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Files posted by kate
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et_powescape_b2 + waypoints
need to have hunkmegs at least at 128 or u crash at some points example building the cp
1 "Primary Objective:**Steal the top secret Axis documents somewhere in the research facility to the north."
2 "Primary Objective:**Take the documents South and escape on the train."
3 "Primary Objective:**Prevent Axis retrieving the soldier activation key, dropped somewhere south of the camp"
4 "Primary Objective:**Prevent Axis activating the super soldiers"
5 "Secondary Objective:**Construct the north supply room control point"
6 "Secondary Objective:**Construct the train station control point"
7 "Secondary Objective:**Construct the lab control point"
1 "Primary Objective:**Prevent Allies from stealing top secret documents."
2 "Primary Objective:**Prevent the allies escaping with the secret documents."
3 "Primary Objective:**Retrieve the soldier activation key, dropped somewhere to the south of the camp"
4 "Primary Objective:**Activate the soldiers"
5 "Secondary Objective:**Construct the north supply room control point"
6 "Secondary Objective:**Construct the train station control point"
7 "Secondary Objective:**Construct the lab control point"
34 downloads
0 comments
Updated
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etl_warbell_v2 + waypoints
Warbell, by McNite'
November 2022
Cedric 'kemon' Easton
http://www.etlegacy.com
http://www.github.com/realkemon
This map is an overhaul of the original Warbell map from ET created by McNite.
As part of the ET: Legacy asset creation effort certain maps are being overhauled.
Those maps have been selected for their stable gameplay, even in a competitive environment.
-----Changelog-----
to original:
• Changed secret room dynamite objective in the Guardhouse to a generator dynamite objective that reveals a passage to the room behind.
• Guardhouse doors now open after generator is destroyed not after the lower gate is destroyed.
-> Flag secure is still tied to the lower gate.
• Added Voice Operator announcements.
• Extended sacrifice lightning to outside of the church roof for a near-global status indicator.
• Cleaned and stream-lined the entire playable area for faster and smoother movement.
// AXIS
Dynamite the Guardhouse gate.
Destroy the Generator.
Seize the 'Book of Death' holding ritual instructions.
Place the 'Book of Death' on the Altar to enable the summoning ritual.
Repair the mechanism of the ancient 'Warbell'.
Toll the 'Warbell' to awaken Heinrich and sacrifice yourself in the light.
Dynamite the Abbey Main Gate to gain access.
Establish a Command Post.
// ALLIES
Defend the Guardhouse Gate.
Defend the Generator.
Don't let them take the 'Book of Death'.
Prevent them from placing the 'Book of Death' on the Altar.
Keep the mechanism of the ancient 'Warbell' disabled.
Stop them from activating the 'Warbell'. Prevent mortal sacrifices to Heinrich at all cost.
Defend the Abbey Main Gate.
Stop them from establishing a Command Post.
98 downloads
0 comments
Updated
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maccupiccu_b2
axis "Protect the symbol"
allies "Escape on truck with the two symbol"
neutral ""
// Axis Objective Descriptions
axis_desc 1 "Protect the two symbol"
// Allied Objective Descriptions
allied_desc 1 "Escape with truck"
16 downloads
0 comments
Updated
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UJE_death_water_b1
UJE_death_water_b1
Map made by: [UJE]Happy
b1 version 08-08-2009
Axis Objective Descriptions
1 "Primary Objective:**Get Outpost 1"
2 "Primary Objective:**Get Outpost 2"
3 "Primary Objective:**Build Command Post"
4 "Primary Objective:**Get The Hidden Files"
5 "Secondary Objective:**Build & Upgrade 1st defences"
6 "Secondary Objective:**Build 2nd defences"
7 "Secondary Objective:**Destroy the Hidden Wall"
Allied Objective Descriptions
1 "Primary Objective:**Prevent the Axis from getting Outpost 1"
2 "Primary Objective:**Prevent the Axis from getting Outpost 2"
3 "Primary Objective:**Prevent the Axis from building the Command Post"
4 "Primary Objective:**Prevent the Axis from getting The Hidden Files"
5 "Secondary Objective:**Build & upgrade 1st defences"
6 "Secondary Objective:**Build 2nd defences"
7 "Secondary Objective:**Defend the Hidden Wall"
14 downloads
0 comments
Submitted
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snatch3_fixed
By kate in MAPS S - T
This is fixed version of Snatch 3.
Fixes:
- radar and dynamite visable at limbo
- radio wall texture enbabled
See Snatch3_readme.txt for original manual.
Installation: remove "snatch3.pk3" from your server (keep it somewhere as backup in case of any troubles) and copy this file into your etmain folder and restart ET server.
For campaign files or any other map rotation files use "snatch3" as map name, don't use "snatch3_fixed"!
sage [at] subsys [dot] de
Release date: 2006-09-30
Author: SteelRat
Map Name: Snatch3
BSP name: snatch3
Gametypes supported: Objective and Stopwatch
Gametime: 20 Minutes
Bug Fixes in this version since the Snatch2.pk3 release (2006-05-22):
01. Fixed (total rewrite) the forest house spawn that was active at the beginning of map that was being exploited by some players.
02. Added Axis second spawn by Axis command post and storage (new area)
03. Spawnpoints for both teams are autochanged when truck passes thru base gate. Axis spawn by CP and storage, Allies at initial spawn (old spawnpoints still available though).
