gameserver.
    Thanks to Ve clan for use of their gameserver.
    Thanks to AusTourny for use of their gameservers and their support.
    Thanks to everyone who gave feedback. Your contribution has improved Adlernest immesureably.
    =======================================================
    Programs used
    =======================================================
    - Enemy Territory and ETpro
    - GtkRadient 1.4.0
    - Adobe Photoshop CS
    - Crimson Editor 3.60
    - Wood Workshop 1.00.0512
    - Winzip
    =======================================================
    Change log
    =======================================================
    adlernest (Final!) 1/5/06
    - Improved command map
    - Improved mapscripting
    - Improved textures
    adlernest_b8
    - Boost exploit fixed
    - Texture fixes
    - Asthetic aditions/improvements (Window frames, basement railings, fuse boxes, exhaust fan... etc)
    - Scripting fixes
    - Additional lighting tweaks
    - Steps clipping fixed (stepping into: Transmitter rooms, CP spawn room, CP level from bridge)
    - Spectator moved
    adlernest_b7c
    - Health/Ammo Command map marker
    - Lighting tweak
    - Tiny asthetic adition
    adlernest_b7b
    - more CP area changes
    - door controls changes
    - Axis spawn time from 25 back to 30
    - Fix a couple of ledges that you shouldn't be able to stand on
    - Docs run now takes 22 seconds via CP path (shortest safe path), as opposed to 17 seconds
    - Updated readme and the objectives data
    adlernest_b7a (Not officialy released)
    - CP model fix (allied only model)
    - CP Dynamite/Satchel/Nade/etc clipping
    - Partialy Destructable bridge (reduce riflenades)
    - Radio Dynamite bugfix
    - Second switch added for main blast doors
    - Ramp added near documents area
    - Extra props added
    - Improved backround terrain
    - Other bugfixes :)
    adlernest_b7
    - Documents command map Icon
    - Additional lighting improvements
    - Added to backround terrain
    - Axis spawn time reduced from 30 to 25
    - Axis spawn moved further away to compensate
    adlernest_b6 (Not officialy released)
    - Vent grill health lowered
    - Lighting improvements
    - Script fixes
    - Scaleing
    - Added to backround terrain
    adlernest_b5
    - Voice overs added
    - Minimap icons added
    - Ramp between transmitter and CP has been changed into stairs and a room formed at the top (increases doc runs)
    - More eye candy (pipes and junk)
    - Texture improvements
    - More environment sounds added (wind in abyss, transmitter sound, etc)
    - Random fixes and improvements
    - More chalk
    - SOME Vis optimizations
     

    12 downloads

       (0 reviews)

    0 comments

    Submitted

  15. adlernest_desert

    Author        : Dersaidin
    Real name     : Andrew Browne
    Location        : Australia
    E-mail        : [email protected]
    Game        : Wolfenstein - Enemy Territory
    ==========
    Retexured         : 'StoerFaktoR
    URl            : http://chris-s.de
                : http://et-zone.de
    E-mail        : [email protected]
    Description
    Axis strategic base / supply base located high in a mountainous region of Germany
    Allies are attacking.
    Allied Objectives:
    - (Primary) Steal documents and bring them to the transmitter
    - Dynamite door controls to gain access to the base, alternatively, a covert could infiltrate the upper base with a uniform
    - Construct CP for Allied forward spawn
    - (Optional) Open main door for additional access
    Axis Objectives:
    - (Primary) Defend the documents
    - Defend the door controls and prevent Allies from entering the base
    - Stop the Allies from constructing the CP, or destroy it to disable their forward spawn
    - (Optional) Close main door to restrict allied access
    Spawntimes:
    Axis 30
    Allies 20

    Prefab Acknowledgements

    Thanks! This map would look shit without them!
    WJ|Ifurita
    Marko     http://www.gamedesign-online.com/
    Drakir     http://www.sikstrom.nu/rikard/
    Flag textures from Frostbite (by Moonky) were used.

