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Files posted by kate
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animated_radar_screen
Basic Information:
Designer......: Berzerkr (GER)
E-Mail Address: [email protected]
Homepage......: http://www.wolfmap.de
Mod Information:
Game........: Wolfenstein: Enemy Territory
Title.......: Animated Radar Screen
Status......: Final
Filename....: z_anim-radar-screen.pk3
Filesize....: 7 KB
Build Time..: 1 day
Release Date: 30. September 2007
Description:
This mod animates the radar screen in Seawall Battery and all custom maps who use the screen.
Many thanks to Diego for the permission to use the textures and the shader from his map "Praetoria - Mission One: Bunker Hill".
http://webpages.charter.net/dt3d/praetoria.html
Installation:
Put the pk3 into the etmain-folder.
To uninstall this mod remove the pk3.
Used Programs:
7-Zip, Notepad
This modification 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 MODIFICATION TO BE DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR WRITTEN PERMISSION.
6 downloads
0 comments
Submitted
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anim_con_crates
These are animated construction crates for wolf:et
--------------------------------------------------
They are meant to add some eye candy to constructibles, where the tools on the
crates will start to work as soon as an engineer starts construction.
models included,
models/mapobjects/cmarker/rayban/anim_con_crates.md3 - the animated crates
models/mapobjects/cmarker/rayban/con_crates.md3 - the default non animated crates
models/mapobjects/cmarker/rayban/allied_sack.md3 - allied sack for two stage constructions
models/mapobjects/cmarker/rayban/axis_sack.md3 - axis sack for two stage constructions
skin files included,
allied_crates.skin
axis_crates.skin
shader files included,
anim_con_crates.shader
command marker images included,
gfx/limbo/cm_anim_con_neutral.tga
gfx/limbo/cm_anim_con_allied.tga
gfx/limbo/cm_anim_con_axis.tga
--------------------------------------------------
a test map is included with the script showing how to set them up,
but basicly its the same as other constructibles using crates, with
some minor changes.
the animated crates use the following spawnflags
fps 13
frames 15
spawnflags 2 ( or start animated enabled )
by default both crates, animated and non-animated will have the neutral skin,
to have a team specific skin on them ( the crates will show either neutral, allied, or axis )
you need to add the key/values of
skin models/mapobjects/cmarker/rayban/allied_crates.skin
or
skin models/mapobjects/cmarker/rayban/axis_crates.skin
targetnames must be added for skins to work ( of course, you will add targetnames anyways.. )
[email protected]
14 downloads
0 comments
Submitted
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artillery_gun
Hi there,
this is an artillery (no special one) for your realistic maps.
To put the artillery into your map, load radiant and click edit\load prefab
Oh, and don't forget later to put these files into your .pk3-file as well :)
(with directories, of course)
Other works:
Hummer1
Helicopter1
MG1
You can get those on prefabs.gamedesign.net
Schakal
13 downloads
0 comments
Submitted
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artillery_grenades + artillery_grenades_2
Eine Euro Palette mit ganz vielen Geschütz Granaten drauf!!
23 downloads
0 comments
Updated
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ase_army_tents
Army Tents - Ase model format for wolf:et
-------------------------------------------
small, medium and large versions. since they are ase models, you can edit the
files in a text editor to change the materials ( texture/shader path ) to whatever you like.
textures included ( but not setup in the ase files )
canvas1a.tga - found on the net
armytent.tga and splintercamo.tga provided by berzerkr at splashdamage forums.
** note, these models and textures are in a plain zip file, to use them simply
create a folder somewhere to put the models and textures, ie..
models/mapobjects/mymodels/
and you need to edit the ase file to reference the texture/shader, for example in the tent_small.ase
there are the following lines,
*MATERIAL_LIST {
*MATERIAL_COUNT 2
*MATERIAL 0 {
*MATERIAL_NAME "canvas"
*MATERIAL_CLASS "Standard"
you simply change the *MATERIAL_NAME "canvas" to your texture/shader path as in
*MATERIAL_NAME "models/mapobjects/mymodels/canvas1a.tga"
then save the file as a differnt name in that folder, like
my_small_tent.ase ( or whatever )
there is also a wood material line lower in the file,
*MATERIAL_NAME "textures/wood/wood_m13_usat.tga" which is a wood texture in the textures/wood folder
in et, you can also change that if you want to a different material.
use the ase files as base files, and save them to new models with your own distinctive name to be used
in et. load them as misc_model, and when you distribute your map, you only need to include any custom textures
you used. the ase model doesnt need to be included as its compiled into the map.
models created in blender3d by me
[email protected]
** REMEMBER, the ase models need to be setup with texture/shader paths, they are not just drop in
and ready to go.
