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Files posted by kate
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2hide_cal_r1
Author : Rikard "Drakir" Lindgren
Email address : [email protected]
Webpage : http://www.drakir.tk
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Map Information
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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.
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Special thanks and Credits to:
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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 comments
Submitted
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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
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Info!
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#. 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.
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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 comments
Submitted
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1b0fa-mountain-pass-beta4 + waypoints
AUTHOR : Devils Right Hand
DATE : 03.11.2015
Release date : 07/11/2016
Release date beta4: 07/11/2016
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* LEVEL DESCRIPTION *
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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
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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."
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= Changelog beta 2=
remove the radio obj
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= 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
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= 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
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* 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
66 downloads
0 comments
Updated
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rabenhorst_v15 (new waypoints in test)
By kate in MAPS P - R
New botfiles Author: Ets Cyberwolf
nemy Territory Map
Burg Rabenhorst Final
von Sternschubser 9/08
http://home.arcor.de/thorundhammer
die pk3 datei in das /etmain verzeichniss legen
!!! zur vermeidung von max_gamechar_exceeded bitte alte versionen unbedingt löschen !!!
!!! to avoid the max_gamechar_exceeded error delete old version from server !!!!!!!!!!!
danke an:
Kernwaffe.de
dem einzig wahren et-server :)
lever-desinger.de
ohne die tollen tutorials hätt ich das wohl nie geschafft
id software
einfach herrlich, das so ein spiel umsonst ausgegeben wird und dann nach 3 jahren sogar die source freigegeben werden
desmond sadness, saske, nada, stefan und fynbos fürs testen :)
anregungen und kritik an
thorundhammer*at*gmx.de
Respawn Time Axis 20s->25s
Respawn Time Allied 15s->10s
Axis loses forward spawn forever after first flag capture by allied.
Allied loses forward spawn if flag is captured by axis, but can recapture it.
Sewer gate destroyabele by dynamite -> by Stachel
Spawn-protection zone for allied established.
As axis spawn is unlikely to be under fire there is no zone necessary
------------------------------------
Enemy Territory Map
Burg Rabenhorst Ver 1.5
von Sternschubser 9/08
http://home.arcor.de/thorundhammer
die pk3 datei in das /etmain verzeichniss legen
danke an:
Kernwaffe.de
dem einzig wahren et-server :)
lever-desinger.de
ohne die tollen tutorials hätt ich das wohl nie geschafft
id software
einfach herrlich, das so ein spiel umsonst ausgegeben wird und dann nach 3 jahren sogar die source freigegeben werden
desmond sadness, saske, nada, stefan und fynbos fürs testen :)
anregungen und kritik an
thorundhammer*at*gmx.de
84 downloads
0 comments
Updated
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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]
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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: --
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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
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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.
8 downloads
0 comments
Submitted
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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.
18 downloads
0 comments
Submitted
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braundorf_final
Author : Brevik
Email address : [email protected]
Reworked by : Sid & Etch in 2009
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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.
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Objectives:
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# 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
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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. ;)
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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 comments
Submitted
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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 comments
Submitted
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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 comments
Submitted
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arta_b1
Mapname : Arta B1
BSPname : arta
Released: February 2018
Version : First Beta (Fourth Version)
Map made by: -SSF-Sage and Pegazus from SM-Mapping
Contact Sage : ssf.sage at gmail dot com //-SSF-Sage @ splashdamage.com/forums (prefered)
Contact Pegazus : Pegazus @ splashdamage.com/forums
SM-Mapping site: *Not active*
Please contact us for any feedback, suggestions, constructive critisism, bug report etc.
Story:
After the attack at Capuzzo Airport, the Axis engineers have moved their engineering project to an underground base in Arta, Greece. With the surrender of the Italian government, the German forces are most likely to withdraw to the north and carry on their super plane project in mainland Germany. This is the last chance for Allies to stop the Axis super plane project. If Allies lose this battle then Luftwaffe will dominate the skies once again.
Objectives:
Allies:
1] Cross the Bridge.
2] Breach the Underground Base Main Door.
3] Destroy the Plane Prototype.
4] Destroy the Jet Engine Prototype.
5] Steal their Project Files! Use the Command Post to transmit it.
6] Establish a Command Post.
7] *Secondary* Destroy the Generator to cut power from Dam sidedoor.
8] *Secondary* Blow a secondary route through an Air Inlet.
9] *Secondary* Construct an Assault Ramp to weaken Axis Choke point.
Axis:
1] Prevent the Allies from crossing the Bridge.
2] Prevent the Allies from entering the Underground Base.
3] Protect the Plane Prototype.
4] Protect the Jet Engine Prototype.
5] Protect the Project Files. Do not let them Transmit it!
6] Prevent Allies from establishing a Command Post.
7] *Secondary* Don't let them destroy Generator to cut power from Dam sidedoor.
