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Files posted by kate
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primesquadron
By kate in MAPS P - R
Author : KunA?!
Email adress : [email protected]
Xfire : kunaopw91
Site adress : prime-squadron.com
Game : Wolfenstein: Enemy Territory
Title : Prime Squadron
Filename : primesquadron.pk3
Version : Final
Description : Map designed for Prime Squadron community servers. Available for public play.
Release date : 29.05.2014
Map making time : 4 months
final compiling time : 3613 secounds
Map built in : Gtk Radiant 1.5.0
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Bugs/Suggestions
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If you found any bug just contact me via e-mail, xfire or though community site.
With pleasure i will wait for some suggestions.
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Thanks to
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Chimy aka Chimtea for basic tips years ago.
EB for func_ tutorials.
haradirki for mirror.
Warren-the-ape for PS sign.
Prime Squadron's Community for support.
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You are not allowed to re-edit, re-make or just use any of my brushwork for your own without my knowledge.
Please contact me, and maybe i will give you access to my .map :)
Now lets make another one!
11 downloads
0 comments
Submitted
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radar_tank_b2 (finale version) + botfiles
By kate in MAPS P - R
Title : radar_tank_b2
file Name : radar_tank_2.bsp
Version : beta 2 (purely a test map)
Author : Teuthis
email : [email protected]
Storyline
Axis are transmitting enemy troop activities via a heavily secured Radar device. Allies want to destroy the Radar but two heavily secured anti-tank guns are protecting the area. Allies must first destroy the guns to escort their tank to blow the radar.
Story short and punchy:
| Allies have to escort a tank to destroy the Radar.
| Objectives:..
| Allies:..
| 1:..Steal the Tank. But keep in mind that the anti-tank guns will prevent the tank from reaching the radar
| 2:..Destroy the Main Entrance
| 3:..Destroy the North Anti-Tank gun
| 4:..Destroy the South Anti-Tank gun
| 5:..Escort the Tank and destroy the Radar
|
| Secondary objectives
| - Destroy the Side Entrance
| - Built the command post
| - Prevent the Axis from constructing the Command Post
| Miscellania:..
| :..build time : a bit more than 2 weeks
| Credits
| :..most importantly the folks making radar, great map!
| :..Simonoc for great tutorials on alpha blending and for shaders and textures (please check his website for license agreement when using his textures)
| :..for technical support Niger, Aciz, Kemon, Thunder, Mateos
| :..Kate, Cyberwolf and the Crew of ETS for testing the map and for great support and ideas
| :..UJE Niek for making the waypoints
| Noteworthy:…...
|
| :..There are some models in the map that carry TheWolfTeam (TWT) logo. It is important to understand that TWT is not a clan and that I'm not advertising a clan here. The reason I put the TWT logo in is because I want to encourage every person mapping for ET to join this team and to benefit from the help that is offered here. Without the help from TWT this map would not exist the way it is. So more mapper at TWT means more great maps for you all.
| Copyright :..
| :..Copyright (c) 2021 by id software
| :..all laws from ID software and splash damage / activation that apply for enemy territory also apply to this map.
| Permissions:..You may not include or distribute this map in any sort of commercial product.
| :..distribution is only allowed without any charge for the recipient. This map is for non-commercial use only. Nobody is allowed to make profit from this map.
|
Last note from Teuthis
|
:..as with all maps from me, this map is free of Nazi symbols. The world is a better place without those symbols.
so now fire it up and have fun. And giving me feedback is very welcome. Also if you have ideas for future maps, let me know
55 downloads
0 comments
Updated
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Frostbite
Axis Objective Descriptions
1 "Primary Objective:**Stop the Allies from transmitting the Supply Documents."
2 "Secondary Objective:**Defend the Main Door."
3 "Secondary Objective:**Defend the Storage Wall from being breached."
4 "Secondary Objective:**Stop the Allies from destroying the Service Door."
5 "Secondary Objective:**Set up a Command Post inside the Transmitter Building."