6 downloads
0 comments
Submitted
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rayban_animated_roaches
rayban animated roaches
-----------------------------------------
these md3 models are for a moving roach effect, and should have the following key/values set for
the best effect.
classname misc_gamemodel
spawnflags 2 ( start_animated box ticked )
model ( see model notes below )
frames 100
fps 10
-------------------------------------------------------------------------
model notes:
there are 4 types of models,
r64_1.md3 - 1 single roach moving within a 64x64 grid size
r64_5.md3 - 5 roches moving within a 64x64 grid size
r128_1.md3 - 1 single roach moving within a 128x128 grid size
r128_5.md3 - 5 roches moving within a 128x128 grid size
using more than 1 of the same model, and ajust the angles or modelscales
to make it seem like more random roaches moving around.
-------------------------------------------------------------------------
other info:
2 shaders are provided, one used for the animated models that have moving legs via
the animap system, and the other for still roaches, that just have the antennae moving.
programs used to make the models and textures, blender3d and MD3Compile by NPherno.
[email protected]
16 downloads
0 comments
Submitted
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0 comments
Submitted
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crph_BETA1
By kate in MAPS C - D
hunkmegs issues
TITLE : castle republican party headquarter
AUTHOR : Devils Right Hand
DATE : 22.11.2015
TYPE : OBJECTIVE
Release date : 8/06/2016
* LEVEL DESCRIPTION *
1944 plan a couple axis to kill hitler in his bunker
Version : beta1
Attacking : allies Objective
Timelimit : 20
Spawntimes : Axis 15 / Allies 5
* CONSTRUCTION *
MAP BASE : New Map
EDITOR(S) USED : gtkradiant 1.5
KNOWN BUGS :
COMPILE MACHINE : amd 6300 6x 3,5 ghz ,12 gb ram ddr3 ,video card nvidia 550 ti 1000 mb ram,win7 x64
COMPILE TIME : 23 min
COMPILE version :[q3map2] -light -fast -samples 2 -filter -bounce 8 -external -lightmapsize 256 "[MapFile]"[q3map2] -vis -saveprt -fast "[MapFile]"
brushes 7506
entities 801
* special thanks *
E.F EXTASY eurofighter admin
lucky luke grove guerrila
katja
k@rma
nemesis
es.hose
der bmx
Quake3world forums for support
twt thunder for support
twt teuthis for support
oVe twt for help with scripting
twt mateos for support
bug report feedback thewolfteam.org
Distribution / Copyright / Permissions
Copyright (c) 2016 Devils Right Hand
All rights reserved
Authors MAY NOT use this level as a base to build additional levels.
This level may be electronically distributed not-for-profit only at
NO CHARGE to the recipient in its current state, MUST
include this .txt file, and may NOT be modified IN
ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE
DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR
WRITTEN PERMISSION.
A pc game Magazine may put it on their cover or notebook CD / DVD without asking me
7 downloads
0 comments
Submitted
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goldfinger
By kate in MAPS G - J
map: goldfinger
longname: Goldfinger Final
STATUS: Final
Änderungen gegenüber Beta2:
Hauptänderungen:
+ surfaceparm landmine aus Terraintextur-Shader genommen (s. Bugs)
+ Pong shading für Terrain hinzugefügt bzw. geändert
Kleinere Änderungen:
+ Text in .objdata und .arena angepaßt
+ Funkmast auf Bunkergebäude "installiert"
+ Brennende Ölfäßer bei Aufzug
Bugs:
- Landminen arbeiteten leider nicht korrekt mit dem selber erstellten
Terrain zusammen (~ET-Bug?)
- Flugphase des Flugzeugs wurde unter bestimmten Bedingungen von einem
Spieler abrupt unterbrochen :) (oben auf Garage mit Axis objective)
Briefing:
North Africa (Morocco), 1943. The Axis have stolen two Gold crates.
The Allied ones must steal these Gold crates and escape with them
to the Truck.
Allies:
Primary:
- Steal the Gold
- Construct a command post
Secondary:
- Construct a Ladder to Roof
- Construct a Ladder to Gold
- Construct a Stair to Gold
Axis:
Primary:
- Protect the Gold
- Construct a command post
Secondary:
- Construct a Guard Wall for entry to tower
- Construct a MG42 for defense
- Construct a Guard Fence to Gold
German Language (Deutsch):
Situation:
Nord-Afrika (Marokko), 1943. Die Axis haben 2 wertvolle Goldbarren in
ihren Besitz gebracht. Die Allierten müssen diese Goldbarren unbedingt
in ihren Besitz bringen und mit dem Gold zum LKW entkommen.