8] *Secondary* Stop them from entering the Base through an Air Inlet.
9] *Secondary* Don't let them construct an Assault Ramp.
Disclaimer:
We can not be held responsible for anything.
Credits:
One or more textures on this map have been created with images from Textures.com. These images may not be redistributed by default. Please visit www.textures.com for more information.
Avoc
For a flower and a crate texture
Rayban
For an alpha tree texture
Map testing:
Big thanks to testing
We owe you guys for all the help, testing and feedback!
Members and players from:
{WeB} Clan
http://webclan.freeforums.org/
UJE Clan
http://www.ujeclan.com/
Ets| Community
https://ets-clan.com/ ( http://enemyterritory-stuff.net/)
Special thanks to:
GANG$TA from {WeB} Clan
Dogster from {WeB} Clan
Niek from [UJE] Clan
Kate from Ets| Community
Installation:
Put the pk3 file into your Etmain folder.
Uninstallation:
Delete the pk3 file from your Etmain folder.
Changelog:
Second test:
-Axis First Spawn moved closer to River
-Side route to the hill with an assault ramp
-CP on the hill
-Documents inside the base, transmit with CP
-Remove third prototype dynomiteable
-Objective info stuff
Third Test:
-Added a generator at dam to limit using the dam side entrance. Destroying generator opens the door.
-Added door to block Allies from using base entrance near Axis spawn
-Allies capture spawn 1 spline earlier
-Warnings when entering base/dam
-Bug fixes
-Details
9 downloads
0 comments
Submitted
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armada_b2 ( Krakow )
"Allied forces must destroy Axis tanks hidden in warehouses to the south-west and south-east of a town in Krakow"
25 June 2004
Title: Krakow Armada
Filename: armada_b2.pk2
Mapname: armada_b2
Map Author: Charming Fox
Allied forces must destroy Axis tanks hidden in warehouses to the south-west and south-east of a town in Krakow
Place the PK3 file (armada_b2.pk3) into your "Wolfenstein - Enemy Territory\etmain" folder.
You can then choose the map from the Krakow Armada campaign, run it from the console or join a server already running the map to play.
IMPORTANT NOTE: This version (beta 2) has not had a full, correct compile due to my own system instability... This would normally be a big problem for me, but the map needs to be released and i'm unsure how long it will be until my PC is behaving. Apologies go out to anyone suffering from choppy framerates, although 100% of the testers are happy with FPS so far.
Huge thanks need to go out to four groups of people really (In no particular order):
The forum members of Splash Damage, specifically MadJack, Ifurita, nullskillz, Schaffer, Chavo_One, MadMaximus, and sock.
Secondly, my thanks go out to the people that have helped me test out the map, clan [EE], Matzer, StonePimp, Penfold, Naminator, Trecky, Orwolf, Polux, Hungrysnake, Skunk, Spooksta and the rest of the Elite Executioners. http://www.executed.co.uk
The guys at SplashDamage, Activision, id and anybody who played a part in getting ET into our hands for free.
Next my thanks go out to the guys who are kind enough to put up prefabs for noobs such as myself to download, those are:
Deathstick, Ifurita, I think there's more but I can't find the readme's...
My apologies to anybody I have forgotten, there have been many people who's knowledge and resources have helped pull me through!
A new version will be available in the coming months, changes will be based upon feedback so do not hesitate to contact me, Charming Fox aka Andy Madin
[EE]Charming Fox
[email protected]
I would also like to thank my girlfriend, Lisa, for being patient whileI have been testing, playing, building, deleting, stressing and neglecting her over the past few weeks!!! xxx (Just wait till i get my hands on the HL2 sdk, then you'll be single again!)
7 downloads
0 comments
Submitted
-
AntarcticaFinal
map can be played for xmas
Author : <|PCM|>Toiletman
Email address : [email protected]
Webpage : http://pleeclan.tripod.com
Made in Belgium
-------------------------------------------------
Map Information
-------------------------------------------------
Game : Wolfenstein: Enemy Territory
Title : Antarctica Final
Filename : Antarctica_Final.pk3
Release date : 2004-12-09
Decription : In the coldest part of the world the CTF battle has begun! Allied and Axis are fighting in this white world.
Program : SD Radiant 1.4.0
Build time : Some weeks
Compile time : /
Installation : Place the northpole.pk3 to your etmain folder, select it from the multiplayer->create server menu or
bring down the console and type: map Antarctica Final.
Textures : 1 New texture
Sounds : None
Models : None
-------------------------------------------------
Info!
-------------------------------------------------
#. This is a "FUN" map for the holidays. The map is intended to be fun playing but also at the same time being competive. So that it can be used as a war map between clans.
-------------------------------------------------
Special thanks and Credits to:
-------------------------------------------------
SD Forums!
