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kate

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Files posted by kate

  1. clavier

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

    18 downloads

       (1 review)

    0 comments

    Updated

  2. fueldump_reverse_b3

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

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

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

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

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

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

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

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

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

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

    20 downloads

       (1 review)

    0 comments

    Submitted

  3. supergoldrush_final

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

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

    11 downloads

       (1 review)

    0 comments

    Updated

  4. toaster

    Map:             Toaster (Beta 5)
    Map type:        Fun
    Author:         B0n3g1b - [email protected]
    Visit for update:   http://wet.ho.com.ua
    ------------
    Instructions:         Place "toaster.pk3" into your ET/etmain/
    ------------
    Tools:             GtkRadiant 1.4.0-ET, Q3map2 2.5.7, EasyGen 1.42, Fotoshop 7.0
    Build time:          23 days
    Last update:        19.05.06
    .zip Size:        2 MB
    .pk3 Size:        9 MB    
    ------------
    Missions:
    axis_desc    
    1    "Primary Objective:**Construct the Command Post."
    2    "Secondary Objective:**Do not let Allies to reach the Gun."

    allied_desc 
    1    "Primary Objective:**Construct the Command Post."
    2    "Secondary Objective:**Do not let Axis to reach the Gun."
    ------------
    Time Limit:        30 min
    Axis Respawn Time:    5 sec
    Allies Respawn Time:    5 sec

    9 downloads

       (1 review)

    0 comments

    Submitted

  5. heli_m3_b3_fixed2 + waypoints

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

    Additional Map Information/Credits

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

    155 downloads

       (1 review)

    0 comments

    Updated

  6. Warbell + scripts

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

    105 downloads

       (1 review)

    0 comments

    Updated

  7. UJE_schwarzwald_b2

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

    23 downloads

       (1 review)

    0 comments

    Submitted

  8. etl_bergen_v7

    Bergen, by Detoeni'
    June 2021
     Cedric 'keMoN' Easton
    http://www.etlegacy.com
    http://www.github.com/realkemon
     
    This map is an overhaul of the original Bergen map created by Detoeni and the Wolf Project.
    As part of the ET: Legacy asset creation effort certain maps are being overhauled.
    Those maps have been selected for their stable gameplay, even in a competitive environment.
    Please refer to the original_bergen_readme.txt for information, credits and contacts of the original map.

    -----Changelog-----
    v7:
    * Fixed command map icons appearing outside of compass. (Thank you spyhawk for reporting)
    * Fixed sounds active at map start in second round after /map_restart.
    * Added unique ids for spawn slots to prepare this feature.
    * Fixed glass shader on trucks.
    * Adjusted projection axis and scaling of terrain textures.

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

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

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

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

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

    11 downloads

       (1 review)

    0 comments

    Submitted

  9. fa_goldrush_b2

    // Axis Objective Descriptions

    1     "Primary Objective:**Stop the Allies from stealing the Tank from the Axis Tank Depot."

    2     "Primary Objective:**Disable or obstruct the Allied-held Tank to prevent it reaching the Bank Courtyard."

    3     "Primary Objective:**Prevent the Allies from using the Tank to blow open the Bank Doors."

    4     "Primary Objective:**Stop the Allies from stealing the Gold from the Bank Vault."

    5     "Primary Objective:**Stop the Allies from escaping with the Gold via a Truck in the Courtyard."

    6     "Secondary Objective:**Prevent the Allies from establishing a Command Post inside the Tank Depot."

    7     "Secondary Objective:**Set up a Command Post inside the Tank Depot."


     
    // Allied Objective Descriptions

    1     "Primary Objective:**Steal a Tank from the Axis Tank Depot."

    2     "Primary Objective:**Protect the Tank and escort it to the Bank Courtyard, clearing any obstructions along the route."

    3     "Primary Objective:**Escort the Tank into position to blow the Bank Doors open."

    4     "Primary Objective:**Steal two crates of Gold from the Bank Vault."

    5     "Primary Objective:**Escape with the crates of Gold using the Truck in the Courtyard."

    6     "Secondary Objective:**Establish a Command Post inside the Tank Depot"

    7     "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post inside the Tank Depot."

    30 downloads

       (1 review)

    0 comments

    Updated

  10. canyon_depths_FINAL

    Canyon Depths FINAL VERSION
    Thanks for downloading & playing this map !
    Large Map
    Musics used :
    Desert : Yoko Kanno - Digging My Potato
    Castle : Django Reinhardt - Montmartre
    Caves : Saint Seiya - Seiji Yokoyama - Shadow Is Approching
    08/2007 - 02/2011 - 04/2014 - 01/2015 - 02/2015 (yeah, i know)
    By Yatta_Yatta-O_o
    [email protected]
    Thanks to :
    - people pushing me to add the last fixes, even years later : Aimbrosia, Happykillmore, Zacky, Blord, Alex, Blackbyte, Ailmanki ...
    - all testers for sending bug reports & feedback,
    - the ETF community & GoC clan for tests - special thanks to Nosi and RazorSword,
    - the CFB and ROP clans for tests of the crippled early versions,
    - the ET mappers community at splashdamage.com forums,
    - WolfFiles, SplatterLadder,
    - Chrucker for his ET scripting reference/tutorial website,
    - Google for searching documentation, help & ressources.
    No thanks to :
    - Gtk Radiant for trolling me and fucking up my map more than once.
    ____________________
    // Axis Objective Descriptions
    axis_desc  1     "Primary Objective:**The tank needs fuel to start. Find some in the fort.\n\n^3Also, reports ANY bug to [email protected] !"
    2     "Primary Objective:**Escort the tank into the canyon."
    3     "Primary Objective:**Resupply the tank in the Canyon Depot."
    4     "Primary Objective:**Get the tank past the river."
    5     "Primary Objective:**Get the tank to the underground bunker."
    6     "Primary Objective:**Get the tank past the twin security doors."
    7     "Primary Objective:**Get the tank through the hangar doors."
    8     "Primary Objective:**Find the secret in the laboratory safe !"
    // Allied Objective Descriptions
    1     "Primary Objective:**Protect the forts gate, stop the Axis from stealing the fuel.\n\n^3Also, reports ANY bug to \n^[email protected] !"
    2     "Primary Objective:**Stop the Axis from getting in the canyon."
    3     "Primary Objective:**Stop the Axis from resupplying their tank."
    4     "Primary Objective:**Stop the Axis from getting past the river."
    5     "Primary Objective:**Dont let the Axis reach the bottom of the pit."
    6     "Primary Objective:**Stop the Axis tank from going past the twin security doors."
    7     "Primary Objective:**Dont let the Axis tank past the hangar doors."
    8     "Primary Objective:**Dont let the Axis discover the Laboratory secret !"

