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kate

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Files posted by kate

  1. adlernest_roof_b4

    Author        : Dersaidin
    Real name     : Andrew Browne
    Location        : Australia
    E-mail        : [email protected]
    Game        : Wolfenstein - Enemy Territory
    Modified by: KiSsMySeXyAsS aka MorpHDoc
    ==========
    Description
    ==========
    Axis strategic base / supply base located high in a mountainous region of Germany
    Allies are attacking.
    Allied Objectives:
    - (Primary) Steal documents and bring them to the transmitter
    - Dynamite door controls to gain access to the base, alternatively, a covert could infiltrate the upper base with a uniform
    - Construct CP for Allied forward spawn
    - (Optional) Open main door for additional access
    Axis Objectives:
    - (Primary) Defend the documents
    - Defend the door controls and prevent Allies from entering the base
    - Stop the Allies from constructing the CP, or destroy it to disable their forward spawn
    - (Optional) Close main door to restrict allied access
    Spawntimes:
    Axis 30
    Allies 20
    =========
    Prefab Acknowledgements
    =========
    Thanks! This map would look shit without them!
    WJ|Ifurita
    Marko     http://www.gamedesign-online.com/
    Drakir     http://www.sikstrom.nu/rikard/
    Flag textures from Frostbite (by Moonky) were used.
    =========
    Tutorials
    http://simland.planetquake.gamespy.com/pages/articles.htm
    Bugs
    A hairline crack in the func_explosive part of the bridge.
    Thanks
    At the top of my list of thanks are these players who have helped Adlernest become known and hopefully accepted.
    These guys are doing a service to ET by helping the community embrace new custom maps.
    They tell me theres others, I would like to thank those others, but Very Special thanks to:
    swinyboi (De)
    Neillie (UK)
    SPU9 (De)
    Special Thanks:
    Demanufacturer (Au)
    Danzail(NZ)
    Transflex / Nikon (Au)
    MerCuryRisIng (Au)
    Madmonki (Au)
    Karl (NZ)
    Moley (Au)
    Flip (Nz)
    LoweLife (Au)
    Rogue (Au)
    BlackJack (Au)
    WJ|Ifurita (USA)
    Nemesis (Au)
    Sound Editing: Thanks for putting up with me being a perfectionist in this department! :D
    budGie (Au)
    teh'dog (Au)
    Splashdamage forums!
    Early Testers:
    Aj (Au)
    angelus (Au)
    bumalot (Au)
    budGie (Au)
    Bru+E (Au)
    BmX (Au)
    chevron (Au)
    Crunchie (Au)
    c0ntagi0us (Au)
    exesiv (Au)
    fork (Au)
    haste'e (Au)
    Inso (Au)
    jetz0r (Au)
    Juicy.K (Au)
    KaD (Au)
    Leggless (Au)
    Mikablah (Au)
    Mita (Au)
    Nad3bot* (Au)
    shaggy (Au)
    schism (Au)
    Spinnahz (Au)
    SubXero (Au)
    Sykonut (Au)
    Turismo (Au)
    Zephyr (Au)
    44HardCore (Au)
    etc.
    Thanks to vF clan for use of their gameserver.
    Thanks to Ve clan for use of their gameserver.
    Thanks to AusTourny for use of their gameservers and their support.
    Thanks to everyone who gave feedback. Your contribution has improved Adlernest immesureably.
    Programs used
    - Enemy Territory and ETPro
    - GtkRadient 1.4.0
    - Adobe Photoshop CS
    - Crimson Editor 3.60
    - Wood Workshop 1.00.0512
    - Winzip

    Change log
    Changes by KiSsMySeXyAsS aka MorpHDoc
    adlernest_roof_b3
    - created a radar command room on the roof
    - created ammo packs for Axis in the radar command room
    - created tunnel from Allies first spawn to back of the ammo packs
    - created ladder to access the roof from the outside (only after the missile is launched)
    - created axis CP room and tunnel to the transmitter from that room
    adlernest_roof_b2
    - added details to the room on the roof from the allies CP spawn
    - created a missile launcher to create a hole in the roof
    - remove access from the abyss, but players can still reach the abyss
    - remove the wall next to the ammo packs
    adlernest_roof_b1
    - added roof access from Allies CP and Axis Spawn
    - added abyss access
    adlernest (Final!) 1/5/06
    - Improved command map
    - Improved mapscripting
    - Improved textures
    adlernest_b8
    - Boost exploit fixed
    - Texture fixes
    - Asthetic aditions/improvements (Window frames, basement railings, fuse boxes, exhaust fan... etc)
    - Scripting fixes
    - Additional lighting tweaks
    - Steps clipping fixed (stepping into: Transmitter rooms, CP spawn room, CP level from bridge)
    - Spectator moved
    adlernest_b7c
    - Health/Ammo Command map marker
    - Lighting tweak
    - Tiny asthetic adition
    adlernest_b7b
    - more CP area changes
    - door controls changes
    - Axis spawn time from 25 back to 30
    - Fix a couple of ledges that you shouldn't be able to stand on
    - Docs run now takes 22 seconds via CP path (shortest safe path), as opposed to 17 seconds
    - Updated readme and the objectives data
    adlernest_b7a (Not officialy released)
    - CP model fix (allied only model)
    - CP Dynamite/Satchel/Nade/etc clipping
    - Partialy Destructable bridge (reduce riflenades)
    - Radio Dynamite bugfix
    - Second switch added for main blast doors
    - Ramp added near documents area
    - Extra props added
    - Improved backround terrain
    - Other bugfixes :)
    adlernest_b7
    - Documents command map Icon
    - Additional lighting improvements
    - Added to backround terrain
    - Axis spawn time reduced from 30 to 25
    - Axis spawn moved further away to compensate
    adlernest_b6 (Not officialy released)
    - Vent grill health lowered
    - Lighting improvements
    - Script fixes
    - Scaleing
    - Added to backround terrain
    adlernest_b5
    - Voice overs added
    - Minimap icons added
    - Ramp between transmitter and CP has been changed into stairs and a room formed at the top (increases doc runs)
    - More eye candy (pipes and junk)
    - Texture improvements
    - More environment sounds added (wind in abyss, transmitter sound, etc)
    - Random fixes and improvements
    - More chalk
    - SOME Vis optimizations
     

    9 downloads

       (0 reviews)

    0 comments

    Submitted

  2. adlernest_desert_advanced

    Adlernest Desert Advanced
    Author        : Dersaidin
    Real name     : Andrew Browne
    Location        : Australia
    E-mail        : [email protected]
    Game        : Wolfenstein - Enemy Territory
    ========
    Retexured/Modified     : 'StoerFaktoR
    URl                : http://chris-s.de
                    : http://et-zone.de
    E-mail            : [email protected]
    =======
    Description
    =======
    Axis strategic base / supply base located high in a mountainous region of Germany
    Allies are attacking.
    Allied Objectives:
    - (Primary) Steal documents and bring them to the transmitter
    - Dynamite door controls to gain access to the base, alternatively, a covert could infiltrate the upper base with a uniform
    - Construct CP for Allied forward spawn
    - (Optional) Open main door for additional access
    Axis Objectives:
    - (Primary) Defend the documents
    - Defend the door controls and prevent Allies from entering the base
    - Stop the Allies from constructing the CP, or destroy it to disable their forward spawn
    - (Optional) Close main door to restrict allied access
    Spawntimes:
    Axis 30
    Allies 20

    Prefab Acknowledgements
    Thanks! This map would look shit without them!
    WJ|Ifurita
    Marko     http://www.gamedesign-online.com/
    Drakir     http://www.sikstrom.nu/rikard/
    Flag textures from Frostbite (by Moonky) were used.

    Tutorials
    http://simland.planetquake.gamespy.com/pages/articles.htm
    Bugs

    A hairline crack in the func_explosive part of the bridge.
    Thanks
    =========
    At the top of my list of thanks are these players who have helped Adlernest become known and hopefully accepted.
    These guys are doing a service to ET by helping the community embrace new custom maps.
    They tell me theres others, I would like to thank those others, but Very Special thanks to:
    swinyboi (De)
    Neillie (UK)
    SPU9 (De)
    Special Thanks:
    Demanufacturer (Au)
    Danzail(NZ)
    Transflex / Nikon (Au)
    MerCuryRisIng (Au)
    Madmonki (Au)
    Karl (NZ)
    Moley (Au)
    Flip (Nz)
    LoweLife (Au)
    Rogue (Au)
    BlackJack (Au)
    WJ|Ifurita (USA)
    Nemesis (Au)
    Sound Editing: Thanks for putting up with me being a perfectionist in this department! :D
    budGie (Au)
    teh'dog (Au)
    Splashdamage forums!
    Early Testers:
    Aj (Au)
    angelus (Au)
    bumalot (Au)
    budGie (Au)
    Bru+E (Au)
    BmX (Au)
    chevron (Au)
    Crunchie (Au)
    c0ntagi0us (Au)
    exesiv (Au)
    fork (Au)
    haste'e (Au)
    Inso (Au)
    jetz0r (Au)
    Juicy.K (Au)
    KaD (Au)
    Leggless (Au)
    Mikablah (Au)
    Mita (Au)
    Nad3bot* (Au)
    shaggy (Au)
    schism (Au)
    Spinnahz (Au)
    SubXero (Au)
    Sykonut (Au)
    Turismo (Au)
    Zephyr (Au)
    44HardCore (Au)
    etc.
    Thanks to vF clan for use of their gameserver.
    Thanks to Ve clan for use of their gameserver.
    Thanks to AusTourny for use of their gameservers and their support.
    Thanks to everyone who gave feedback. Your contribution has improved Adlernest immesureably.
    Programs used
    - Enemy Territory and ETPro
    - GtkRadient 1.4.0
    - Adobe Photoshop CS
    - Crimson Editor 3.60
    - Wood Workshop 1.00.0512
    - Winzip
    Change log
    adlernest (Final!) 1/5/06
    - Improved command map
    - Improved mapscripting
    - Improved textures
    adlernest_b8
    - Boost exploit fixed
    - Texture fixes
    - Asthetic aditions/improvements (Window frames, basement railings, fuse boxes, exhaust fan... etc)
    - Scripting fixes
    - Additional lighting tweaks
    - Steps clipping fixed (stepping into: Transmitter rooms, CP spawn room, CP level from bridge)
    - Spectator moved
    adlernest_b7c
    - Health/Ammo Command map marker
    - Lighting tweak
    - Tiny asthetic adition
    adlernest_b7b
    - more CP area changes
    - door controls changes
    - Axis spawn time from 25 back to 30
    - Fix a couple of ledges that you shouldn't be able to stand on
    - Docs run now takes 22 seconds via CP path (shortest safe path), as opposed to 17 seconds
    - Updated readme and the objectives data
    adlernest_b7a (Not officialy released)
    - CP model fix (allied only model)
    - CP Dynamite/Satchel/Nade/etc clipping
    - Partialy Destructable bridge (reduce riflenades)
    - Radio Dynamite bugfix
    - Second switch added for main blast doors
    - Ramp added near documents area
    - Extra props added
    - Improved backround terrain
    - Other bugfixes :)
    adlernest_b7
    - Documents command map Icon
    - Additional lighting improvements
    - Added to backround terrain
    - Axis spawn time reduced from 30 to 25
    - Axis spawn moved further away to compensate
    adlernest_b6 (Not officialy released)
    - Vent grill health lowered
    - Lighting improvements
    - Script fixes
    - Scaleing
    - Added to backround terrain
    adlernest_b5
    - Voice overs added
    - Minimap icons added
    - Ramp between transmitter and CP has been changed into stairs and a room formed at the top (increases doc runs)
    - More eye candy (pipes and junk)
    - Texture improvements
    - More environment sounds added (wind in abyss, transmitter sound, etc)
    - Random fixes and improvements
    - More chalk
    - SOME Vis optimizations
    adlernest_desert_advanced
    -new textures
    -bridge over the canyon is constructable and destroyable
    -new wall(destroyable)
     