BwT Clan :p
Drakir => North Pole Cannon, North Pole Inspiration
Marko => Mapping Info
Whosgaming.com => hosting the map :)
=DS=Bart => Mapping Info :)
Copyright © 2004 Toiletman
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.
allied "Fight in the coldest part of the world. The CTF battle has begun!!!"
wm_mapdescription axis "Fight in the coldest part of the world. The CTF battle has begun!!!"
wm_mapdescription neutral "Fight in the coldest part of the world. The CTF battle has begun!!!"
14 downloads
0 comments
Updated
-
antarctic_base
antarctic_base map created by : Ganjaman.
Thanks to Stealth' for the nice exploding gate,
and 2bit[TiBeT} for help with the tank,the rotating platform and offcourse creating the great mapping tutorial.
I have used several prefab brushes in this map.
Thanks. :
BlitZ (89BlitZ) for the crane.
Major Fleischer for the church.
And someone in germany who made the towerbunker
But no name in the readme.txt, vielen dank !
Forresthut prefab author unknown.( download from wolfmap.de )
Hovel also prefab author unknown.( download from wolfmap.de )
This map is only for testing final map will come soon.
contact e-mail : [email protected]
-----------
allied "Remove the Axis threat by destroying the experimental Aircraft: fight your way into the main base and dynamite the Ufo."
wm_mapdescription axis "Our experimental aircraft will tip the balance in our favour.Protect the Ufo from Allied sabotage."
wm_mapdescription neutral "The Axis experimental aircraft 'Ufo' is harassing Allied shipping. The Axis must protect it from Allied attempts at sabotage."
16 downloads
0 comments
Updated
-
a_river_port_test7
Released: November 2016
Version : 7th Test
Map made by: -SSF-Sage and Pegazus from SM-Mapping
Contact Sage : ssf.sage at gmail dot com //-SSF-Sage @ splashdamage.com/forums (prefered)
Contact Pegazus : 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:
Allied intelligence have found out about Axis testing V2 missile in one of their Submarines. While the missile could be launched underwater it would be devastating to New York, London and other Allied Capitals. A group of Allies special forces are sent to sabotage the mission and use the Axis weapon against theirselves.
Objectives:
Allies:
1] Escort the M8 Greyhound to the road facing their Headquarter
2] Destroy their Anti-Tank Gun
3] Destroy their Tank Barrier
4] Breach the Headquarter Entrace with the M8 Greyhound
5] Send a false command for the Axis U-boat to come to port
6] Steal the V2 Launch Code and secure it into the U-boat Controls
7] Construct a V2 launch hack at the U-boat Controls
8] Launch the V2 missile from the U-boat Controls
Axis:
1] Stop them from escorting their Tank
2] Defend the Anti-Tank Gun
3] Build a Tank Barrier to prevent them getting over the Bridge
4] Protect the Headquarter
5] Don't let them use the Radio
6] Protect the V2 plans
7] Deconstruct any hacks at the U-boat
8] Don't let them use the U-boat
=======================================================
Disclaimer:
We can not be held responsible for anything.
=======================================================
Credits:
One or more textures on this map have been created with images from Textures.com. These images may not be redistributed by default. Please visit www.textures.com for more information.
Avoc
For a flower texture
Rayban
For an alpha tree texture
=======================================================
Map testing:
//////Big thanks to testing
///We owe you guys for all the help, testing and feedback!
Members and players from:
{WeB} Clan
http://webclan.freeforums.org/
UJE Clan
http://www.ujeclan.com/
Bunker Community
http://bunker.aaxxss.com/
Ets| Community
Special thanks to:
GANG$TA from {WeB} Clan
Dogster from {WeB} Clan
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:
Second test:
-New route to trainstation balcony
-Constructible mg at trainstation balcony
-Made AT-gun entrance easier
-Added a rock to jump to AT gun
-More cover at Middle area
-Moved CP closer to axis for fairer fight
-CP does not give spawn, but turns axis spawntime 15->20
-Added ladder up from river near Hq
-Radio timer 5X5 sec segments
-U-boat radio 10 seconds
-U-boat second access
-Redone U-boat from brushes instead of model
Third test:
-Radio timer 3x10 sec segments
-At gun spawn capture point few meters further
-Uboat radio 10->15 seconds
-Removed "jump rock" from At gun
-Removed balcony MG
-Removed Command post
-Raised the ATgun concrete slightly
-A roof allies used to camp ATgun made slippery
Fourth test:
-Tank damage 400->600 HP
-Tank speed 100->80 Units/s
-Move U-boat half meter closer to Axis
-U-boat timer 15->20 seconds
-New sound for U-boat timer
Fifth test:
-Improved FPS noticeably
-Radio 2x15 seconds time
-U-boat V2 launch construct/deconstruct
-Moved fence near AT Gun for more space
-Adjusted things for more cover at AT Gun
-Tank capture spawn point few meters earlier
-Sub doors bigger (by 4 units)
-Added clips for easier travelling
-Balcony MG Nest kit appears after 7 mins
Sixth test:
-Added Back door to last axis spawn for easier defence
-Added 4x Health&Ammo Cabinets
-Easier to approach AT Gun
-Improved details
-MG Nest kit appearance 7mins->5mins
-Radio counter 2x20seconds
-Voice-over
Seventh test:
-Changes to Port part to make defending Sub easier
-Improved FPS at Port area
-Tank Health 600->750
-Added location data
-Allies win if timelimit ends after V2 launch
-Added diversity to Omnibot files
7 downloads
0 comments
Submitted
-
Warbell + scripts
By kate in MAPS V - W
*warbell scripts
1/ the gold script It makes the end of the map gameplay much better, only the players who carry gold crates can jump into the columns of fire inside the castle.