    Tutorials
    http://simland.planetquake.gamespy.com/pages/articles.htm

    Bugs
    A hairline crack in the func_explosive part of the bridge.
    Thanks
    At the top of my list of thanks are these players who have helped Adlernest become known and hopefully accepted.
    These guys are doing a service to ET by helping the community embrace new custom maps.
    They tell me theres others, I would like to thank those others, but Very Special thanks to:
    swinyboi (De)
    Neillie (UK)
    SPU9 (De)
    Special Thanks:
    Demanufacturer (Au)
    Danzail(NZ)
    Transflex / Nikon (Au)
    MerCuryRisIng (Au)
    Madmonki (Au)
    Karl (NZ)
    Moley (Au)
    Flip (Nz)
    LoweLife (Au)
    Rogue (Au)
    BlackJack (Au)
    WJ|Ifurita (USA)
    Nemesis (Au)
    Sound Editing: Thanks for putting up with me being a perfectionist in this department! :D
    budGie (Au)
    teh'dog (Au)
    Splashdamage forums!
    Early Testers:
    Aj (Au)
    angelus (Au)
    bumalot (Au)
    budGie (Au)
    Bru+E (Au)
    BmX (Au)
    chevron (Au)
    Crunchie (Au)
    c0ntagi0us (Au)
    exesiv (Au)
    fork (Au)
    haste'e (Au)
    Inso (Au)
    jetz0r (Au)
    Juicy.K (Au)
    KaD (Au)
    Leggless (Au)
    Mikablah (Au)
    Mita (Au)
    Nad3bot* (Au)
    shaggy (Au)
    schism (Au)
    Spinnahz (Au)
    SubXero (Au)
    Sykonut (Au)
    Turismo (Au)
    Zephyr (Au)
    44HardCore (Au)
    etc.
    Thanks to vF clan for use of their gameserver.
    Thanks to Ve clan for use of their gameserver.
    Thanks to AusTourny for use of their gameservers and their support.
    Thanks to everyone who gave feedback. Your contribution has improved Adlernest immesureably.
    ============
    Programs used
    =============
    - Enemy Territory and ETPro
    - GtkRadient 1.4.0
    - Adobe Photoshop CS
    - Crimson Editor 3.60
    - Wood Workshop 1.00.0512
    - Winzip
    ============
    Change log
    ============
    adlernest (Final!) 1/5/06
    - Improved command map
    - Improved mapscripting
    - Improved textures
    adlernest_b8
    - Boost exploit fixed
    - Texture fixes
    - Asthetic aditions/improvements (Window frames, basement railings, fuse boxes, exhaust fan... etc)
    - Scripting fixes
    - Additional lighting tweaks
    - Steps clipping fixed (stepping into: Transmitter rooms, CP spawn room, CP level from bridge)
    - Spectator moved
    adlernest_b7c
    - Health/Ammo Command map marker
    - Lighting tweak
    - Tiny asthetic adition
    adlernest_b7b
    - more CP area changes
    - door controls changes
    - Axis spawn time from 25 back to 30
    - Fix a couple of ledges that you shouldn't be able to stand on
    - Docs run now takes 22 seconds via CP path (shortest safe path), as opposed to 17 seconds
    - Updated readme and the objectives data
    adlernest_b7a (Not officialy released)
    - CP model fix (allied only model)
    - CP Dynamite/Satchel/Nade/etc clipping
    - Partialy Destructable bridge (reduce riflenades)
    - Radio Dynamite bugfix
    - Second switch added for main blast doors
    - Ramp added near documents area
    - Extra props added
    - Improved backround terrain
    - Other bugfixes :)
    adlernest_b7
    - Documents command map Icon
    - Additional lighting improvements
    - Added to backround terrain
    - Axis spawn time reduced from 30 to 25
    - Axis spawn moved further away to compensate
    adlernest_b6 (Not officialy released)
    - Vent grill health lowered
    - Lighting improvements
    - Script fixes
    - Scaleing
    - Added to backround terrain
    adlernest_b5
    - Voice overs added
    - Minimap icons added
    - Ramp between transmitter and CP has been changed into stairs and a room formed at the top (increases doc runs)
    - More eye candy (pipes and junk)
    - Texture improvements
    - More environment sounds added (wind in abyss, transmitter sound, etc)
    - Random fixes and improvements
    - More chalk
    - SOME Vis optimizations
     

    11 downloads

       (0 reviews)