    13 downloads

       (0 reviews)

    0 comments

    Submitted

  3. adlernest_desert

    Author        : Dersaidin
    Real name     : Andrew Browne
    Location        : Australia
    E-mail        : [email protected]
    Game        : Wolfenstein - Enemy Territory
    ==========
    Retexured         : 'StoerFaktoR
    URl            : http://chris-s.de
                : http://et-zone.de
    E-mail        : [email protected]
    Description
    Axis strategic base / supply base located high in a mountainous region of Germany
    Allies are attacking.
    Allied Objectives:
    - (Primary) Steal documents and bring them to the transmitter
    - Dynamite door controls to gain access to the base, alternatively, a covert could infiltrate the upper base with a uniform
    - Construct CP for Allied forward spawn
    - (Optional) Open main door for additional access
    Axis Objectives:
    - (Primary) Defend the documents
    - Defend the door controls and prevent Allies from entering the base
    - Stop the Allies from constructing the CP, or destroy it to disable their forward spawn
    - (Optional) Close main door to restrict allied access
    Spawntimes:
    Axis 30
    Allies 20

    Prefab Acknowledgements

    Thanks! This map would look shit without them!
    WJ|Ifurita
    Marko     http://www.gamedesign-online.com/
    Drakir     http://www.sikstrom.nu/rikard/
    Flag textures from Frostbite (by Moonky) were used.

    Tutorials
    http://simland.planetquake.gamespy.com/pages/articles.htm

    Bugs
    A hairline crack in the func_explosive part of the bridge.
    Thanks
    At the top of my list of thanks are these players who have helped Adlernest become known and hopefully accepted.
    These guys are doing a service to ET by helping the community embrace new custom maps.
    They tell me theres others, I would like to thank those others, but Very Special thanks to:
    swinyboi (De)
    Neillie (UK)
    SPU9 (De)
    Special Thanks:
    Demanufacturer (Au)
    Danzail(NZ)
    Transflex / Nikon (Au)
    MerCuryRisIng (Au)
    Madmonki (Au)
    Karl (NZ)
    Moley (Au)
    Flip (Nz)
    LoweLife (Au)
    Rogue (Au)
    BlackJack (Au)
    WJ|Ifurita (USA)
    Nemesis (Au)
    Sound Editing: Thanks for putting up with me being a perfectionist in this department! :D
    budGie (Au)
    teh'dog (Au)
    Splashdamage forums!
    Early Testers:
    Aj (Au)
    angelus (Au)
    bumalot (Au)
    budGie (Au)
    Bru+E (Au)
    BmX (Au)
    chevron (Au)
    Crunchie (Au)
    c0ntagi0us (Au)
    exesiv (Au)
    fork (Au)
    haste'e (Au)
    Inso (Au)
    jetz0r (Au)
    Juicy.K (Au)
    KaD (Au)
    Leggless (Au)
    Mikablah (Au)
    Mita (Au)
    Nad3bot* (Au)
    shaggy (Au)
    schism (Au)
    Spinnahz (Au)
    SubXero (Au)
    Sykonut (Au)
    Turismo (Au)
    Zephyr (Au)
    44HardCore (Au)
    etc.
    Thanks to vF clan for use of their gameserver.
    Thanks to Ve clan for use of their gameserver.
    Thanks to AusTourny for use of their gameservers and their support.
    Thanks to everyone who gave feedback. Your contribution has improved Adlernest immesureably.
    ============
    Programs used
    =============
    - Enemy Territory and ETPro
    - GtkRadient 1.4.0
    - Adobe Photoshop CS
    - Crimson Editor 3.60
    - Wood Workshop 1.00.0512
    - Winzip
    ============
    Change log
    ============
    adlernest (Final!) 1/5/06
    - Improved command map
    - Improved mapscripting
    - Improved textures
    adlernest_b8
    - Boost exploit fixed
    - Texture fixes
    - Asthetic aditions/improvements (Window frames, basement railings, fuse boxes, exhaust fan... etc)
    - Scripting fixes
    - Additional lighting tweaks
    - Steps clipping fixed (stepping into: Transmitter rooms, CP spawn room, CP level from bridge)
    - Spectator moved
    adlernest_b7c
    - Health/Ammo Command map marker
    - Lighting tweak
    - Tiny asthetic adition
    adlernest_b7b
    - more CP area changes
    - door controls changes
    - Axis spawn time from 25 back to 30
    - Fix a couple of ledges that you shouldn't be able to stand on
    - Docs run now takes 22 seconds via CP path (shortest safe path), as opposed to 17 seconds
    - Updated readme and the objectives data
    adlernest_b7a (Not officialy released)
    - CP model fix (allied only model)
    - CP Dynamite/Satchel/Nade/etc clipping
    - Partialy Destructable bridge (reduce riflenades)
    - Radio Dynamite bugfix
    - Second switch added for main blast doors
    - Ramp added near documents area
    - Extra props added
    - Improved backround terrain
    - Other bugfixes :)
    adlernest_b7
    - Documents command map Icon
    - Additional lighting improvements
    - Added to backround terrain
    - Axis spawn time reduced from 30 to 25
    - Axis spawn moved further away to compensate
    adlernest_b6 (Not officialy released)
    - Vent grill health lowered
    - Lighting improvements
    - Script fixes
    - Scaleing
    - Added to backround terrain
    adlernest_b5
    - Voice overs added
    - Minimap icons added
    - Ramp between transmitter and CP has been changed into stairs and a room formed at the top (increases doc runs)
    - More eye candy (pipes and junk)
    - Texture improvements
    - More environment sounds added (wind in abyss, transmitter sound, etc)
    - Random fixes and improvements
    - More chalk
    - SOME Vis optimizations
     

    11 downloads

       (0 reviews)

    0 comments

    Submitted

  4. adlernest_2

    Adlernest 2
    Author        : Dersaidin
    Real name     : Andrew Browne
    Location    : Australia
    E-mail        : [email protected]
    Game        : Wolfenstein: Enemy Territory
    Reworked 2009 by: Sid & Etch

    Description
    Axis strategic base / supply base located high in a mountainous region of Germany.
    Allies are attacking.
    Allied Objectives:
    - (Primary) Steal documents and bring them to the transmitter
    - Dynamite door controls to gain access to the base, alternatively, a covert could infiltrate the upper base with a uniform
    - Construct CP for Allied forward spawn
    - (Optional) Open main door for additional access
    Axis Objectives:
    - (Primary) Defend the documents
    - Defend the door controls and prevent Allies from entering the base
    - Stop the Allies from constructing the CP, or destroy it to disable their forward spawn
    - (Optional) Close main door to restrict allied access
    Spawntimes:
    Axis 30
    Allies 20
    =======================================================
    Prefab Acknowledgements
    =======================================================
    Thanks! This map would look shit without them!
    WJ|Ifurita
    Marko     http://www.gamedesign-online.com/
    Drakir    http://www.sikstrom.nu/rikard/
    =======================================================
    Tutorials
    =======================================================
    http://simland.planetquake.gamespy.com/pages/articles.htm
    =======================================================
    Bugs
    =======================================================
    A hairline crack in the func_explosive part of the bridge.
    =======================================================
    Thanks
    =======================================================
    At the top of my list of thanks are these players who have helped Adlernest become known and hopefully accepted.
    These guys are doing a service to ET by helping the community embrace new custom maps.
    They tell me theres others, I would like to thank those others, but Very Special thanks to:
    swinyboi (De)
    Neillie (UK)
    SPU9 (De)
    Special Thanks:
    Demanufacturer (Au)
    Danzail(NZ)
    Transflex / Nikon (Au)
    MerCuryRisIng (Au)
    Madmonki (Au)
    Karl (NZ)
    Moley (Au)
    Flip (Nz)
    LoweLife (Au)
    Rogue (Au)
    BlackJack (Au)
    WJ|Ifurita (USA)
    Nemesis (Au)
    Sound Editing: Thanks for putting up with me being a perfectionist in this department! :D
    budGie (Au)
    teh'dog (Au)
    Splashdamage forums!
    Early Testers:
    Aj (Au)
    angelus (Au)
    bumalot (Au)
    budGie (Au)
    Bru+E (Au)
    BmX (Au)
    chevron (Au)
    Crunchie (Au)
    c0ntagi0us (Au)
    exesiv (Au)
    fork (Au)
    haste'e (Au)
    Inso (Au)
    jetz0r (Au)
    Juicy.K (Au)
    KaD (Au)
    Leggless (Au)
    Mikablah (Au)
    Mita (Au)
    Nad3bot* (Au)
    shaggy (Au)
    schism (Au)
    Spinnahz (Au)
    SubXero (Au)
    Sykonut (Au)
    Turismo (Au)
    Zephyr (Au)
    44HardCore (Au)
    etc.
    Thanks to vF clan for use of their gameserver.
    Thanks to Ve clan for use of their gameserver.
    Thanks to AusTourny for use of their gameservers and their support.
    Thanks to everyone who gave feedback. Your contribution has improved Adlernest immesureably.
    =======================================================
    Programs used
    =======================================================
    - Enemy Territory and ETpro
    - GtkRadient 1.4.0
    - Adobe Photoshop CS
    - Crimson Editor 3.60
    - Wood Workshop 1.00.0512
    - Winzip
    =======================================================
    Change log
    =======================================================
    adlernest (Final!) 1/5/06
    - Improved command map
    - Improved mapscripting
    - Improved textures
    adlernest_b8
    - Boost exploit fixed
    - Texture fixes
    - Asthetic aditions/improvements (Window frames, basement railings, fuse boxes, exhaust fan... etc)
    - Scripting fixes
    - Additional lighting tweaks
    - Steps clipping fixed (stepping into: Transmitter rooms, CP spawn room, CP level from bridge)
    - Spectator moved
    adlernest_b7c
    - Health/Ammo Command map marker
    - Lighting tweak
    - Tiny asthetic adition
    adlernest_b7b
    - more CP area changes
    - door controls changes
    - Axis spawn time from 25 back to 30
    - Fix a couple of ledges that you shouldn't be able to stand on
    - Docs run now takes 22 seconds via CP path (shortest safe path), as opposed to 17 seconds
    - Updated readme and the objectives data
    adlernest_b7a (Not officialy released)
    - CP model fix (allied only model)
    - CP Dynamite/Satchel/Nade/etc clipping
    - Partialy Destructable bridge (reduce riflenades)
    - Radio Dynamite bugfix
    - Second switch added for main blast doors
    - Ramp added near documents area
    - Extra props added
    - Improved backround terrain
    - Other bugfixes :)
    adlernest_b7
    - Documents command map Icon
    - Additional lighting improvements
    - Added to backround terrain
    - Axis spawn time reduced from 30 to 25
    - Axis spawn moved further away to compensate
    adlernest_b6 (Not officialy released)
    - Vent grill health lowered
    - Lighting improvements
    - Script fixes
    - Scaleing
    - Added to backround terrain
    adlernest_b5
    - Voice overs added
    - Minimap icons added
    - Ramp between transmitter and CP has been changed into stairs and a room formed at the top (increases doc runs)
    - More eye candy (pipes and junk)
    - Texture improvements
    - More environment sounds added (wind in abyss, transmitter sound, etc)
    - Random fixes and improvements
    - More chalk
    - SOME Vis optimizations
     