2/
restricts the access to the Belltower roof room
sets allied spawntime to 25 secs
faster construction of the bell mechanism
no wait at mapend if axis win
3/
modified Warbell script II
restricts the access to the Belltower roof room
ammocrate at command post if built by axis
____________________________
Axis Objective Descriptions
1 "Primary Objective:**Secure the forward spawn and destroy the Guardhouse Gate."
2 "Primary Objective:**Dynamite the Wall hiding the Hidden Room."
3 "Primary Objective:**Carry the Book of Death to the Altar of Blood! This will open the Sacrifice Portals!"
4 "Primary Objective:**Destroy the Abbey Main Gate to get fast access to the Abbey!"
5 "Primary Objective:**Repair the ringing mechanism of the Warbell, so you can ring it and call the Wargod!"
6 "Primary Objective:**Ring the Warbell to activate the Sacrifice Portals!"
7 "Primary Objective:**Sacrifice 3 players in the Sacrifice Portals to seal your alliance with the Wargod!"
8 "Secondary Objective:**Destroy the Crypt Gate for another way into the Abbey."
9 "Secondary Objective:**Build the command post."
// Allied Objective Descriptions
1 "Primary Objective:**Defend the Guard House, don't let them destroy it's Gate!"
2 "Primary Objective:**Defend the Hidden Room. Don't let them blow up the wall!"
3 "Primary Objective:**Don't let them deliver the Book of Death to the Altar of Blood or they will open the Sacrifice Portals!"
4 "Primary Objective:**Defend the Abbey Main Gate, keep the Axis out!"
5 "Primary Objective:**They mustn't repair the Bell Mechanism!"
6 "Primary Objective:**Do not let them ring the Warbell so they can't activate the Sacrifice Portals!"
7 "Primary Objective:**Prevent the Axis from throwing themselves into the Sacrifice Portals!"
8 "Secondary Objective:**Defend the Crypt Gate to keep the Axis out."
9 "Secondary Objective:**Build the command post."
109 downloads
0 comments
Updated
-
v2base_te
By kate in MAPS V - W
"Axis have captured an old fortress and built a V2 Base test facility to evaluate the new V2 rockets, Allied forces have intercepted this information and are trying to steal the secret V2 Rocket design blueprints."
16 downloads
0 comments
Submitted
-
UJE_parking_b3
[UJE]Parking
29-1-2014
13-5-2014 B3 version
By [UJE]Niek
-----------------------------------------------------------------
Axis are trying to get to the top of the
Parking garage building.
It's a 4 floor building so it won't be easy.
Allies have to prevent this.
-----------------------------------------------------------------
Axis objective
* Escort the tank to the top
* Destroy the 3 Baricades
* Destroy the side door
* Build the Commandpost
Allied objective
* Stop the Tank
* Build the Baricades
* Build the Commandpost
-----------------------------------------------------------------
More [UJE] maps:
You can see the info about our other maps on our website
-----------------------------------------------------------------
[UJE]Clan site www.ujeclan.com
-----------------------------------------------------------------
for campaigncycles the map is called UJE_parking
----------------Credits-------------------------------------------
Tree Models by Kic
Br Models created by Lt1 and Black Rayne Studios.
Thanks guys for those nice models
7 downloads
0 comments
Submitted
-
UJE_ambush_b3
Map made by [UJE]Niek
b1 version 27-05-2009
b2 version 27-07-2010
-----------------------------------------------------------------
The allies have to steal both radar components and
bring them to the truck.Axis have to prevent this
-----------------------------------------------------------------
More [UJE] maps:
You can see the info about our other maps on our website
-----------------------------------------------------------------
[UJE]Clan site www.ujeclan.com
you can get omnibot waypoint files from our site by [UJE]map info
-----------------------------------------------------------------
for campaigncycles the map is called UJE_ambush
----------------Credits-------------------------------------------
Too all who keep this game alive
6 downloads
0 comments
Submitted
-
UJE_oil_b4
Map made by [UJE]Niek
18-05-2012
B4 version 04-11-2012
-----------------------------------------------------------------
The oil prices these days are really crazy and the prices
are getting higher and higher for the oil
So...
