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Files posted by kate
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doc_base_b2
By kate in MAPS C - D
allied "Destroy the main entrance!**Run through the opening and laugh madly!"
axis "Don't let them destroy the main entrance!"
neutral "The Allies must blow the main gate."
// Axis Objective Descriptions
axis_desc 1 "Primary Objective:**Don't let them destroy the main entrance.**This will lose the forward bunker and give them access to the factory."
Allied Objective Descriptions
allied_desc 1 "Primary Objective:**Destroy the main entrance.**This will capture the forward bunker and give you access to the factory."
12 downloads
0 comments
Submitted
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document_raid_final
By kate in MAPS C - D
This is Final version of Document Raid map. It's avaible in Wolfstuff's download section at www.wolfstuff.org
Map Objectives
Allied:
Primary:
1)Repair and escort tank in position
2)Steal Docs and take them back to tank
3)Escort tank back home
Secondary:
1)Build CP (gives extra spawn)
2)Build and protect bridge to allow tank pass it
Axis:
Primary:
1)Stop Allies stealing the tank
2)Slow down tank
3)Protect Docs
4)Stop allied team escaping with docs
Secondary:
1)Build CP (gives extra spawn)
2)Keep bridge unbuild and sacthel it if it's built
CREDITS
All people involved testing the map and who gave me nice feedback about map :)
BattleRat for placing very buggy first test release on public server to get it properly tested.
J4M32 for advicing me with pk3 package thingys and all stuff that should be inside package. He also compiled first versions of the map before i got my radiant working properly.
Polter for pointing some major bugs and gameplay problems in early versions.
Anakin for some nice ideas for map :-P also made me realise few more bugs and how to solve them :)
Creators of all tutorials i used to learn mapping :-) Some REALLY nice help in them.
7 downloads
0 comments
Submitted
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dm_metro_te
By kate in MAPS C - D
Author : Qualmi
Location : Germany
E-mail : [email protected]
Game : Wolfenstein - Enemy Territory
Date : 24.03.2009
Information
Metro: Deathmatch.
Credits
- SD for this great game
- the ppl of radiant
- Texturemakers
- The ppl who created all those tutorials:
http://s49.deinprovider.de/vbarticles.php
http://www.pythononline.co.uk/et/tutorial.htm
http://www.nibsworld.com/rtcw/
me also wrote a german scripting tutorial. check it out:
http://s49.deinprovider.de/showthread.php?t=15892
- Berzerkr for offering and remaking the commandmap
- Splashdamage forum for all the help
11 downloads
0 comments
Submitted
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distillery_beta2
By kate in MAPS C - D
Mapped by : HeX|Fate
Game : Wolfenstein Enemy Territory
Title : Distillery Beta 2
Filename : distillery_beta2.pk3
Release date : 24.12.2011
Installation : Place the distillery_beta2.pk3 to your etmain folder. You may have to raise your com_hunkmegs from the default "56" to atleast "128"
Requirements : ETjump 2.0.0 and UP
-------------------
Geeky stuff
-------------------
Final compiletime : 1536 seconds
Final BSP size : 19.1 MB (20111472 bytes)
Total Brushes : 22923 of 32768
Total Entities : 1677 (Func_group included)
-------------------
Visit HeX at www.hex.ee
CREDITS
Thanks to Zero for making ETjump.
Thanks to Avoc for high quality skybox.
Thanks to ischbinz for player model.
Thanks to Sock for making such great textures and plant .ase files.
14 downloads
0 comments
Updated
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dutchhaze-v2
By kate in MAPS C - D
Made by : Blowfish
Date : 25-03-2009
Dutch Haze :
Allies have to destroy the power generator to the bunker forcefield. Then blow the bunker doors to the golden joint. Fight your way trough the streets and canals of Amsterdam. Dont get stoned on your way to the objective private ! Move.....
Credit for models - Made by Detoeni
DT Opelblitz model
Special Thanks to :
Sylar
The one who teached me how to map and helped me out manyyy times...
He also made the waypoints for omnibot and tweaked the entire map.
Scotchii*
He made two of the houses.
Magic (www.magics-territory.com)
He made the nice Church and used some textures of Mitchell. The window was changed by me again, to look more Amsterdam.
Splashdamage forum (www.Splashdamage.com)
For all the people helping eachother create maps and helped me create transparent windows.
2Bit (http://www.pythononline.co.uk/et/tutorial.htm)
For the great dummy proof tutorial they made. This helped me a lot !
Berzerkr of www.wolfmap.de
For the great resource of ET things. Like the good RSS feeds and prefab section. And also for the better Dutch Flag.
Niek
For getting me a new skybox, improved forcefield, some nice girls for the red light district, better lighting and more...