6 "Secondary Objective:**Prevent the Allies from establishing a Command Post in the Upper Complex."
// Allied Objective Descriptions
1 "Primary Objective:**Steal the Supply Documents and transmit them back to Allied Command."
2 "Secondary Objective:**Destroy the Main Door into the Complex."
3 "Secondary Objective:**Breach the Storage Wall."
4 "Secondary Objective:**Dynamite the Service Door."
5 "Secondary Objective:**Prevent the Axis from constructing a Command Post in the Transmitter Building."
6 "Secondary Objective:**Establish a forward Command Post in the Upper Complex."
16 downloads
0 comments
Submitted
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ammo_bunker2
some players crashes with that map
Author : Orginal by Seven_dc and Joop Sloop, remake by Cube
Webpage : http://iceteam.servegame.com ( site gone )
Map Information
Game : Wolfenstein: Enemy Territory
Title : Ammo_bunker2
Filename : Ammo_bunker2.pk3
Release date : 2007-11-29
Decription : By the beginning of March 1943 the Eighth Army, advancing westwards along the North African coast, had reached the Tunisian border and Axis found themselfs in an Allied two army pincer. They were outflanked, outmanned and outgunned. The British Eighth Army shattered the Axis defense on the Mareth Line in late March and First Army in central Tunisia launched their main offensive in mid April
The axis forces are regathering there forces in north Africa to Tunisia were they have ammo bunker and newly developed rocket. They have been given the order to launch the rocket on allies headquarters and hold the perimeter until reinforcements arrives.
The allied forces has landed in Tunisia and are about to destroy this low guarded axis ammunition bunker and the rocket.
Program : SD Radiant 1.5.0
Installation : 1. Put the ammo_bunker2.pk3 in your etmain folder.
2. If you are running a server set ammo_bunker2_b1 in your campaign file.
3. If you are running omni-bot on your server put the ammo_bunker_b1.way file in your ..\et\nav folder.
Info!
Ammo bunker 2 is basically a merge of Ammo bunker and Kadesh with some additional detail work.
Ammo bunker was originally made by seven_dc. He created this map for 3 vs 3 and then altered it so it could be fit for 6 vs 6.
Kadesh was created by Joop Sloop for the 1024 map competition.
Ammo bunker 2 has same game play as the original beside the add-on of Kadesh. Now there are two primary objectives which allies has to finish to ensure victory.
This map is fairly small, ideal for 6 vs 6. Anything over that and things will get intensive
Special thanks and Credits to:
Main changes:
1. A beach has been added.
2. A house has been added in the main path of allies to slow them down.
3. Some details work.
4. Sounds have also been changed to desert sounds.
Objectives:
Primary :
1. Destroy / protect the Axis southbunker door
2. Destroy / protect the Axis ammo storage
3. Destroy / protect the rocket
Secondery :
1. Destroy / protect the bath house door
2. Destroy / protect doors to the garden
3. Build command post
Special Thanks:
1. To Seven_dc and Joop Sloop for giving me there source maps.
2. To Scrupus for guidens, bug fixing, prefab and general support.
3. To Fix for guidens and textures.
4. To Icarion for prefab (hookah).
5. To []v[] for models.
6. To people on SD forums for general help.
-------------------------------------------------
Copyright:
What is that word mean?
19 downloads
0 comments
Updated
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ae_wizerness_final
objectivedata filemissing so ets kate fixed
Original RTCW Level Design by Richard Casson Conversion by +Kommando+.
Axis Objective Descriptions
1 "Primary Objective:**Destroy the First Allied Supply Stash."
2 "Primary Objective:**Destroy the Second Allied Supply Stash."
3 "Primary Objective:**Prevent the Allies from destroying the First Axis Secret Weapon."
4 "Primary Objective:**Prevent the Allies from destroying the Second Axis Secret Weapon."
5 "Secondary Objective:**Capture the Forward Spawn flag."
6 "Secondary Objective:**Defend the Axis Main Hatch."