    0 comments

    Submitted

  16. adlernest_desert_advanced

    Adlernest Desert Advanced
    Author        : Dersaidin
    Real name     : Andrew Browne
    Location        : Australia
    E-mail        : [email protected]
    Game        : Wolfenstein - Enemy Territory
    ========
    Retexured/Modified     : 'StoerFaktoR
    URl                : http://chris-s.de
                    : http://et-zone.de
    E-mail            : [email protected]
    =======
    Description
    =======
    Axis strategic base / supply base located high in a mountainous region of Germany
    Allies are attacking.
    Allied Objectives:
    - (Primary) Steal documents and bring them to the transmitter
    - Dynamite door controls to gain access to the base, alternatively, a covert could infiltrate the upper base with a uniform
    - Construct CP for Allied forward spawn
    - (Optional) Open main door for additional access
    Axis Objectives:
    - (Primary) Defend the documents
    - Defend the door controls and prevent Allies from entering the base
    - Stop the Allies from constructing the CP, or destroy it to disable their forward spawn
    - (Optional) Close main door to restrict allied access
    Spawntimes:
    Axis 30
    Allies 20

    Prefab Acknowledgements
    Thanks! This map would look shit without them!
    WJ|Ifurita
    Marko     http://www.gamedesign-online.com/
    Drakir     http://www.sikstrom.nu/rikard/
    Flag textures from Frostbite (by Moonky) were used.

    Tutorials
    http://simland.planetquake.gamespy.com/pages/articles.htm
    Bugs

    A hairline crack in the func_explosive part of the bridge.
    Thanks
    =========
    At the top of my list of thanks are these players who have helped Adlernest become known and hopefully accepted.
    These guys are doing a service to ET by helping the community embrace new custom maps.
    They tell me theres others, I would like to thank those others, but Very Special thanks to:
    swinyboi (De)
    Neillie (UK)
    SPU9 (De)
    Special Thanks:
    Demanufacturer (Au)
    Danzail(NZ)
    Transflex / Nikon (Au)
    MerCuryRisIng (Au)
    Madmonki (Au)
    Karl (NZ)
    Moley (Au)
    Flip (Nz)
    LoweLife (Au)
    Rogue (Au)
    BlackJack (Au)
    WJ|Ifurita (USA)
    Nemesis (Au)
    Sound Editing: Thanks for putting up with me being a perfectionist in this department! :D
    budGie (Au)
    teh'dog (Au)
    Splashdamage forums!
    Early Testers:
    Aj (Au)
    angelus (Au)
    bumalot (Au)
    budGie (Au)
    Bru+E (Au)
    BmX (Au)
    chevron (Au)
    Crunchie (Au)
    c0ntagi0us (Au)
    exesiv (Au)
    fork (Au)
    haste'e (Au)
    Inso (Au)
    jetz0r (Au)
    Juicy.K (Au)
    KaD (Au)
    Leggless (Au)
    Mikablah (Au)
    Mita (Au)
    Nad3bot* (Au)
    shaggy (Au)
    schism (Au)
    Spinnahz (Au)
    SubXero (Au)
    Sykonut (Au)
    Turismo (Au)
    Zephyr (Au)
    44HardCore (Au)
    etc.
    Thanks to vF clan for use of their gameserver.
    Thanks to Ve clan for use of their gameserver.
    Thanks to AusTourny for use of their gameservers and their support.
    Thanks to everyone who gave feedback. Your contribution has improved Adlernest immesureably.
    Programs used
    - Enemy Territory and ETPro
    - GtkRadient 1.4.0
    - Adobe Photoshop CS
    - Crimson Editor 3.60
    - Wood Workshop 1.00.0512
    - Winzip
    Change log
    adlernest (Final!) 1/5/06
    - Improved command map
    - Improved mapscripting
    - Improved textures
    adlernest_b8
    - Boost exploit fixed
    - Texture fixes
    - Asthetic aditions/improvements (Window frames, basement railings, fuse boxes, exhaust fan... etc)
    - Scripting fixes
    - Additional lighting tweaks
    - Steps clipping fixed (stepping into: Transmitter rooms, CP spawn room, CP level from bridge)
    - Spectator moved
    adlernest_b7c
    - Health/Ammo Command map marker
    - Lighting tweak
    - Tiny asthetic adition
    adlernest_b7b
    - more CP area changes
    - door controls changes
    - Axis spawn time from 25 back to 30
    - Fix a couple of ledges that you shouldn't be able to stand on
    - Docs run now takes 22 seconds via CP path (shortest safe path), as opposed to 17 seconds
    - Updated readme and the objectives data
    adlernest_b7a (Not officialy released)
    - CP model fix (allied only model)
    - CP Dynamite/Satchel/Nade/etc clipping
    - Partialy Destructable bridge (reduce riflenades)
    - Radio Dynamite bugfix
    - Second switch added for main blast doors
    - Ramp added near documents area
    - Extra props added
    - Improved backround terrain
    - Other bugfixes :)
    adlernest_b7
    - Documents command map Icon
    - Additional lighting improvements
    - Added to backround terrain
    - Axis spawn time reduced from 30 to 25
    - Axis spawn moved further away to compensate
    adlernest_b6 (Not officialy released)
    - Vent grill health lowered
    - Lighting improvements
    - Script fixes
    - Scaleing
    - Added to backround terrain
    adlernest_b5
    - Voice overs added
    - Minimap icons added
    - Ramp between transmitter and CP has been changed into stairs and a room formed at the top (increases doc runs)
    - More eye candy (pipes and junk)
    - Texture improvements
    - More environment sounds added (wind in abyss, transmitter sound, etc)
    - Random fixes and improvements
    - More chalk
    - SOME Vis optimizations
    adlernest_desert_advanced
    -new textures
    -bridge over the canyon is constructable and destroyable
    -new wall(destroyable)
     