04. Removed annoying brush near Forest House in the bush.
05. The truck is now moving 25 units faster than previously, was 125 and is now 150.
06. Minor texture fixes and addition of a few small items
Using the setspawnpt command for manual/scripted selection of spawnpoints:
Allies
0 = Forest House
1 = Initial Spawn (Allied House)
Axis
1 = Initial Spawn (Base Spawn)
4 = Storage/Command post
Bug Fixes in this version since the Snatch.pk3 release (2006-05-18):
01. Removed 2:nd spawn for Axis and fixed spawning.
02. Updated command post script for Allies
03. Allies can now choose spawn point once comm post is built, default is the command post until truck has passed the main gate. If the truck has passed the main gate, Axis destroyed the Allied command post and Allies rebuild it they will spawn at their initial spawn but have the option to use the command post spawn.
04. Fixed the flying stairs ;)
05. Updated tcMod for the terrain
06. Made the previously Axis only door near Axis command post available to both teams.
Bug Fixes in this version since the Beta Release (2006-05-11):
01. Caulk in stairs by Axis Command post - fixed.
02. Spawn bug fixed (total workover).
03. Added some extra cover near map end by the road.
04. Widened door to tunnel by the truck by 4 units and added player clip.
05. Added player clip by tunnel exit on top of the hill.
06. Modified player clip by Axis spawn on ledge by MG42
07. Modified script and removed faulty entity calls.
08. Widened distance between dragon teeth at truck barriers.
09. Allies Command Post bug fixed (const class and spawn move)
10. Minor texture fixes all over the map.
11. Moved Allied Construction Tower on east side of bridge a bit.
12. Changed Allied spawn time.
13. A number of shader fixes.
---------------------
Map Story
---------------------
June 1943: The Axis have a small but vital communication outpost, which controls the Blitzkrieg on all major frontlines. This outpost is equipped with the new radar technology and the Allies are planning an attack (codename: Snatch). The aim is to steal a radar part which in turn will give the Allies crucial electronical know-how.**Will the Axis defend the outpost or will Operation Snatch be a success for the Allied Forces?
---------------------
Map Objectives
---------------------
Allied Objectives
Primary objectives:
*Steal the Radar Parts from the radar tower.
*Steal the Truck and escape with the Radar Parts.
Secondary Objectives:
*Destroy the Main Gate.
*Construct the Command Post.
*Destroy the Axis Command Post.
*Destroy the Radio Wall.
Axis Objectives:
Primary objectives:
*Stop the Allied forces from stealing the Radar Parts!
*Prevent the Allies from stealing the Truck!
*Prevent the Allies from escaping with the Truck!
Secondary objectives:
*Prevent the Allies from detroying the Main Gate.
*Destroy the Allied Command Post.
*Construct the Command Post.
*Prevent the Allies from detroying the Radio Wall.
---------------------
Installation
---------------------
Put the snatch2.pk3 file in your \etmain directory. The mapname is snatch2 if you want to add it to any script.
---------------------
Thanks
---------------------
Special thanks to Ringa who helped me with icons, command map and good ideas.
Big kudos goes to Loffy for helping me out and getting me back on track :)
---------------------
Contact info
---------------------
Website: www.srcgaming.com
e-mail: steelrat at bredband.net
IRC channel @ Quakenet: #srcgaming
###SteelRat's Cage ET Server: 213.132.119.21:27960
24 downloads
0 comments
Updated
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tides
By kate in MAPS S - T
Tides of War
This map was created by FrostyChilli, FrostyMixi, Jens-Stefan in 31/01/2010.
It was completed and polished in 12/12/2014.
Inspiration for map layout came from a map called LNA 1v1. Work was started in 2009, first version completed in 2010.
Then it was not published but stalled for 4 years. Until I decided to pick up the map again and finish it.
It is the second map in my coming Campaign scenario, with the first one being finished and polished as well(2014/11).
Thank you for Rayban for foliage models and textures. Also thanks to people from SplashDamage forums for great help!
Thank you for developers of Enemy Territory for making such a great game!
Cheers,
Jens!
__________________
// Axis Objective Descriptions
1 "Primary Objective:**Don't let Allied forces destroy the Generator."
2 "Primary Objective:**Defend the Secret Entrance in the basement!"
3 "Secondary Objective:**Prevent Allies from constructing the net!"
4 "Secondary Objective:**Construct the net!"
5 "Secondary Objective:**Construct the Command Post!"
6 "Secondary Objective:**Prevent Allies from destroying the sewer entrance!"
// Allied Objective Descriptions
1 "Primary Objective:**Destroy the Generator!"
2 "Primary Objective:**Destroy the Secret Entrance!"
3 "Secondary Objective:**Construct the net!"
4 "Secondary Objective:**Prevent Axis from constructing the net!"
5 "Secondary Objective:**Construct the Command Post!"
6 "Secondary Objective:**Destroy the sewer entrance!"
20 downloads
0 comments
Updated
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tm_halloween1_b2
By kate in Halloween Maps
dual map
Keep flag in middle building for long than 5 minutes to win.
8 downloads
0 comments
Submitted
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Stonehenge
dual map
Axis Objective Descriptions
1 "Primary Objective:**Eliminate the Allied force."
Allied Objective Descriptions
1 "Primary Objective:**Eliminate the Axis force."
21 downloads
0 comments
Submitted
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bbb_sound_V1
By kate in SOUNDSPACK
BANG BOOM BANG SOUNDPACK für RETURN TO CASTLE WOLFENSTEIN: ENEMY TERRITORY V 1
Dies ist mein erstes Soundpack für Enemy Territory. Ich hoffe ihr habt viel Spaß damit.