    12 downloads

       (0 reviews)

    0 comments

    Submitted

  5. adlernest

    Author        : Dersaidin
    Real name     : Andrew Browne
    Location        : Australia
    E-mail        : [email protected]
    Game        : Wolfenstein - Enemy Territory

    Description
     
    Axis strategic base / supply base located high in a mountainous region of Germany
    Allies are attacking.
    Allied Objectives:
    - (Primary) Steal documents and bring them to the transmitter
    - Dynamite door controls to gain access to the base, alternatively, a covert could infiltrate the upper base with a uniform
    - Construct CP for Allied forward spawn
    - (Optional) Open main door for additional access
    Axis Objectives:
    - (Primary) Defend the documents
    - Defend the door controls and prevent Allies from entering the base
    - Stop the Allies from constructing the CP, or destroy it to disable their forward spawn
    - (Optional) Close main door to restrict allied access
    Spawntimes:
    Axis 30
    Allies 20
    =======================================================
    Prefab Acknowledgements
    =======================================================
    Thanks! This map would look shit without them!
    WJ|Ifurita
    Marko     http://www.gamedesign-online.com/
    Drakir     http://www.sikstrom.nu/rikard/
    Flag textures from Frostbite (by Moonky) were used.
    =======================================================
    Tutorials
    =======================================================
    http://simland.planetquake.gamespy.com/pages/articles.htm
    =======================================================
    Bugs
    =======================================================
    A hairline crack in the func_explosive part of the bridge.
    =======================================================
    Thanks
    =======================================================
    At the top of my list of thanks are these players who have helped Adlernest become known and hopefully accepted.
    These guys are doing a service to ET by helping the community embrace new custom maps.
    They tell me theres others, I would like to thank those others, but Very Special thanks to:
    swinyboi (De)
    Neillie (UK)
    SPU9 (De)
    Special Thanks:
    Demanufacturer (Au)
    Danzail(NZ)
    Transflex / Nikon (Au)
    MerCuryRisIng (Au)
    Madmonki (Au)
    Karl (NZ)
    Moley (Au)
    Flip (Nz)
    LoweLife (Au)
    Rogue (Au)
    BlackJack (Au)
    WJ|Ifurita (USA)
    Nemesis (Au)
    Sound Editing: Thanks for putting up with me being a perfectionist in this department! :D
    budGie (Au)
    teh'dog (Au)
    Splashdamage forums!
    Early Testers:
    Aj (Au)
    angelus (Au)
    bumalot (Au)
    budGie (Au)
    Bru+E (Au)
    BmX (Au)
    chevron (Au)
    Crunchie (Au)
    c0ntagi0us (Au)
    exesiv (Au)
    fork (Au)
    haste'e (Au)
    Inso (Au)
    jetz0r (Au)
    Juicy.K (Au)
    KaD (Au)
    Leggless (Au)
    Mikablah (Au)
    Mita (Au)
    Nad3bot* (Au)
    shaggy (Au)
    schism (Au)
    Spinnahz (Au)
    SubXero (Au)
    Sykonut (Au)
    Turismo (Au)
    Zephyr (Au)
    44HardCore (Au)
    etc.
    Thanks to vF clan for use of their gameserver.
    Thanks to Ve clan for use of their gameserver.
    Thanks to AusTourny for use of their gameservers and their support.
    Thanks to everyone who gave feedback. Your contribution has improved Adlernest immesureably.
    =======================================================
    Programs used
    =======================================================
    - Enemy Territory and ETPro
    - GtkRadient 1.4.0
    - Adobe Photoshop CS
    - Crimson Editor 3.60
    - Wood Workshop 1.00.0512
    - Winzip
    =======================================================
    Change log
    =======================================================
    adlernest (Final!) 1/5/06
    - Improved command map
    - Improved mapscripting
    - Improved textures
    adlernest_b8
    - Boost exploit fixed
    - Texture fixes
    - Asthetic aditions/improvements (Window frames, basement railings, fuse boxes, exhaust fan... etc)
    - Scripting fixes
    - Additional lighting tweaks
    - Steps clipping fixed (stepping into: Transmitter rooms, CP spawn room, CP level from bridge)
    - Spectator moved
    adlernest_b7c
    - Health/Ammo Command map marker
    - Lighting tweak
    - Tiny asthetic adition
    adlernest_b7b
    - more CP area changes
    - door controls changes
    - Axis spawn time from 25 back to 30
    - Fix a couple of ledges that you shouldn't be able to stand on
    - Docs run now takes 22 seconds via CP path (shortest safe path), as opposed to 17 seconds
    - Updated readme and the objectives data
    adlernest_b7a (Not officialy released)
    - CP model fix (allied only model)
    - CP Dynamite/Satchel/Nade/etc clipping
    - Partialy Destructable bridge (reduce riflenades)
    - Radio Dynamite bugfix
    - Second switch added for main blast doors
    - Ramp added near documents area
    - Extra props added
    - Improved backround terrain
    - Other bugfixes :)
    adlernest_b7
    - Documents command map Icon
    - Additional lighting improvements
    - Added to backround terrain
    - Axis spawn time reduced from 30 to 25
    - Axis spawn moved further away to compensate
    adlernest_b6 (Not officialy released)
    - Vent grill health lowered
    - Lighting improvements
    - Script fixes
    - Scaleing
    - Added to backround terrain
    adlernest_b5
    - Voice overs added
    - Minimap icons added
    - Ramp between transmitter and CP has been changed into stairs and a room formed at the top (increases doc runs)
    - More eye candy (pipes and junk)
    - Texture improvements
    - More environment sounds added (wind in abyss, transmitter sound, etc)
    - Random fixes and improvements
    - More chalk
    - SOME Vis optimizations
     

    14 downloads

       (0 reviews)

    0 comments

    Submitted

  6. adlerhorst_te + script

    axis "Protect the documents in the Adlerhorst: demolish any Allied assault bridges and immobilize their armoured vehicles with Panzerfausts or grenades."
    wm_mapdescription allied "Escort a Sherman M4A3 tank to the Adlerhorst and steal the secret war documents. Construct a bridge, protect and repair the Sherman and smash your way through to victory."
    wm_mapdescription neutral "The Allies are attacking the Adlerhorst and must escort their Sherman M4A3 Tank as it blasts through the defences. The Axis can disable and delay the Tank with Panzerfausts, grenades, mines or explosives."

    34 downloads

       (0 reviews)

    0 comments

    Updated

  7. aa-guns_better_fps

    "The allies are surrounded by a wall of axis aa-guns. The airplane must fly over this wall and deliver the food for the soldiers behind the lines. These two aa-guns haven't a good defend. The allies must destroy the two aa-guns before the airplanes can fly over this area and deliver the food. Good luck! Don't let your soldiers beyond the lines die!"
     

    18 downloads

       (0 reviews)

    0 comments

    Submitted

  8. a_kerkyra_fp5

    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    : Fruity12 at hot dot ee     // Pegazus   @ splashdamage.com/forums (prefered)
    // SM-Mapping site:  http://www.hot.ee/smmapping/
    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/
     Bunker Community
    http://bunker.aaxxss.com/
     Ets| Community
    http://enemyterritory-stuff.net/
    Special thanks to:

     GANG$TA     from     {WeB}  Clan
     Dogster     from     {WeB}  Clan
     Old-Owl     from     DA     Community
     Niek        from     [UJE]  Clan
     o-0._.0-o   from     |>B<|  Community
     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

    5 downloads

       (0 reviews)

    0 comments

    Submitted

  9. 1944_overlord

    Map created by Kommando, email at [email protected].
    "The Allies have invaded the beaches of Normandy! They must repair their disabled tank and construct a transmitter tower. Then they must steal both sets of Axis documents!  "                            
     

    11 downloads

       (0 reviews)

    0 comments

    Submitted

  10. 1944_omaha_b3

    Map brought to you by +KOMMANDO+"
    "1944 Normandy. The Allies are invading the beaches of Normandy! To claim victory the allies must destroy the Axis 88 gun to clear the way for the Tank.  The Tank will then blow the Axis bunker wall.  The Allies must then steal the Axis documents and transmit them at the Allied Com Tower "                 
     

    14 downloads

       (0 reviews)

    0 comments

    Submitted

  11. 1944_Nordwind21

    Mappers:    +KOMMANDO+  (Original 1944 Nordwind map)
                Mateos      (Since 1944 Nordwind 2)