    13 downloads

       (0 reviews)

    0 comments

    Submitted

  17. adlernest_hns

    Axis objective descriptions
    1 "Primary Objective:**Defend the documents."
    2 "Primary Objective:**Prevent the allies from transmitting the documents."
    3 "Secondary Objective:**Stop the allies from constructing a command post, or destroy it if it has been made."
    4 "Secondary Objective:**Protect the door controls in the basement level and prevent allies from gaining access to the upper complex."
    5 "Additional Objective:**Keep the main blast door closed to hinder the allies progress."
    Allied objective descriptions
    1 "Primary Objective:**Steal the documents."
    2 "Primary Objective:**Transmit the documents at the transmitter."
    3 "Secondary Objective:**Construct the command post to activate a forward spawn."
    4 "Secondary Objective:**Dynamight the door controls located in the basement level.*Alternatively, a covert could infiltrate the upper base with a uniform."
    5 "Additional Objective:**Open the main blast door to gain additional acces"

    10 downloads

       (0 reviews)

    0 comments

    Updated

  18. adlernest_roof_b4

    Author        : Dersaidin
    Real name     : Andrew Browne
    Location        : Australia
    E-mail        : [email protected]
    Game        : Wolfenstein - Enemy Territory
    Modified by: KiSsMySeXyAsS aka MorpHDoc
    ==========
    Description
    ==========
    Axis strategic base / supply base located high in a mountainous region of Germany
    Allies are attacking.
    Allied Objectives:
    - (Primary) Steal documents and bring them to the transmitter
    - Dynamite door controls to gain access to the base, alternatively, a covert could infiltrate the upper base with a uniform
    - Construct CP for Allied forward spawn
    - (Optional) Open main door for additional access
    Axis Objectives:
    - (Primary) Defend the documents
    - Defend the door controls and prevent Allies from entering the base
    - Stop the Allies from constructing the CP, or destroy it to disable their forward spawn
    - (Optional) Close main door to restrict allied access
    Spawntimes:
    Axis 30
    Allies 20
    =========
    Prefab Acknowledgements
    =========
    Thanks! This map would look shit without them!
    WJ|Ifurita
    Marko     http://www.gamedesign-online.com/
    Drakir     http://www.sikstrom.nu/rikard/
    Flag textures from Frostbite (by Moonky) were used.
    =========
    Tutorials
    http://simland.planetquake.gamespy.com/pages/articles.htm
    Bugs
    A hairline crack in the func_explosive part of the bridge.
    Thanks
    At the top of my list of thanks are these players who have helped Adlernest become known and hopefully accepted.
    These guys are doing a service to ET by helping the community embrace new custom maps.
    They tell me theres others, I would like to thank those others, but Very Special thanks to:
    swinyboi (De)
    Neillie (UK)
    SPU9 (De)
    Special Thanks:
    Demanufacturer (Au)
    Danzail(NZ)
    Transflex / Nikon (Au)
    MerCuryRisIng (Au)
    Madmonki (Au)
    Karl (NZ)
    Moley (Au)
    Flip (Nz)
    LoweLife (Au)
    Rogue (Au)
    BlackJack (Au)
    WJ|Ifurita (USA)
    Nemesis (Au)
    Sound Editing: Thanks for putting up with me being a perfectionist in this department! :D
    budGie (Au)
    teh'dog (Au)
    Splashdamage forums!
    Early Testers:
    Aj (Au)
    angelus (Au)
    bumalot (Au)
    budGie (Au)
    Bru+E (Au)
    BmX (Au)
    chevron (Au)
    Crunchie (Au)
    c0ntagi0us (Au)
    exesiv (Au)