    11 downloads

       (1 review)

    0 comments

    Updated

  11. ETL 2.79 all os versions

    2.79.0 (realeased 23/12/2021)
    Thank you for installing ET: Legacy stable release 2.79.0 - Yule log
    Revive the old fps and have fun!
    Android
    Engine
    Added cvar_trim command Fixed Q_ColorizeString overflowing Fixed pk3 locations loading from filesystem Fixed the mounting of the dlcache folder instead of the files inside of it
    Client
    Fixed directional sound issue with SDL2 backend Fixed demo folder deletion Fixed defaultprofile.dat file not properly created Moved the local directories to the top of the search path
    Server
    Enhanced server demo record Removed server side GUID check (moved to mod side) Allowed large amount of pk3 files on the server without breaking sv_pure
    Renderer
    Fixed bit shifting bug causing a black map Fixed screenshot filaname with duplicate extension Fixed screenshot command wasn't using correct format
    Mod
    Enhanced shoutcaster mod Fixed knockback for dead framerate independent Added reset stats and stop recording on map restart / match reset Changed cg_skybox from CVAR_CHEAT to CVAR_ARCHIVE Fixed missing map_restart reset when loading config Fixed dynamite/landmines/satchel hitbox for pliers (missing link entity) Added g_guidCheck for mod side GUID check Fixed wounded players collision issues Fixed losing keyboard and mouse input after intermission Allowed shoutcasters to use setviewpos Added cg_popupShadow Fixed client crash when dynamite explodes Fixed vote timeout logic Fixed client crash due to name length Added automatic vertical scrolling Added map description on map vote debriefing page Fixed 'Details' map description in 'Host Hame' menu exceeds its box Fixed spread bar not draw while firing with scoped weapon Added custom map location editor Added prone animation transitions through crouching Added cancel start match vote if countdown starts Removed g_playerHitBoxHeight Fixed losing mouse input after intermission on demo playback Added selection of minor spawnpoint per major spawnpoint Fixed constructions decaying after pause Fixed gib stats from explosions when player was still alive Allowed moving when using scoped weapon but cap speed to walking 128u speed Increased FG 42 scoped fire rate from 400ms to 200ms Decreased scoped Garand/K43 spread scale from 10 to 5 (half the spread recovery time) Fixed speakereditor axis picking not supporting widescreen Fixed wounded players not dropping down when on ladders Added usage of square minimap for compass (merge from shoutcaster minimap) Fixed voice chat position and drawing outside of command map Fixed objective icons being affected by picmip Added camera editor Fixed demo freecam Fixed rotate player's view only when ON rotating mover Changed movers to not kill players or destroy items Added SVG weapon icons files Disabled activatelean by default, and add a switch to the menu Adjusted engineers to pickup up to 8 grenades even without any level upgrades Read the ET: Legacy FAQ, consult our WIKI or join us on our IRC channel #etlegacy @ Libera.chat or on our Discord channel if you are running into trouble.
    Docker hub also contains a dedicated server image for quickly setting up a dedicated server: etlegacy/server
    There is also a Flathub package available
    We have a last gift for you for this year: ET: Legacy 2.79 'Yule log' release. It comes bundled with a shorter, but all the more efficient changelog.

    We want to thank everyone for all your support this year. Additional helping hands have joined the team and made it possible to actually implement shorter release cycles, so those of you that are not using the snapshot builds can still enjoy the newest features and fixes on a more regular basis.
    Utmost respect and thanks also goes out to the admins of the ET: Legacy Competitive community. The effort put into this is incredibly motivating and a huge help. Your regular scrims combined with proper organised cups provides so much valuable hands-on feedback to this project, enabling us to prioritise and tailor features and fixes for the best ET: Legacy experience possible.
    If some of you, dear ET fans, have not joined the ET: Legacy Competitive Discord, but are looking for regular matches, events and friendly banter, make sure to join the lovely folks over at ETL Comp. Discord channel. It may help in avoiding a quadra-panzer wipe withing the first 10 seconds of a match, basically handing the opponent the win. Not that this happened or anything. Just....hypothetical....you know? cough

    This is all for this year. But honestly, the future of this project has never looked more promising as going into 2022. There are so many great things on the horizon for ET: Legacy, so make sure to keep an eye out for news in our Discord, as well as the Competitive one.
    All that's left for us to do is wish you all happy holidays and a pleasant start to 2022.
    Grab the latest release in our Downloads section.

    written by WuTangH 3 weeks ago

    30 downloads

       (1 review)

    0 comments

    Updated

  12. villa_france_beta1

    Large map
    Author        : Hitman007
    Email address    : [email protected]
    Webpage        : http://www.hitman007.tk ( site closed )
                     Map Information
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : Villa_france
    Filename    : Villa_france_beta1.pk3
    Campname        : villa_france_beta1
    Max Players     : 60
    Release date    : 8/12/2004
    Decription    : The allies need secret documents OSA
    Final Build time: 3 weeks.
    Compile time    : 1:30 hrs/min
    Compile machine    : AMD AtholnXP 2200 1.8, 512MB
    Installation    : Place the villa_france_beta1.pk3 to your etmain folder, select it from the multiplayer->create server menu or
                      bring down the console and type: map villa_france_beta1.
    Textures    : 42 new textures for the moment
    Sounds        : 1 new sounds.
    Models        : 0 new model.
    * Special thanks:

    Drakir: www.drakir.tk For all help in forums and Sourcemaps
    MarkoForums: All tanks-- http://swat-clan.com/marko/forums/index.php (site closed)
    Elmapper ET: www.mapperet.tk //Mapping in spanish
    Credits, Erik-FTN: Tanks For script help and Big12.map//-- http://user.tninet.se/~fzo823r
    Goldrush:-- For source map ^^
    PGRCLAN: Tanks Clan
     TANKS ALL :)
    LIBERATION OF THE .MAP IN 1 MONTH        -
    MAP BY HITMAN007 www.hitman007.tk        -
    VILLA_FRANCE_FINAL              -
    __________
    Axis Objective Descriptions
    1    "Primary Objective:**Defend the Artyllery Gun1"
    2    "Primary Objective:**Defend The artyllery Gun2."
    3    "Primary Objective:**Defend wall."
    4    "Primary Objective:**Build Command Post aT bunker house."
    5    "Primary Objective:**Defend the Documents."
    6    "Primary Objective:**Dont let them escape with the Secret OSA documents."
    // Allied Objective Descriptions
    1    "Primary Objective:**Destroy the Artyllery Gun2."
    2    "Primary Objective:**Build Command Post aT bunker house."
    3    "Primary Objective:**"
    4    "Primary Objective:**Capture documents in the bunker."
    5    "Primary Objective:**Secure Documents in bunker house"
    6    "Primary Objective:**"

    47 downloads

       (1 review)