7 "Secondary Objective:**Destroy the Allied Main Hatch to gain another route into the Allied base."
8 "Secondary Objective:**Construct a Command Post."
Allied Objective Descriptions
1 "Primary Objective:**Prevent the Axis from destroying the First Supply Stash."
2 "Primary Objective:**Prevent the Axis from destroying the Second Supply Stash."
3 "Primary Objective:**Destroy the First Axis Secret Weapon."
4 "Primary Objective:**Destroy the Second Axis Secret Weapon."
5 "Secondary Objective:**Capture the Forward Spawn flag."
6 "Secondary Objective:**Destroy the Axis Main Hatch to gain another route into the Axis base."
7 "Secondary Objective:**Defend the Allied Main Hatch."
8 "Secondary Objective:**Construct a Command Post."
27 downloads
0 comments
Updated
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a_arta_test3
Mapname : Arta Test 3
// BSPname : arta
Released: January 2018
Version : 3rd Test
Map made by: -SSF-Sage and Pegazus from SM-Mapping
Contact Sage : ssf.sage at gmail dot com //-SSF-Sage @ splashdamage.com/forums (prefered)
Contact Pegazus : Pegazus @ splashdamage.com/forums
SM-Mapping site: *Not active*
Please contact us for any feedback, suggestions, constructive critisism, bug report etc.
Story:
After the attack at Capuzzo Airport, the Axis engineers have moved their engineering project to an underground base in Arta, Greece. With the surrender of the Italian government, the German forces are most likely to withdraw to the north and carry on their super plane project in mainland Germany. This is the last chance for Allies to stop the Axis super plane project. If Allies lose this battle then Luftwaffe will dominate the skies once again.
Objectives:
Allies:
1] Cross the Bridge.
2] Breach the Underground Base Main Door.
3] Destroy the Plane Prototype.
4] Destroy the Jet Engine Prototype.
5] Steal their Project Files! Use the Command Post to transmit it.
6] Establish a Command Post.
7] *Secondary* Destroy the Generator to cut power from Dam sidedoor.
8] *Secondary* Blow a secondary route through an Air Inlet.
9] *Secondary* Construct an Assault Ramp to weaken Axis Choke point.
Axis:
1] Prevent the Allies from crossing the Bridge.
2] Prevent the Allies from entering the Underground Base.
3] Protect the Plane Prototype.
4] Protect the Jet Engine Prototype.
5] Protect the Project Files. Do not let them Transmit it!
6] Prevent Allies from establishing a Command Post.
7] *Secondary* Don't let them destroy Generator to cut power from Dam sidedoor.
8] *Secondary* Stop them from entering the Base through an Air Inlet.
9] *Secondary* Don't let them construct an Assault Ramp.
Disclaimer:
We can not be held responsible for anything.
Credits:
One or more textures on this map have been created with images from Textures.com. These images may not be redistributed by default. Please visit www.textures.com for more information.
Avoc
For a flower and a crate texture
Rayban
For an alpha tree texture
Map testing:
//////Big thanks to testing
///We owe you guys for all the help, testing and feedback!
Members and players from:
{WeB} Clan
http://webclan.freeforums.org/
UJE Clan
http://www.ujeclan.com/
Ets| Community
http://enemyterritory-stuff.net/
Special thanks to:
GANG$TA from {WeB} Clan
Dogster from {WeB} Clan
Niek from [UJE] Clan
Kate from Ets| Community
Installation:
Put the pk3 file into your Etmain folder.
Uninstallation:
Delete the pk3 file from your Etmain folder.
Changelog:
Second test:
-Axis First Spawn moved closer to River
-Side route to the hill with an assault ramp
-CP on the hill
-Documents inside the base, transmit with CP
-Remove third prototype dynomiteable
-Objective info stuff
Third Test:
-Added a generator at dam to limit using the dam side entrance. Destroying generator opens the door.