Die Idee kam mir, als ich den Film nach langer Zeit mal wieder gesehen habe ;-)
Außerdem habe ich noch die Axis Sounds vom Halflife-MOD Day of Defeat, aus einem anderen Soundpack genommern.
Vielen Dank für die vorarbeit, wer immer das auch gemacht hat.
Obihoernchen
Versionsangaben
V 1:
- alle sounds wurden von der Lautstärke her angepasst
beta2:
- fix: alle sounds funktionieren, leider funktionierten zwei sounds nicht
beta1:
- erster interner release
17 downloads
0 comments
Submitted
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0 comments
Submitted
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s_Konigstigers_BOB_Sound_Pack
By kate in SOUNDSPACK
Band of Brothers Sound Pack: Read Me
Hi there!
Thanks for downloading my sound pack.
THIS SOUND PACK CONTAINS EXPLICIT LANGUAGE.
Starting Date: Mid August, 2003
Finishing Date: October 23, 2003
This Sound Pack contains sounds from the movie "Band of Brothers".
All sounds and music are edited and made by Konigstiger.
A total of 224 sounds are replaced, which are:
- 81 Allied Voice Chat Commands
- Covert Ops. Switch Clothes Sound
- Health Pick up
- Rank up Music
- Skill up Music
- Ammo Pick up
- New Door Sounds (8 Sounds Total)
- Allies Winning Music
- Axis Winning Music
- Main Menu Music
- Gib Sound (Original Sound but Altered)
- Fall Down Hurt Sound
- 20 Foot Step Sounds (Grass, Snow, Stone, and Wood)
- 7 Tank Sounds (Sherman Tank)
- 6 Allied HQ Chat Commands
- 5 Air Strike Sounds (P-51)
- 7 Artillery Sounds
- 30 .cal
- Colt (5 Total)
- Dynamite
- FG-42
- M1 Garand (8 Total)
- Grenade (3 Total)
- 15 Impact Sounds
- K43
- Knife Hit Wall Sound (Original Sound but Altered)
- Landmine (4 Total)
- Luger (5 Total)
- MG-42 (3 Total)
- Change Weapon Sounds
- Dry Fire Sound
- Mortar (6 Total)
- Mp-40
- Panzerfaust (4 Total)
- Satchel
- Thompson (4 Total)
- 6 New World sounds, Including New War Sounds.
All guns come with new distance sounds. Some Guns also have new Reload Sounds.
This Sound pack will also change the Ranks and Helmets:
- Ranks from Pfc to Sgt. will no longer show on the helmet
- Ranks from Lt. to Col. have smaller insignia symbols on their helmets
- Engineers and Field Ops. for the Allies have no Symbols on the side of their helmets
- Engineers and Field Ops. for the Axis have no Symbols on the side of their helmets
- Axis Soldiers now have regular helmets
- Allied Field Ops. now have regular helmets.
==============
How To Install
==============
Place the "s_Konigstigers_BOB_Sound_Pack" in the "etmain" folder
Default location is: C:\Program Files\Wolfenstein - Enemy Territory\etmain
***DO NOT RE-NAME THIS FILE***
***DO NOT MIX SOUND PACKS, ONLY ONE ALLOWED***
================
How to Uninstall
================
Simply delete the file
============================================
How to Play With the Band of Brothers Sounds
============================================
Unfortunately you'll be hearing the original ET sounds un-till server hosts also have the
sound pack or allow it to be used.
I have played on servers before that allow custom pk3. files to run so its basically a
matter of searching for a server. They are known as un-pure servers.
Replay's will also use the Band of Brother sounds, even if it was recorded with the original
sounds.
==========
Known Bugs
==========
If you Disconnect from a server or are kicked from a server, the Band of Brothers Sound
Pack might be deactivated. But still can work during game play.
Please report any bugs to Konigstiger.
==============
Special Thanks
==============
Alpha testers - [DP] Clan
Beta testers - [DP] Clan
Support - =T4= Clan, [DP] Clan, WolfProject, the Public
===================
Very Special Thanks
===================
Steven Spielberg
Tom Hanks
Michael Kamen
The Band of Brothers Sound Department
The MOH:AA Sound Department for the "War" background sounds
================
To Servers Hosts
================
It would be easier for the public if the servers are labeled as a host for this sound pack.
So, if you host a server and plan to use this sound pack, please label it for the public.
Also, please post your IP address and the name of the server on the forums/message boards.
=====
Links
=====
[DP] Clan - www.dpguild.net
=T4= Clan - www.etgamers.com
WolfProject - www.wolfproject.net
=======
Contact
=======
Sound Pack made by: Konigstiger
www.etgamers.com/konigstiger
[email protected]
and Enjoy!
16 downloads
0 comments
Submitted
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z_agepack
By kate in SOUNDSPACK
Age of empire bye Shagileo
Table of Contents
1. About
2. Content
3. Copyright
1. About
-------------
This Funsoundpack includes all of the taunts of the Age of Empires I game.
It was created to add some extra AOE fun atmosphere in the game.
2. Content
---------------
This soundpack includes 25 extra voicecommands for the game Wolfenstein: Enemy Territory. It was taken from the game Age of Empires (expansion) game pack.
It's a small filesize that can be used on every server. It does not affect the other standard voicecommands, it just adds 2 extra menus.
3. Copyright
------------------
This soundpack was taken from Age of Empires, an epic game of empire building and conquest,
(c) & (p) 1997 - 1998 Microsoft Corporation. All rights reserved.
Developed by Ensemble Studios Corp. for Microsoft Corporation.