    -------------------------------------------------
     Map Information
    -------------------------------------------------
    Game:           Return to Castle Wolfenstein: Enemy Territory
    Title:          1944 Nordwind 2.1
    Filename:       1944_Nordwind21.pk3
    Release date:   17/04/2014
    Description:    The Axis are launching a surprise attack on allied forces.
                    They are using a Jagdpanther to open the Truckyard Wall
                    to allow an escape with the Allied gold!
    Programs Used:  Gtk Radiant 1.4.0 & 1.5.0 & 1.6.x, EasyGen 1.42, Notepad++, ETScript 4 Beta 2,
                    Q-Dir 4.63, Picasa 3, BspShoe 2.0, ToDo List, Decompilateur, Q3 Model Tool.
    Build time:     Started April 2010 - FP1 the 10/05/2011 - FP2 the 29/07/2011
                    FP3 the 05/02/2012 (Released 24/03/2012 for Public Test)
                    FP4 the 10/04/2012 (Released 03/05/2012 for a second Public Test)
                    Public Release the 22/05/2012
                    Version 2.1 Test 1 the 29/12/2012
                    Version 2.1 Test 2 the 04/03/2013 - Updated 21/03/2013
                    Version 2.1 Test 3 the 26/06/2013
                    Version 2.1 Test 3.1 the 27/06/2013
                    Release Candidate the 14/02/2014
                    Version 2.1 the 05/03/2014
                    Second public release the 17/04/2014
    Installation:   Place the 1944_Nordwind21.pk3 in your etmain folder.
    Contact:        mister_mateos[AT]hotmail.fr
    Website:        -

    -------------------------------------------------
     Approximate Compilation Stats
    -------------------------------------------------
    Config used to compile: Intel Core i3-4130 CPU @ 3.40GHz
    BSP -meta                                                                                         25 seconds.
    -vis -saveprt                                                                                      8 seconds.
    -light -fast -samples 2 -filter -patchshadows -bounce 8 -external -lightmapsize 256             1744 seconds.
    -light -fast -patchshadows -shade -samples 2 -bounce 8 -external -lightmapsize 256              1669 seconds.
    Test 1:
    -light -fast -patchshadows -shade -samples 3 -bounce 8 -external -lightmapsize 256              1705 seconds.
    Test 2 (SD compile args):
    -light -fast -samples 2 -filter -patchshadows -bounce 8 -external -lightmapsize 256 -approx 8   1641 seconds.
    Test 3:
    -light -fast -shade -samples 2 -filter -patchshadows -bounce 8 -external -lightmapsize 256         ? seconds.
    -------------------------------------------------
    Previous config used to compile: Intel Core i3-2310M CPU @ 2.10GHz
    BSP -meta                                                                                         45 seconds.
    -vis -saveprt                                                                                     17 seconds.
    -light -fast -patchshadows -shade -samples 2 -bounce 8 -external -lightmapsize 256              3485 seconds.

    -------------------------------------------------
     Special thanks to
    -------------------------------------------------
    +KOMMANDO+, for his awesome 1944 series.
    Harry clan, to have accepted me in, and for supporting me.
    #Kemon, [UJE]Rebel, ailmanki, Avoc, Kic, Magic, Shagileo, Tardis,
    and all other Splash Damage members who have helped and supported me.
    2Bit, Marko, Chruker, Ifurita and some others for their tutorials and prefabs.
    id Software & Splash Damage, thanks for ET!
    And special thanks to dFx, for all his help since the begining, and his Decompilateur!

    -------------------------------------------------
     Further development
    -------------------------------------------------
    > Second public release
        * Removed a custom texture and replaced it by a vanilla one.
        * The whole road is made of patches as of now, to smooth out the lightmap generation on it... Thanks Q3Map2.
    > Final (2.1)
        * Fixed a hole in the Tunnel (thanks Thunder).
    > Final (2.1 RC)
        * Map script and shader file cleanup.
        * Added more coronas, and fixed the not working ones.
        * Added a slick ontop of the light near the Second Truck Barrier, to avoid TJ.
        * Fresh Command Map like the vanilla maps done, replacing the reworked Trace Map.
        * Optimized T-Junctions a lot more (several hundred less vertices processed by the compiler).
        * Two out of 4 windows of the Health & Ammo Hut are now breakable (not the one facing the Allied Spawn).
        * Fixed 2 voice announcements not properly working (Rebuild the Tank Barrier and Rebuild the Second Truck Barrier).
        * Clipped the remaining barriers, so players don't get stuck.
          However the edges where the barriers change of direction can stop the players, can't do anything against that :/
    > Final (2.1 Test 3.1)
        * Caulked more surfaces and retextured some others.
        * Removed more road barriers, made more destructible as well.
        * Lowered the ambient sounds volume: everything above 127 downed to 127.
        * Shortened Cabinets names (MAX_GAMESTATECHARS_EXCEEDED error, thanks Irata).
        * Ambient lighting value increased from 10 to 16; Radar has 18 as a comparison.
        * Removed Light Styles, the flickering lights in Allied Backway, saving about 400 chars.
        * Removed most of Dynamic Lights (Farm (1), Farm House (1), Warehouse (2),
          Allied Spawn (1), Allied Backway (2)).
          Remains the 5 ones for Thunder (MAX_GAMESTATECHARS_EXCEEDED error, thanks Irata).
        * Shortened the HQ announcement names (MAX_GAMESTATECHARS_EXCEEDED error, thanks Irata).
    > Final (2.1 Test 3)
        * Animated bushes to simulate wind effect.
        * Updated locations file and ambient sounds.
        * Optimized a lot the T-Junctions, and a bit the VIS blocking.
        * Clipped Farm hay entry, players could get through with Double-Jump enabled.
        * Touched the geometry (Centered doors/windows, some stuff spaced with equal distance).
        * The Farm House windows facing the Axis Spawn are now undestructible to avoid spawn kill.
        * A wall can be broken near the CP to access the little room near the Truckyard Gate,
          as an additional exit for Warehouse. Enabled Double-Jump is disadvised.
        * A backway from Allied Spawn to the Truckyard area has been added
          in case Axis block the path with an aggressive attack (or SK, the name you want :) ).
          There's 3 entrances: behind Allied Spawn, near the Truck in the Truckyard
          and behind the bookcase in the Library.
          It also features light style use (Flickering lights).
          They're all protected against Axis and Covert Ops.
    > Final (2.1 Test 2)
        * Fixed flying cabinets.
        * All cagelight models have a corona now.
        * Fixed red light leak near the Warehouse.
        * The Tank Barrier is easier to plant now.
        * Tree shadowing is less pixelated on roads now.
        * Optimized T-Junctions and VIS blocking, more surfaces caulked.
        * Panzerfaust's: Farm one has 2 rockets instead of 4, Allied 2 instead of 0.
        * Prevented the Truck from crushing the players in its back when it reaches the end.
        * Fixed Tank/Truck becoming non-lit while entering/exiting the Warehouse Road Tunnel.
        * Prevented the Tank stop animation/sound from happening twice at the end of its path.
        * Reworked some architectural elements, like windows positions, for geometry homogeneity.
        * Removed over 10 textures which were unique or very similar compared to more commonly used ones.
        * Shortened the wooden barrier near Tank Barrier, they were blocking movements (Thanks [UJE] Niek).

    > Final (2.1 Test 1)
        * The fireplace makes noise.
        * Added moar chairs to push around.
        * Fixed mirrored textures (Thanks Tardis).
        * Added ambient lighting (Thanks people x)).
        * Added Thunder effects, like on Würzburg Radar.
        * Ambient sound is no more cutted in front of the Escape Grate (Thanks lakersforce/Runeforce).
        * Some wooden barriers along the road are now breakable; They were blocking the movements in some situations (Thanks Irata).

    > Final (2.0)
        * Same as First Playable 4, Public Release

    > First Playable 4
        * Fixed flying stuff.
        * The fire hurts... yes.
        * Removed useless shaders.
        * Cleared existing shaders.
        * Converted few TGA to JPG.
        * Added smoke above house fire.
        * Added shaders for all new textures.
        * Fixed few non-working announcements.
        * Added Gold related events announcements (Taken/Lost/Returned/Secured).
        * brambles_2 is no more duplicated (brambles.md3 & brambles_6.md3), edited the MD3 so it points to textures/1944_nordwind/.

    > First Playable 3
    - General
        * Added Axis Win animation.
        * Added various ambient sounds.
        * Added few big bushes for gameplay.
        * Added a new Command Map (Thanks Tardis!).
        * Lanterns and lights are now solid, making metal sound while shot.
        * Added some details, such as decals (Paper, bushes on walls, leakings).
        * Added the locations file, adapted from antman's 1944 Nordwind locations file.
        * Added Truckyard icon on the Command Map (Thanks IndyJones for the tutorial), as well as a Tank Hint on it and debris.
        * Lightmaps are 512x512 now.
        * Revised shaders quite a lot.
        * Fuel dumps provide the fuel for poels.
        * All buildings receive electricity from cables now.
        * Tweaked some textures so they make better shadows.
        * Removed the ambient lighting from Worldspawn, reworked lighting by the way.
        * Truckyard door is again Covert-protected, and the related room totally remade.
        * Replaced brushworked ramps by cylinders (Auto Phong Shading), and clipped them.
        * Players can't be stuck in windows or on buildings, some Clip added on these locations.
        * Disabled the first Allied spawn when Truck past the barrier to be sure no one spawn there, even new players joining.
        * Tweaked the .PCX so the Foliage is better reparted on the grass texture around the road and mountains...
        * ... But finally removed the Foliage shader and placed manually models like in original one, some to avoid spawnkill, some for quality.
    - Objective Narrative & Mecanisms
        * Removed the Cracked Wall.
        * All events have wm_announce for bots easy scripting.
        * Reorganized the ojective narrative, based on Gold Rush objdata file.
        * The Allied Team Door of the Truckyard turns into normal door when Tank has destroyed the Gate.
        * Added the Warehouse Gate icon on Command Map for Allies, so they know if it is destroyed or not.
        * Made and added VO sounds for both teams to help following the objective. Used one or two from other maps
          (Radar Summer VO for Tank Damaged for example), most of them are done with default VO edited with Audacity.
        * First Truck Barrier materials will appear during 5 seconds at the underconstruction state, so if somebody is there when
          Tank has past it, he will notice something will happen very soon to him, and he have time to move out before the thing happens.
    - Tank & Truck Related Stuff
        * Fixed Tank Build position.
        * Added Tank turret animation.
        * Added a second Truck Barrier.
        * Objective 2 cameras follow the Tank.
        * Objective 4 cameras follow the Truck.
        * Added some trigger_hurt from Tank cannon to Truckyard Gate, and around Truckyard Gate itself.
        * Added a Tank Barrier, barrier itself and materials can be used by both teams in a way or an other ;)
        * Tank breaks a wooden barrier near the Warehouse Gate while turning, for realism, like walls in Gold Rush.
        * Tank and Truck will stop often, since more splines have been added, and spline controls (+14 for Tank, +35 for Truck).
    - Optimization
        * Caulked more surfaces.
        * Reduced Tiny Portals (51/72 -> 49/70).
        * Added some more Hint/Skip brushs.
        * Optimized T-Junctions (Thanks ailmanki for the link, and Ifurita for the tutorial, see link at the bottom).
        * Put a lot of Caulk structural brushes inside the mountains and hills: two times less portals, quick -VIS, more FPS.