Allies:
Primärziele:
- 2 Goldbarren stehlen und in den LKW abliefern
- command post aufbauen
Sekundärziele:
- Leiter zum Dach konstruieren
- Leiter zum Goldraum hinunter konstruieren
- Treppe zum Gold konstruieren
Axis:
Primärziele:
- Goldbarren unter allen Umständen schützen/verteidigen
- command post konstruieren
Sekundärziele:
- Schutzwand auf dem Hauptgebäude konstruieren
- MG42 für Verteidigung konstruieren
- Schutzgitter für Durchgang zum Gold konstruieren
Special thanks:
- Many thanks to Sock for his great skybox "emerald" :)
URL: http://www.planetquake.com/simland
- thanks to @CooperHawkes for his script hint for my map
contact: eMail: FischCommand(AT)arcor.de
Download/Infos/Screenshots: http://agent-de.org/ET/
9 downloads
0 comments
Submitted
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kerkyra_b1
By kate in MAPS K - L
Mapname : Kerkyra B1
BSPname : kerkyra
Released: December 2016
Version : Beta 1 //Version 8
Map made by: -SSF-Sage and Pegazus from SM-Mapping
Contact Sage : ssf.sage at gmail dot com //-SSF-Sage @ splashdamage.com/forums (prefered)
Contact Pegazus : Pegazus @ splashdamage.com/forums
SM-Mapping site: *Not active*
Please contact us for any feedback, suggestions, constructive critisism, bug report etc.
Story:
In the year 1941 a group Italian archaeologists found a buried stash of ancient writings. One of the documents mentioned a lost mythology. It stated if an army chief used three charmed artifacts, his fighters would become invincible.
These artifacts were the unstoppable Achilles' Sword, the impenetrable King's Crown and the Emperor's Chalice that gives drinkers bulls' strength.
Another legend tells about an Empress bragging about similar items. The archaeologists believe the items are same and their secret unknown. A group of Axis soldiers is sent to inspect the Empress' old Palace at The island of Corfu.
Objectives:
Axis:
1] Escort the SdKfz 234
2] Breach the Palace Gates
3] Steal the Emperor's Chalice
4] Steal the Achilles' Sword
5] Steal the King's Crown
6] Escape with the SdKfz 234
7] *Side Objective: Destroy the Tunnel Door
8] *Side Objective: Establish a Command Post to gain Spawn
Allies:
1] Stop them from escorting the Vehicle
2] Defend the Palace Gates from being breached
3] Stop them from stealing the Emperor's Chalice
4] Stop them from stealing the Achilles' Sword
5] Stop them from stealing the the King's Crown
6] Stop them from escaping with the Vehicle
7] *Side Objective: Keep the Tunnel Door intact
8] *Side Objective: Prevent Axis from establishing a Command Post Spawn
Disclaimer:
We can not be held responsible for anything.
Credits:
http://www.cgtextures.com
"One or more textures on this map have been created with images from Textures.com. These images may not be redistributed by default. Please visit www.textures.com for more information."
Avoc
For a flower texture
Rayban
For an alpha tree texture
GANG$TA
For great bot files
Achillion Palace
For welcoming visitors
Sage's Camera
For working while needed
Sage's parents
For paying the holiday so many years ago
=======================================================
Map testing:
//////Big thanks to testing
///We owe you guys for all the help, testing and feedback!
Members and players from:
{WeB} Clan
http://webclan.freeforums.org/
Dark Alchemy Community
http://www.dark-alchemy.com/
UJE Clan
http://www.ujeclan.com/
Ets| Community
https://ets-clan.com/
Special thanks to:
GANG$TA from {WeB} Clan
Dogster from {WeB} Clan
Old-Owl from DA Community
Niek from [UJE] Clan
Kate from Ets| Community
Installation:
Put the pk3 file into your Etmain folder.
Uninstallation:
Delete the pk3 file from your Etmain folder.
Changelog:
Concept2:
-World
First Playable:
-Removed Flag from city
-Added Vehicle
-Made the gate not dynomitable
FP2:
-New route into palace (basement)
-Tank blows a hole in the wall
-Tank takes 2 nades to damage
-New Health and ammo at the tunnels
-Allies spawntime 10->15
-Timelimit 20->30
-Better signs
-Objective not stealable before gate is blown
-Changed some doors (force open etc.)