-Added door to block Allies from using base entrance near Axis spawn
-Allies capture spawn 1 spline earlier
-Warnings when entering base/dam
-Bug fixes
-Details
23 downloads
0 comments
Updated
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etlegacy-v2.80.2-x86_64
Two weeks ago we released the first hotfix 2.80.1 'Path Cleared!' for the initial ET: Legacy 2.80 'Clear the Path!' release another two weeks earlier. Backed by an absolutely amazing increase in activity following the recent Steam release of Wolfenstein: Enemy Territory, we are happy to bring another hotfix your way.
Given the age of the game, user-friendliness is not on the level of modern games. Given the recent influx in players, we improved the quality of error messages for debugging. On the other hand, we also fixed an issue crashing the game on start-up for some of you. Improving debugging is only a small part as we are also actively looking into UI customisations and improvements. (Again. But like for real this time!) Some improvements to the mod UI have already been included in this release with others still being ironed out.
PRIMARY CHANGES
Fixed double sound issue Fixed voice chats on steam 2.60b client Fixed game not running on Wayland on Linux Prevented unintentional pushing by holding down +activate -> full changelog
OTHER NEWS
ET: Legacy on Steam? We are still reaching out to the right people regarding the possibility of releasing ET: Legacy on Steam. Some progress has been made, but unfortunately we have no official news regarding this just yet.
ET: Legacy being flagged by Anti-Virus We have acquired an official license for a new Windows installer, which allows us to digitally sign the binaries. This will make antivirus software less trigger happy in the future. Unfortunately, migrating to the new installer is still a work in progress, so this hotfix is still using the old installer without signed binaries. The new installer should be available starting with release 2.81.
written by Kemon 3 weeks ago
14 downloads
0 comments
Updated
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wurttemberg_b4
By kate in MAPS V - W
wurttemburg.pk3
spaffdog
Objective(s)
Axis Objective - Descriptions
1 "Don't let the Allies get the tank over the bridge."
2 "Protect the town's main gate."
3 "Protect the town's side gate."
4 "Prevent the Allies from accessing the docs room."
5 "Protect the room's entrance."
6 "Don't let the Allies to escape with the docs."
Allied Objective - Descriptions
1 "Build the bridge and move the tank over to the main gate."
2 "Let the tank blow up the town's main gate."
3 "Dynamite the side Gate."
4 "Move forward to the docs room."
5 "Blow up the defences by the gate's entrance."
6 "Escape with tdocuments."
- Allies spawn slightly further away from the tank than axis. it's a rush to either build or setup for a defense.
- once the allies have repaired the tank the axis spawn now becomes the allies spawn and forces teh axis back to the factory.
- The allies must continue to move the tank forward towards the factory gates
- Allies must repair the bridge to advance to the factory gates
-Blow the factory gates
- advance the tank to the side and blast through the wall
- allies cp spawn upon repair/construction
- H/A crates available near the allies cp to help with the push towards the gates and ultimately inside
- once the gate and the side wall have been blown it's time to steal teh docs and run them back to the transmitter (in an abandonded house near the intitial tank start.
-----------------------------
Changes
-----------------------------
- fixed the HUGE second tank explosion bug
- Completely reworked the texturing. looks a lot better (imo)
- re-did the lighting from scratch. was either uber bright or dark depending on your config, should be much better now - obviously looks best on stock config **my monitor has it's brightness up so might still be too dark - easy fix**, lots of the brick detail is lost on really high gamma and pic mip)
- added cushions to the spawn points so you no longer lose health dropping down
- redid the clipping on the trucks after it was found proning underneath them was possible
- added various props and things, truck inside the latter area buildings and various other additions
- blocked the spawn camping building next to allies initial spawn
- BETA 4: tank has been moved, textures and build fixes as well as lighting fixes
probably more but can't remember
38 downloads
0 comments
Updated
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unit_cacheV2.1_final_fixed
Axis Objective Descriptions
1 "Primary Objective:**Don't let them steal the keycard.**If they can open the main gate and you will lose the forward bunker."
Allied Objective Descriptions
1 "Primary Objective:**Steal the keycard and open the main gate.**This will capture the forward bunker and give you access to the antenna generator."