    > First Playable 2
    - Fixes
        * Sky can be seen through windows now.
        * The ice pond is now solid, and slicks.
        * Fixed solid and build decays on the Tank.
        * Fixed/Added some texture and model shaders.
        * Fixed the custom generator skin not appearing with MD3 Viewer.
        * Fixed Warehouse Gate dynamite icon not disapearing while destroyed.
        * Fixed Warehouse Spawn not appearing (Forgot to edit the team_WOLF_objective in the script), and the possibility to move on.
    - General
        * Retextured the terrain, so the snow_dirt fits the road.
        * Truck Barrier buildable on map start fixed, and is available earlier.
        * Roofs makes clanky foot steps noise, some textures make gravel noise.
        * Modified the ammo/health house near the Truck Barrier: Axis can no longer shoot from it to Allied Spawn;
          Moved the back entrance to the left and replaced it by a non-breakable window: Axis can see Allies but can't shoot them.
    - Optimization
        * Filled buildings with some Structural Caulk brushs to reduce the amount of portals generated.
        * Turned some objects into Detail brushes, cut with Clipper Tool many more.
    - Additions
        * Added a tapir.
        * Added foliage (Shader + Manual placement) and trees.
        * Added some stuff around the map (Trucks, crates, ...).
        * Added a quick access to the top of the Tank Depot for Allies (New stairs).
        * Added the road for the Jagdpanther and Truck, using same textures as original map.
        * Added Clip brushes under tables and other objects, and behind Tank Depot, to avoid stuckage.
        * Added platforms and doors arount dumps for gameplay and realism (3 dumps, no access to have safety check?).
    - Tests
        * Bumpmapped textures (Failed).
        * _lightmapscale 0.125 or 0.01 on some surfaces.
        * Added a test Hint brush in Axis Spawn, and few others.
        * Restored the original skybox, it seems to give the map a better atmosphere, with the Wurzburg Radar shader.

    > First Playable 1
    - General
        * Removed some Sky brushes in the middle of the map.
        * Smoothed hills, made some ones climbable.
        * Added some terrain modifications, like retexturing and new mountains.
        * Fixed spawn flags on Command Map, and some other icons.
        * Max players height is limited by a Clip brush to avoid trickjump.
    - Tank
        * Fixed sound.
        * Fixed animations (STill need to add turret rotation and Tank firing).
        * Smoothed rotations.
    - Truck
        * Fixed Truck running through the Truckyard Gate. It will wait for the Tank.
        * Added smoke while damaged.
    - Axis Spawn
        * Axis are no longer spawning out of the building to avoid spawnkilling.
        * Increased interior size.
        * Added up to 32 spawn points.
        * Enlarged the two existing exits to let 2 players exit at once, to avoid play block
        * Added a third exit.
    - Barn
        * Increased a lot it's size, and added some lighting inside.
        * Added an access to health and ammo cabs by a ladder.
        * Opened the house to let players get in. It has destructible windows.
        * Added a spawn for Allied team, available when the Truck past the Truck Barrier.
        * Roofs are slicked.
    - Tank Depot
        * The Neutral Command Post has been changed to an Allied Command Post.
        * Increased the size of the Allied Spawn.
        * Openings are now windowed, non-destructible.
        * Enlarges the exit, put a double-Allied door, both doors open at once, and is Covert-Op protected.
    - Allied Spawn
        * Increased a lot its size, by 3.
        * Added some interior models and tables.
        * Added up to 32 spawn points.
        * Windows added, also non-breakable.
        * Added a tree in the front, to avoid spawnkill: Allies can exit safely their spawn.
    - Warehouse
        * Increased a lot the spawn area.
        * Lighted some rooms.
        * Opened new room, with an Axis Command Post, commanding the Warehouse Spawn for Axis.
        * Added up to 32 spawn points.
        * Added a Cracked Wall objective for Allies, for a quick access to Axis Command Post.
          Beware: Axis will have a sneaky way while opened also...
    - Truckyard
        * Players no longer can trickjump Truckyard: they get hurt by barrier, and if they jump they're more injured...
        * Improved lighting.
        * Retextured the inside.
        * Added RaybanB and Avoc waving grass just in thsi area for now.
        * Gold Bars stealing will be announced correctly now.
        * Roofs are slicked.
        * Door is Covert-Op protected, will remove it in next version, since Truck bug is fixed.
    - Allied Front Bunker
        * Made it accessible.
        * Protected by an Allied Door only, Covert-Op protected.
    - Truck Barrier Materials
        * No longer buildable on map start, Tank runs through it.
        * Appears when Tank past it.
        * It has now a Blue Flag.

    -------------------------------------------------
     Materials Credits
    -------------------------------------------------
    Command Posts by 2Bit
    Generator model by Black Rayne Studios
    Tapir model by [SLUT] Shagileo, textured by [SLUT] Shagileo & Pegazus

    -------------------------------------------------
     Useful Links
    -------------------------------------------------
    Ifurita's T-Junctions Optimization Tutorial:
    http://www.splashdamage.com/forums/showthread.php/10838-Tutorial-T-Junctions

    -------------------------------------------------
    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.
     

    11 downloads

       (0 reviews)

    0 comments

    Submitted

  12. 1944_Huertgen_Final21

    Mappers:        +KOMMANDO+  (Original 1944 Huertgen map)
                    Mateos      (Since 1944 Huertgen Final 2)

     Map Information
     
    Game:           Return to Castle Wolfenstein: Enemy Territory
    Title:          1944 Huertgen Forest (Final 2.1)
    Filename:       1944_Huertgen_Final21.pk3
    Release date:   29th August of 2012 (Final 2)
                    23nd April  of 2013 (Final 2.0 Fixed)
                    20th September of 2014 (Final 2.1) - Tested by SD folks
                    11th October of 2014 (Final 2.1) - Public Release
    Description:    The Axis are launching a surprise attack on allied forces. They are using a Jagdpanther to
                    open the Truckyard Wall to allow an escape with the Allied gold!
    Programs Used:  GtkRadiant 1.4.0 & 1.6.x, Notepad++, ETScript 4 Beta 2,
                    Q-Dir, Picasa, BspShoe, ToDo List, Decompilateur, Q3 Model Tool.
    Build time:     Started January 2012
                    First Playable the 27/06/2012
                    Additions the 02/05/2012
                    Release the 29/08/2012
                    DoorFix the 03/12/2012
                    2.0 Fixed Test 1 the 23/03/2013
                    2.0 Fixed the 23/04/2013
                    2.1 Test the 20/09/2014
                    2.1 the 11/10/2014
    Installation:   Place the 1944_Huertgen_Final21.pk3 file in your etmain folder.
    Contact:        mister_mateos[AT]hotmail.fr
    Website:        -

    -------------------------------------------------
     Compilation Stats
    -------------------------------------------------
    CPU used to compile: Intel Core i3-4130 CPU @ 3.40GHz
    BSP -meta                                                                              15 seconds.
    -vis -saveprt                                                                          10 seconds.
    -light -fast -samples 2 -filter -patchshadows -bounce 8 -external -lightmapsize 256   487 seconds.
    Previous CPU used to compile: Intel Core i3-2310M CPU @ 2.10GHz
    BSP -meta                                                                              22 seconds.
    -vis -saveprt                                                                          17 seconds.
    -light -fast -samples 2 -filter -patchshadows -bounce 8 -external -lightmapsize 256   568 seconds.
    Previous Light stat:
    -light -fast -patchshadows -shade -super 2 -bounce 8                                  424 seconds.

    -------------------------------------------------
     Special thanks to
    -------------------------------------------------
    +KOMMANDO+, for his awesome 1944 series.
    #Kemon, [UJE]Rebel, ailmanki, Avoc, Kic, Magic, Shagileo, Tardis, and all other Splash Damage members who have helped and supported me.
    2Bit, Marko, Chruker, Ifurita and some others for their tutorials and prefabs.
    id Software & Splash Damage, thanks for ET!
    Additionnal thanks to  Dragonji, Micha, Sedra12, Smurfer, Teuthis, Thunder, WuTangH and |MTC| clan peeps for their feedback!
    And special thanks to dFx, for all his help since the begining, and his Decompilateur!

    -------------------------------------------------
     Further development
    -------------------------------------------------
    > Final 2.1
        * Time limit management:
            - Initial time limit reduced to 20 minutes;
            - Extension when the Tank is stolen (not on first repair) (+10);
            - Extension when the Truck is stolen (when exiting the Truckyard) (+5)
        * Slightly improved VIS blocking.
        * Optimized T-Junctions some more.
        * Caulked more non-visible surfaces.
        * Rewrote shaders and cleaned map script.
        * Added a flash animation and a firing sound to the AT-Gun when used.
        * Adjusted the Tank turret rotation angle while shooting the Truckyard Gate.
        * Fixed the trigger time of the AT-Gun: it will shoot only 5+ seconds after a shot.
        * Updated the map coordonates so the original Command Map fits with the objectives locations.
        * Terrain lighting is now on a single lightmap, for a smoothed lighting. However, func_group's still affect it.
          Also note that the texture blending is affected (only the brushes going through the skybox).

    > Final 2.0 Fixed
        * Optimized T-Junctions a lot.
        * Caulked a lot more surfaces inside the buildings.
        * AT-Gun: trigger time increased from 0.1 to 5 seconds.
        * Fixed Flipped Triangles during MergeMetaTriangles pass.
        * Smoothed shadowing on terrain, less pixelated tree/bush shadows.
        * Fixed brush/texture alignment on the Foot Bridge (Thanks Tardis).
        * Spawn areas are SK/Arty/Mortar/Landmine-protected (Thanks |MTC|).
        * Removed solid brushes at the bottom of the bushes models (Thanks |MTC|).
        * Reduced AT-Gun blast radius, so behind the house is safe now (Thanks |MTC|).
        * Renamed the Health and Ammo cabinets, depending on their respective locations.
        * The Axis Door, east from Farm, can no longer be trickjumped by Allies (Thanks |MTC|).
        * The Axis North Path door wasn't destructible (Brush was solid): fixed (Thanks Tardis & Harry Homers).
        * Added Push Targets above Axis North Path building and above Village Bunker to prevent double-jump TJ (Thanks |MTC|).
        * Changed Axis North Path Command Map icon behavior:
          - When it is built, it will show up as a Grenade for Allies and a custom icon for Axis,
            while before it was only showing a Grenade for Allies (Nothing for Axis, could be confusing),
          - When it is destroyed, it shows Construction Materials for Axis,
            while before it was showing a custom icon for them.
        * Colored locations in Fireteam:
          - Red (^1) for Destructibles.
          - Green (^2) for Spawns.
          - Blue (^$) for Water.