FP3:
-Timelimit split -> 20+10
-Tunnel door charge 1->0.75
-Moved Barriers
FP4:
-Added Axis CP at tunnel (active once gates are blown)
-Moved tunnel door to the wine cellar
-Moved tank start point closer to spawn
-Removed timelimit split. Remove // to re-enable
-Spawnpoint for Allies at the tunnel (until gate is blown)
-Once Axis starts escaping Allies reclaim tunnel spawn
FP5:
-More varied bot files
-Locations
-Clipping and easying travelling
-Small tweaks, cosmetics and optimisations
-LMS script
-Removed 60 entities for performance
-Improved some routes and spawn exits
-Changed Barrier #1 area for better coverage + new route
-Added balcony MG and 3rd floor health&ammo for better defence
B1:
-Improved bot files
-Allies regain tunnel spawn 1 spline earlier
-Clipped some walls
-Random minor fixes
-Attempted improving of FPS at Barrier 2 area
13 downloads
0 comments
Submitted
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tm_lcity_b5
By kate in MAPS S - T
Map by:
[email protected] / TOMPL , You can catch me on W33Dsmok3rs , mafiacrime , BBA and forum splashdamage
Site:
http://tompl.isgreat.org
Objective:
Axis -
1. Escape from jail and destroy main gate
2. Capture Forward spawn
3. Destroy Main church gate or window
3. Destroy objective under church in basement
Allies - defend gate, foward spawn, main door in church objective.
Thanks:
- OSK clan - Old SChool Killaz for help
- =818=MickyP[MW] from Omnibot
22 downloads
0 comments
Submitted
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ut44_b1 (UrbanTerritory 44)
// Axis Objectives
1 "Primary Objective:**Destroy the Safe!"
2 "Primary Objective:**Steal the Combat Maps!"
3 "Primary Objective:**Open the Garage and deliver the Combat Maps to the Truck!"
4 "Secondary Objective:**Build the Ladder to get another way to the Safe!"
5 "Secondary Objective:**Destroy the Defence Bars to get another way to the Safe!"
// Allied Objectives
1 "Primary Objective:**Protect the Safe!"
2 "Primary Objective:**Don't let them steal the Combat Maps!"
3 "Primary Objective:**Protect the Garage with the Truck and don't let them escape with the Combat Maps!"
4 "Secondary Objective:**Destroy the Ladder to block one of their ways to the Safe!"
5 "Secondary Objective:**Build the Defence Bars to block one of their ways to the
7 downloads
0 comments
Submitted
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western_b1_5
By kate in MAPS V - W
Mapname : Western B2
BSPname : western
Released: Beta 1
Version : Test
Target player count: 1-20, supports up to 64
Gametypes: Objectives, Last Man Standing, Omnibot, Frag, 1on1, Trickjumps, Fun & games, Practise skills
Map made by: -SSF-Sage from SM-Mapping
Contact Sage : ssf.sage at gmail dot com //-SSF-Sage @ splashdamage.com/forums (prefered)
SM-Mapping site: http://www.hot.ee/smmapping/
Please contact me for any feedback, suggestions, constructive critisism, bug report etc.
Story:
Sheriff has put some Sabio Gang members in Jail after a long night of committing hostile deeds. The Gang in dark coats is up to free their Fellows.
If you decide your Fellows deserve their nights in Jail you can find multiple other ways to entertain yourself in the lovely Western town of Pegaso Pass.
Objectives:
Axis:
1] Destroy the Gunsmith's door
2] Steal two packs of Dynamite
3] Steal a Detonator
4] Prepare the Detonator!
5] Activate and defend the Detonator for 30 seconds!
Allies:
1] Don't let them destroy the Gunsmith's door
2] Don't let them steal two packs of Dynamite!
3] Don't let them steal a Detonator!
4] Don't let them prepare the Detonator!
5] Disable the detonator before the 30 second timer runs out!
Recommendations:
Use g_moverscale 1 (default value) or otherwise the Cart will not work correctly.
Use pmove_fixed 0 and normal settings. The trickjump is tweaked to regular server.
Disclaimer:
I can not be held responsible for anything.
Credits:
Pegazus
For some assets provided for use in this map. Also great help on sketching, planning, testing and general support.
[UJE]Niek
Horse
Map testing:
Big thanks to testing
I owe you guys for all the help, testing and feedback!
Members and players from:
{WeB} Clan
http://webclan.freeforums.org/
Dark Alchemy Community
http://www.dark-alchemy.com/
Ets| Community
https://ets-clan.com/
Special thanks to:
Pegazus from SM-Mapping
o-0._.0-o from |>B<| Community
GANG$TA from {WeB} Clan
Old-Owl from DA Community
Kate from Ets| Community
Installation:
Put the pk3 file into your Etmain folder.
Uninstallation:
Delete the pk3 file from your Etmain folder.