All the Blackops members who helped me testing and debugging.
16 downloads
0 comments
Updated
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duel_site
By kate in MAPS C - D
Released: Final Version, 19th January 2008.
Map made by: {SSF}Sage
Contact Sage @ [email protected]
Introducion:
Duel Site is a small valley, with 2 cottages and a destroyed concrete building between them.
The cottages are team spawnpoints. The map has been designed for duel
(1vs1) but it can be used just to fool around with even 3vs3.
Ideas behind the map:
To produce nice look with good atmosphere on good fps. You'll be the judge. :)
A little more practise on making a terrain by hand.
To give both teams no advantage, the reason why it's so symmetric.
Little map with a few trickjumps.. ;)
And the most important: to have fun.
Objective system is quite simple: kill the enemy..
Tips:
Use the rocks, bushes and trees to hide your self. Rocks are good for cover.
Use the concrete building. It's a good place to go around the corners,
go in and shoot from there etc.
Credit:
Rayban for the foliage models
]UBC[ McNite and Obsidian for shader help
SD for the game etc.
13 downloads
0 comments
Submitted
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Updated
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ET-Domination-full.v1.1
By kate in Powerball aka Domination
AME: ET Domination patch version 1.1
Release: 050716
INSTALLATION
Right click and drag the zip file to your ET folder and select extract here. The folder
should be created on the same level as ET.exe and etmain, NOT inside etmain. Create a shortcut from et.exe,
right click on it and select properties,
change "c:\path\to\et.exe" to "c:\path\to\et.exe" +set fs_game domination
*** CLIENT CVARS AND COMMANDS ****
dom_muzzleflash (default value 1)
Enable/Disable muzzleflash
dom_drawTeamScore (default value 1)
Draws the team score on the hud.
dom_altHud (Default value 1)
Use alternative hud.
dom_hitSounds (Default value 1)
Use hitsounds.
set to 1 for body and head shot sound.
set to 2 for only head shot sound.
dom_drawTeam (Default value 1)
Draws what team your in.
dom_drawWeaponTrace (Default value 2)
0 weapon traces disabled
1 Only others weapon traces
2 All weapon traces enabled
class <s|m|e|f|c> <weapon #>
New command added for class selection scripts (or just type in the console).
s,m,e,f,c stands for soldier, medic, engineer, field ops, covert ops
weapon # is the same as the number in the limbo menu.
*** SERVER CVARS ****
scoreLimit (default value 0)
Score to win the game, can be used with g_timeLimit
g_intermissionTime (default value 60)
How long the intermisson screen will stay in seconds before
next match will start.
g_ballVelocityScale (default value 1.0)
Scale the velocity of the ball for longer or shorter throwing
distance.
g_tackleDistance (default value 96)
The maximum allowed distance for tackling a player. 0 to disable.
g_tackleForce (default value 500)
How much force you push a player with when tackling.
g_allowTeamPass (default value 1)
Allow direct passes to team mates without actually throwing the ball.
As with throwing, the maximum pass distance is affected by how long you "prime" the ball.
g_passDistance (default value 0)
g_passDistance overides the passing "primed" balls and sets a maximum pass distance.
g_weaponRestrictions (default value -----)
Used for limiting the following weapons:
1: Mortar
2: Panzerfaust
3: Flamethrower
4: Mobile Mg42
5: Riflegrenade
- means no restriction.
0-9 number of allowed weapons per team.
g_weaponRestrictions -2--0
would mean max 2 panzers and no riflegrenades. See the number order above.
The old g_heavyWeaponRestriction is now only used for limiting
airstrikes.
g_maxTeamLandmines (default value 10)
Used for limiting number of allowed landmines per team.
g_maxFiresupport (default value 60)
Max amount of airstrikes and artillery strikes allowed per team, 0 to disable.
g_noFireTime (default value 500)
Delay in ms after throwing the ball that you can't fire.
g_noWeaponFire (default value 0)
If set to 1 no weapon can be fired, makes the powerball game
a bit different..
g_flagStay (default value 0)
If set to 1 the flag will not return to base when walking over it but will return automatically after 30 seconds.
g_powerballRegen (default value 5)
The ammount of HP the ball carrier will recive per second. Max regeneration is 80% of max health. Medics
will only recieve this regeneration when having the ball.
vote_allow_config (default value "")
Allow configs to be votable.
vote_allow_config "*" would allow voting for any config,
vote_allow_config "" would completely disable config voting,
vote_allow_config "config1 config2 config3" would allow config1 (i.e. a file called config1.config),
config2 or config3 to be voted, but not config4 or clanwar.config or whatever.
vote_allow_scorelimit (default 0)
Allow scorelimit to be votable.