And the Age of Empires , The Rise of Rome Expansion,
(c) & (p) 1997 - 1998 Microsoft Corporation. All rights reserved.
Developed by Ensemble Studios Corp. for Microsoft Corporation.
It is NOT allowed to distribute this Soundpack in any form (digitally or via floppy, USB or disc) without this ReadMe file included.
It is not allowed to Edit/Change/Delete certain files from this SoundPack without the WRITTEN permission by the author (shagileo).
Age of Empires Soundpack
by
Shagileo, a SLUT Mapping Bunker product (SMB (c) ), a company of SLUT Clan (c) and SLUT Graphics Studios (SGS (c) ), All Rights Reserved
2008 (c)
Last changes:
08/11/2008
15 downloads
0 comments
Updated
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winterbase
By kate in MAPS V - W
Axis Objective Descriptions
1 "Primary Objective:**Steal a uniform**and open this door in disguise**Inside the room push the button"
2 "Secondary Objective:**Build the commandpost, **defend the commandpost. **Destroy enemies commandpost"
3 "Primary Objective:**Destroy the gate."
4 "Primary Objective:**Steal a uniform**and open this door in disguise**Inside the room push the button"
5 "Primary Objective:**Steal the keycard and bring it to the fault."
6 "Primary Objective:**Bring the gold to the truck."
7 "Primary Objective:**Truck."
// Allied Objective Descriptions
1 "Primary Objective:**Defend the room**"
2 "Secondary Objective:**Build the commandpost, **defend the commandpost. **Destroy enemies commandpost"
3 "Primary Objective:**Defend the gate."
4 "Primary Objective:**Defend the room."
5 "Primary Objective:**Defend the keycard."
6 "Primary Objective:**Defend the gold."
7 "Primary Objective:**Defend the truck."
79 downloads
0 comments
Updated
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tiger_110
By kate in MAPS S - T
Title Tiger!
File name tiger_110.pk3
Map name tiger
Version 1.1.0 (Created August 2006)
Author 2Bit (www.tibetclan.com)
Other 2Bit maps Breakout
Glider Assault
TankBuster
British Bulldog
6Flags
110 Factory
2Tanks
Ludendorff Bridge
- available from www.tibetclan.com or www.pythononline.co.uk/et
Nbr of players Recommended 6-20 per team
Installation Put the pk3 file into the etmain folder.
Scenario Late June 1944, France. An Allied convoy must pass through a small french town as part of the push east.
Their route takes them within range of ace tank commander SS-Obersturmfuehrer Michael Wittman in his Tiger tank.
Allied infantry must attempt to neutralize the Tiger as the vehicles pass though the town.
Axis infantry must support the Tiger as it tries to destroy the Allied motorized convoy.
Allied Victory Allies win if they escort 3 of the 5 convoy trucks to safety.
Axis Victory Axis win if the Tiger destroys 3 of the 5 convoy trucks.
Gameplay The Allies must escort their convoy, one truck at a time, safely through the village to safety. The Tiger will
not hunt for a truck until it first moves from the allied spawn.
Only engineers can escort a truck (including Axis engineers, to prevent allies from playing a holdup
game and letting the timer expire without bringing out the next truck).
The Tiger tank moves independently, without player escort, and actively hunts the trucks. It is much
stronger than normal tanks, and can fire its main cannon at allied soldiers if the opportunity arises.
If the Tiger gets line of sight to a truck, is not at point-blank range and not prevented from firing (see below)
it will fire at and destroy the truck. The Tiger cannot fire behind it. A truck may find safety at a corner
because the Tiger may come across it at point-blank range and be forced to withhold fire and pass it by.
Allied Field Ops can send false radio signals to the Tiger ordering it not to fire at trucks.
Axis Field Ops can countermand the false radio signals.
Allies can destroy the radio mast. The Tiger will return to base and no further orders can be
issued to it until the mast is repaired. So it is an important allied tactic to first send the false orders.
Axis can deploy fuel into depressions in the road in the path of the trucks. Once ignited this
forms a temporary fire barrier to the trucks. But if they deliver the fuel too early to the roadside,
the allies may ignite it so that it burns out harmlessly.
When the truck advances sufficiently, an allied forward spawn flag becomes available. It is removed again
when the truck escapes or is destroyed. Also at this time, for 30 seconds, fast routes are available for the
allied players to get them back to the spawn (without having to self kill) ready for the next truck.
Each truck picks the route to follow (one of two) which is furthest from the tank's current position.
Gamemodes Objective, Stopwatch.
Thanks to Splash Damage and Activision for everything.
Detoeni, Drakir and Iffy for their excellent models.
The textures were drawn from many sources, so I'd like to thank the following for
their invaluable contribution:
LeMog, DaveGH, BerneyBoy, Uchronic, Blushing Bride, Chavo One, Massive and StormShadow.
Anyone else whose texture I may have inadvertently used.
TibeT Clan and associates for testing and feedback.
14 downloads
0 comments
Updated
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tiger_dump_b7
By kate in MAPS S - T
Axis Objective Descriptions
1 "Primary Objective:**Prevent the Allies from constructing and reinforcing a Bridge over the frozen river."
2 "Primary Objective:**Prevent the Allied Tank from destroying the Tunnel Doors."
3 "Primary Objective:**Disable the Allied Tank before it can blow open the Depot Gates."
4 "Primary Objective:**Defend the Depot Fuel Dump."
5 "Secondary Objective:**Defend the damaged Side Wall."
6 "Secondary Objective:**Build your Command Post for improved charge times."