Changelog:
Beta2:
-More cover to cut straight paths and better spawn exits
-Two new rows of houses added to stop camping
-More routes to objectives
-Removed and widened Church doors
-Limit trickjump area access during objective play
-Fix crash bug on detonator
-Removed detonating by jump
-Only axis can arm and allies disarm the detonator
-Added routes etc. features for Omnibot
-Detonation time 30secs->35secs
5 downloads
0 comments
Submitted
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saberpeak_final + _saberpeak_final_nightsky
By kate in MAPS S - T
MAP Name: Saberpeak
Game: Enemy Territory
Version: Final
Author: NOP
Website: http://home.comcast.net/~saberpeak/
Date: August 11, 2004
INSTALLATION INSTRUCTIONS
Place saberpeak_final.pk3 inside the etmain folder in your game directory.
ETPRO INFORMATION
To have command icons not appear outside compass in servers running the
etpro mod download saberpeak_etpro.pk3 from the map website and place
it inside your etpro folder in your game directory.
IMPORTANT: Do not place saberpeak_etpro.pk3 in your etmain directory.
If you do your comand map icons will not show up in servers that
are not running etpro.
MAP DESCRIPTION
A small secluded beach resort proved to be the ideal place for the axis
to establish a secret docking station for their u-boats. Surrounded by
very tall cliffs, the small Saberpeak gulf is well hidden from prying
eyes and unwelcome visitors.
A small group of allied forces were sent on a mission along the coast
to find the secret base and destroy any u-boats in its hangar. This will
prove quite difficult since the axis have heavily fortified the resort
turning it into an impenetrable fortress. To make things even worse an
ammo shipment sent to supply the allies assault boat was intercepted by
the axis leaving the allies severely weakened.
RECOMMENDED NUMBER OF PLAYERS:
The map has a lot of open spaces and it was meant to be played with a
large number of players. Personally I recommend a minimum of 15 and a
maximum of whatever your server can handle before it goes up in flames.
That being said however, it's up to you.
OBJECTIVES:
ALLIES:
Primary:
1)Escort the assault boat to the old dock.
2)Steal the ammo from the truck and load it onto the boat.
3)Escort the boat to the resort gates and use the boat cannons to destroy the entrance.
4)Destroy the submarine.
Secondary:
1)Destroy the side wall
2)Construct the command post
AXIS:
1)Don't let the allies steal the ammo.
2)Stop the boat from destroying the resort gates.
3)Protect the submarine.
Secondary
4)Construct the command post.
KNOWN ISSUES
1) There is a small bug where if the boat gets damaged while it is
destroying the boulder blocking the side path and an allied player is
on the boat during this time, the boat will not be repairable even though
it is damaged. To fix this bug the allied players have to get off the boat
until the boat becomes repairable (which should take about 1 or 2 seconds).
2) Because the map is so big there are certain limitations imposed by the
game. These have to do with the maximum distance a projectile can travel
which is 8192 game units. Although this distance is very large, there are
certain points in the map where you can see this far (and probably more)
which means that if you shoot at a player further than 8192 units your
bullets simply wont reach. This restriction doesn't apply to scoped weapons.
Thanks to everyone at the splash damage forums, the best forums I've come
across online. Thanks to splash damage for their great game and the great
support that they provide to the mapping community. In particular special
thanks to sock for all his tutorials, LDR revisions and for always answering
questions no matter how stupid they were.
Thanks to ydnar for the amazing work with q3map2. Without the great features
he's added to the compiler this map would not have been possible.
Thanks to all the people who played the beta version and mailed me suggestions
and reported bugs. Please keep supporting custom maps and the modding community.
*********
This map can be distributed freely as long as this readme file accompanies it.
This map or its contents cannot be distributed or used in any way for profit.
Your are free to use any brushwork or models from this map as prefabs for your own maps.
Visit the release website to obtain the source files and info on how to use them.
Please read the notes on the naming conventions to eliminate any conflicts with file names etc.
DONE.
This mapper is now officially on a nop loop awaiting an interrupt.
25 downloads
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sandheli01b
By kate in MAPS S - T
Author : Antti "seven_dc" Suuronen
Email address : seven_dc@hotmail
Map Information
Game : Return to Castle Wolfenstein: Enemy Territory
Title : sandheli01b
Filename : sandheli01b.pk3
Release date : 20.12.2003
Decription : Year 1945, The axis has developed a new secret weapon:
the assault helicopter "Sandheli". The allied intelligence
have located the prototype building site and make crucial
move to destroy the axis helicopter.
Program : SD Radiant 1.3.12, q3map_2.5.12 unstable.
Build time : meta 126 s, Vis 253 s, light 336 s
Compile time : 45 minutes
Compile machine : AMD 1800+ XP, 512mb
Installation : Place the sandheli01b.pk3 to your etmain folder, select it from the
multiplayer->create server menu or bring down the console and type: map sandheli01b.
"Year 1945, The axis has developed a new secret weapon, the assault helicopter Sandheli. The allied intelligence have located the prototype building site and make crucial move to destroy the axis helicopter."