    fork (Au)
    haste'e (Au)
    Inso (Au)
    jetz0r (Au)
    Juicy.K (Au)
    KaD (Au)
    Leggless (Au)
    Mikablah (Au)
    Mita (Au)
    Nad3bot* (Au)
    shaggy (Au)
    schism (Au)
    Spinnahz (Au)
    SubXero (Au)
    Sykonut (Au)
    Turismo (Au)
    Zephyr (Au)
    44HardCore (Au)
    etc.
    Thanks to vF clan for use of their gameserver.
    Thanks to Ve clan for use of their gameserver.
    Thanks to AusTourny for use of their gameservers and their support.
    Thanks to everyone who gave feedback. Your contribution has improved Adlernest immesureably.
    Programs used
    - Enemy Territory and ETPro
    - GtkRadient 1.4.0
    - Adobe Photoshop CS
    - Crimson Editor 3.60
    - Wood Workshop 1.00.0512
    - Winzip

    Change log
    Changes by KiSsMySeXyAsS aka MorpHDoc
    adlernest_roof_b3
    - created a radar command room on the roof
    - created ammo packs for Axis in the radar command room
    - created tunnel from Allies first spawn to back of the ammo packs
    - created ladder to access the roof from the outside (only after the missile is launched)
    - created axis CP room and tunnel to the transmitter from that room
    adlernest_roof_b2
    - added details to the room on the roof from the allies CP spawn
    - created a missile launcher to create a hole in the roof
    - remove access from the abyss, but players can still reach the abyss
    - remove the wall next to the ammo packs
    adlernest_roof_b1
    - added roof access from Allies CP and Axis Spawn
    - added abyss access
    adlernest (Final!) 1/5/06
    - Improved command map
    - Improved mapscripting
    - Improved textures
    adlernest_b8
    - Boost exploit fixed
    - Texture fixes
    - Asthetic aditions/improvements (Window frames, basement railings, fuse boxes, exhaust fan... etc)
    - Scripting fixes
    - Additional lighting tweaks
    - Steps clipping fixed (stepping into: Transmitter rooms, CP spawn room, CP level from bridge)
    - Spectator moved
    adlernest_b7c
    - Health/Ammo Command map marker
    - Lighting tweak
    - Tiny asthetic adition
    adlernest_b7b
    - more CP area changes
    - door controls changes
    - Axis spawn time from 25 back to 30
    - Fix a couple of ledges that you shouldn't be able to stand on
    - Docs run now takes 22 seconds via CP path (shortest safe path), as opposed to 17 seconds
    - Updated readme and the objectives data
    adlernest_b7a (Not officialy released)
    - CP model fix (allied only model)
    - CP Dynamite/Satchel/Nade/etc clipping
    - Partialy Destructable bridge (reduce riflenades)
    - Radio Dynamite bugfix
    - Second switch added for main blast doors
    - Ramp added near documents area
    - Extra props added
    - Improved backround terrain
    - Other bugfixes :)
    adlernest_b7
    - Documents command map Icon
    - Additional lighting improvements
    - Added to backround terrain
    - Axis spawn time reduced from 30 to 25
    - Axis spawn moved further away to compensate
    adlernest_b6 (Not officialy released)
    - Vent grill health lowered
    - Lighting improvements
    - Script fixes
    - Scaleing
    - Added to backround terrain
    adlernest_b5
    - Voice overs added
    - Minimap icons added
    - Ramp between transmitter and CP has been changed into stairs and a room formed at the top (increases doc runs)
    - More eye candy (pipes and junk)
    - Texture improvements
    - More environment sounds added (wind in abyss, transmitter sound, etc)
    - Random fixes and improvements
    - More chalk
    - SOME Vis optimizations
     