26 downloads
0 comments
Updated
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der_Fabrik
By kate in MAPS C - D
axis
1 "Primary Objective:**Construct the Corridor Gate"
2 "Primary Objective:**Build an Axis Command Post."
3 "Primary Objective:**Protect the Generator at all cost."
allied
1 "Primary Objective:**Capture the Corridor Gateway and dynomite the gate if constructed."
2 "Primary Objective:**Build an Allied Command Post."
3 "Primary Objective:** Dynomite the two hubs attached to the Generator to disable the Factory."
22 downloads
0 comments
Updated
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decrypted
By kate in MAPS C - D
Fx's specials thanks goes to :
_Dersaidin
_Nerve
_Gray Matters
dFx's thanks goes to :
_wolfensteinx and their tutorials.
_Francesco <Nemo> Bancalà for his software known as easygen.
_SplashDamage for their mapping documentation and their support in the forum.
_Thanks to ID Software for their engine and their support in community.
_whole epona team and satoshi for their support.
Axis Objective Descriptions
1 "Primary objective**Take Decrypted Documents"
2 "Primary objective**Transmit Decrypted Documents"
3 "Secondary objective**Dynamight the Main doors to get one more access"
4 "Secondary objective**Take the Froward flag to respawn closer"
5 "additionnal objective**Dynamight the Brick wall to get one more access to the transmitter"
6 "additionnal objective**Construct the Command post to get faster charge times"
// Allied Objective Descriptions
1 "Primary objective**Take Decrypted Documents"
2 "Primary objective**Transmit Decrypted Documents"
3 "Secondary objective**Dynamight the Main doors to get one more access"
4 "Secondary objective**Take the Froward flag to respawn closer"
5 "additionnal objective**Dynamight the Brick wall to get one more access to the transmitter"
6 "additionnal objective**Construct the Command post to get faster charge times"
21 downloads
0 comments
Updated
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caen2_rev1
By kate in MAPS C - D
Axis Objective Descriptions
1 "Primary Objective:**Take control of the town."
2 "Primary Objective:**Repair the tank."
3 "Primary Objective:**Escort the tank to the river where axis pilots can see the tank."
4 "Primary Objective:**This is the Allied Battalion Headquarters."
5 "Primary Objective:**Steal the maps."
6 "Primary Objective:**Escape with the maps."
7 "Secondary Objective:**Prevent the Allies from establishing a Command Post."
8 "Secondary Objective:**Set up a Command Post inside the town hall."
Allied Objective Descriptions
1 "Primary Objective:**Defend the town."
2 "Primary Objective:**Prevent the Axis from repairing the tank."
3 "Primary Objective:**Stop the tank."
4 "Primary Objective:**This is the Allied Battalion Headquarters."
5 "Primary Objective:**Protect the maps."
6 "Primary Objective:**Do not let the Axis get away with our maps."
7 "Secondary Objective:**Establish a Command Post inside the town hall."
8 "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post."
33 downloads
0 comments
Updated
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baserace + z_baserfin_scobo
ts a race, to build your base! Steal Construction Materials from your enemy's base and secure them at the various 'Capture Pads' located in your team's base. Different capture pads correspond to different base constructions and upgrades, so be sure to think about where you secure your Construction Materials. Capture Pads can be used multiple times to upgrade constructions. Also, constructions can be 'synergized' by completing combinations of other constructions. The first team to complete all 40 constructions / upgrades or have the most completed when the timer runs out wins!
README:
-------------------------------------------------
Basic Information
-------------------------------------------------
Designer : CptnTriscuit
Designer2: TNR360 (MX)
Made with permission from CptnTriscuit
-------------------------------------------------
Map Information
-------------------------------------------------
Game : Return to Castle Wolfenstein: Enemy Territory
Title : Baserace Winter
Filename : baserace_b3c_b3.pk3
Version : Beta 3c
Release date : 06/05/2007
Installation : Place the baserace.pk3 to your etmain folder, select it from the multiplayer->create server menu or
bring down the console and type: map baserace
23 downloads
0 comments
Updated
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rarstats
Not remember at all what mod can have it running ..