    0 comments

    Updated

  13. legacy_v2.81.0

    2.81.0 - Incoming! (released 27/01/2023)
    Engine
    General
    Added cJSON 1.7.15 Updated libs to: curl 7.68.0 libpng 1.6.38 SDL 2.24.1 WolfSSL 5.5.3 zlib 1.2.13 Allow loading loose ttf/otf fonts in pure mode Fixed unfinished unicode encoding crashing clients Added entry point for additional system calls without breaking compatbility with other engines (from ETe) Added extension system to flash window Fixed precision in patch collide generation to avoid "MAX_PATCH_PLANES" errors (from q3e/ETe) Fixed net_port range by restricting it to RFC 793 specification Fixed Splash Screen as work around for SDL_GetWindowSurface not working properly Don't allow writeconfig to write configs called default.cfg, default_left.cfg or default_android.cfg Added platforms manifest to the generated mod pk3 Added support for JSON file parsing / writing Added fs_printOpen command to dump a list of all open files Allowed omitting default values from being written with writeconfig by specifying -nd or -no-defaults option Fixed IPV6
    Android
    Architecture armeabi-v7a is now completly removed thus old devices with this architecture will not be supported from now on Fixed issue with cutoff camera, app not being able to fill entire screen Raspberry PI
    Change architecture from armv7 to aarch64 and as from now we only support only this one Added building of the packgages/installers into our GitHub pipeline MacOS
    Fixes VM entry point for M1 processors by changing entry point from variadic to fixed parameters due to architecture differences Unix
    Windows
    Added x64 support Added message about how fix issue with game not being abble to create directories at freshly installed game (etc ...) due to Windows Security has Controlled folder access enabled Client
    General
    Added cl_extrapolationMargin with a default value of 1 and allowed range 0 to 10 to reduce the client latency due to incorrect serverTime values caused by automatic adjustments to serverTimeDelta on the client Fixed escape key not sending a char event which avoid closing UI menu properly Fixed console char set scaling when r_scale is used. (Only for vanilla renderer since it's the only one with r_scale anyway). Added cgame_restart commands for development purpose Added command completion support for cgame command Added the ISO keyboards nonUSBackslash key to the default console keys (for mac user) Made sure we only copy over the vanilla data from the glconfig struct Scaled ui mouse movement to match the window manager mouse movement Fixed [skipnotify] text on console print Added support for ttf ingame console fonts Added a new default console font (JetBrainsMono-SemiBold) and an icon font for the custom ET font icons Audio backend
    Fixed SDL2 sounds were played at incorrect range distance, which lead to heard sound closer or farther than expected. Fixed OpenAl incorrect ambient and entity sounds volume Fixed s_volume and s_alGain were not affecting volume on OpenAl Server
    Fixed sv_ipMaxClients cvar incorrectly limiting the total amount of clients allowed on server instead of max clients per IP Added sv_serverTimeReset cvar for resetting svs.time on map change to avoid various issues related to high server uptime Fixed a typo in an error message printed when client fails a www download Added sv_userInfoFloodProtect cvar to protect against userinfo flooding, so sv_floodProtect can be off and server can still be protected against user info flooding. Blocked connection from IP with engine temp bans (exclude ports to fix issue with clients changing net_port and reconnecting after a kick, circumventing temp ban) Added 2 digits for attacklog timestamps instead of 1 Added sv_protectLogInterval to control time in milliseconds between attack log entires (default 1000). Helps at keeping attack logs at reasonable sizes so they don't get spammed 100+ lines per second when someone runs server scanning Renderer
    Fixed wrong decal projectors being culled Mod
    General
    Added HUD editor in-game allowing player to fully customize HUD components (more info Customize HUD) Added editcomponent command allowing HUD customization with commands (more info Customize HUD) Fixed collision issues with prone causing players to get stuck on walls and being able to go through certain thin walls Adjusted prone head collision box size to match head size to smooth out crawling on uneven surfaces Fixed prone rotation being severly limited while proning on non-axial surfaces Extended g_pronedelay cvar with value 2 - clients can't prone for 850ms after jumping The cvar now acts as a bitmask value, so you can combine values 1 and 2 Fixed various graphical and camera bugs when rewinding demos Fixed head bbox having no collision when lean key was released, allowing it to clip through solids and use +activate in some scenarios Separated handling for class command on server side so we can have team command flood protected, but allow class commands to bypass flood protection Fixed dead players capturing flag Fixed ref command not working on dedicated server Changed map vote to 1 points for each vote in game type 6 GT_WOLF_MAPVOTE Fixed weapon charge getting reduced when underwater where weapon doesn't fire Added window flashing on game init and match starting Fixed g_corpses value to act as a boolean as it was initializing the body queue but not put any corpses to it by setting it to negative value Added option to visualize spawnpoints in the map with cg_drawSpawnpoints. Displays major spawnpoint name & number, and individual spawnpoints where players spawn Added func_fakebrush drawing with railbox when debugging by setting g_debugHitboxes func_fakebrush Swapped the check for PW_INVULNERABLE to be on the victim (the client getting shoved) rather than on the player doing the shove Moved to JSON format following files : weapon stats huds mapvoteinfo Removed cvar list after HUD rework : cg_althudflags, cg_chatalpha, cg_chatBackgroundAlpha, cg_chatflags, cg_chatLineWidth, cg_chatScale, cg_chatShadow, cg_chatY, cg_chatX, cg_complaintPopUp , cg_crosshairAlphaAlt, cg_crosshairColorAlt , cg_crosshairAlpha, cg_crosshairColor, cg_crosshairHealth, cg_crosshairPulse, cg_crosshairSize, cg_crosshairX, cg_crosshairY, cg_cursorHints, cg_descriptiveText, cg_drawBuddies, cg_drawCompass, cg_drawCompassIcons, cg_drawCrosshairInfo, cg_drawCrosshairNames, cg_drawFireteamOverlay, cg_drawFPS, cg_drawPing, cg_drawReinforcementTime, cg_drawRoundTimer, cg_drawSnapshot, cg_drawSmallPopupIcons, cg_drawSpreadScale, cg_drawspeed, cg_drawTime, cg_drawWeaponIconFlash , cg_fireteamAlpha, cg_fireteamBgAlpha, cg_fireteamlatchedclass, cg_fireteamLocationAlign, cg_fontScaleCN, cg_fontScaleCP, cg_fontScaleTP, cg_graphicObituaries, cg_healthDynamicColor, cg_lagometer, cg_popupBigFilter, cg_popupFilter, cg_popupShadow, cg_shoutcastDrawMinimap Fixed scores command showing followed players xp counts in stopwatch game mode Added missing commands to gamecommand list Added player shove events in server log Shove: <attacker> <victim> Stability & Performance
    Fixed a bug in antiwarp code that caused players to warp when they had no user input but still had velocity Bots are no longer antiwarped Fixed incorrect shader count for blacksmokeanimb causing error upon shader registering Fixed game pause behaviour wasn't consistent on various game elements Reduced LAG_MAX_DELTA from 75 to 25 to smooth out lagging players Fixed stamina prediction Fixed STAT_ANTIWARP_DELAY causing full predictions to run when it's just display information. Fixed STAT_AIRLEFT prediction Fixed grenadeTimeLeft firing prediction Fixed bobcycle not being in sync between client/server in some cases which causes client to miss predict footsteps. Fixed crashland prediction (event EV_FALL*) Fixed artillery prediction (weaponTime and event) Fixed nofatigue prediction Fixed viewheight calculation for other leaning players, which caused leaning to be invisible to others depending on your location in the map Fixed time played being counted during pause Fixed free fireteams initalization producing runtime errors Fixed rotation of smoke particles framerate dependency Fixed potential crash in trigger_multiple activation Fixed pmove_fixed 1 with g_antiwarp 1 and cg_optimizePrediction 1 Audio
    Fixed missing hitsound when players reach lower health than FORCE_LIMBO_HEALTH without getting gibbed, causing the next hit that will gib them to not play the hitsound Graphics
    Fixed incorrect timings for voice chat sprites staying twice as long as expected Medic and ammo request voice chat sprites are now cleared when client spawns/is revived (medic sprite only) Changed cg_shadows cvar default value from 1 to 0 and changed Normal graphics preset to have shadows disabled, due to unreasonable performance penalty they cause compared to the visual improvement Fixed voice chat icons were not drawn if a player had cg_voiceChats 0 Added back granular bobbing control Changed cg_bobbing cvar from 1 to 0 Allowed changing cg_swingSpeed when cheats are disabled from range 0.1 to 0.3 UI
    Minimap icons in cg_drawCompass 2 are now positioned along the edges of the map following the same viewangle-based logic as regular compass Fixed incorrect levelshot in mapvote menu displaying for maps which client hadn't downloaded Fixed preset_high_ui.cfg automatically executing when entering system settings menu +stats display in Stopwatch mode after 2nd round now shows stats from the match all they way up until a new game is started Fixed drawing of several cursorhints, eliminating unwanted lines due to the texture not being aligned properly Increased (doubled) UI memory pool size for x64 architecture, fixing cases where UI would run out of memory on x64 but run fine on x86 due to different pointer sizes Added cg_customFont1/2 cvars to change fonts Added listfonts command to list available fonts, which includes "documentation" on usage Allowed executing regular binds from UI by holding down left/right shift Fixed env awareness and compass showing enemy item objective Changed bitmask values for cg_drawCompassIcons and cg_drawEnvAwareness cvars: 0 disabled 1 item flags objectives 2 Secondary objectives 4 Primary objectives Fixed crosshairnames showing at the place where respawning teammate died Fixed limbopanel roll animation Changed map vote selection in debriefing with game type 6 GT_WOLF_MAPVOTE by using Checbox side by side with map name Selecting map and click one more time to toogle the map vote Changed voice chat icon for Fire In The Hole from blue color to orange Fixed team chat flag wasn't drawing correct team Added fall down icon for MOD_FALLING obituary Improved text readability by scaling text shadow/outline based off text size Added shadowed text for demo list Prevent unwanted script execution binding by pressing shift key alone (K_LSHIFT and K_RSHIFT) from UI menu Limit the bindings that are allowed to be executed from UI menu and do not allow +/- actions or vstr that can contain those Removed ui_browserOssFilter cvar Added ui_disableOssFilter cvar for filtering server list depending of supported mod by OS Added center print text for letting know medic who they just revived Enhanced map vote windows on map vote game type by adding map popularity and history of last 333 played maps Changed vote points from map vote game type from 1, 2, 3 points to a unique 1 point per vote. Added semitransparent color for fireteam weapon that is not updated Added red font to teamkill cp message to easily identify it and avoid abusing it by changing player color
    Weapons
    Fixed zoom level for FG42 changing to incorrect value when trying to zoom in/out Increased maximum zoom out level for scoped K43/Garand and binoculars from 20 to 32 cg_zoomDefaultSniper cvar is now capped within this range (32-4) Knife backstabs now ignore both target and attacker view pitch, which previously caused backstabs to fail if the target was looking up/down too much Fixed flamethrower flame animation not showing if the animation started in solid Increased FG42 scoped recoil pitch Fixed alt weapon switch bug/exploit by not allowing switch till we have switched to selected weapon Fixed selected weapon at spawn/respawn Fixed explosion hit registration being inconsistent by sorting players depending of distance from the explosion origin in ascending order Fixed corpses blocking flamethrower hit registration Fixed allies riflenade impact sound volume (from 64 to 127) & radius (from 1.5 to 64) Fixed calling artillery was playing gun shot sound in some cases Fixed pliers hint and usage priority near TOI Fixed arty/airstrike bombs potentially spawning indoors Fixed missile collision issues with skyboxes Fixed (reduced) charge time when dropping grenades on death Reduced speed from 127 to 80 (crouch speed) while player use scoped weapon and standing Added back unscoping weapon while in air more than 250 ms, allowing player to walk on slope and stair without getting unscoped