We are going to stop it in this map.
Axis Attack the oil platform and destroy the Choppers
Let them know how we feel about it
-----------------------------------------------------------------
* Axis
* Destroy the Choppers
* Allies
* Protect the Choppers
-----------------------------------------------------------------
More [UJE] maps:
You can see the info about our other maps on our website
-----------------------------------------------------------------
[UJE]Clan site www.ujeclan.com
you can get omnibot waypoint files from our site by [UJE]map info
-----------------------------------------------------------------
for campaigncycles the map is called UJE_Oil
----------------Credits-------------------------------------------
Thanks to everyone that keeps the game alive
And thanks for whoever made the models,they rock.
7 downloads
0 comments
Submitted
-
Thud in the Sand -Tits- ( privates waypoints )
By kate in MAPS S - T
Author: -)A(-WuTang**
Version: Beta 2 (B2)
Released: 18th Nevember 2016
Contacts:
Email: [email protected]
Forum: www.dark-alchemy.com - user WuTangH
www.thewolfteam.org - user WuTangH
www.splashdamage.com - user WuTangH
About:
This is the 2nd released version. The map is situated in small egypt-style town, and ends up in underground axis bunkers.
Objectives:
Allies:
Primary: Steal the Dynamite and deliver it to the Truck.
Primary: Escort the Truck through barrier and Destroy City gate.
Primary: Destroy two tunnel Gates to gain access into underground bunkers.
Primary: Use button in Control Cabin to move rockets out of Safe.
Primary: Steal Captains Key from his table and deliver it to the Safe to open it.
Primary: Steal the Case, Moneypack 1 and Moneypack 2, and deliver them to the green truck on the other exit of bunkers.
Secondary: Destroy Hovel Wall to gain one more acess to Dynamite.
Axis:
Defend, defend, defend, go on a cig, and defend again.
Also feel free to build Truck barrier.
Programs used:
GTKRadiant 1.5
Notepad++
Adobe Photoshop CS6
Audacity
MD3Compile.exe
Paint (yeah right)
Credits & some Copyrights:
Textures were downloaded for free, or made by me.
Moving water - from Quotidian map by Avoc
Props_wall - posters textures - made by Sid and Etch
Plus some nice sites: http://www.davegh.com/index.php
http://www.mb3d.co.uk/mb3d/maxTextures_Home_-_Free_Seamless_and_Tileable_High_Res_Textures.html
http://opengameart.org/textures/all
Models: Case - made by Devils-Right-Hand of TWT-team.
Two money models - made by Thunder of TWT-team.
Chevy truck - made by Thunder of TWT-team.
Key - made by Thunder of TWT-team.
Bunker lights - made by Thunder of TWT-team.
Market props - made by Thunder of TWT-team.
The big jungle tree - made by Kic.
Gas props - made by Thunder of TWT-team.
Tap model - made by Thunder of TWT-team.
Big dynamite - made by MLB guys.
Sounds: Sounds included in pk3 are made out of ET original sounds. So feel free to use any of them.
You can use all textures from this pack. Those downloaded are free, and those made by me are totally free too (as they look terrible anyway).
AFAIK you can use models, but please give credits as I did. You will find all custom models on thewolfteam website.
Thanks to C from UJE Clan for their prefab generator.
I've also downloaded Control Panel textures, Health & Ammo cabins prefab, Oil barrel prefab, and crates prefab. However, authors are unknown to me. Thanks to them anyway..
Special thanks to all people that helped or discussed my map with me:
Teuthis
-)A(-Islander
-)A(-Lammert
TWT-Thunder
TomTom7777
-)A(-Tomimaki
-)A(-Old-Owl
Kemon
Timothy
Mateos
Macchute
Stealth
-|D|-Ray
Devils Right Hand
native12
[UJE]Niek
-SSF-Sage
Micha
AoS-Fabi
ETc|Jay
webDogster
macbeth
And another people from SplashDamage, TheWolfTeam and Dark Alchemy forums.
Support Dark Alchemy with joining our servers.
Support TheWolfTeam with joining their forums. (we need testers, too)
You may not include or distribute this map in any sort of commercial product without
permission from the author. You may not mass distribute this level via any
non-electronic means, including but not limited to compact disks, and floppy disks.
You may not Redo/reproduce/update this map in any way without permission from the author.
This will change IF map source file will be released to public.
Another bunker enterance.
Chevy (green) Truck moved to the new bunker exit on the other side of mountain.
A little performance fix, but it's still quite bad.
Fixed shaders bug of water & sky textures that bugged textures on other maps in map-rotations.
Fixed objective deliver points, so you can't capture the Key and other objectives at Truck anymore.
Another floors on buldings, roofs, plus many more brushwork.