    > Final 2
    - General
        * Added Locations file.
        * Advanced Light compilation.
        * Terrain has smoothed shadows now.
        * Every custom texture has a shader now.
        * No more "holes" in the middle of the map.
        * Some Clip added on map sides to avoid any stuckage.
        * Fixed players possibly stuck when exiting the Wooden Bunker MG.
        * Wooden barrier near Axis Bunker Spawn isn't weapon-clipped anymore.
        * Sun appears correctly now. Shader was textures/1944_beach/beach_sun...
        * Fixed spawns (Flags on Command Map, and players spawning inside the crates).
        * Corrected the map coordonates, even if it's obvious the CM is older than the actual map...
        * Added a ladder near solid Bridge so people doesn't need to swim and get hurt to exit this area.
        * Replaced triangles probably cut with CSG Substrast by normal triangles, for easier brush manipulation.
        * Removed unused textures, all are now in a single folder different from original map to avoid any conflict.
        * The "map exists", where you steal the Tank and the Truck, have been decored with Fuel Dump entrance door (Allied Spawn).
        * Since the map was made from EasyGen (terrain0, etc), I used SimonOC tutorials about terrain blending to obtain the same
          without any .PCX file (Link at the bottom); But I had to deal with few locations where 3 textures were meeting.
    - Objective Narrative & Mecanisms
        * Added Objective/Spawn cameras.
        * Fixed contruction crates and AT-Gun clips.
        * Added Axis Ammo Room icon on Command Map for Allies.
        * Added Axis North Path icon on Command Map for Allies.
        * Added Truckyard Gate icon on Command Map for both teams.
        * Added decayed final part for Axis North Path, so after a while the construction will disappear...
        * The AT-Gun, while destroyed, will now emit smoke; Very noticeable in distance, letting Allies know when the way is free.
        * Added Artillery Blast Area icon on Command Map for both teams, so Allies know where it triggers and Axis when to use it.
    - Tank & Truck Related Stuff
        * Added Truck Smoke.
        * If by any chance an Allied guy get inside the Truck area before Tank blow up the gate,
          the Truck is no more escortable until the gate explodes.
        * Clip above Truck area removed; Axis can destroy the Truck when they want.
        * Added Tank turret animation (Turning + Shooting + trigger_hurt on trajectory).
        * Fixed Truck position decay on map start, avoiding any teleporting'n'killing issue.
        * No more "You are near the Truck" on the hill left from the Truck, moved away the related entity.
        * Tank and Truck will stop often, since more splines have been added, and spline controls (+33 for Tank, +X for Truck).
    - Optimization
        * Caulked more surfaces.
        * Added Hint/Skip (There were nothing in original).
        * Put a lot of Caulk structural brushes inside the mountains and hills, and removed the visible ones.
        * Base, sky and sides were made of plenty caulk brushes... Everything is plane now, a lot less brushes.
        * Optimized T-Junctions (Thanks ailmanki for the link, and Ifurita for the tutorial, see link at the bottom).

    -------------------------------------------------
     Useful Links
    -------------------------------------------------
    Ifurita's T-Junctions Optimization Tutorial:    http://www.splashdamage.com/forums/showthread.php/10838-Tutorial-T-Junctions
    SimonOC Terrain Blending Tutotial:              http://simonoc.com/pages/articles/terrain2_1.htm

    -------------------------------------------------
    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.

    16 downloads

       (0 reviews)

    0 comments

    Submitted

  13. 1024Comp_final

    one in all in this pk3 just add the arena maps name to your rotation

    11 downloads

       (0 reviews)

    0 comments

    Submitted

  14. 110_factory_200

    Title        110 Factory
    File name    110_factory_200.pk3
    Map name    110_factory
    Version        2.0.0   (Created June 2007)
    Author        2Bit    (www.tibetclan.com)
    Nbr of players    Recommended minimum team size: 6 players
                 "      optimum team size: 12 players
                 "      maximum team size: 18 players
    Installation    Put the pk3 file into the etmain folder.
    Description    Allied raiders must get ashore from their stolen U-boat, storm the Me 110 factory and grab the
            secret radar components being fitted to aircraft on the production line.
    Gameplay    The Allies start inside the U-boat and must assault the forward bunker using high-speed dinghies
            and weather balloons.  Destroying the main entrance to the airstrip will give the Allies access
            to the Me110 factory and the radar components within.
            Allies can enter the factory via the north doors or the side entrance and will need to fight their
            way along the production line to the south end where the radar components are kept.
            The radar components must be brought to the halftrack for an allied victory.
    Gamemodes    Objective, Stopwatch.
    Thanks to    Splash Damage and Activision.
            Uberdave and Detoeni for the excellent submarine model and textures.
            Drakir and Iffy for various neat prefabs and textures.
            TibeT Clan for invaluable testing and feedback.
     

    9 downloads

       (0 reviews)

    0 comments

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  15. 2tanks_171

    Title        2tanks
    File name    2tanks_171.pk3
    Map name    2tanks
    Version        1.7.1   (Created Oct 2005)
    Author        2Bit    (www.tibetclan.com)
    Other maps    Breakout
            Glider Assault
            TankBuster
            British Bulldog
            6Flags
            110 Factory
            - available from www.tibetclan.com or www.pythononline.co.uk/et
    Nbr of players    Best played with teams of 6 or more.  12 or more is optimum.
    Installation    Put the pk3 file into the etmain folder.
    Description    Both teams have the same objective:
                Get your tank to the Fuel Dump before the enemy gets his there
            In this version there are no fuel cans to be delivered.
            If the time limit expires the winning team is the one which has made the most
            progress with their tank.
    Game features    The ambulance truck dispenses first aid when it stops by the rail track. Once a
            tank starts moving the ambulance will return to the Fuel Dump and stay there. At this
            time it becomes possible to build the tank barriers, which are located just outside
            the Fuel Dump.
            Don't enter the rooftop V-1 launch hangar, the residual fumes are poisonous.
            If your team has at least one Command Post built, it enables fire support
            from your tank: that is, your tank may fire at enemy troops in its path while
            on the move. The tank will try to avoid inflicting casualties on friendly troops
            but this cannot be guaranteed.
    Gamemodes    Objective, Stopwatch.
    Thanks to    Splash Damage and Activision.
            Drakir and Iffy for various neat prefabs.
            Heckl3r and Marko/Lowlife/Bob Le Roux for some great textures and sound files drawn from
            the excellent Market Garden and Normandy Breakout maps.
            Amethyst7 for his great skybox.
            TibeT Clan for invaluable testing and feedback.
            Panther for persisting in his belief that a straight tank race would be more fun.

    6 downloads

       (0 reviews)

    0 comments

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  16. 2tanks_160

    Title        2tanks
    File name    2tanks_160.pk3
    Map name    2tanks
    Version        1.6.0   (Created July 2005)
    Author        2Bit    (www.tibetclan.com)
    Other maps    The Breakout, Glider Assault, TankBuster, British Bulldog, 6Flags
            - available from www.tibetclan.com or www.pythononline.co.uk/et
    Nbr of players    Best played with teams of 6 or more.  12 or more is optimum.
    Installation    Put the pk3 file into the etmain folder.
    Description    Both teams have the same objective:
                Get a can of fuel from the Fuel Dump to your team's tank
                    (Jagdpanther for Axis, Churchill for Allies)
                Get your tank to the Fuel Dump before the enemy gets his there
            If the time limit expires the winning team is the one which has made the most
            progress with their tank.
    Game features    The ambulance truck dispenses first aid when it stops by the rail track. Once a
            tank starts moving the ambulance will return to the Fuel Dump and stay there. At this
            time it becomes possible to build the tank barriers, which are located just outside
            the Fuel Dump.
            Don't enter the rooftop V-1 launch hangar, the residual fumes are poisonous.
            If your team has at least one Command Post built, it enables fire support
            from your tank: that is, your tank may fire at enemy troops in its path while
            on the move. The tank will try to avoid inflicting casualties on friendly troops
            but this cannot be guaranteed.
    Gamemodes    Objective, Stopwatch.
    Thanks to    Splash Damage and Activision.
            Drakir and Iffy for various neat prefabs.
            Heckl3r and Marko/Lowlife/Bob Le Roux for some great textures and sound files drawn from
            the excellent Market Garden and Normandy Breakout maps.
            Amethyst7 for his great skybox.
            TibeT Clan for invaluable testing and feedback.
            Panther for persisting in his belief that 1 fuel can is enough.

    20 downloads

       (0 reviews)

    0 comments

    Submitted

  17. 2tanks_151

    Title        2tanks
    File name    2tanks_151.pk3
    Map name    2tanks
    Version        1.5.1   (Created May 2005)
    Author        2Bit    (www.tibetclan.com)
    Other maps    The Breakout, Glider Assault, TankBuster, British Bulldog
            - available from www.tibetclan.com
    Installation    Put the pk3 file into the etmain folder.
    Description    Both teams have the same objective:
                Get 3 fuel cans of fuel from the Fuel Dump to your team's tank
                    (Jagdpanther for Axis, Churchill for Allies)
                Get your tank to the Fuel Dump before the enemy gets his there
            If the time limit expires the winning team is the one which has made the most
            progress with their tank.
    Game features    The ambulance truck dispenses first aid when it stops by the rail track. Once a
            tank starts moving the ambulance will return to the Fuel Dump and stay there. At this
            time it becomes possible to build the tank barriers, which are located just outside
            the Fuel Dump.
            Don't enter the rooftop V-1 launch hangar, the residual fumes are poisonous.
            If your team has at least one Command Post built, it enables fire support
            from your tank: that is, your tank may fire at enemy troops in its path while
            on the move. The tank will try to avoid inflicting casualties on friendly troops
            but this cannot be guaranteed.
    Gamemodes    Objective, Stopwatch.
    Thanks to    Splash Damage and Activision.
            Drakir and Iffy for various neat prefabs.
            Heckl3r and Marko/Lowlife/Bob Le Roux for some great textures and sound files drawn from
            the excellent Market Garden and Normandy Breakout maps.
            Amethyst7 for his great skybox.
            TibeT Clan and TG Clan for invaluable testing and feedback.