g_realHead (default 1)
Enables ETPros real head hitbox code
g_team_maxSoldiers (default value -1)
Limits the soldier class
-1 No limit
g_team_maxMedics (default value -1)
Limits the medic class
-1 No limit
g_team_maxEngineers (default value -1)
Limits the engineer class
-1 No limit
g_team_maxFieldOps (default value -1)
Limits the field ops class
-1 No limit
g_team_maxCovertOps (default value -1)
Limits the covert ops class
-1 No limit
g_configDirectory (default value "configs")
Set the folder to store pluggable configs
"" to diable
g_mapScriptDirectory (default value "mapscripts")
Sets the folder to store custom mapscripts
"" to disable
**** SERVER CONFIGS ****
Server configs as in ETpro is supported, dump them in the configs/ folder.
Structure looks like this:
configname UGL-3V3
init
{
global cvar settings goes here..
}
map default
{
default cvar settings for all maps goes here..
}
map dom_base
{
map specific cvar settings goes here...
}
Save file as <name>.config.
/ref config, /rcon config or /callvote config will show you a list of available configs
set <cvar> <value> for standard cvars.
setl <cvar> <value> for cvars you want to lock during game.
command <command> for server commands like reset_match (command "reset_match").
/sv_cvarempty to clear locked cvars
/vconfig to see list of locked cvars
In a config use sv_cvarempty and not command "sv_cvarempty". If this is the first line in your config, command ""
are not executed at once meaning that it will be runned AFTER the config has been read in.
Version 1.1
* Unfixed the one stab gib kill on player waiting for medic. Silly me to fix it.
* When dom_muzzleFlash was 0 no flames where drawn when having flame thrower.
* Garand can now be reloaded mid clip.
* Medic syringe didn't hit wounded players in certain situations.
* Team bug fixed. Shooting at enemy played friendly hit sound, got team kill message when
killing enemy. Bug caused by code awarding bonus points when defending goal.
* Linux client bug, crashing out with a WM_Create failed fixed.
* class command like in ETPro implemented.
* Ball could get stuck under the water tanks on dom_hill
* Fixed scoreboard when in limbo, the scoreboard showed the dead players score as the one he
spectated.
* Fixed powerball/flag icon in scoreboard that moved class name etc to the right
* Added assists to the +stats
* Fixed a bug with intermission awards where "best assister" and "best base defender" showed up
on the same line.
* Several game sounds did not play, like flag/ball returned to spawn location
Version 1.0
* Code updated to 2.60.
* Name change! Now called ET Domination, didn't want to limit the mod just
to powerball, especially now when it has ctf too.
* hitsounds implemented.
* Speaker announcer implemented (fight! etc)
* Tackle implemented, stealing the ball from the carrier in Powerball.
* If you're within a certain distance you can "hand over" the ball to a team mate.
* Hud updated to show who has the flag or the ball.
* Added TEAM AXIS or TEAM ALLIES in the hud in in red and blue to make it more obvious what
what color their team has.
* CTF added, with proper scoring for assists, defence etc.
* CTF Flag models created.
* All maps supports both game types.
* Some of the standard maps support the new game types, more to come (oasis and fueldump for now).
* New fancy menus.
* New fancy loading screen.
* New fancy ball model.
* Ball velocity tweaked.
* ALL maps can now be made to work as a CTF or Powerball map with the new map script
commands "create", "remove" and "set" (set was already available in et 2.60)
* Pluggable config files implemented like in ETPro.
* Several of the key functions like throwing velocity, tackle,
passing etc is changeable with a cvar.
* There's also a cvar that might be a fun twist to the game, g_noWeaponFire. With it
enabled, the only way to get the ball is to tackle your opponent.
* g_weaponRestrictions, limits all heavy weapons and rifle grenades.
* g_maxTeamLandmines, limits landmines (duh)
* g_maxFiresupport, limits air- and artillery strikes.
* XP removed, you know get the score but not the upgrade levels.
* added dom_muzzleFlash cvar 1/0
* Balanced k43/garand, difference in reload etc.
* Fixed bug in throwing code that could trigger off several
EV_THROW_BALL events at the same time
* Fixed scoreboard bug with duplicated playernames if > 32 players.
* Backstab knife damage on players waiting for medic exploit.
* Stats implemented for game types in +stats and intermission.
* New intermission awards implemented for the game types.
* ETPro's realHead code implemented, thanks a lot for making this code public Zinx Verituse!
* Body hitbox made more close to ETPro.
* The maps have been updated to suit competitive play better, moved spawn points, adjusted respawn times etc.
* New map added, dom_steelplant, map made by Drakir, converted by me to suit ctf an Powerball.