7 "Secondary Objective:**Stop the Allies from constructing a Command Post."
// Allied Objective Descriptions
1 "Primary Objective:**Construct and reinforce a Bridge over the frozen river."
2 "Primary Objective:**Escort the Tank over the Bridge to destroy the Tunnel Doors."
3 "Primary Objective:**Cover the Tank as it destroys the Axis Depot Gates."
4 "Primary Objective:**Dynamite the Axis Fuel Dump."
5 "Secondary Objective:**Escort the Tank to destroy the Side Wall to the rear of the Depot."
6 "Secondary Objective:**Stop the Axis from constructing a Command Post."
7 "Secondary Objective:**Build a Command Post for faster charge times."
8 downloads
0 comments
Submitted
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urban_territory
UrbanTerritory SINGLE VERSION
Little map , 4 vs 4 / or / 5 vs 5 for Enemy Territory
Skill & Frag
Single Compilation
light -fast -sample 2 -filter -bounce 8
Credits & infos
First & noob experience mapping / http://www.splashdamage.com/forums/viewtopic.php?t=3212 ( thanks all people to support )
Special thanks
Marko for great help & tutorials
[RW]Tiger for help to translating french/english briefing
Surface website for very good tutorials
Remedy entertainment for free download of Max Payne textures pack ( big size )
Rockstars Games for sample use to "The club" , radio Fever - GTA Vice City PC Games
Install
Unzip UrbanTerritory.zip & copy UrbanTerritory.pk3 in your .../Etmain/ folder.
http://arobeuze.free.fr/maps/
sorry for big size file ...
Urban Territory Debug info < Final Release >
The main game script has been debugged by Nocturne.
Bug Fix details:
The map had a serious bug, when Axis won the game the screen said that Allies had won.
This bug is fixed, all compliments go to Arobeuze for creating this kickass map.
A great motivation on debugging this cool map.
I e-mailed Arobeuze the debugged script, he didn't respond to that mail, so I am realsing this awesome map.
Hope you enjoy this map.
Nocturne
[email protected]
Debugged: 01-20-2005
File version: 1.1 debugged Final Release
13 downloads
0 comments
Updated
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1944_nordwind_summer_fix
"The Axis are launching a surprise attack on allied forces. They are using a Jagdpanther to blow open the truckyard wall to allow an escape with the Allied gold!
map rebuilt by Stoerfaktor
37 downloads
0 comments
Updated
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parisbastille_b3
By kate in MAPS P - R
Designers : Uchronic & Bob Le Roux
Concept, brushwork & much more : Uchronic
Script & much more : Bob le Roux
eMail address : [email protected]
HomePage : http://www.parisbastille.free.fr
Map Information
Game : Return to Castle Wolfenstein: Enemy Territory
Title : Paris Bastille
Filename : parisbastille_b3.pk3
Version : Beta 3
Release date : December 2005
Installation : Place the parisbastille_b2.pk3 file into your etmain folder
If you want to try it alone, just type /map parisbastille_b3 in the console.
If you have the previous, parisbastille_b3.pk3, please delete it.
Send us feedback to help us improve the upcoming final version.
| - Some of the textures are coming from other good maps for enemy
| territory. So should be credited the following :
| ET Maps : Venice by Chavo One, Stalingrad by "StormShadows"
| Textures Websites : lemog.club.fr, www.shaderlab.com, www.planetquake.com/berneyboy
| But also DaveGH
| - Good prefabs have also been used in this map :
| Drakir's, Marko's and Ifurita's prefabs.
|
| I'm trying to keep up to date a Prefab Section in the home, so that fair credits can be done.
Description
August 1944.
It is now unavoidable; Paris will no longer be in the hand of the occupying forces.
Allies troops are spreading in France since the D-Day. And the Free French Army, supported by the Allies troops, is extremely motivated to liberate Paris.
Even though the high command has ordered his troops to burn Paris before it can be liberated,
General Von Choltitz, in charge of the city, wonders if it’s the best solution.
Under pressure, he realizes that burning this beautiful city
will make him a special target for the French troops.
Even if all the objectives have already been specified
(bridges, facilities, important buildings, undergrounds…)
and even if explosives are already near the objectives,
he decides not to order his troops to destroy their targets. This will save him from the Nuremberg trial.
The General Leclerc’s troops are entering in Paris in August 1944.
Progressively, Paris is liberated, not without serious fights.
Near la Bastille, an axis garrison has been captured by the Forces Françaises de l’Intérieur (FFI),
a division of the Free French Army working with the Resistance.
It’s a strategic point as a high-tech bunker was under construction, just below a very important intelligence building.
The FFI have locked every way to the intelligence building and to the undergrounds.
The Allies want to learn the Axis technology and to read Intelligence documents.
There is, nevertheless, a secondary access to this building:
an ancient church, now disused, and which was supposed to be destroyed for urban renewal.
Even though this entrance is now sealed, a commando of allies, part of the Liberation troops,
are protecting the area.
As Paris has been definitely liberated, the ally commando is having some rest, enjoying this summer day,
listening to some old records and looking for some good wine to celebrate the moment.
They are progressively erasing all the axis symbols and changing the locks of the doors.
But they don’t know that an axis commando has been separated from their division,
and are hiding in a basement nearby. They stayed in this hideout for some days but are now out of supplies. The lack of privacy, the absence of communications with their HQ, and the likelihood of being killed or captured are driving them mad.
They have decided to fulfil their primary mission even though they have never received the order to do so.
They want to jeopardize the intelligence building and the high-tech bunker by destroying two crucial pillars that are located underground.