    26 downloads

       (1 review)

    0 comments

    Updated

  14. praetoria_m2.pk3

    Praetoria-Mission Two: Hell on Wheels
    by Diego (aka Subsurface Scattering) Contact: [email protected]
    -------------------------------------------------------------------------------------
    Installation:
    -------------
    Remove any previous versions from your etmain directory.
    Extract the PK3 file from the .ZIP file using WINZIP, or WINRAR into your Etmain folder.
    This file may co-exist with Mission One without any conflicts.
    Version Info:
    -------------
    1.1
    Script fix added to abort starting sounds during warmup faze.
    Fixed typo in the Arena file.
    Added missing texture: camocraft_additions.tga
    Added custom allied image icons for the side entrance and side wall to prevent
    the missing texture bug on the command map.
    Fixed black shadow on rock wall.
    Removed text from Axis crates.
    Fixed hole by the camo nets.
    -------------
    1.0
    First Public Release
    Known Bugs:
    On very rare occasions, the tank may not register as being damaged and will
    therefore not be repairable.  This usually happens when the tank is being unlocked after
    the upgrade is complete.  To reduce the possibility of this happening, I've rigged the
    Locking lever to only unlock the tank if it has already been repaired.    Hopefully, axis can
    refrain from damaging the tank in the middle of the unlock cycle and avoid this bug completely.

    -------------     
    0.99 BETA
    Private Beta Test version.
    Made the door to the Gun Controls a slider so that allies can't block axis players from
    entering. the bunker.  Adjusted spawn times.            
    -------------------------------------------------------------------------------------
    MISSION DETAILS
    -------------------------------------------------------------------------------------
    Mission Time:        30 Minutes
    Spawn Times:        Axis 20 Seconds,  18 with CP    
                        Allies 15 Seconds, 17 with CP
    -----------------
    Overview:
    -----------------
    Mission Two: "**The Allied Armor Forces are running low on fuel. They must use the tank
    to breach the Praetoria Depot Defenses, replenish their supplies, and escape to the tunnel
    that leads to the airfield"
    Map Objectives:
    -----------------
    Axis:
    -----------------
        1    "Primary Objective:**Stop the Allies from breaching the Depot Defenses."
        2    "Primary Objective:**Don't let the Allies reinforce the Tank at the Repair Depot."
        3    "Primary Objective:**Protect the Fuel."
        4    "Primary Objective:**Stop the Allies from escaping to the Tunnel that leads to the Airfield."
        5    "Secondary Objective:**Defend the Side Entrance."
        6    "Secondary Objective:**Protect the Side Wall."
        7    "Secondary Objective:**Protect the Gun Controls"
        8    "Secondary Objective:**Build a Command Post"
    -----------------
    Allies:
    -----------------
        1    "Primary Objective:**Use the Tank to breach the Depot Gates."
        2    "Primary Objective:**Reinforce the Tank at the Tank Repair Depot."
        3    "Primary Objective:**Steal the Fuel for the Tank.."
        4    "Primary Objective:**Escape to the Tunnel that leads to the Airfield."
        5    "Secondary Objective:**Destroy the Side Entrance."
        6    "Secondary Objective:**Destroy the Side Wall."
        7    "Secondary Objective:**Destroy the Gun Controls"
        8    "Secondary Objective:**Build a Command Post"
    -------------------------------------------------------------------------------------
    CREDITS
    Map Construction:      Diego
    Command map :         Diego
    Scripting:              Diego (except where noted)
    Contributors:
    Chrucker    Prefab setup of the churchill tank.
               http://games.chruker.dk/enemy_territory/
    Marko        Ammo & Health cabinet prefab.
                