* Class limitation implemented, changed limbo to reflect available classes, buttons become gray if not available.
* Added new changeable cvar settings to the ref and vote misc menu.
* Weapon spread when fireing will be as if having light weapons level 4.
* g_fear implemented (thanks ETPub) if you self kill within g_fear time it will give the
kill to the last player who hurt you and write out a "was scared to death by" message.
* Added dom_muzzleFlash to enable/disable weapon muzzle flash.
* Added dom_drawWeaponTrace to draw weapon traces from others, everyone or none
* Added assist score in PB
17 downloads
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Updated
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Submitted
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Submitted
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Submitted
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Submitted
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Dingenskirchen B7
By kate in MAPS C - D
Dingenskirchen B7
Release Date: MARCH 2020
http://forums.warchest.com/showthread.php/39432-MAP-RELEASE-Dingenskirchen-a-tribute
This map started as a collaboration between phisherman and me and was created as a tribute to the good old times of RtCW.
We hope it will bring back some memories to the old-schoolers among you.
NOTE: Dingenskirchen beta 3, 4, 5 and 6 were semi-private releases for playtests on UJE, which is why they were skipped in the public release versioning.
-----Story-----
December 1944: The noose tightens around the Reich's neck as Allied forces threaten to cross the Siegfried Line and advance into Germany.
In a strategy meeting in an Eifel castle, Kraut high command has worked out plans on how to repel the invaders.
Allied intelligence wants these plans destroyed before they can be distributed to the front line.
-----Beta 7-----
• One area of complaints about the second beta were still low FPS in certain areas, which rendered the map unplayable with larger player counts.
Due to the initial openness of the map, a substantial rework of the basic layout and terrain was necessary.
It was an intentional design choice to keep the castle visible in both outer parts of the map. The castle Bergfried has been closed off, because players would have terrible performance on top of it.
• The castle interior has received another complete makeover to streamline the gameplay flow further.
• We have also received complaints about the Nazi symbolism in the map.
While it was a design decision to keep them in the first two beta versions, we have decided to remove swastikas in this beta.
The red banners have been replaced with red curtains, which hopefully preserve some of the original atmosphere.
-----Thanks to-----
• The UJE clan for play-testing beta 1, 2 and 3 and 4 on their server and substantial feedback.
• acQu for his most amazing blender model tool enabling the display of the officers in the conference room.
• ryven, acQu and thunder for helping debug the officer models.
• WuTangH for his superb suitcase and light models.
• Mateos for omnibot waypoints.
• ryven and hatcher for gameplay feedback.
• hatcher for support for 'floodlight' map lighting.
• ischbinz for direct support and his most awesome Tiger Tank.
• Backsnipe for his eagle model + direct support in beta1, suggestions & feedback.
• FireFly for direct support in beta1 + textures.
• Gordon 'digibob' Biggans [SD] for his purely magical MD3-to-TAG tool.
• Detoeni for the animated Tiger tag from Breakout 2.
• hipshot for his "stormy days" skybox.
• WL6 for textures.
• McNite for textures.
• Diego for textures.
• The {WeB} clan for play-testing beta 1 and 2 on their server.
• Everyone else who played previous betas, gave feedback and suggestions or helped in any other way. You made this map possible!
15 downloads
0 comments
Submitted
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chariot_120 aka operation chariot
By kate in MAPS C - D
File name : chariot_120.pk3
Map name : chariot
Version : 1.2.0 (Created Oct 2007)
Authors : 2Bit and Avoc
(www.tibetclan.com and www.eft-clan.com)
Description :
In 1942 the greatest threat to allied shipping was the mighty German battleship, Tirpitz. Her vast size meant that the only dock on the Atlantic seaboard that could accommodate her was at St Nazaire.
So Operation Chariot was born, its mission to blow up the dock and neutralize the threat of the Tirpitz.
The game commences with the allies having rammed the south gate with the destroyer HMS Campbeltown. They must now attempt to destroy as many of the 6 main dockyard facilities as possible.
There are 6 objectives to destroy, with victory being achieved to differing degrees at game end:
0-1 objectives destroyed DECISIVE Axis victory
2 objectives destroyed Major Axis victory
3 objectives destroyed Marginal Axis victory
4 objectives destroyed Marginal Allied victory
5 objectives destroyed Major Allied victory
6 objectives destroyed DECISIVE Allied victory
The map is very open and the allies can attack the objectives in any order - however, for the sake of gameplay, they don't have it all their own way.
The Allies must deliver a demolition charge, taken from the ship's hold, to any objective before it can be dynamited and destroyed. Two demolition charges are initially available, and when the first two objectives have been destroyed, another two demolition charges are made available in the ship's hold. When the fourth objective has been destroyed, the final two charges become available.