// Axis Objective Descriptions
1 "Primary Objective:**Build the commandpost."
2 "Primary Objective:**Defend the north wall."
3 "Primary Objective:**Defend the south wall."
4 "Primary Objective:**Defend the Helicopter at all costs."
// Allied Objective Descriptions
1 "Primary Objective:**Build the commandpost."
2 "Primary Objective:**Destroy the north wall"
3 "Primary Objective:**Destroy the south wall."
4 "Primary Objective:**Destroy the helicopter."
-------------------------------------------------
Special thanks to
-------------------------------------------------
Sock at SD forums for technical help.
Drakir for prefabs and tutorials.
Go_Gerbil for textures and comments.
S.S Herpie for hosting the alpha tests.
Ifurita for his excelent tutorials!
RedFella for comments and new site http://www.levelsource.com
Slippery Jim for News
Miso "mwing" for playing
Aleksi for beeing my son
joop sloop for pillars!
* See the map itself
-------------------------------------------------
Copyright © 2003 Antti Suuronen 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
0 comments
Submitted
-
0 comments
Submitted
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exodus_a4b
Author : Grzegorz "mlyn3k" Janicki
E-mail & MSN : [email protected]
GG : 1628139
{ Instalation }
Just put exodus_a4b.pk3 to your etmain folder.
{ Map Information }
Game : Wolfenstein: Enemy Territory
Title : Exodus (Alpha 4)
Filename : exdous_a4b.pk3
Bsp-name : exodus_a4b
Release date : 2006-12-15
Decription : I fought with this map in Radiant to win more fps (there is no
fog f.e.). The map don't look so good like last alpha 3
version but amount of fps is more important than that.. :(
It is a spring of 1945. The end of war is soon. Germans must
withdraw their forces from cities- Russians are
counterattacking.
The Axis still need radio communications network so they must
The Allies will have to reclaim the city and steal Parts of
the Radio Transmitter located at higgest building in town:
he Old Church.
{ Objectives : Axis- 1. Don't let the Allies get The Flag! You must hold }
{ this point of the city until reinforcements arrive! }
{ 2. Guard the Getto Wall! Don't let the Allies to blow }
{ it up with dynamite! If they do that- the city will }
{ be lost! }
{ 3. Prevent the Allies from destroying The Church Doors! }
{ They can't take their hands to Radio Transmitter! }
{ 4. Guard The Tower's Secret Entrance! Even a satchel }
{ charge can destroy the seal! }
{ 5. Don't let the Allies to steal The Radio Parts from }
{ the church! If they do that the whole battle will }
{ be lost! }
{ 6. Build The Command Post! }
{ 7. Mind the weak wall. The Allies can blow it up! }
{ 8. The Allies will be able to escape using The Sacristy }
{ Window if they destroy it's bars! }
{ }
{ : Allies- 1. Capture The Flag and hold this part of The City! }
{ From this place it will be much more easy to get }
{ to The Church. }
{ 2. Blow up The Getto Wall! If you do that The City }
{ will be yours! }
{ 3. Destroy The Church Doors and get inside. }
{ 4. Find and blow up The Tower's Secret Entrance to }
{ The Church! You can use a satchel charge to break }
{ the seal. }
{ 5. Steal The Radio Transmitter Parts and take them to }
{ The Command Post! }
{ 6. Build The Command Post! }
{ 7. You will be able to use this alternative entrance }
{ if you blow up the weak wall. }
{ 8. Destroy The Sacristy Window bars and use new }
{ escape way! }
{ }
{ Program : Radiant 1.4.0 }
{ Compile machine: Intel Pentuim IV 3 Ghz, 1024mb }
{ }
{ Textures : Standard + custom from www.planetquake.com/berneyboy }
{ Prefabs : EB's spawn_exchange; Drakir's Ammo & Health boxes; }
{ Marko's Neutral Command Post; Sock's shader and few textures. }
{ { Special thanks }
{ Voythas - for great sky texture and levelshot!
{ Testers: Coristo, Dr3am, Kusak, Quba, T!M3X, marcin, !US*hx5_eVo, Zymo
{ BerneyBoy - for tons of nice textures.
{ EB, Drakir, Marko, Sock - for helpful tutorials and prefabs.
{ { Copyright / Permissions }
{ You may not include or distribute this map in any sort of commercial product }
{ without permission from the author. You may not mass distribute this level via}
{ any non-electronic means, including but not limited to compact disks, and }
{ floppy disks. You may not Redo/reproduce/update this map in any way without}
{ permission from the author.
I fought with this map in Radiant to win more fps (there is no fog f.e.).
The map don't look so good like last alpha 3
version but amount of fps is more important than that..