To do so, they will first have to go out of their hideout and to regain their garrison by capturing the flag.
This will force the ally commando to fall back in the underground bunker that they’ve just captured.
From there, they will be able to destroy the wall that prevents them from going underground.
Once the wall is destroyed, they will have to make their way to their two objectives:
the yellow and the red pillars, and to destroy them.
If they succeed, allies won’t have the time to rebuild the pillars before everything falls apart.
The Axis technology used in the bunker will be lost, and all the documents stored in the intelligence buildings will be destroyed.
Allies have to prevent the Axis to do so for only 30 minutes as reinforcements are on their way.
Objectives
AXIS :
1. Construct the Foot Bridge.
2. Capture the forward spawn point.
3. Destroy the wall to gain access to the underground.
4. Destroy the Yellow Pillar (west).
5. Destroy the Red Pillar (east).
6 & 7 : Construct your command post, and destroy the opposite one.
ALLIES : Defend at all cost !
Additional Map Information
Note : this is FICTION.
The map is more or less realistic, but all of this is just a game.
We used the Liberation of Paris as a background, but this map is not supposed to simulate a real battle.
And, the neighborhood of La Bastille inspired us but the map is not an accurate reproduction of any real street or real building.
But, if the description of this period of time is not accurate, please let us know.
A uchrony has to be plausible. ;)
Testing
# This is a beta version so please report all comments at http://www.parisbastille.free.fr
This a beta3.
A lot of things have been changed since the beta1 to solve the bugs and to improve the gameplay.
A beta2 was released but contained several bugs and missing files. This version had a very short career. :p
This beta3 solves the beta2's bugs and the beta1's gameplay.
Here are some of the changes since the beta1 :
- An important new path has been created from the red to the yellow pillar.
You can now use the first floor of the building once one of the pillar has been destroyed.
- Dog alert in one of the building : thanks to Loffy for helping me to do it.
- Sky bug corrected.
- Some textures have been changed.
- New ways in the disused church to go in the underground.
- A sample of "J'ai deux amours" performed by Joséphine Baker in the allies garrison.
- Water : the water is now dirty and unclear for a more realistic feeling.
- The paths to the yellow and the red pillars have been changed to help the attack.
- No need to crouch anymore to go the pillars.
- All the doors are now openable by a disguised covert op, except one !
A special texture informs the players of this specificity.
- A sand box is now helping to prevent SK.
- Bugs at the Truck-MG were solved.
- A lot of non-solid textures and clips were added for a smoother gameplay.
...
- Thousands little things were also changed, but you will probably won't notice it.
Thanks
Mrs Uchronic for help, support, advices, ... and love!
For alphatesting : Shazam and the [YEP]s, Burniole and the [7Co]s, Spleener and Peps with the |ROP|s; Akira and the LoD. But also all the individual
players who participated, and among them : PastagaDani, Sim's, CodenameTy, Chouffy and all of you who gave me feedback.
Thanks to you who are reading this and who is going to play on the map right now !!! GO! GO! GO!
Post Scriptum
Support our lost project : PowerHouse!
http://superjarodd.free.fr/Uchronic
31 downloads
0 comments
Updated
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etl_ice_v7
Ice, by id software'
June 2021
Cedric 'keMoN' Easton
http://www.etlegacy.com
http://www.github.com/realkemon
This map is an overhaul of the original Ice map from ET created by id software.
As part of the ET: Legacy asset creation effort certain maps are being overhauled.
Those maps have been selected for their stable gameplay, even in a competitive environment.
-----Changelog-----
v7:
* Fixed command map icons showing outside of compass. (Thank you spyhawk for reporting)
* Changed from Axial Projection to Brush Primitives.
* Added unique ids for spawn slots to prepare this feature.
* Adjusted various texture alignments.
* Reduced number of verts and shaders in first valley.
* Reworked forward flag functionality to prevent spawn glitch after /map_restart.
* Added optional flag secure mechanic when Side Wall destroyed. (enabled by default)
* Added optional health and ammo cabinets in southern tunnel. (diabled by default)
* Removed Axis flag cm icon for Allied team as it was causing problems.
* Adjusted colour of lighting in transmitter building to be less obnoxiously orange.
* Fixed glass shader on trucks.
v6:
* Fixed side wall cm icon being upside down in vanilla ET due to incorrect field order in .tga. (Thank you Aciz for reporting)
* Adjusted terrain clipping to be a bit less aggressive. (Thank you Aciz for reporting)
* Removed common/slick at tunnel exits. (Thank you Aciz for reporting)
* Improved lighting at Allied CP.
* Adjusted shader for winter trees to prevent overwriting default shaders on other maps. (Thank you Aciz for reporting)
v5:
* Adjusted lighting and terrain blending to improve performance.
* Increased playercount from 16vs16 to 32vs32.
* Removed flag sound from guardtower.
* Fixed CP sounds playing in second round after /map_restart. (Thanks to WuTangH for reporting issue on 'Supply Depot, by ginc')
* Fixed missing command map shader on forward bunker flag for Axis.
* Fixed setstate error for non-existent entities.
v4:
• Moved ceiling-mounted lights to be flush with ceiling
• Improved lighting
v3:
• Improved VO announcements.
-- As long as both Main Entrance and Side Wall are active VO is: "defend/destroy entrances".
-- As soon as one has been breached VO is: "defend/destroy the side OR main entrance".
-- Added VO announcements for active map objectives when joining a team.
-- Added VO announcements for the guardtower.