This allows the allies to choose their targets, but limits them to attacking up to two at a time.
In addition, the axis have two barracks for their spawning. One is near 3 objectives and the second near the other 3 objectives. Axis players always spawn in the South Barracks, but have a passage that links the two barracks instantaneously - that is, an axis player at the South Barracks can move immediately (teleport) to the East Barracks and vice versa.
This is like having a choice of 2 spawn points, but without the bother of selecting them on the command map.
To guide axis players to the objectives under threat, there are ingame command maps in each Barracks. Indicators on these maps show which objectives are under attack, and which ones are especially in danger because demolition charges have been placed.
By checking this map on spawning, axis players can take themselves immediately to the action.
v1.2.0 Changes:
1) Improved end game display so that the degree of victory can be seen.
2) Fix to prevent carried obj icon from being visible through walls.
3) Map timing changed to start at 10 mins with +2 mins per obj destroyed.
v1.1.0 Changes:
1) A Battle map has been included inside the ship, so that Allied players can see which objectives have been destroyed, which have had demolition charges placed, and which remain as targets.
2) Time limit reduced from a maximum time of 25 mins, to 21 mins.
Installation: Put the pk3 file into the etmain folder.
Num players : recommended 6+ per team, the more the merrier.
2Bit maps (available from www.pythononline.co.uk/et) site down now
Breakout
Glider
TankBuster
British Bulldog
2tanks
6flags
110 Factory
Ludendorff Bridge
Tiger
Chartwell
Cluedo
2Bit conversions
Radar Summer
Battery Recharged
RTCW Depot 2
Avoc maps
Nemo
Gamemodes : Objective, Stopwatch.
Thanks to :
Splash Damage and Activision for the best (free!!) game ever released.
Drakir, Iffy, Detoeni, Ausman, redRum, Kat, RayBan, StormShadow, Massive and Zenith-ply for the excellent models and textures that make all the difference to how the map looks, plus any others whose models/textures have been included without our knowing the original source, but thanks anyway.
12 downloads
0 comments
Submitted
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over_the_top
By kate in MAPS N - O
Authors: Hyrtwol & Doromir
allied "Steal the gold from the castle."
axis "Don't let them steal the gold from the castle basement."
neutral "Over the Top.*The Axis has stolen the gold reserves from the bank of Denmark. Your job is to secure the gold and get it out of the valley.
// Axis Objective Descriptions
1 "Primary Objective:**Prevent destruction of the security door."
2 "Primary Objective:**Prevent the Allies from building the ramp." 3 "Primary Objective:**Prevent them from stealing the truck."
4 "Primary Objective:**Dont let them dynamite the castle basement."
5 "Primary Objective:**Prevent intruders in stealing the gold."
6 "Primary Objective:**Dont let them open the tunnel gate."
7 "Primary Objective:**Prevent the Allies from driving the truckload through the tunnel, and out of the valley."
// Allied Objective Descriptions
1 "Primary Objective:**Dynamite the security door."
2 "Primary Objective:**Build the ramp."
3 "Primary Objective:**Steal the truck."
4 "Primary Objective:**Dynamite the castle basement."
5 "Primary Objective:**Steal the gold."
6 "Primary Objective:**Open the tunnel gate."
wm_objective_allied_desc 7 "Primary Objective:**Drive the truckload through the tunnel, and out of the valley."
8 downloads
0 comments
Submitted
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pha_chateauCM
By kate in MAPS P - R
Version: Final
Author: RiFFLeR
Website: http://www.phaclan.com/
Date: OCTOBER 1, 2007
INSTALLATION INSTRUCTIONS
Place pha_chateau.pk3 inside the etmain folder in your game directory.
MAP DESCRIPTION
"The Axis have taken over a Chateau and are using it as a base of operations. Deep within the library of the Chateau are secret documents. The Allies need to steal those documents and transmit them as soon as possible! Report bugs at : WWW.PHACLAN.COM"
Allied Objectives :
1 "Break into the Chateau"
2 "Steal the Top Secret Documents"
3 "Transmit the Top Secret Documents"
4 "Capture the Grand Staircase"
5 "Construct the Command Post"
Axis Objective :
1 "Defend the Chateau"
2 "Defend the Top Secret Documents"
3 "Stop the Allies from transmitting"
4 "Hold the Grand Staircase"
5 "Construct the Command Post"
OFFICIAL DEMO SERVER :
84.244.156.133:27960
Compile :
Bsp, FullVis, Light -samples 3 -bounce 3 -scale 1.35
3600 seconds on P4 3gig 1gig Ram
Credits :
Nerve Software/ID/SplashDamage
Flame shader/candle models by RAYBAN
Visit us at :
WWW.PHACLAN.COM
To view other of my mapworks : http://forum.phaclan.com/viewpage.php?page_id=17
={PHA}=RiFFLeR
Credits
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.