Round Robin Database Tools
It is pretty easy to gather status information from all sorts of things,
ranging from the temperature in your office to the number of octets which
have passed through the FDDI interface of your router. But it is not so
trivial to store this data in a efficient and systematic manner. This is
where RRDtool kicks in. It lets you log and analyze the data you gather from
all kinds of data-sources (DS). The data analysis part of RRDtool is based
on the ability to quickly generate graphical representations of the data
values collected over a definable time period.
To compile:
-----------
sh configure
make <------ GNU make
make install <------ GNU make
This will configure, compile and install RRDtool in
/usr/local/rrdtool-VERSION. If you prefer to install RRDtool in some other
place, use
sh configure --prefix=/some/other/RRDtool-dir
If you prefer to live with shared libraries, make sure you add the
--enable-shared option to your configure call.
sh configure --enable-shared
The configure script will try to find your perl installation (5.004
preferred). If it does not find it, you can still build RRDtool but no perl
modules will be generated.
By default the perl modules will be installed under the RRDtool install
directory. This will require you to use a 'use lib' statement in your
RRDtool perl programs. If you do not care what happens to your site-perl
directory, you can also use
make site-perl-install
will install the perl modules whereever you keep your local perl modules.
Doing this reliefs you from using 'use lib' in your scripts.
Configure will also look for an TCL installation on your system. If it finds
one it will build a TCL interface for rrdtool. If you keep tcl in a non
standard location you can use
sh configure --with-tcllib=/sw/tcl-8.3/lib
to indicte the right version (note, this must point to the directory where
tclConfig.sh is located). Note that install will integrate the tcl bindings
into your tcl installation. It will use a separate directory for each
version though, so this is not much of a problem. Never the less the TCL
module will not get intalled by default as TCL wants its module in the base
tcl installation where you might not be able to write to. So if you want the
tcl stuff installed, type
make site-tcl-install
Getting Started:
----------------
Either after compiling or after installing you can try the example
RRDtool applications in the examples directory.
To learn:
---------
Read the documentation in the doc directory. Start of with
RRDtool. All documents are available as html and as ASCII text.
If you are looking for a more slow paced introduction, make sure to read
Alex van den Bogaerdt's rrdtutorial which is also available from the doc
directory. Also read his cdeftutorial and Steve Rader's rpntutorial.
If you want to know about the format of the log files check
src/rrd_format.h there are a lot of comments in there ...
How to make Tobi happy:
-----------------------
If you want to show your appreciation for RRDtool you could make me happy
by going to ee-staff.ethz.ch/~oetiker/wish and ordering a CD from
my CD wish list ...
How to keep in touch:
---------------------
There are 3 Mailing lists for RRDtool:
rrd-announce LOW volume RRDtool Announcements List (Only Stable Releases)
rrd-users For discussion amongst people who use RRDtool in their applications
rrd-developers For people who actually HACK RRDtool code
To subscribe to <MAILGLIST> send a message with the subject 'subscribe'
to <MAILGLIST>[email protected].
Note, that postings to rrd-announce will always be cross-posted
to rrd-users and rrd-developers as well.
To Contribute:
--------------
Contributed feature and bug patches are most welcome. But please
send complete patches. A complete patch patches the CODE as well
as the CHANGES, CONTRIBUTORS and the POD files.
Use GNU diff --unified --recursive olddir newdir to build your patches.
The latest Version:
-------------------
Is available from http://ee-staff.ethz.ch/~oetiker/webtools/rrdtool/
Tobias Oetiker <[email protected]>
33 downloads
0 comments
Updated
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vara
By kate in MAPS V - W
Axis Objective Descriptions
1 "Primary Objective:**Protect the Big-Gun "
2 "Primary Objective:**Protect the Side-Entrance"
3 "Primary Objective:**Build the Commandpost."