    Sock        dotproduct shaders, terrain textures modified from his terrain example.
               http://simland.planetquake.gamespy.com/
            
    UJE C        Original fuel can command map texture
    Flippy        ETscript 4. It rocks.
    C            ET Mod Tool used for converting stock models to reduce my gamestate issues.
    -------------------------------------------------------------------------------------
            
    CUSTOM MODELS

    Upgrade Console:        Diego
    Gun Controls:            Diego
    Power Generator:        Diego
    Tank Upgrades:            Diego
    Waterfall:                Diego
    Fuel Can                 Model by Diego, Texture by splash damage
    ----------------------------------------------------------------------------    
    Venice Speedboat:        Chavo-One    (http://www.chavo-one.com/)  (converted model)
    Gothic lamps:            Maverick                                 (converted model)
    Eagle Banner:            QKennyQ        ([email protected])         (converted model)
    Oblitz Trucks:            Detoeni       http://www.planetwolfenstein.com/detoeni
    WP-222:                 Detoeni    
     
    Textures and Sound:
    -------------
    This map uses custom textures and sounds from outside sources.  In many instances, but not all,
    these textures have been modified by either color manipulation, layer compositing with other
    textures, or by assembling a completely new texture with parts of existing ones.
    All VO commands are re-edited variations of the stock ET sounds.  Upgrader and Gun Control
    sound fx from JKA with some partial modifications.
    Tank Upgrade Music:  "Not Fragile" by Bachman Turner Overdrive
    Intro Music:           RTCW
    PERMISSIONS
    -----------------------------------------
    Copyright (c) 2009 Don Taylor
    -----------------------------------------
    You may NOT modify, redo, reproduce this map in any way without permission from the author.
    You may NOT include or distribute this map in whole or in part in any sort of commercial product.
    You may NOT mass distribute this level via any non-electronic means, including but not limited to compact disks.
                
    You may use the edited VO sounds found in this file.
    Use may use the custom textures provided you create your own shaders to prevent any conflicts with my own.
    You may use the custom models that I created as long as credit is given in your readme.  If you wish
    to alter the shaders, either use a remap shader, or C's q3model tool to make your own copy of the model.
    I will also probably release a stand alone model pack in the future.

    You may distribute this PK3 through any electronic network, provided you include this file and leave the archive intact.
    ---------------------
    Note from the Author:
    ---------------------
    Praetoria was the name of an ancient Roman Garrison in northern Italy several centuries ago.  It
    sounded cool so I decided to use the name for my fictional location.
    This map was begun in 2004 originally as a Deathmatch map for MOHAA. By the time I decided to make it
    an objective map (Sometime in 2005) I had become somewhat disenchanted with the compiling limitations
    found in MOHAA's compiler. I decided at that point to migrate all of the work that I had done over to
    Enemy Territory.  
    The Praetoria campaign was originally conceived as one complete map that would contain just about
    every type of objective that could be dreamed up. After months of struggling with engine and compiling
    limitations, I finally decided to break the map into a multi-part campaign. The first map, Bunker Hill, was
    released in 2007. This map is part 2 of that campaign.

    16 downloads

       (0 reviews)

    0 comments

    Submitted

  15. (UM)arena

    dual map

    13 downloads

       (0 reviews)

    0 comments

    Updated

  16. beerrun_b7a_0331

    // Set scenario information

    wm_mapdescription axis "The Allies are trying to steal your beer!  Destroy them on sight!"

    wm_mapdescription allied "The Axis are hiding two kegs of the best beer in the world.  Steal it!"

    wm_mapdescription neutral "The Allies are trying to steal two kegs of beer which the Axis hold."


     
    // Axis Objective Descriptions

    1 "Primary Objective:**Protect the key card"

    2 "Primary Objective:**Don't let the Allies shut down the power to the Keg Vault"

    3 "Primary Objective:**Defend the first Keg of Beer"

    4 "Primary Objective:**Defend the second Keg of Beer"

    5 "Primary Objective:**Construct and defend the Brewery Controls"

    6 "Primary Objective:**Capture the Forward Flag"

    7 "Primary Objective:**Prevent Allies from securing the Beer Kegs"


     
    // Allied Objective Descriptions

    1 "Primary Objective:**Steal the key card"

    2 "Primary Objective:**Disable power to the Keg Vault"

    3 "Primary Objective:**Steal the first Keg of Beer"

    4 "Primary Objective:**Steal the second Keg of Beer"

    5 "Primary Objective:**Destroy the Brewery Controls"

    6 "Primary Objective:**Capture the Forward Flag"

    7 "Primary Objective:**Secure the Beer Kegs at the getaway Truck"

    6 downloads

       (0 reviews)