8 downloads
0 comments
Submitted
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tounine_b2
By kate in MAPS S - T
Version: Beta2
Shortname: tounine_b2
Release date: 20.05.2010
Teamsize: 5 vs 5
Map by: eiM
=========
=Contact=
=========
IRC: #reVeal.et / #et.mapping
Mail: aim4r [at] gmx [dot] net
=============
=Spawnpoints=
=============
Allies:
0 - Autospawn
1 - Hillspawn
2 - Villagespawn
3 - Commandpost
4 - Commandpost
5 - Hillspawn
Axis:
0 - Autospawn
1 - Villagespawn
2 - Villagespawn
3 - Bunkerspawn
4 - Villagespawn
===============
=Thank Goes To=
===============
chosen (mapdesign)
Bio (interior design)
Fendah
draqii
antman
Dersaidin
Seanza (TLR)
Splashdamage
============
=Tools Used=
============
GTK Radiant 1.5RC1 & GTK Radiant 1.4
Q3Map2 2.5.16
Q3Map2 GUI
Notepad2
Adobe Photoshop CS
Enemy Territory
========================
=Mapping resources used=
========================
http://www.splashdamage.com/forums/
http://simland.planetquake.gamespy.com
http://en.wikibooks.org/wiki/Q3Map2
http://members.lycos.co.uk/quakeroats/q3map2/shader_manual/
http://nibsworld.com/rtcw/
http://www.wolfensteinx.com/surface/tutorials.html
http://tramdesign.planetwolfenstein.gamespy.com/resources.html
http://bubba.planetquake.gamespy.com/
http://www.level-designer.de
http://www.antman.info
This map was created as entry for the TLR Mapping Contest.
===========
=CHANGELOG=
===========
====B2====
- added more bunker ways at back axis spawn
- made south/east cave wider
- added transmitter limbo icon
- fixed clipbugs at objectivebunker
17 downloads
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Submitted
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Submitted
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cathare
By kate in MAPS C - D
Author : Wezelkrozum (Wessel Kroos)
Email address : wessel_kroos[at]hotmail.com
Map Information
Game : Return to Castle Wolfenstein: Enemy Territory
Title : Cathare
Filename : cathare.pk3
Filesize : 10,839 MB (11098905 Bytes)
Release date : 18/12/2009
Decription : Southern France, 1942. The Axis has discovered the Cathare ruine
which is perfectly for their headquarter. The Allies noticed the Axis
soldiers comming slowly towards this destroyed castle and try to
prevent them from capturing it. Kill the Enemy and you will victory!
Installation : Place the cathare.pk3 into your etmain folder,
select the map from the "host menu" or bring down the console
and type: /map cathare.
: If you are using omni-bot (0.71) on your server you can copy
the waypoint-file from the omni-bot folder into your nav folder.
GameTypes : Objective
: Deathmatch
: LMS
: NOTICE! This map has no objectives and will run like a
deathmatch gametype.
Additional Map Information/Credits
Textures : I edited some of the original textures + shaders.
Trunk texture author: Berzerkr
Special Thanks
Special thanks to Berzerkr and Ghostcarrot for the testing-procedure.
Copyright © 2009-2010 Wezelkrozum. 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 devices) WITHOUT PRIOR
WRITTEN PERMISSION.
6 downloads
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Submitted
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castlecapture_b4f
allied "Capture and defend the castle if you have captured the castle!"
axis "Defend the castle and capture the castle if the allies captured the castle!"
neutral "The Axis or Allies must capture and defend the castle!"
8 downloads
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Submitted
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castleattack_b5
By kate in MAPS C - D
Release Date: 26/Sept/06
file : castleattack_b5.pk3
author : []v[]
email : [email protected]
WebPage : http://www.mannsreality.co.uk/
Construction :
editor : GTK Radiant 1.4 and 1.5
programs : Terrain generator by Nem, easygen, Terragen
build time : too long and a bit..
Installation :
castleattack_b5.pk3 : goes in the "/etmain" folder
Scenario :
Axis forces have set up a secret base in a castle in
the french region of Loire.Steal whatever documents you
can find and steal the radio parts to enable you to
transmit the documents. The radio is located in the village.
A group of Allied soldiers have been air-dropped into the
village, they will hope to gain the radio parts and documents,
then repair the radio and transmit the documents from the
damaged village radio.Defend the castle at all costs. And
prevent the allies from transmitting the documents.