7 downloads
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Submitted
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exhumed_final
// Axis Objective Descriptions
1 "Destroy pyramid door with the tank."
2 "Secure the mummie and the papyrus to truck."
3 "Escape with the truck"
// Allied Objective Descriptions
1 "Protect the pyramid door and destroy the tank."
2 "Protect the mummie and the papyrus."
3 "Destroy the truck"
9 downloads
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Submitted
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euro2012
edited from euro2008 fix by lordvirus to euro2012 :) enjoy play and have fun
Dual map
// Axis Objective Descriptions
1 "^1Primary Objective:**^6Defend your ^1Axis Goal."
2 "^1Primary Objective:**^6Steal the ^4Allied Ball then ^6try scroring goal."
3 "^1Secondary Objective:**^2Construct the defensive ^1axis_MGs ^2to ^2increase your defense.."
4 "^1Secondary Objective:**^2Prevent the ^4Allies team ^2from ^2establishing a Command Post or ^2Destroyed it. Build your ^2from ^2increase your position with the ^2Command Post."
// Allied Objective Descriptions
1 "^4Primary Objective:**^6Steal the ^1Axis Ball then ^6try scroring goal."
2 "^4Primary Objective:**^6Defend your ^4Allied Goal."
3 "^4Secondary Objective:**^2Construct the defensive ^4Allied_MGs ^2to ^2increase your defense.."
4 "^4Secondary Objective:**^2Prevent the ^1Axis team ^2from ^2establishing a Command Post or ^2Destroyed it. Build your from ^2increase your position with a Command ^2Post."
9 downloads
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Updated
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etdo_radarlaboratory
// Axis Objective Descriptions
1 "Primary Objective:**Prevent the East Radar Parts from being stolen."
2 "Primary Objective:**Prevent the West Radar Parts from being stolen."
3 "Secondary Objective:**Defend the Main Door from Allied Dynamite."
4 "Secondary Objective:**Defend the Forward Bunker from the Allies."
5 "Secondary Objective:**Prevent the Allies from constructing an Assault Ramp up to the East Radar Parts."
6 "Secondary Objective:**Establish a Command Post to increase a charge speed."
7 "Secondary Objective:**Prevent the Allies from establishing a Command Post."
// Allied Objective Descriptions
1 "Primary Objective:**Steal the East Radar Parts from Axis protection."
2 "Primary Objective:**Steal the West Radar Parts from Axis protection."
3 "Secondary Objective:**Destroy the Main Door to plunge into the Axis Radar Laboratory."
4 "Secondary Objective:**Capture the Forward Bunker from the Axis."
5 "Secondary Objective:**Construct an Assault Ramp up to the East Radar Parts."
6 "Secondary Objective:**Prevent the Axis from establishing a Command Post."
7 "Secondary Objective:**Establish a Command Post to increase a charge speed."
6 downloads
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Submitted
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etdo_fueldepot
// Axis Objective Descriptions
1 "Primary Objective:**Defend the Fuel Depot."
2 "Secondary Objective:**Construct the Depot Defense to prevent Allies from the Axis Fuel Depot."
3 "Secondary Objective:**Defend the Generator which holds the Back Doors shut from the Allies."
4 "Secondary Objective:**Defend either reclaim the Forward Bunker from the Allies."
5 "Secondary Objective:**Prevent the Allies from constructing an Assault Ramp up to the Forward Bunker."
6 "Secondary Objective:**Establish a Command Post to increase a charge speed."
7 "Secondary Objective:**Prevent the Allies from establishing a Command Post."
// Allied Objective Descriptions
1 "Primary Objective:**Destroy the Fuel Depot."
2 "Secondary Objective:**Destroy the Depot Defense by the Satchel Charge."
3 "Secondary Objective:**Destroy the Generator to open the Back Doors."
4 "Secondary Objective:**Capture the Forward Bunker and secure from the Axis reclaimings."
5 "Secondary Objective:**Construct an Assault Ramp up to the Axis Forward Bunker."
6 "Secondary Objective:**Prevent the Axis from establishing a Command Post."
7 "Secondary Objective:**Establish a Command Post to increase a charge speed."
8 downloads
0 comments
Submitted
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et_tundra_beta4a
itle : ET Tundra
Version : Beta 3
Release Date : 12/24/03
Filename : et_tundra_beta3.bsp
Author : Tom "Menzel" Haskins
Converted to ET by: ChumChum
Email Address : [email protected]
homepage : http://www.farmingtonco.com/ro
Description : The Allies have orders to lay seige on an Axis held outpost near the coast, infiltrate
the Axis compound and destroy the power grid. Once the power is disabled allied
forces can advance further inland.