    13 downloads

       (0 reviews)

    0 comments

    Submitted

  18. 2hide_cal_r1

    Author        : Rikard "Drakir" Lindgren
    Email address    : [email protected]
    Webpage        : http://www.drakir.tk
    -------------------------------------------------
     Map Information
    -------------------------------------------------
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : 2Hide_cal_r1
    Filename    : 2hide_cal_r1.pk3
    Release date    : 2004-01-21
    Decription    : During the Axis attempt to fire across the english canal they have built and hidden a huge gun in a farmhouse. To stop the firing of the gun, Allied forces need to get hold of the secret codes that unlocks the door to the hidden gun and then destroy the gun to make sure it cannot be used!.
    Program        : SD Radiant 1.3.8
    Build time     : Started work 2003-09-29
    Compile time    : 25mins BSP, 25mins VIS and 5 hours LIGHT
    Compile machine    : AMD Athlon 2200, 512mb
    Installation    : Place the 2hide_cal_r1.pk3 to your etmain folder, select it from the multiplayer->create server menu or
                      bring down the console and type: map 2hide_cal_r.
    New Textures    : 1
    New Sounds    : Nope
    New Models    : Nope

    -------------------------------------------------
     Info!

    #. Version _r1 info:
        Another bug fixed! Hopefully this will be the last update....really sorry for any inconvinience.
    #. Version _r info:
        The map had a bug in it from start that appeard on some servers. That when the game ended it came into a loop.
        I have removed the thing i belive caused it, and the map are now no different than any other map out there. had to remove the gun shooting at the game end if Axis won.
    #. This is a League version made specially for CAL, the Cyberathlete Amateur League: http://www.caleague.com.
    #. Made several changes to make the map faster:
        1. Removed the forward spawn flag. Allies still spawn at the trucks. Axis now starts in town.
        2. Removed the locked team door.
        3. Removed the blastable wall.
        4. Removed the Blastable side gate.
        5. Removed the wall that blocks the left side valley into the farmhouse.
        6. Made a new tunnel and a new house to make it easier to use the left side valley.
        7. Moved the High Guardhouse and made it Allies constructable instead.
        8. Added a ladder from the trucks back upto the farmhouse upper level.
        9. Moved the Ammo/Health from the Castle to where the forward spawn used to be.
        10. Changed respawn times, Axis now 30 seconds, Allies 15.
        11. Changed timelimit to 20 minutes instead of earlier 30.

    #. Objectives
        : Get/Defend the Dynamite Detonator.
        : Build/Destroy the Commandpost.
        : Get/Defend the Keycodes Documents.
        : Dynamite/Defend the Big Gun.
    -------------------------------------------------
     Special thanks and Credits to:
    -------------------------------------------------
    Tnx to all who tested it and gave feedback on bugs and other issues, some testers name below in now perticular order:
    - SenF clan, specially Pete Wright.
    - Loffy, fellow Swede mapper.
    - S.S.HeirPie
    - =CFC= Kam
    - PH@T!E aKa Chris
    - Doddsy
    - toasterking
    - Mev2436
    - J D
    - Zeus  a.k.a. Alex
    - RudeBoy
    - Blusher
     
     

    9 downloads

       (0 reviews)

    0 comments

    Submitted

  19. 2hide

    Author        : Rikard "Drakir" Lindgren
    Email address    : [email protected]
    Webpage        : http://www.drakir.tk
     Map Information
    objective :
    "During the Axis attempt to fire across the english canal they have built and hidden a huge gun in a farmhouse. To stop the firing of the gun, Allied forces need to get hold of the secret codes that unlocks the door to the hidden gun and then destroy the gun to make sure it cannot be used!"
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : 2Hide
    Filename    : 2hide.pk3
    Release date    : 2003-11-07
    Decription    : During the Axis attempt to fire across the english canal they have built and hidden a huge gun in a farmhouse. To stop the firing of the gun, Allied forces need to get hold of the secret codes that unlocks the door to the hidden gun and then destroy the gun to make sure it cannot be used!.
    Program        : SD Radiant 1.3.8
    Build time     : Started work 2003-09-29
    Compile time    : 25mins BSP, 25mins VIS and 5 hours LIGHT
    Compile machine    : AMD Athlon 2200, 512mb
    Installation    : Place the 2hide.pk3 to your etmain folder, select it from the multiplayer->create server menu or
                      bring down the console and type: map 2hide.
    New Textures    : 1
    New Sounds    : Nope
    New Models    : Nope

    -------------------------------------------------
     Info!
    -------------------------------------------------
    #. This is a the FINAL version.
    #. See if you can find the 3 hidden rooms in the map, they dont add anything to the map just there for fun.
    #. Objectives
        : Destroy/Defend the entrances.
        : Capture the Forward Spawn.
        : Get/Defend the Dynamite Detonator.
        : Build/Destroy the Commandpost.
        : Get/Defend the Keycodes Documents.
        : Dynamite/Defend the Big Gun.
    -------------------------------------------------
     Special thanks and Credits to:
    -------------------------------------------------
    None yet...well perhaps "Sock" for the work he puts into answering our stupid questions on the SD Forum.....almost forgot B-Xpress for our lovely midnight chats (B-Xpress also gets some credits in the map as i have named the train after him).
    Tnx to all who tested it and gave feedback on bugs and other issues, some testers name below in now perticular order:
    - SenF clan, specially Pete Wright.
    - Loffy, fellow Swede mapper.
    - S.S.HeirPie
    - =CFC= Kam
    - PH@T!E aKa Chris
    - Doddsy
    - toasterking
    - Mev2436
    - J D
    - Zeus  a.k.a. Alex
    - RudeBoy
    - Blusher

     Progress reports from my homepage:

    2003-11-07
    Due to a stupid misstake i had to make yet another version. THIS IS THE FINAL!
    2003-11-06
    FINAL version released. HF, GL!
    2003-11-04
    FINNALY the map is ready for tests.
    Be a BETA tester of my new map "Hide"!
    Contact me via mail [email protected] and i´ll give u the download location and password to the test server.
    I dont want this BETA to go public before a gametest is done so i can get rid of any stupid small misstakes i may have made.
    2003-11-03
    Its in the middle of the night and i am doing compile nr. 5 for todays mapping. Glad to say that the map will reach BETA tomorrow, i have been doing the objectives during the past days and its been booth fun and mindblowing at times.
    The objectives are done and works:
    First task for the attacking Allies will be to grab the forward spawn flag
    Then they need to steal the detonator battery so that they can arm the dynamite detonator in the town.
    When the detonator is armed they need to push the detonator trigger to blow a hole in the wall to get hold of the secret code documents that is kept inside a vault in one of the buildings in town.
    The secret code documents is needed to unlock the door to the big hidden gun inside the farmhouse.
    Once the door is unlocked its time to blow up the big gun to win the game.
    This may sound like a undoable task, but i am hoping that i will be a rather fair deal. The game tests will show if something needs changing. As for a fun part it the map i have added 3 secret rooms in different places. You dont gain anything from finding them but i thought it was a fun addon for the map. The map is pretty biased for the Axis, i havent yet added anything for the Allies to build. But then again they will have their hands full with blowing things up instead. More screens and more data on the BETA release will follow in next update later. Just typing away waiting for the VIS compile. I have almost reached my goals on this map, i set out to not use any new textures and no new sounds or models, well i broke the first goal by making 1 new texture for the secret rooms. But that wont add much to the pk3 size so what the heck.
    2003-10-26
    Yet again 8 new shots, the shots and the test below does tell almost everything i have made in the past days. Also getting closer and closer to having the goal decieded. Dunno if i will talk about them yet though, not sure if am going to be able to do them as i wish yet.
    2003-10-21
    As you can see below i have put up 8 new screenis for your viewing pleasure. I am back at hard work on this map, and its getting along nicely. This is truly the biggest mapping project i have taken upon me to do. But its pleasing to see that its turning out great. I am making things up as i go along, but i am getting more and more clear on what the objectives will be. The map will have a tank, that the Allies are going to have to steal from the the Axis fortified area. Allied forces needs the tank to blow a hole in one of the town buildings so that they can get the stuff inside that house. I know this has been used in several maps, but i think it fits the ET theme to have a tank. The tank may change into a truck if i can get the stuff i want to do working.
    One thing i have said to myself from the beginning is that i must only use the original textures and models for this map. This is so the maps download size will be as small as possible. The whole .pk3 file is in its current state only 3.5mb and i dont think it will grow over 5 when done. 5mb is even acceptable to a modem user to download. So i belive that this will also make this map played more. This time i will have alot of testing before releasing it, the map will be released to the public in a "FINAL" state from start.
    2003-10-09
    Progress report. Havent been working that much in "Hide" for a few days. Been playing mostly, just recently joined a UK ET clan, ]RaF[ Runaway Fighters. So alot of mapping time has gone to taking the dust of my aim. I have released 2 new small maps i wipped up really fast, u can read more about those on the "News" page. But i havent stopped working on Hide, just taking a short break. The map is coming along nicely, i have been banging my head gettting the FPS great on the map with some hint and other rearrangements of brushes and the terrain. So if all goes as planned the FPS will be pretty good on this rather large scaled map. Right now i am working on the townpart that will be the 2:nd objective for the Allied forces to get hold of. I am adding alot of detail to the buildings and also the interior.
    2003-09-29
    A new map is on the way. I havent gotten that far yet. But as i use to do i show off on progress while working on the project.
    This new project goes under the workname of "Hide", that name will not be the one used on any release, dunno why i called it that.....just what came to my mind when doing the terrain. I dont have the theme and objectives clear yet and havent decided on what they will be......still thinking of them and what i should implement regarding maybe having a tank or a mocing truck in the map. All i can tell so far is that the first objective for the Allies to clear is to bring their flag from their spawnbase to the Axis fortified area and thereby capture that area. Once captured they are going to have to complete 2 more objectives before the map ends.
    -------------------------------------------------
    Copyright © 2003 Rikard "Drakir" Lindgren 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.
    -------------------------------------------------
     

    12 downloads

       (0 reviews)