Changed spawntimes to balance map a little.
Stones at waterfall are not models anymore, but brushes.
Tunnel terrain is not so flat anymore.
2nd allied spawn is devided on two positions (under one spawnpoint)
Added objective cameras in limbo menu.
Added pipeline holders so they look more real.
DONE - All cables are non-solid now and will not block jumping players in tunnels anymore.
Configstrings - all soundscripts are called just s[number], that's all I could do about it.
Brushes, entities, textures, and scripts cleanup.
Truck barrier has new design.
Added missing sound when The Key is dropped, or delivered to the Safe.
15 downloads
0 comments
Submitted
-
sw_el_kef
By kate in MAPS S - T
axis "El Kef is a city taken over by the Axis to set up backup and cover the Tunisian coast. An allied squad is sent over to El Kef to rob a radio transmitter so Axis forces can receive the crypted messages of Allied defense points"
wm_mapdescription allied "El Kef is a city taken over by the Axis to set up backup and cover the Tunisian coast. An allied squad is sent over to El Kef to rob a radio transmitter so Axis forces can receive the crypted messages of Allied defense points"
wm_mapdescription neutral "El Kef is a city taken over by the Axis to set up backup and cover the Tunisian coast. An allied squad is sent over to El Kef to rob a radio transmitter so Axis forces can receive the crypted messages of Allied defense points
10 downloads
0 comments
Submitted
-
1944_beach
Author : +KOMMANDO+
axis "Protect the Forward Bunker. Prevent the Allies from building the Transmitter Tower. Protect the documents at all costs."
wm_mapdescription allied "Infiltrate the Forward Bunker, either through direct assault or access the Beach Tunnel and attack around the Axis. Construct the Transmitter Tower: steal the documents and get them to the transmitter."
7 downloads
0 comments
Submitted
-
chartwell_140
By kate in MAPS C - D
Title Chartwell
File name chartwell_140.pk3
Map name chartwell
Version 1.4.0 (Created Feb 2009)
Author 2Bit
Other 2Bit maps www.pythononline.co.uk/et
Nbr of players Recommended 6-16 per team
Installation Put the pk3 file into the etmain folder.
v1.4.0 Fixed the exploit in which docs could be taken from the closed safe.
Added ammo supply in outbuilding.
Made the fire in the chimney hotter.
Scenario 1943, Chartwell, England. Axis paratroops attack the home of Churchill to steal the D-Day plans.
Axis Victory Axis win if they successfully steal and transmit the D-Day plans before the map timer expires.
Gameplay Axis initial spawn is at the the buildings in the grounds of the house.
If they destroy the AA gun or the AA gun controls then the Axis spawn changes randomly for every Axis spawn,
with the spawners arriving at any part of the map. Allies must repair both in order to prevent Axis paratroopers.
This makes the Axis attack easier as they can attack from any direction.
To enter the house Axis must destroy the Main door or either of the side doors.
Axis must grab the key from the Dining Room and take it to the Safe in the Study. Either of the Study doors
must be destroyed to get in (one needs dyna, one needs satchel).
Once the Safe is opened, take the D-Day plans to the Command Post for victory.
Axis Cov Ops can booby trap the entrances to the AA gun and AA gun controls, by standing nearby for a few seconds.
Allied Cov Ops can defuse them in the same way. Booby traps show as faint transparent bars, and are set off
if an allied soldier touches them.
Gamemodes Objective, Stopwatch.
Thanks to Splash Damage and Activision for everything.
Detoeni for his excellent models.
The textures were drawn from many sources, so I'd like to thank the following for
their invaluable contribution:
LeMog, DaveGH, BerneyBoy, Uchronic, Blushing Bride, Chavo One, Massive, StormShadow and Nightwolf.
And anyone else whose texture I may have inadvertently used.
TibeT Clan and associates for testing and feedback.
8 downloads
0 comments
Submitted
-
ET-GPL ( ET code sources )
By kate in ET Sources + Sources Maps
Wolfenstein: Enemy Territory GPL source release
This file contains the following sections:
GENERAL NOTES
LICENSE
GENERAL NOTES
=============
Game data and patching:
-----------------------
Wolfenstein: Enemy Territory is a free release, and can be downloaded from
http://www.splashdamage.com/content/wolfenstein-enemy-territory-barracks
This source release does not contain any game data, the game data is still
1 / GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
freedoms that you received. You must make sure that they, too, receive
or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains
that there is no warranty for this free software. For both users' and
authors' sake, the GPL requires that modified versions be marked as
changed, so that their problems will not be attributed erroneously to
authors of previous versions.