    0 comments

    Submitted

  17. bremen_final_fix

    Author        : DerSaidin
    Real name     : Andrew Browne
    Location    : Australia
    E-mail        : [email protected]
    Game        : Wolfenstein: Enemy Territory
    Reworked by    : Sid & Etch
    =======================================================
    Description:
    =======================================================
    Allied spies undercovered details of an Axis plan
    to transport a fortune in gold to a more secure location.
    The Allies have planned an attack to intercept the gold
    during its stopover in Bremen.
    Axis objectives:
        - Stop the Allies from stealing the gold.
        - Stop the Allies from destroying the Main Entrance.
        - Hold the forward spawn.
        - Stop the Allies from constructing a command post, or destroy it if it has been made.
        - Be alert, the Allies may attempt attack through a side door. Don't let them satchel the side door.
        - Stop the allies from powering up the generator. Defend the keycard.
        - Don't let the Allies steal the truck.
        - Build the truckbarriers to hinder the Allied escape.
    Allied objectives:
        - Steal the truck with its load of gold.
        - Blow open the Main Entrance to push through the city.
        - Take control of the forward spawn.
        - Construct the command post to activate a forward spawn.
        - Satchel the side door to gain additional access.
        - Use the keycard to power up the generator.
        - Repair and steal the truck.
        - Don't let the Axis hold up the truck with a truck barrier.
    Spawntimes:
        Axis    30
        Allies    20
    =======================================================
    Changelog:
    =======================================================
    Bremen (Final):
    + added fixes (mapscript & lights)
    + reworked command map
    + retextured, looks now like a bombed german city
    + included a fiting skybox
    + usage of (fixed) shaders for a better look (terrain, windows, marble floor, vase, etc)
    + usage of new/changed/fixed textures (windows, wall, gate, floor, truck)
    + Bremen is now shown on the right place in the campaign map
    - removed advertisings from the map
    - removed all unneeded textures and shaders from the pk3
    = based on beta 2, all custom-made stuff will still work
    Bremen (Beta 2):
    + generator icon
    + lights
    = door goes through roof
    = alpha cart wheel
    = doors chalked on bottom
    + passage through to generator
    + more damage to buildings
    + teamdoor at truck
    + shell corner of building above door1
    + window behind desk
    = close/modify alley
    = half height tree blocking door-door LOS
    = break up CP courtyard with trees/bushes
    = floating windows on building next to allied 1st spawn
    Bremen (Beta 1):
    + added allied autospawn change to flag when truck is back in first half
    = changed building route near allied first spawn
    - removed spare room near office
    + added gardens near axis second spawn
    + added real terrain in cp area
    + added more props in streets ("prefabed" from grush)
    = rescaled windows/doors/railings
    + fixed clipramps added for various doors
    + fixed railings near CP odd clipping
    + fixed side door
    + added crater(s) to terrain for coolness
    = changed truck, now indestructible (after initial repair)
    Bremen (Alpha 1):
    - made
    =======================================================
    Programs used:
    =======================================================
    - Enemy Territory and ETPro
    - GtkRadient 1.5.0
    - Adobe Photoshop CS
    - Crimson Editor 3.60
    - Wood Workshop 1.00.0512
    - Winzip
    =======================================================
    Special thanks to:
    =======================================================
    swinyboi    (DE)
    Neillie        (UK)
    SPU9        (DE)
    iTG`stewie    (NL)
    chosen        (DE)
    [NW]reyalP    (US)
    inFlux`imP    (BE)
    dignitas\Frop    (XX)
    perfo        (XX)
    Shaderman    (DE)
    gtv`arni    (DE)
    fnTc^h3ll    (NL)
    Neddeh from [ToG] - http://ned.theoldergamers.com/
    For use of his server.
    sequentiaL gaming - http://www.sql-gaming.com
    For use of their server
    My clan, Adversus
    http://www.adversus.com.au/
    #adversus on irc.ausirc.net or quakenet
    iceman34    (AU)
    angelus        (AU)
    riCo        (AU) (actually, skip rico)
    HANZ        (AU)
    goober        (AU)
    mahadeva    (AU)
    noname-        (AU)
    tursimo        (AU)
    KAD        (AU) lol!
    Hectorz        (AU) - but not Moley (AU)
    Vamped        (AU)
    haste        (AU)
    slant        (AU)

    11 downloads

       (0 reviews)

    0 comments

    Updated

  18. capuzzo_final

    Storyline: January 1943 - The war in Africa is finally coming to an end. Allied Intelligence has discovered a group of Axis engineers planning a new super plane in Capuzzo Airport. The Allies are attempting to break into the airport, steal the blueprints and escape with a Supermarine Seafire.
    Objectives:
        Allies:
            1] Escort the Tank past the Tank Tarrier #1
            2] Escort the Tank past the Tank Tarrier #2
            3] Construct the Command Post after the tank has passed a certain spot to gain a spawnpoint at the command post
            4] Destroy the Command House wall, the enemy aircraft with the tank
            5] Send a message (takes 45 seconds) for the pilot to land in
            6] Steal the blueprints and secure them into the Seafire, which has to be repaired in order to be able to secure
        Axis:
            1] Prevent the Tank from passing the Tank Tarrier #1
            2] Prevent the Tank from passing the Tank Tarrier #2
            3] Construct the Command Post to prevent Allies from spawning in there after they have passed a certain spot
            4] Stop the Allied tank from breaking into the Command House and from destroying the planes in the airport.
            5] Prevent the Allies from sending a signal for their pilot
            6] Prevent the Allies from stealing the blueprints and escaping with them

    10 downloads

       (0 reviews)

    0 comments

    Submitted

  19. crevasse_pe

    Axis facility build into the rocky depths of a crevasse in Germany.
    Allies are attacking.

    Allied Objectives:
    ------------------
    - Transmit the Axis Documents.
    - Steal the Keycard and use it to gain access to the Elevator Shafts.
    - Build the Command Post to gain a forward spawn.
    - Repair and fire the Anti-tank Gun to blow open the transmitter.
    Axis Objectives:
    ----------------
    - Stop Allies from transmitting the Documents.
    - Defend the Keycard and stop the allies from using it to enter the Elevator Shafts.
    - Stop the Allies from repairing the Anti-Tank Gun and firing it.
    Spawntimes:
    -----------
    Axis  : 30
    Allies: 20
     
    ALSO LOOK IN PK3 FOR INCLUDED ETpro TRICKJUMPLINES !!!
    ------------------------------------------------------
    Dersaidin included recored trickjumps (using ETpro
    trickjumplines) to show a couple of jumps, paths and things.
    Trickjumplines require a recent ETpro to use.
    See ETpro website or do /tjl_info for help.
     
    =======================================================
    Changes compared to Crevasse Beta 3:
    =======================================================
    + Added tracemap
    + Added missing textures
    + Removed all unnecessary files from the pk3
    + Fixed spelling errors
    + Reworked command map
    + New levelshot
    + Anti-Tank Gun got a temperated skin (before: snow skin)
    + Better texture for Opel Blitz
    + Fake reflection for Opel Blitz windows
    + New textures and shader for water
    + Brighter texture for grass
    + More detailed texture for clouds
    + Other textures for camouflaged net, barrels, beds and trunk
     
    =======================================================
    Credits:
    =======================================================
    Dersaidin  : Original author of Crevasse (Beta 3)
    Diego      : Texture and shader for camouflaged net
    Sid & Etch : Finished this map for public gaming
    Wezelkrozum: Textures and shader for water
     
    =======================================================
    Additional Information:
    =======================================================
    Technically it's the same map as Crevasse Beta 3,
    we enhanced the map a few bricks for public servers.
    The bugged beta 3 is for "professional" wars, scrims,
    matches, etc...
    This fixed version is for public gaming. :-)
    HF & GG!
     
    BTW: If the original author of a map don't cares anymore
         about his work and lets his map in a bugged beta stage,
         then theres no reason for him to complain if others do
         his job.

    11 downloads

       (0 reviews)

    0 comments

    Submitted

  20. lays_of_schwarzwald_b1

    Author: -)A(-WuTang**
    Version: Beta 1 (B1)
    Released: 31st August

    Contacts:
     Email: [email protected]
    Discord: WuTangH#7270
    Websites: www.moddb.com - user WuTangH
    www.splashdamage.com - user WuTangH
    About:
     
    Lays of Schwarzwald is a custom ET map situated in the middle of nice, famous region of Blackwood (schwarzwald..)forests.