    9 downloads

       (0 reviews)

    0 comments

    Submitted

  19. admin_tools_1-0-2

    PARAZIT-Clan Admin Tools 1.0.2
    www.parazit.ro

    Content:
    Rcon Unlimited
    Jaymod Admin Command
    Putty
    Demo Recorder
    CFG Maker v3
    Win SCP
    SSChecker
    Ban Managger
    Cheaters Databaze
    RconIT
    Core FTP

    10 downloads

       (0 reviews)

    0 comments

    Submitted

  20. adminchat

    not tested at ets

    10 downloads

       (0 reviews)

    0 comments

    Submitted

  21. adrenaline

    More Adrenaline for Medics 0.1
    by nano <[email protected]>

    This is a small module for trickjump servers. It gives
    -- medics on spawn a specified amount of adrenaline needles.
    --
    -- To add adrenaline needles you have to use the ammoindex
    -- 11 (WP_MEDIC_SYRINGE) and not 46 (WP_MEDIC_ADRENALINE)
    -- since they belong together just like WP_LUGER and WP_MP40
    -- (line 1396-1419 in game/bg_misc.c).

    9 downloads

       (0 reviews)

    0 comments

    Submitted

  22. advancedref

    Advanced Referee 0.1
    by nano <[email protected]>

    With this module it's possible to give clients referee rights without
    sharing the referee password. Clients, whose guid has been added to the
    guidfile, can log in as a referee with the command /reflogin. If the first
    argument is "silent", no annoucement will be displayed to the players on
    the server ("xyz is now a referee").
     Additionally, clients may get referee status automatically when they connect
    to the server (without an annoucement).

    25 downloads

       (0 reviews)

    0 comments

    Submitted

  23. ae_sniper_challenge

    Axis and Allies are at a standoff to hold a blown bridge so neither side can rebuild it to cross into enemy territory and to help further win the war! supplies are low and the only available ammunition left is sniper rounds. you must do your best to defeat the enemy with this covert rifle.... one shot, one kill. Map designed by AE_Northerner, Mapping by +Kommando+"
    wm_mapdescription allied "Axis and Allies are at a standoff to hold a blown bridge so neither side can rebuild it to cross into enemy territory and to help further win the war! supplies are low and the only available ammunition left is sniper rounds. you must do your best to defeat the enemy with this covert rifle.... one shot, one kill. Map designed by AE_Northerner, Mapping by +Kommando+"
    wm_mapdescription nuetral "Axis and Allies are at a standoff to hold a blown bridge so neither side can rebuild it to cross into enemy territory and to help further win the war! supplies are low and the only available ammunition left is sniper rounds. you must do your best to defeat the enemy with this covert rifle.... one shot, one kill. Map designed by AE_Northerner, Mapping by +Kommando+"

    7 downloads

       (0 reviews)

    0 comments

    Submitted

  24. ae_wizerness_final

    objectivedata filemissing so ets kate fixed
    Original RTCW Level Design by Richard Casson    Conversion by +Kommando+.
    Axis Objective Descriptions
     1    "Primary Objective:**Destroy the First Allied Supply Stash."
     2    "Primary Objective:**Destroy the Second Allied Supply Stash."
     3    "Primary Objective:**Prevent the Allies from destroying the First Axis Secret Weapon."
     4    "Primary Objective:**Prevent the Allies from destroying the Second Axis Secret Weapon."
     5    "Secondary Objective:**Capture the Forward Spawn flag."
     6    "Secondary Objective:**Defend the Axis Main Hatch."
     7    "Secondary Objective:**Destroy the Allied Main Hatch to gain another route into the Allied base."
     8    "Secondary Objective:**Construct a Command Post."
    Allied Objective Descriptions
      1    "Primary Objective:**Prevent the Axis from destroying the First Supply Stash."
      2    "Primary Objective:**Prevent the Axis from destroying the Second Supply Stash."
      3    "Primary Objective:**Destroy the First Axis Secret Weapon."
      4    "Primary Objective:**Destroy the Second Axis Secret Weapon."
      5    "Secondary Objective:**Capture the Forward Spawn flag."
      6    "Secondary Objective:**Destroy the Axis Main Hatch to gain another route into the Axis base."
      7    "Secondary Objective:**Defend the Allied Main Hatch."
      8    "Secondary Objective:**Construct a Command Post."