Some devices are designed to deny users access to install or run
modified versions of the software inside them, although the manufacturer
can do so. This is fundamentally incompatible with the aim of
protecting users' freedom to change the software. The systematic
pattern of such abuse occurs in the area of products for individuals to
use, which is precisely where it is most unacceptable. Therefore, we
have designed this version of the GPL to prohibit the practice for those
products. If such problems arise substantially in other domains, we
stand ready to extend this provision to those domains in future versions
of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
software on general-purpose computers, but in those that do, we wish to
avoid the special danger that patents applied to a free program could
make it effectively proprietary. To prevent this, the GPL assures that
patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and
modification follow.
TERMS AND CONDITIONS
0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of
works, such as semiconductor masks.
"The Program" refers to any copyrightable work licensed under this
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To "modify" a work means to copy from or adapt all or part of the work
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IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
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END OF TERMS AND CONDITIONS
2 / ADDITIONAL TERMS APPLICABLE TO THE WOLFENSTEIN: ENEMY TERRITORY GPL SOURCE CODE.
The following additional terms (“Additional Terms”) supplement and modify the GNU General Public License, Version 3 (“GPL”) applicable to the Wolfenstein: Enemy Territory GPL Source Code (“Wolf ET Source Code”). In addition to the terms and conditions of the GPL, the Wolf ET Source Code is subject to the further restrictions below.
1. Replacement of Section 15. Section 15 of the GPL shall be deleted in its entirety and replaced with the following:
“15. Disclaimer of Warranty.
THE PROGRAM IS PROVIDED WITHOUT ANY WARRANTIES, WHETHER EXPRESSED OR IMPLIED, INCLUDING, WITHOUT LIMITATION, IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR PURPOSE, NON-INFRINGEMENT, TITLE AND MERCHANTABILITY. THE PROGRAM IS BEING DELIVERED OR MADE AVAILABLE “AS IS”, “WITH ALL FAULTS” AND WITHOUT WARRANTY OR REPRESENTATION. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.”
2. Replacement of Section 16. Section 16 of the GPL shall be deleted in its entirety and replaced with the following:
“16. LIMITATION OF LIABILITY.
UNDER NO CIRCUMSTANCES SHALL ANY COPYRIGHT HOLDER OR ITS AFFILIATES, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, FOR ANY DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, DIRECT, INDIRECT, SPECIAL, INCIDENTAL, CONSEQUENTIAL OR PUNITIVE DAMAGES ARISING FROM, OUT OF OR IN CONNECTION WITH THE USE OR INABILITY TO USE THE PROGRAM OR OTHER DEALINGS WITH THE PROGRAM(INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), WHETHER OR NOT ANY COPYRIGHT HOLDER OR SUCH OTHER PARTY RECEIVES NOTICE OF ANY SUCH DAMAGES AND WHETHER OR NOT SUCH DAMAGES COULD HAVE BEEN FORESEEN.”
3. LEGAL NOTICES; NO TRADEMARK LICENSE; ORIGIN. You must reproduce faithfully all trademark, copyright and other proprietary and legal notices on any copies of the Program or any other required author attributions. This license does not grant you rights to use any copyright holder or any other party’s name, logo, or trademarks. Neither the name of the copyright holder or its affiliates, or any other party who modifies and/or conveys the Program may be used to endorse or promote products derived from this software without specific prior written permission. The origin of the Program must not be misrepresented; you must not claim that you wrote the original Program. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original Program.
4. INDEMNIFICATION. IF YOU CONVEY A COVERED WORK AND AGREE WITH ANY RECIPIENT OF THAT COVERED WORK THAT YOU WILL ASSUME ANY LIABILITY FOR THAT COVERED WORK, YOU HEREBY AGREE TO INDEMNIFY, DEFEND AND HOLD HARMLESS THE OTHER LICENSORS AND AUTHORS OF THAT COVERED WORK FOR ANY DAMAEGS, DEMANDS, CLAIMS, LOSSES, CAUSES OF ACTION, LAWSUITS, JUDGMENTS EXPENSES (INCLUDING WITHOUT LIMITATION REASONABLE ATTORNEYS' FEES AND EXPENSES) OR ANY OTHER LIABLITY ARISING FROM, RELATED TO OR IN CONNECTION WITH YOUR ASSUMPTIONS OF LIABILITY.
covered by the original EULA and must be obeyed as usual.
Install the latest version of the game for your platform to get the game data.
Compiling on win32:
-------------------
A Visual C++ 2008 project is provided in src\wolf.sln.
The solution file is compatible with the Express release of Visual C++.
In order to test your binaries, backup and remove Main\mp_bin.pk3, then replace
WolfMP.exe, Main\qagame_mp_x86.dll, Main\cgame_mp_x86.dll, Main\ui_mp_x86.dll
by your compiled versions. When starting the server make sure to specify
'Pure Server: No' in the advanced settings page.
Compiling on GNU/Linux x86:
---------------------------
Get scons from http://scons.org/ if your favorite distribution doesn't
package it.
run scons from the src/ directory. see scons --help for build options
If any problems occur, consult the internet.