    0 comments

    Submitted

  20. 1b0fa-mountain-pass-beta4 + waypoints

    AUTHOR                  : Devils Right Hand
    DATE                    : 03.11.2015
    Release date    :    07/11/2016
    Release date    beta4:    07/11/2016
    --------------------------------------------------------------------------------
    * LEVEL DESCRIPTION *
    --------------------------------------------------------------------------------
    its about the allies start searching for art treasure what the germans steal from the occupied countries,the germans hide all the arts in mines, when the germans losing the war, the germans have order to destroy the treasure least it falls into allied hands,
    twt xmas competition mapping 2015 winner
    --------------------------------------------------------------------------------
     Version     :   beta4
     Attacking    :    allies Objective
     Timelimit    :    20
     Spawntimes :    Axis   20 / Allies 10
    "1944 Since the beginning of the war the Germans have been plundering the occupied countries of their valuable wealth this includes art and gold. Now that they are losing the war, the Germans have decided to destroy the treasure least it falls into allied hands."
    ---------------------------
    = Changelog beta 2=
    remove the radio obj
    ---------------------------
    = Changelog beta 3=
    change the Timelimit to 20 min, alies now have 10 sec and axis 20 at map start , and at flag alies now have 20 sec and axis 10
    ---------------------------
    = Changelog beta 4=
    add new crates
    add new doors
    change the second alies spawn after capture the flag they spawn in axis house , and axis spawn in forrest hut where alies map start , that they are not near
    add more trees
    add new barb wire
    add snowbush
    --------------------------------------------------------------------------------
    * 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,win 7 x64
    COMPILE TIME                : 30 min
    COMPILE version         : BSP: -meta -mv 1024 -mi 6144 "[MapFile]"
                            : VIS: -vis -saveprt "[MapFile]"
                            : LIGHT: -light -lomem -fast -samples 2 -filter -bounce 8 -external -lightmapsize 256 "[MapFile]"
     brushes  5200
    entities 614
    --------------------------------------------------------------------------------
    * special thanks *
    --------------------------------------------------------------------------------
    E.F EXTASY eurofighter admin
    lucky luke grove guerrila
    der bmx
    twt thunder for support
    twt teuthis for support
    twt mateos for support
    macchute for help with scripting
    kemon for support
    WuTangH help with scripting
    TomTom7777 help with scripting
    ================================================================================

    ================================================================================
    Distribution / Copyright / Permissions
    --------------------------------------------------------------------------------
    Copyright (c) 2017  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

    63 downloads

       (1 review)

    0 comments

    Updated

  21. bucket_v2

    Chicken Bucket by Tasian
    A multiplayer map for Wolfenstein: Enemy Territory, a simple King of the Hill type match
    This is not my homepage, but I go here alot: www.chickenbucket.com
    E-mail: [email protected]
    --------------------------------------------------------------------------------------------
    Install this map by placing the file (bucket_v1.pk3) into the etmain directory of your Enemy Territory folder. (C:\...\Wolfenstein - Enemy Territory\etmain for example)
    --------------------------------------------------------------------------------------------
    Map Information
    Filename: bucket_v2
    Menu Name: Chicken Bucket
    Gametypes: wolfmp wolfsw
    Players: Up to 32 per team is supported
    Version: 2.0
    Release: --
    --------------------------------------------------------------------------------------------
    Overview
    What was supposed to be a peaceful meeting at a popular fast food place turned into a warground over the jukebox, given the conflicting musical tastes. After both sides constructed a Fort Concrete, the fight was on to see who will be the Bucket Masters!
    Allied Objectives:
    1: Primary1 : Don't let the Axis control the jukebox
    2: Primary2 : Play the Allied song on the jukebox
    3: Secondary1 : DOn't let the Axis build a Command Post
    4: Secondary2 : Build a Command Post

    Axis Objectives:
    1: Primary1 : Keep control of the jukebox
    2: Primary2 : Keep the Allies from activating the jukebox
    3: Secondary1 : Build a Command Post
    4: Secondary2 : Don't let the Allies build a Command Post
    --------------------------------------------------------------------------------------------
    Map changes
    Version 1
    - First public release
    Version 2
    - Fixed the script so when a team wins, it constantly checks to make sure the jukebox is disabled.
    - Widened the drive-thru windows and placed vent ramps for easier access
    - Filled in some missing textures
    - Changed the spawn layout a little bit for easier access to the springing roof
    - Added some late entries for the posters
    --------------------------------------------------------------------------------------------
    Additional Notes
    For best results for, as the French say, "le ambience", run this command on the console: /r_picmip 0 -- (Your FPS may suffer a bit, but you'll be able to read the posters the Bucketeers worked hard on.) You can set it back to /r_picmip 1 later.
    Again, thanks to all the Bucketeers (and anyone else, for that matter) that play my maps, I hope you have lots of fun with 'em.
    Thanks to Drakir for his excellent prefabs!
    --------------------------------------------------------------------------------------------
    Copyright Permissions.
    ID, Activision & Splash Damage. Original game rights.
    Raffi - "Banana Phone"
    Duo de Pelikaan - "Hosse Hosse Hosse"
    Whoever wrote the Happy Days Song - "Happy Days"
    German Version of the Mario Dance - "Macht da Mario"
    If you have any comments or criticisms about this map, feel free to e-mail me at [email protected] or post at the Chicken Bucket forum. (www.chickenbucket.com)
    Authors may NOT use this level, Chicken Bucket, as a base to build additional levels.
    Authors may NOT use the custom textures in this pk3, but it's not like I'll stop you if you do.
    You may distribute this BSP through any electronic network, providing it's not for profit, you include this file and leave the archive intact.
    You may NOT distribute this archive on CD-ROM or DVD (or other media) without written permission.

    7 downloads

       (0 reviews)

    0 comments

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  22. breakout2_140

    Title       : Breakout 2
    File name   : breakout2_140.pk3
    Map name    : breakout2
    Version     : 1.4.0   (Created Dec 2008)
    Authors     : 2Bit and Avoc
                  (tibet.clanservers.com and www.eft-clan.com)
    Description :
    Continuing where the previous Breakout left off, the Allies must fight their way through surrounding Axis forces and to freedom.
    Objectives and Gameplay:
    Allies must escort the tank to the exit rail tunnel to win, starting at a disused mine and then along the railway track to the station.
    Axis will try to dynamite the footbridge over the railway to block the tank.  If they do, Allies must dynamite the wreckage to clear the path.
    At the station the Allies must then build a ramp to lift the tank off the rail track and into the station courtyard. Axis can construct a tank barrier just beyond this, so these objectives are fought over at the same time.
    Once past the barrier the tank must go through the tunnel under the railway.  Axis will try to dynamite the tunnel to block the road.  If successful, Allies must dynamite the rubble to clear the way.
    The road then leads into the Axis bunker - Allies must escort the tank through the bunker and out the other side.
    The final chance for the Axis to block the tank is a desperate measure - they can destroy their own overhead bunker control room, so that the debris blocks the bunker exit. But this damages and buries the Axis CP located there.
    If the bunker control room is destroyed, the Allies have to dynamite the debris to clear the path.  This also clears the rubble from the Axis CP, allowing it to be rebuilt.
    Finally the tank gets back onto the rail tracks and can escape through the exit railway tunnel.

    Installation: Put the pk3 file into the etmain folder.
    Num players : Any, the more the merrier.

    Gamemodes   : Objective, Stopwatch.
    Thanks to:
    Splash Damage and Activision for the best (free!!) game ever released.
    Detoeni and RayBan for the excellent models and textures plus any others whose models/textures have been included without our knowing the original source, but thanks anyway.
    Big thanks to Diego for his map Praetoria_one - for the textures and inspiration it has provided for this map's atmosphere.

    16 downloads

       (0 reviews)

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  23. braundorf_final

    Author        : Brevik
    Email address    : [email protected]
    Reworked by    : Sid & Etch in 2009

    -------------------------------------------------
     Map Information:
    -------------------------------------------------
    Game        : Wolfenstein: Enemy Territory
    Title        : Braundorf (Final)
    Filename    : braundorf_final.pk3
    Version         : Final Version
    Release date    : November 2009
    Decription    : A small sized map designed for competition and public play
    Installation    : Place the braundorf_final.pk3 to your etmain folder, select it from the multiplayer -> create server menu or
                      bring down the console and type: map braundorf_final.

    -------------------------------------------------
     Objectives:
    -------------------------------------------------
    # The Allies need to blow the main and side entrances to gain access to the bunker to blow the bunker controls
    # The Axis need to stop the Allies from doing the above

    -------------------------------------------------
     Additional Map Information/Credits:
    -------------------------------------------------
    Changes from Beta 4 to Final:
    =============================
    - Map is brighter
    - Added more voice announcements
    - Fixed Command Map
    - Additional pk3 for ETpro (Fix of Command Map icons & adding more Ammo- & Health Cabinets)
    - Retextured
    - Based on Beta 4, all custom made stuff will still work
    Changes from Beta 3 to Beta 4:
    ==============================
    - Addition of tracemap
    Changes from Beta 2 to Beta 3:
    ==============================
    - New spawn exit from Axis bunker spawn
    - Voice announcements for objectives (particularly capturable middle spawn)
    - Clipping in certain areas

    -------------------------------------------------
     Prefabs and thanks:     
    -------------------------------------------------
    Shelving and bunk bed prefabs from http://www.drakir.tk <-- superb resource site
    Ifurita for the command map, the fantastic command map icons, and the barracks sign,
    not to mention the advice, help and inspiration.
    blushing_bride for his advice, and texture/architectural input.
    life for his advice on map making (especially lighting) and the rest of the people in the Night
    Watch clan for all their help and positive/constructive comments during testing
    Kekkyoku and Prophet from the NA comp community for input/feedback and inspiration to get the next version released.
    The ETNation forum community for feedback and constructive criticism, and especially vowel for giving Braundorf
    the chance in its first competition
    Additional thanks to blushing_bride for the readme.txt template (not that he knew much about it...)
    The search button on http://www.splashdamage.com for answering nearly every question I had about
    mapping.  ;)

    -------------------------------------------------        
     Tutorials used:        
    -------------------------------------------------
    http://www.wolfensteinx.com/surface/tutorials.html <-- every new mapper should work through these
    tutorials before starting mapping.
    http://www.planetquake.com/simland/pages/articles.htm <-- I'm not sure I did the master's tutorials
    justice, but I tried...
    http://www.planetwolfenstein.com/bubbawolf/wolfmapping.html <-- really good tutorials

    11 downloads

       (0 reviews)

    0 comments

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  24. boromir_a2b aka Villa Gun

    Villa Gun - alpha 2b release ***
    * This map release is a playable test release.
    * It does not represent the final quality and
      does not include all the features of the final
      release.
    * Alpha version lacks the second stage of
      the map after destroying the Villa Gun.
    * Author: islander
    ----------------
    Axis are holding the massive Anti-Aircraft gun in front of the Villa preventing Allied aircrafts from bombing the city.*Allies must gain access to the Villa and dynamite the Gun

    9 downloads

       (0 reviews)

    0 comments

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  25. baserace_b1bxmasbritish

    allied "Steal and secure construction materials to build your base."

    wm_mapdescription axis "Steal and secure construction materials to build your base."

     neutral "Its a race, to build your base!"


     

    18 downloads

       (0 reviews)

    0 comments

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