Objectives :
ALLIES :
******
- Destroy the first tank barrier.
- Destroy the entrance to the castle.
- Use the tank to destroy the memorial.
- Capture the radio parts.
- capture the secret documents.
- capture the forward spawn.
- Build the command Post.
AXIS :
****
- Build the first tank barrier.
- Build the second tank barrier.
- Defend the memorial in the castle.
- Defend the radio parts.
- Defend the secret documents.
- Defend the forward spawn.
- Build the command Post.
Thanks :
- MoP's wine bottle model.
- Splash Damage for making ET and the SD forums and search button.
- EB's spawn script and objective script, modified to suit.
- MrFin and Loffy for feedback
- gollums modified skeleton pack.
- kamikazee,allanon,[Cerberus],Shaderman,Codename Ty,die die : feedback and support
- plus anyone who's ever answered questions on splash damage forums.
Changes since b3 :
- Updated Command Map
- Altered terrain and alphamap
- Reduced file sizes and removed waste
- Fixed Memorial CM marker now disappears when its destroyed.
- Fixed unclipped curve at bunker gate.
- New tunnel from bunker to castle turrets.
- Extra passage in dungeon.
- Dynomitable wall in dungeon.
- Better access to roof and terrain all round.
Copyright and permissions :
This level may be electronically distributed only at
NO CHARGE to the recipient in its current state, and
MUST include this readme 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.
You may not disassemble this map to form new maps.
copyright for map design and layout belongs to the author
8 downloads
0 comments
Submitted
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castle_victonstein
By kate in MAPS C - D
allied "The Axis have taken control of castle Victonstein and have set up a secret radio base within it. Allies must force their way through the village and into the castle, then destroy the radios!"
axis "The Axis have taken control of castle Victonstein and have set up a secret radio base within it. Allies must force their way through the village and into the castle, then destroy the radios!"
neutral "The Axis have taken control of castle Victonstein and have set up a secret radio base within it. Allies must force their way through the village and into the castle, then destroy the radios!"
8 downloads
0 comments
Submitted
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castle_trap
By kate in MAPS C - D
Its a nice 1vs1 Map but you can play with more players too.
To install put in etmain and start server with /rcon <password> map castle_trap
axis "Kill the opponent!"
allied "Kill the opponent!"
thanks to Dr.J@cka$$ and to BL@CKY for making Grapics
16 downloads
0 comments
Submitted
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castle_del_monte_beta
By kate in MAPS C - D
Beta release, fixed the courtyard door and a few cosmetic changes.
IMPORTANT: HUNKMEGS
*** IMPORTANT!!! *** Hunkmegs must be set to atleast 128!
Not recommended for players that have less than 256mb of RAM!
You can check your Hunkmegs setting by starting ET and typing "com_hunkmegs" In the Console, Press Enter.
You will get a message telling you what your current hunkmegs setting is.
You can change it by typing "com_hunkmegs 128" in the Console, Press Enter.
You will be prompted to restart ET for the change to take effect.
The Change will only take effect for the particular Mod that ET defaults to.
To change the hunkmegs setting for a different Mod you must either choose that Mod from the Mod selection menu or connect to the server that is running the Mod that you want to use and Enter the above commands in the Console.
-----------
More Help:
-----------
If all else fails you can change it Manually by navigating to the Mod folder and Modifying the file named "etconfig.cfg"
Open this file in Notepad and click Edit in the menu and choose "Find" and enter "hunkmegs", it will find that setting and you can change it to 128, Save it and then the hunkmegs is now set for that Mod.
Examples:
This one is my Default ET Mod...
C:\Program Files\Wolfenstein - Enemy Territory\etmain\profiles\Jecoliah\etconfig.cfg
This one is my ETPUB Mod folder...
C:\Program Files\Wolfenstein - Enemy Territory\etpub\profiles\Jecoliah\etconfig.cfg
This one is my ETPRO Mod folder...
C:\Program Files\Wolfenstein - Enemy Territory\etpro\profiles\Jecoliah\etconfig.cfg
You get the Idea.
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NOTES:
-------------------------------------------------
Feedback can be sent to [email protected]
Also feedback can be posted on the forums at http://bunker.aaxxss.com.
Direct link to the Map Areana section on Bunker Forums --- http://bunker.aaxxss.com/forums/index.php?showforum=5
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Basic Information
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Author : Jecoliah
Email address : [email protected]
-------------------------------------------------
Map Information
-------------------------------------------------
Game : Return to Castle Wolfenstein: Enemy Territory
Title : Castle Del Monte
Filename : castle_del_monte_beta.pk3
Version : Beta
Release date : June 28th 2006
Decription : fixed a few things for the Beta
Program : SD Radiant 1.5.0, Mar 25 2006 release.