Other platforms, updated source code, security issues:
------------------------------------------------------
If you have obtained this source code several weeks after the time of release
(August 2010), it is likely that you can find modified and improved
versions of the engine in various open source projects across the internet.
Depending what is your interest with the source code, those may be a better
starting point.
LICENSE
=======
See COPYING.txt for the GNU GENERAL PUBLIC LICENSE
ADDITIONAL TERMS: The Wolfenstein: Enemy Territory GPL Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU GPL which accompanied the Wolf ET Source Code. If not, please request a copy in writing from id Software at id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
EXCLUDED CODE: The code described below and contained in the Wolfenstein: Enemy Territory GPL Source Code release is not part of the Program covered by the GPL and is expressly excluded from its terms. You are solely responsible for obtaining from the copyright holder a license for such code and complying with the applicable license terms.
IO on .zip files using portions of zlib
---------------------------------------------------------------------------
lines file(s)
4301 src/qcommon/unzip.c
Copyright (C) 1998 Gilles Vollant
zlib is Copyright (C) 1995-1998 Jean-loup Gailly and Mark Adler
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
MD4 Message-Digest Algorithm
-----------------------------------------------------------------------------
lines file(s)
289 src/qcommon/md4.c
Copyright (C) 1991-2, RSA Data Security, Inc. Created 1991. All rights reserved.
License to copy and use this software is granted provided that it is identified
as the <93>RSA Data Security, Inc. MD4 Message-Digest Algorithm<94> in all mater
ial mentioning or referencing this software or this function.
License is also granted to make and use derivative works provided that such work
s are identified as <93>derived from the RSA Data Security, Inc. MD4 Message-Dig
est Algorithm<94> in all material mentioning or referencing the derived work.
RSA Data Security, Inc. makes no representations concerning either the merchanta
bility of this software or the suitability of this software for any particular p
urpose. It is provided <93>as is<94> without express or implied warranty of any
kind.
JPEG library
-----------------------------------------------------------------------------
src/jpeg-6
Copyright (C) 1991-1995, Thomas G. Lane
Permission is hereby granted to use, copy, modify, and distribute this
software (or portions thereof) for any purpose, without fee, subject to these
conditions:
(1) If any part of the source code for this software is distributed, then this
README file must be included, with this copyright and no-warranty notice
unaltered; and any additions, deletions, or changes to the original files
must be clearly indicated in accompanying documentation.
(2) If only executable code is distributed, then the accompanying
documentation must state that "this software is based in part on the work of
the Independent JPEG Group".
(3) Permission for use of this software is granted only if the user accepts
full responsibility for any undesirable consequences; the authors accept
NO LIABILITY for damages of any kind.
These conditions apply to any software derived from or based on the IJG code,
not just to the unmodified library. If you use our work, you ought to
acknowledge us.
NOTE: unfortunately the README that came with our copy of the library has
been lost, so the one from release 6b is included instead. There are a few
'glue type' modifications to the library to make it easier to use from
the engine, but otherwise the dependency can be easily cleaned up to a
better release of the library.
CURL library
-----------------------------------------------------------------------------
src/curl-7.12.2
COPYRIGHT AND PERMISSION NOTICE
Copyright (c) 1996 - 2004, Daniel Stenberg, <[email protected]>.
All rights reserved.
Permission to use, copy, modify, and distribute this software for any purpose
with or without fee is hereby granted, provided that the above copyright
notice and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF THIRD PARTY RIGHTS. IN
NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
OR OTHER DEALINGS IN THE SOFTWARE.
Except as contained in this notice, the name of a copyright holder shall not
be used in advertising or otherwise to promote the sale, use or other dealings
in this Software without prior written authorization of the copyright holder.
FT2 library
-----------------------------------------------------------------------------
src/ft2
The FT2 library is being used under the GPL v2 as indicated by its LICENSE.txt
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BRIDGES
// Axis Objective Descriptions
1 "Primary Objective:**Get the spares truck to the train."
2 "Primary Objective:**Get the train across to the cargo."
3 "Primary Objective:**Destroy the boathouse truck barrier."
4 "Primary Objective:**repair the reservoir rail bridge."
5 "Primary Objective:**Repair the boathouse rail bridge."
6 "Secondary Objective:**Construct the command post."
7 "Secondary Objective:**Prevent Allies from constructing the command post."
// Allied Objective Descriptions
1 "Primary Objective:**Stop the spares truck from getting to the train."
2 "Primary Objective:**Stop the train from reaching the cargo."
3 "Primary Objective:**Construct the boathouse truck barrier."
4 "Primary Objective:**Don't allow Axis to repair the reservoir bridge."
5 "Primary Objective:**Don't allow Axis to repair the boathouse bridge."
6 "Secondary Objective:**Prevent Axis from constructing the command post."
7 "Secondary Objective:**Construct the Command post."
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