    27 downloads

       (0 reviews)

    0 comments

    Updated

  25. airassault_fp1_fixed

    Lightray fixed the missing textures
    AirField Assault FP Test by 'ShusterDogburt'
    release date: 15.02.2004
    RTCW: Enemy Territory SW,

    title:            Airfield Assault First Playable test
    file:             airassault_fp1.pk3
    author:           MadMaximus (shusterdogburt when i play et) "mitch Lepine"
    email address:    [email protected]
    URL:              none, still working on it.
    description:      winter map set at night, allies trying to destroy 2 trucks at the
              end of an airfield.

    play information
    gametype:      wolfmp, wolfsw   **no lms implemented yet**
    new sounds:       yes, a few new, and some modifed et vo sounds.
    new graphics:     modified ones of et originals, plus a few new ones.
    new music:        no
    new models:      27_tags_beta by erik_ftn.
    prefabs:      various prefabs from drakir's site - benches, barrel and a few others.
    how to play:      place the airassault_fp1.pk3 in your etmain folder and select it from the menu in game.


    construction
    base:           scratch
    editor:         GTK Radiant 1.3.8 ET
    other programs: easygen (terrain), psp7 (graphics) and goldwave for chopping and splicing the et originals.
    know bugs:      none known at this time.
    build time:     overall, approx. 8 months.

    important information
    this is the first playable test only, it is complete enough to run on a server, and is meant as a test
    of playability only. you will see a lot of things not finished such as the buildings in town, and not much
    detail or full lighting in a lot of places. there are things scheduled to be removed and put in once there
    is enough feedback on what is needed or should be removed, some things are as follows,
    - some terrain will be removed and redone in places, ie. the allied spawn and around the airstrip.
    - windows and top/bottom trim on the buildings in town.
    - more lighting in quite a few places.
    - textures on a lot of buildings in both the town and especially the axis base need to be aligned.
    - some buuilding interiors will be redone.
    - the damaged and decrepid building that the allies use as a second entrance in town still needs to be finished.
    - the blimp is just a trial test, it may be removed, but if it is kept in after feedback, it will be redesigned, plus
      it's movements won't be so silly looking. ( you will see some of those when it returns.)
    - the side door may be removed.
    what is really needed is feedback on the playability, if its to easy for the allies to win, or the axis to defend.
    there are other things i have not mentioned that are to be redone, so if you see something out of the ordinary
    be shure to mention it, all comments are welcome and appreciated.
    e-mail at [email protected] or pm me in the splashdamage forum
    madmaximus www.splashdamage.com


    thanx to ...
    the people at splashdamage forum for all the help with questions and such, especially thanks to,
    sock for his tunnel tutorial, damocles for reviewing what i started a long time ago and setting me straight on the difference between
    detail and structural brushes. mean mr. mustard, grizzlybear, chavo_one for help with info on splines and other things,
    erik_ftn for his 27_tags model without which the blimp would not move. If i have missed someone please let me know, as i like
    to give credit due to those who helped.

    Distribution / Permissions
      This is the first trial of this map and may not be modified in anyway as to appear as a
    completed map by anyone else than the author.
      Authors May Not decompile the BSP as a base to build additional levels.. but may do so to
    learn construction methods and technique, etc.
       You MAY distribute this pak file and/or its contents by any electronic means, provided
    you leave the contents unaltered and include this text file, also unaltered.  This file may
    not be commercially exploited in any way.
     

    19 downloads

       (0 reviews)

    0 comments

    Updated

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