• Added base alarm when the main entrance gets destroyed.
• Added colour-coded guiding system intended to ease new players into the map.
• Added ambient sounds.
• Doors have been widened to allow for faster movement.
• Visual changes have been made.
// AXIS
Primary Objective: Retrieve the documents.
Capture the forward bunker.
Destroy the main entrance.
Destroy the side wall.
Don't let them construct the guardtower.
Prevent the Allies from establishing a Command Post.
Set up a Command Post.
// ALLIED
Primary Objective: Defend the documents until reinforcements arrive.
Capture the forward bunker.
Do not let the Axis destroy the main entrance.
Defend the side wall.
Construct the guardtower.
Establish a forward Command Post.
Prevent the Axis from fortifying their position with a Command Post.
24 downloads
0 comments
Updated
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greenland
By kate in MAPS G - J
Map by DeSanchez
Thanks to Dersaidin helping me with script
Thanks to Vanhaomena planning help
Thanks to secunda doping team testing this
Thanks to antman for locations
contact:
#touppinki / #secondech @ quakenet
Axis objective descriptions
wm_objective_axis_desc 1 "Primary Objective:**Prevent Allies to transmit the documents."
Allied objective descriptions
wm_objective_allied_desc 1 "Primary Objective:**Bring the documents to transmitter.
12 downloads
0 comments
Updated
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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 comments
Updated
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desert_outpost
By kate in MAPS C - D
Desert Outpost
by cYburK
Gametypes: Objective,Stopwatch
Version: Final 1.0
Description
"Secure the Forward Spawn.Steal the 2 Radar Boxes and build the Generator to transmit the Secret Radar Code."
Axis:
"Defend the Forward Spawn. Destroy the Generator. Defend the 2 Radar Boxes."
Neutral:
"Get into the Game Coward!"
Objectives :
Allied objectives
1 "Primary Objective:
Destroy the Main Entrance to Secure the Forward Spawn."
2 "Primary Objective:
Capture the Town Spawn."
3 "Primary Objective:
Construct the Command Post. This will enable two more Spawn Locations."
4 "Primary Objective:
Destroy the Bank Wall!"
5 "Primary Objective:
Build the Generator to make transmit the Secret Radar Code."
6 "Primary Objective:
Destroy the Town Door."
7 "Primary Objective:
Destroy the Axis Team Door."
Axis objectives
1 "Primary Objective:
Defend the Main Entrance!."
2 "Primary Objective:
Defend the Forward Spawn."
3 "Primary Objective:
Construct the Command Post."
4 "Primary Objective:
Defend the Bank Wall!"
5 "Primary Objective:
Destroy the Generator to keep the Allies from transmitting the Secret Radar Code."
6 "Primary Objective:
Defend the Town Door."
7 "Primary Objective:
Build the Team Door!."
25 downloads
0 comments
Submitted
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panzerdepot_b1
By kate in MAPS P - R
axis "Devend the Tank Special Fuel!"
allieds "Steal the Tank Special Fuel"
neutral "The Allies have to steal the Tank Special Fuel"
9 downloads
0 comments
Submitted
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ludendorff_110
By kate in MAPS K - L
Title Ludendorff Bridge
File name ludendorff_110.pk3
Map name ludendorff
Version 1.1.0 (Created Jan 2006)
Author 2Bit (www.tibetclan.com)
Other maps The Breakout, Glider Assault, TankBuster, British Bulldog, 6Flags, 2Tanks, 110 Factory
- available from www.tibetclan.com or www.pythononline.co.uk/et
Nbr of players Recommended minimum team size: 4 players
" optimum team size: 8 players
" maximum team size: 16 players
Installation Put the pk3 file into the etmain folder.
Description This is a brief, fierce fight on the Ludendorff Bridge, also known as the bridge at Remagen.
The game ends when the map timer expires (20 mins), no sooner and no later.
At game end:
Axis win if both bridge supports have explosives planted on them
Allies win if neither bridge supports have explosives planted on them
If one bridge support has explosives planted, the winning team is picked randomly
The map has many novel non-standard features:
The Tank can be damaged, repaired and driven by both teams.
If controlled by Axis, the tank will advance westward across the bridge.
If controlled by Aliies, the tank will advance eastward across the bridge.
If players from both teams are beside the tank, it will stop.
There are 3 forward spawn flags across the span of the bridge. Forces can only respawn at the
furthest flag in an unbroken chain of flags - that is, if the enemy retake a flag between your
base and the furthest flag your team has captured, the flags beyond the one just lost are cut off
and your team cannot respawn at them.
Eg in this example, the Allies can only spawn as far forward as flag 1:
Allied Base Flag 1 Flag 2 Flag3 Axis Base
(allied) (allied) (axis) (allied)
For each flag captured, the capturing team's respawn time increases by 5 secs.
For each flag lost, the losing team's respawn time decreases by 5 secs.
This represents the difficulties in maintaining supply lines, and assists the weaker team which
has been beaten back to its starting point. Now its respawn time is 10 secs and the enemy's is 25 secs,
aiding the weaker team in fighting back.
Gamemodes Objective, Stopwatch.
Thanks to Splash Damage and Activision.
Detoeni and Drakir for the excellent vehicle models.
Amethyst7 for the great skybox.
Anyone else I've missed who may be the author of bespoke textures that have found their way into the map.
TibeT Clan for invaluable testing and feedback.