4 "Primary Objective:**Protect the Gold."
5 "Primary Objective:**Protect the Truck and don´t let the Allies drive the truck to House near the Flag."
6 "Primary Objective:**Build the Radarcontrols at the Radarbunker."
7 "Primary Objective:**Don´t let the Allies build the MG."
8 "Primary Objective:**Build the Beach-Fence 1 + 2 ; the Beach-MG and the MG near the Ammodepot ."
// Allied Objective Descriptions
1 "Primary Objective:**Destroy the Big-Gun of the Battery Vara. "
2 "Primary Objective:**Destroy the Side-Entrance "
3 "Primary Objective:**Build the Commandpost."
4 "Primary Objective:**Steal the Gold."
5 "Primary Objective:**Steal the Truck and drive the Gold to the House near the Flag."
6 "Primary Objective:**Blow up the Radarcontrols at the Radarbunker."
7 "Primary Objective:**Build the Beach-MG"
8 "Primary Objective:**Blowup the Beach-Fence 1 + 2, the Beach-MG ; the fence near the Ammodepot and the MG that where there"
18 downloads
0 comments
Submitted
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ruins23lite_fixed
By kate in MAPS P - R
ruins23 by William Tyler "neotic" Buser, aka "aka a sound so very loud"
vis improvement by Barry "[MML]Gerbil" Swan
command map and levelshot by Nick "M Schaffer" Abbot
key, dagger, hourglass by Erik "MacGyver" Jacobsen
sky by Roger "rgoer" Cordes
Thanks to: HeirPie for moral support and hopefully server time!
Thanks to: Firefly, MadJack, chavo_one, Mean Mr. Mustard, Drakir, LaggingTom, Mr_Tickles, NOP, and many people at SplashDamage.com forums, Quake3world level editing forums, and Shit Storm Server Forums.
Special thanks to yndar, Sock, and the rest of the SplashDamage team.
map edited by Heirpie for smaller meg size.
21 downloads
0 comments
Submitted
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ruins23
By kate in MAPS P - R
runins23 by William Tyler "neotic" Buser, aka "aka a sound so very loud"
vis improvement by Barry "[MML]Gerbil" Swan
command map and levelshot by Nick "M Schaffer" Abbot
key, dagger, hourglass by Erik "MacGyver" Jacobsen
sky by Roger "rgoer" Cordes
Thanks to: HeirPie for moral support and hopefully server time!
Thanks to: Firefly, MadJack, chavo_one, Mean Mr. Mustard, Drakir, LaggingTom, Mr_Tickles, NOP, and many people at SplashDamage.com forums, Quake3world level editing forums, and Shit Storm Server Forums.
Special thanks to yndar, Sock, and the rest of the SplashDamage team.
22 downloads
0 comments
Submitted
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xdam2
By kate in MAPS X - Z
Axis Objective Descriptions
1 "Primary Objective:**Build the upper dam Wall and stop the Allies from blowing it up and gaining free access to the upper dam area."
2 "Primary Objective:**Stop the Allies from blowing up the service area garage door."
3 "Primary Objective:**Prevent the Allies from gaining access to the X-Lab and destroying it."
4 "Secondary Objective:**Capture the Service Area spawn point."
5 "Secondary Objective:**Destroy the Allied Command Post in the lower dam."
6 "Secondary Objective:**Set up a Command Post inside the upper dam.."
// Allied Objective Descriptions
1 "Primary Objective:**Blow up the Wall in the upper dam wall."
2 "Primary Objective:**Blow up the Service Area Garage door."
3 "Primary Objective:**Gain access to the X-Lab and destroy the equipment."
4 "Secondary Objective:**Capture the Service Area spawn point."
5 "Secondary Objective:**Set up a Command Post inside the lower dam."
6 "Secondary Objective:**Destroy the Axis Command Post inside the upper dam."
7 downloads
0 comments
Submitted
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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
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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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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"
10 downloads
0 comments
Submitted
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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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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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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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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.
25 downloads
0 comments
Updated