Other info : This is a modified version of the original Tundra Outpost from RTCW. This version is designed for
use in Wolfenstein: Enemy Territory. Major changes from the original are:
- The first wall is now open instead of needing tnt to blow
- The flag has been moved out from the tunnel closer to the first wall
- The allied spawn associated with the flag is now in the barracks in the front.
- Removed the MG42 above the front barracks
- The sewers no longer need to be blown
- The house near the ice now contains a CP that either team can build but only the Allies gain a spawn point there when its built
- Added health and ammo racks in the house near the ice and the axis barracks inside the compound
- The compound gate is no longer open and requires tnt
- Next to the compound gate is an axis only door
- I put some boxes in front of the compound wall to allow a boost into the compound. These may get removed since there is now an axis-only door
- I added another sewer entrance just in front of the axis compound
- Added another ladder to get from the ground to the second level of the compound
- Moved the Axis spawn inside into 2 seperate rooms
- Added some boxes here and there for cover
- Made the MG42s at the front of the compound buildable
- Made a weak looking command map
- Allowed for mines to be placed on terrain
- Some other things you won't notice
15 downloads
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Submitted
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ET_Tower_b27j
fun map
Tower -- Allies and Axis battle to control the roof of a tower. Why? Who knows?!
Scoring
-------
Scoring is as follows -- the team scores one point per second for each player
on the roof. Scoring is doubled at the tip of the antenna. An annunciator
sounds every 10 points, and each team has a unique sound.
The current score for each team is displayed at two corners of the map -- first
team to 500 points wins... this can happen faster than you think!
NOTE: All versions with a 'j' suffix are tuned for the newer physics as featured
in JayMod. You can use them in non-JayMod versions of ET, but you will have
to work a bit harder to score.
Changes
-------
Version b27j:
- Adjusted main doors of both spawn bunkers. Instead of a single door facing north/south, there
are double doors facing diagonally towards the center of the map. This should encourage players
to use both the main jump-pads about equal from each bunker.
Version b26j:
- Made adjustments for new physics engine in JayMod 2.1.7 (do not use otherwise).
Version b26:
- Restructured roof around base of tower.
- Fixed Allied spawn points to spawn on main level, then overflow to lower level (liked Axis spawn)
- Added a defensive feature to the hail-mary hallways and jump-pad pits.
Version b25:
- Fixed trees so they are more easily climbed.
- Adjusted some wall heights
- Restructured roof around base of tower and made it slippery.
Version b24:
- Added unbreakable glass windows to health/ammo bunkers to prevent snipe-camping, etc.
- Added down-chutes at opposing corners of the tower's ring deck.
- Made the Spawn bunker roof-awnings slippery.
- Made the health/ammo bunker roofs harder to climb on.
- Restructured insides of spawn bunkers.
Version b23:
- Relocated Allied command-post to be positioned more like Axis CP
- Added rustling sound when you go into trees
- Added trap to make tunnels to bunker jump-pads unusable
- Restructured around the base of the tower a bit
- Added a rock to block through-the-base visibility to the Allies
construction materials
Version b2x:
- Added Hail-Mary jump-pads at each bunker. Building the CP opens
a door to them. There are view-screens to give you a birds-eye
view of the tower just before you commit yourself to a high-risk
jump.
Version b19:
- added more trees/rocks
- adjusted the lighting a bit
- integrated fixes for the compass map
- fixed up trees so you have to jump to start climbing... makes running
around without getting stuck on the trees easier.
- the main scoring area (1 pt/second) now extends almost to the very
tip of the antenna.
Version b18
- first public release (of sorts)
History
-------
The map concept originated for Action Halflife (AHL) / Halflife DeathMatch. When
Halflife 2 came out, the map was also ported to that engine. A few years later
when I started playing ET, I ported the concept to that game. Each version is
a bit different than the others ... each adjusted to conform to game engine
constraints or game play mechanics.
Mapper
------
Bulletbait <name>@yahoo.com
9 downloads
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Submitted
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et_slide
// Axis Objective Descriptions
1 "Primary Objective:**Defend the slide from the Allied attack!"
2 "Primary Objective:**Destroy the Allied slide!"
// Allied Objective Descriptions
1 "Primary Objective:**Defend the slide from the Axis attack!"
2 "Primary Objective:**Destroy the Axis slide!"
6 downloads
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Submitted
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et_ice
his is the mp_ice map from rtcw converted to ET
i think it's on of the best maps from rtcw and perhaps the one that fits the most onto ET
to install just extract the zip file into your etmain directory and run \map et_ice
objectives:
axis must steal the allied secret documents to prevent them from establishing an advanced outpost.
copyrights go all to id software, splashdamage & nerve software for creating such remarking games
have fun and enjoy it (that's the main reason i decided to convert the map to ET.. fun :)
cheers!
10 downloads
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