This webpage has been created to provide a description of the gameplay in Ludendorff Bridge (the bridge at Remagen). There are enough novel gameplay features that I thought it worth explaining them here, so that readers will immediately know how to play the map if they encounter it. Please visit www.tibetclan.com for details of TibeT servers that the map may be playing on. ET elements used in a non-standard way are highlighted with this: http://www.pythononline.co.uk/et/images/tutorial/alert.gif
Scenario http://www.pythononline.co.uk/et/ludendorff/intro.jpg The Allies wish to capture the bridge intact to allow their armour to cross the Rhine. The Axis must destroy the bridge to prevent this, but not so soon that their own troops cannot retreat across it. The action takes place mostly on the bridge, which has been built to scale. http://www.pythononline.co.uk/et/ludendorff/ludendorff0_sml.jpg
Click for a larger image Winning the game http://www.pythononline.co.uk/et/images/tutorial/alert.gifThe game only ends when the timer (20 mins) expires - no sooner and no later. AXIS WIN: if at game end, they have planted explosives on both bridge supports. ALLIES WIN: if at game end, there are no explosives planted on the bridge supports. http://www.pythononline.co.uk/et/images/tutorial/alert.gif If at game end there are explosives planted on just one bridge support, the winning team is chosen randomly. This is because neither side knows whether one set of explosives is enough to destroy the bridge. It also ensures both teams don't camp defensively - they need to get both supports secure to ensure a victory. When explosives are planted on a bridge support, a large flag is erected on one of the Axis towers, and the corresponding flag on the Allied tower is taken down. Similarly the opposite happens when the Allies defuse the explosives. The game starts with one set of explosives already planted. http://www.pythononline.co.uk/et/ludendorff/ludendorff1_sml.jpg
Click for a larger image Spawn flags There are 3 spawn flags along the bridge. http://www.pythononline.co.uk/et/images/tutorial/alert.gif Your forces can only spawn at the farthest flag in an unbroken line of friendly-controlled flags. For example, if your team controls all 3 flags, you can spawn at any of them, including the farthest from your base. If the enemy then takes the flag nearest to your base, the chain is broken and the two flags further foward are cut off. You would then only be able to spawn at your base. Starting respawn times are 10 seconds for each team. http://www.pythononline.co.uk/et/images/tutorial/alert.gif When your team captures a flag, you may or may not be able to spawn there (see above). However your respawn time increases by 5 seconds for each flag captured. This represents the problems of supply lines, and has the effect of aiding the defender who has been beaten back to his starting point by making it progessively harder for the aggressive team, the further they advance. When a team loses a flag, their respawn time drops again by 5 seconds. The {TibeT} Tank http://www.pythononline.co.uk/et/images/tutorial/alert.gifThe tank on the bridge can be damaged, repaired and driven by both teams. If accompanied by Allies, it will advance West. If accompanied by Axis, it will advance East. If players from both teams are near the tank, it will stop. The tank has a number of uses. It provides mobile fire support with its MG42. It provides mobile cover for advancing troops. When it is halted by a tank barrier near the ends of the bridge, it turns sideways to give following troops maximum cover from enemy fire. It acts as a minesweeper to clear enemy mines from the gravel paths alongside the railway tracks. Gameplay This is intended to be a brief, fierce battle on a long bridge, in which teamwork will be vital for success. There is a lot of cover provided in the shape of wrecked vehicles, sandbags, crates and improvised defensive barriers built by engineers, all of which makes the snipers' job harder. The constructed barriers can be destroyed by satchel charges. The crates provide good cover but can eventually be destroyed by gunfire. I hope you'll enjoy the map :)
11 downloads
0 comments
Updated
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superior_v11
By kate in MAPS S - T
Axis Objective Descriptions
1 "Primary Objective:**Zerstoere den Tuergenerator, um zugang zum Bombendeck zu erhalten.*Destroy the Generator, in order to receive entrance to the bomb deck"
2 "Primary Objective:**Plaziere die vier Bomben im Schiffsrumpf.*Place four bombs in the Shiphull"
3 "Primary Objective:**Baue den Zuender. *Build the Detonator."
4 "Primary Objective:**Baue einen Kommandoposten.*Build the Commandpost"
5 "Primary Objective:**Spiel eine runde Schiffeversenken.....*Play a round ship sinking..."
// Allied Objective Descriptions
1 "Primary Objective:**Schuetze den Tuergenerator.*Save the Generator!"
2 "Primary Objective:**Hindere die Axen daran, Bomben im Schiff anzubringen.*Prevent the Axen to attach bombs in the ship."
3 "Primary Objective:**Verhindere den Bau des Zuenders.*Prevent build the Detonator."
4 "Primary Objective:**Baue einen Kommandoposten.*Build the Commandpost"
5 "Primary Objective:**Verhindere die versenkung des Schiffes.*Prevent sinking the ship!"
HMS Superior Version 1.1
von Sternschubser 09/08
http://home.arcor.de/thorundhammer
die pk3 datei in das /etmain verzeichniss legen
thanks for great models/prefabs:
Seafire Aircraft
Pegazus www.hot.ee/smmapping
wp_torpedo
dt_aa_mm misc models
Detoeni www.wolfproject.net http://www.planetwolfenstein.com/detoeni
dynamit
mlb www.gd-experience.eu/index.php?section=1
danke an:
Kernwaffe.de
dem einzig wahren et-server :)
lever-desinger.de
ohne die tollen tutorials hätt ich das wohl nie geschafft
id software
einfach herrlich, das so ein spiel umsonst ausgegeben wird und dann nach 3 jahren sogar die source freigegeben werden
anregungen und kritik an
thorundhammer*at*gmx.de
6 downloads
0 comments
Submitted