    Story:
    Information about advanced progress of Axis in the Rocketbomb research were true.
    Allies are on a mission to ambush their Weapon factory in the middle of huge Schwarzwald forest and destroy everything whats worth.
    Objectives:
    Allies:
    Primary Objective: Escort the Tank through the Village and destroy the Tunnel Gate.
    Primary Objective: Escort the Tank through the tunnels to parmanently push Axis to the Rocket Base.
    Primary Objective: Bring all four Explosion Materials to the Rocket.
    Primary Objective: Build the Detonator to blow up the Rocket Base.
    Primary Objective: Blow up the Rocket Base using the constructed Detonator.

    Secondary Objective: Do not let Axis construct the Tank Barrier.
    Secondary Objective: Construct the Command Post to take partial control over the tunnels.

    Axis:
    Primary Objective: Prevent Allies from completing their objective.

    Secondary Objective: Construct the Tank Barrier.
    Secondary Objective: Construct the Command Post.

    Programs used:
    GTKRadiant 1.5
    Notepad++
    Adobe Photoshop CC2017
    Blender 2.79
    MilkShape 3D
    Audacity
    Credits & such:
    Textures: dirt_m03icmp_brown.tga - from ET:L texturepack made by Kemon.
    Missing images to original ET shaders were found in custom packs..
    Other than that, textures were downloaded for free, or made by me.
    Websites: https://www.textures.com/
    http://texturer.com/
    http://mb3d.co.uk/mb3d/maxTextures_Home_-_Free_Seamless_and_Tileable_High_Res_Textures.html

    Models: Rocketbomb, trees and foliage models - made by me.
    Big dynamite - made by MLB guys.
    Sounds: Sounds included in pk3 are made out of ET original sounds.

    You can use all textures and models from this pack. Those downloaded are free, and those made by me are totally free too.
    Thanks to C from UJE Clan for their tank generator.

    Special thanks for help and feedback:
    Kemon, Mateos, Thunder, [UJE]Niek, Ray, Loffy, Macchute, ryven, Ensiform, Aranud, Aciz, hatcher, JoNny, Old-Owl and others.

    ------------------------------------------------------------------------------------------------
    You may not include or distribute this map in any sort of commercial product without
    permission from the author. You may not mass distribute this level via any
    non-electronic means, including but not limited to compact disks, and floppy disks.
    You may not Redo/reproduce/update this map in any way without permission from the author.
    This will change after map source file will be released to public.

    10 downloads

       (0 reviews)

    0 comments

    Submitted

  21. thehouse

    About This File
    Additional Credits to : id software and Splash Damage

    Beta testing: BOMBERMAN, *TDS*BERG, SPACEKEES

    Also thnx to BOMBERMAN for giving some good ideas for the stuff in some rooms (especially the gallery and the bar).

    ================================================================

    ******** Play Description ***********
    Operation: The House

    BACKGROUND:
    After a hard work of investigations the Allies found out, that the Axis captured a very strange house.
    There is a Lab, with which the Axis produce some secret fluids.
    Also a legend tells, that in this house there is a Power stone, which gives the Axis a lot of health.


    MISSION:
    Allies: Infiltrate the house and get the forward spawn in the living room. Find your way in the house using
    all kind of secret ways. Don't hesitate to kill all Axis, who bars yours way.
    Search for the keys, which will open you some doors for easier access the lab and the room with the power stone.
    Destroy finally this lab and this power stone, so that the Axis have no benefit from them anymore.

    If you have time, enjoy yourself in the swimming pool, in the labyrinth and in the gallery.
    Maybe you wonna take a drink in the bar?


    *Primary Objectives
    1) Destroy the Power Stone with dynamite.
    2) Dynamite the lab.

    *Secondary Objectives
    1) Capture the forward spawn.
    2) Take the key 1 and open with it door 1.
    3) Take the key 2 and open with it door 2.
    4) Build your own Command Post in the library.
    5) Blow up every other door and the shield to the basement.


    - Construction -

    Base : New level from scratch
    Editor(s) used : Q3Radiant
    Known Bugs : None.


    - Copyright / Permissions -

    This level is (c) 2005 highfighter.
    You may not include or distribute this map in any sort of commercial product without
    permission from the author.
    You may not Redo/reproduce/update this map in any way without permission from the author.

    19 downloads

       (0 reviews)

    0 comments

    Submitted

  22. UJE_halloween_b3

    23-10-2016
    Map by [UJE]Niek
    Thought it was about time i made a halloween map for the community.
    It's an allied attack map with lot's of scary things in it.
    I hope you will enjoy this map.
    * Lot's scary stuff
    A big thanks for sage for scripting the monsters
    and Lorenz for making the spidermodel move
    // Axis Objective Descriptions

    1     "Primary Objective:**Keep controll over the House,and stop the futile Allied attack"

    2     "Primary Objective:**Defend the Ghosthouse Door."

    3     "Primary Objective:**Defend the Halloween Parts."

    4     "Primary Objective:**Stop the Allies from Stealing the Truck."

    5     "Primary Objective:**Stop Allies from constructing a Command Post."

    6     "Primary Objective:**Construct the Command Post."


     
    // Allied Objective Descriptions
    1     "Primary Objective:**Take controll over the Axis occupied house and push axis back to get easyer Access to the Objective"

    2     "Primary Objective:**Zombies reports say that Axis forces have their Prototype Halloween parts in this Ghosthouse, Blow the Ghosthouse door to get acess to the Objectives."

    3     "Primary Objective:**Steal the Halloween parts."

    4     "Primary Objective:**Steal the Truck and escape with the Halloween Parts."

    5     "Primary Objective:**Construct The Commandpost to get a extra Spawn."

    6     "Primary Objective:**Stop Axis from Constructing a Commandpost."

    18 downloads

       (0 reviews)

    0 comments

    Submitted

  23. de_dusted2B1

    // Axis Objective Descriptions

    1     "Primary Objective:**Protect the military warehouse artillery on B-Site B."

    2     "Primary Objective:**Protect the the rocket launcher on B-Site A."

    3     "Primary Objective:**Defend the middle door from being breached ( not to repair)."

    4     "Secondary Objective:**Defend the barrier roasts on the left."

    5     "Secondary Objective:**Defend the defense Back Door."

    6     "Secondary Objective:**Defend the rock wall on Top Short A."

    7     "Secondary Objective:**Prevent the Allies from establishing a Command Post at here spawn-house and use cover-opp to open the doorlock."

    8     "Secondary Objective:**Set up a Command Post inside the warhouse on second floor ."


     
    // Allied Objective Descriptions

    1     "Primary Objective:** Destroy the military warehouse artillery on B-Site B."

    2     "Primary Objective:**Destroy the rocket launcher on B-Site A."

    3     "Primary Objective:**Breach the middle Door."

    4     "Secondary Objective:**Destroy the barrier roasts on the left."

    5     "Secondary Objective:**Destroy defense Back Door."

    6     "Secondary Objective:**destroy the rock wall on Top Short A."

    7     "Secondary Objective:**Establish a forward Command Post at the house."

    8     "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post in the Upper warhouse and use cover opp to open the doorlock."