Compile time : 3 hrs
Compile machine : Bilt myself, P4 2.4Ghz, 768mb ram.
---------------------------------------------------------------------------------------------------------------------------
Objectives
---------------------------------------------------------------------------------------------------------------------------
Allies Spawn originally inside the mountain at the bottom of a hill and need to capture the Guardhouse Flag to Spawn there. The Guardhouse spawn is much like the one on Oasis.
Axis Spawn originally in the Guardhouse infront of the Castle and must build the Drawbridge Lever Access Door in the opposite Guardhouse and the netural command post located there as well.
Allies need to capture the Guardhouse, Dyno the Drawbridge Lever Access Door, construct the command post and Build the Bridge across the Mote, also lower the Drawbridge.
Once Allies capture the Guardhouse the Axis Spawn inside the Castle Courtyard and must keep the Allies from entering the Castle and from Blowing the main Gate.
The Allies need to enter the Castle and Blow the Main Gate and capture the Courtyard.
Once the Main Gate is Blown the Guardhouse Spawn becomes permanent for the Allies.
On top of the Castle Roof is where the Key to the Heavy Water Facility Door is. Allies Can Not enter to get the Key until the Main Gate is Blown!
Once the Main Gate is Blown Allies need to Capture the Courtyard to make the Assault on the Roof easier. (This is a capturable flag that can be held by either team until the Key is taken to the Heavy Water Facility Door at which point the Courtyard becomes a permanent Allied Spawn).
Note: The Main Gate does not have to be Blown for the Allies to be able to capture the Courtyard, there are other entrances, once inside the Castle, for allies to get to the courtyard however the Main Gate can only be blown from the Drawbridge Side of the Gate.
If Allies capture the Courtyard then the Axis spawn on the Third floor in the Back of the Castle with access to the roof and the rest of the Castle.
Inside the Building on top of the Roof Allies can go inside the first floor of that building but Can Not enter the second floor where the Obj (Key) is until the Main Gate is Blown, i have it set up where the doors remain Locked untill the Gate is blown.
Once the Main Gate is Blown the Allies must press a button to unlock the doors to gain access to the Obj area. (there are 2 doors on the first floor of the Obj building and the buttons are located right next to the doors).
Once Allies get the Key Obj they must take it from the Roof to the First Floor of the Castle to the Back of the Castle where the Heavy Water Facility Door is located.
When the Allied Player reaches the Door with the Key Obj then that door is unlocked and the Player must press the button located on that door to open it.
Note: When the Key Obj is successfully taken to the HW Door then the Courtyard Spawn becomes permanent for the Allies and the Axis Spawn underground with access to Both Heavy Water Machines for defense.
The Allies Spawn at the Courtyard Spawn and must go to the underground area and Dyno Both of the Heavy Water Machines to win.
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Special thanks and Credits to:
-------------------------------------------------
Detoeni, WeblionX and Massive over on Surface forums for all the help. Also Special Thanks to Detoeni for the use of his models and his tutorials on ASE models.
Also want to thank the guys over at Splashdamage.com for all the useful information located on their forums.
And last but certainly not least I.D. Software, Splash Damage and Activision for this Great Game and also for releasing and updating the GTK Radiant application which was used to create this map.
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Texture/Shader Notes:
-------------------------------------------------
If authors wish to use textures or models from this level you must ensure you get the permission of the origional author first.
I changed the name of some textures so that my Shader Files would be used and therefore the name of the texture IS NOT a claim by myself as to the creation of the texture.
Several of the Textures are my own Custom textures or free textures that I modified. Also Some of the scripts and shaders I made myself.
Request to use any part of the Map or contents of the castle_del_monte_alpha.Pk3 file should be E-Mailed to [email protected].
-------------------------------------------------
Copyright © 2006
-------------------------------------------------
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.
Copyright Permissions.
ID, Activision & Splash Damage. Original game rights.
END:
5 downloads
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Submitted
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castellum_final
By kate in MAPS C - D
Castellum Final
Author: six
[email protected]
http://www.planetwolfenstein.com/six
http://www.teamtritium.net
Programs used in creation:
GTKRadiant 1.4
Adobe Photoshop 6.0
3DSMAX
Notepad
Notes:
Final release of castellum.
-----------------------------------
OBJECTIVES
-----------------------------------
----------Axis Objectives----------
Defend the side gate
Defend the side door
Defend the gold crate
Construct the command post
---------Allied Objectives---------
Destroy the side gate
Destroy the side door
Get the gold crate
Construct the command post
Additional Credits:
Todd Gantzler and Jeffrey Chaplin
for the gargoyle and support models
6 downloads
0 comments
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