    15 downloads

       (0 reviews)

    0 comments

    Submitted

  24. ge_temple_v2a

    allied "The Axis have uncovered an ancient artifact in an Egytian temple. The artifact, a Chimpokomon lunchbox, can be used to awaken a sleeping evil. The axis have disguised the Chimpokomon lunchbox as a crate of Gold, steal the Chimpokomon lunchbox and return it to the sarcophagus to put the evil to rest forever."

    wm_mapdescription axis "The Allies have discovered the location of a top secret excavation site along the Egyptian coastline. They have also secured intelligence regarding the Chimpokomon lunchbox, an ancient artifact that can be used to give the Axis forces a decisive advantage in the war. Protect the Chimpokomon lunchbox."

    wm_mapdescription neutral "The Allies are storming a top secret Axis excavation site along the Egytian coastline. The Axis have discovered a temple that holds an artifact that could hold the key to global domination. The Allies must stop the Axis by stealing the Chimpokomon lunchbox."


      // Axis Objective Descriptions

    1     "Primary Objective:**Stop the Allies from stealing the Chimpokomon lunchbox that has been disguised as a crate of gold."

    2     "Primary Objective:**Defend the Tunnel Barrier."

    3     "Primary Objective:**Prevent the Allies from taking control of the command post."

    4     "Primary Objective:**Defend the Forward Flag."


      // Allied Objective Descriptions

    1     "Primary Objective:**Steal the Chimpokomon lunchbox that the Axis have disguised as a crate of Gold."

    2     "Primary Objective:**Destroy the Tunnel Barrier."

    3     "Primary Objective:**Take control of the command post."

    4     "Primary Objective:**Take control of the Forward Flag."

    17 downloads

       (0 reviews)

    0 comments

    Submitted

  25. teuthonia_final + (waypoints in test )

    new botfiles  Author Ets_Cyberwolf

    Summer 2014 (Yeah, some old dudes are still making ET maps these days)

    Version    : final release

     Author    : Teuthis
    url        : http://forums.warchest.com/forum.php
    url        : http://www.thewolfteam.org/news.php
    email        : goto one of the two websitesand send your message to Teuthis.  
    I'd love to get some feedback about the map (criticism welcome of course too)  
     
     
    Reason for making this map:  
    I am mapping for ET because I enjoy mapping, irrespective of whether the map is finally released or not. Reason I released this one and not others is because I believe that people will specifically like this one. If you are familiar with ET you will recognize some similarities to goldrush. This is on purpose because I personally think goldrush is by far the best custom map and I wanted to create something that has kinda similar gameplay and texturing so that people who like goldrush will likely also enjoy playing this one. Also the goldrush.map file is open source and its legal to use brush and script work from this map (what a great coincidence YEAH!).
    Important:
    This map may only be distributed without any costs and free of charge. It is solely to be used for enemy territory and all rights belong to id software. All rules from id apply.
     ----------------------------------------->
    | Story: well if you know goldrush you know what's coming now:
    |      The Allies have to steal a tank and steal some gold bars
    |          ...escord the tank, clear the tank barriers and blow up the bank door
    |          ...steal the gold bars and bring them to a nearby truck
    |          ...escord the truck with the gold to the home base
    |      The Axis have to prevent the Allies to steal and secure the gold.  
    |----------------------------------------->
     ----------------------------------------->                
    |            :..Unzip Teuthonia_final.pk3 into your etmain folder.
    |            :..Launch Enemy Territory, find a server and have fun                                    
    |----------------------------------------->
     ----------------------------------------->
    | Objectives:..
    |     Allies:..
    |          1:..Repair the tank
    |          2:..Escort the Tank and destroy the tank barriers
    |          3:..Escort the Tank into position to blow up the bank door
    |          4:..Steal the gold and bring it to a nearby truck
    |          5:..Escort the truck
    |          6:..Build a Command Post for faster charge times
    |          7:..Stop the Axis from constructing a Command Post
    |----------------------------------------->
    |       Axis:..
    |          1:..Prevent the Allies from repairing the tank
    |          2:..Build up the tank barriers
    |          3:..Prevent the Allies from blowing up the bank door
    |          4:..Stop the Allies from stealing the gold
    |          5:..Stop the Allies from escaping with the gold
    |          6:..Stop the Allies from constructing a Command Post
    |          7:..Build your Command Post for improved charge times
    |----------------------------------------->
     
     ----------------------------------------->
    | Miscellania:..
    |            :..editor       : GtkRadiant 1.5 and 1.6.4 (what a powerful weapon this radiant is, unbelievable)
    |            :..compiler     : q3map2 build in GTKradiant
    |            :..build time   : more than a year but as I said I map for recreational purposes with quite big gaps in between
    |            :..I only used mainly custom textures
    |         :..models are either common models that come with ET or they are from TWT Thunder (big thanks)
    |         :..some modified shaders and textures are originally from Simonoc (thanks Simonoc for these great turtorials on the blending stuff )
     ----------------------------------------->
    | Credits    :..
    |            :..my wife for her understanding that mapping is not a complete useless way of spending your free time
    |            :..the guys who made goldrush. You folks seriously kick ass. Thanks for making the source code open access and to release the .map file
    |            :..my local brewery
    |         
    |            :..all the people from the SD warchest forum that helped with dozens of questions, most importantly Mateos and Thunder13 (big thanks to you guys)    
    |         :..the level-designer Forum for great discussions and the nice tutorials (e.g. michi.be for the Tut on flagfire, and LD/NighWulf for the Tut on the doors)
    |         :..the sources for the free to use sounds I used: From www.freesounds.org I used the battlefield sound, which was made by Mike Koenig (big thanks)
    |         :..the sources for the free to use sounds I used: From www.soundbible.com I used the helicopüter sound (big thanks)
    |         :..the sources for the free to use sounds I used: From www.soundbible.com I used the machine gun sound (big thanks)
    |         :..for the tank and truck I thank folks making the prefab generator: http://www.ruizzz.nl/prefabgenerator/index.php
    |         :..TheWolfTeam, especially Mateos, Thunder, Micha and Ove for lots of help
    |         :..The folks from dark alchemy for great feedback, support and testing the map
    |         :..Special thanks to Thunder for the models, Mateos for help with scripting and Micha for the waypoints
    |----------------------------------------->
    | Copyright  :..
    |            :..Copyright (c) 2014 by id software
    |            :..all laws from ID software and splash damage that apply for enemy territory also apply to this map.
    |----------------------------------------->
    | Permissions:..You may not include or distribute this map in any sort of commercial product. You may not edit this file in any means
    |            :..distribute this map via any non-electronic means, including but not limited to compact disks, and floppy disks.
    |            :..you many not Redo/reproduce/update this map in any way without permission from the author.
    |            :..distribution is only allowed without any charge for the receipient. This map is for non-commercial use only. No one is allowed to make profit with this map.

    |----------------------------------------->
    | Last note from the author
    |         :..the map is free of Nazi symbols. Please keep it that way. The day I see my map modified with such symbols is the last day I mapped for ET. Thanks for your understanding :)

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