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kate

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Files posted by kate

  1. de_dusted2B1

    // Axis Objective Descriptions

    1     "Primary Objective:**Protect the military warehouse artillery on B-Site B."

    2     "Primary Objective:**Protect the the rocket launcher on B-Site A."

    3     "Primary Objective:**Defend the middle door from being breached ( not to repair)."

    4     "Secondary Objective:**Defend the barrier roasts on the left."

    5     "Secondary Objective:**Defend the defense Back Door."

    6     "Secondary Objective:**Defend the rock wall on Top Short A."

    7     "Secondary Objective:**Prevent the Allies from establishing a Command Post at here spawn-house and use cover-opp to open the doorlock."

    8     "Secondary Objective:**Set up a Command Post inside the warhouse on second floor ."


     
    // Allied Objective Descriptions

    1     "Primary Objective:** Destroy the military warehouse artillery on B-Site B."

    2     "Primary Objective:**Destroy the rocket launcher on B-Site A."

    3     "Primary Objective:**Breach the middle Door."

    4     "Secondary Objective:**Destroy the barrier roasts on the left."

    5     "Secondary Objective:**Destroy defense Back Door."

    6     "Secondary Objective:**destroy the rock wall on Top Short A."

    7     "Secondary Objective:**Establish a forward Command Post at the house."

    8     "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post in the Upper warhouse and use cover opp to open the doorlock."

    15 downloads

       (0 reviews)

    0 comments

    Submitted

  2. UJE_halloween_b3

    23-10-2016
    Map by [UJE]Niek
    Thought it was about time i made a halloween map for the community.
    It's an allied attack map with lot's of scary things in it.
    I hope you will enjoy this map.
    * Lot's scary stuff
    A big thanks for sage for scripting the monsters
    and Lorenz for making the spidermodel move
    // Axis Objective Descriptions

    1     "Primary Objective:**Keep controll over the House,and stop the futile Allied attack"

    2     "Primary Objective:**Defend the Ghosthouse Door."

    3     "Primary Objective:**Defend the Halloween Parts."

    4     "Primary Objective:**Stop the Allies from Stealing the Truck."

    5     "Primary Objective:**Stop Allies from constructing a Command Post."

    6     "Primary Objective:**Construct the Command Post."


     
    // Allied Objective Descriptions
    1     "Primary Objective:**Take controll over the Axis occupied house and push axis back to get easyer Access to the Objective"

    2     "Primary Objective:**Zombies reports say that Axis forces have their Prototype Halloween parts in this Ghosthouse, Blow the Ghosthouse door to get acess to the Objectives."

    3     "Primary Objective:**Steal the Halloween parts."

    4     "Primary Objective:**Steal the Truck and escape with the Halloween Parts."

    5     "Primary Objective:**Construct The Commandpost to get a extra Spawn."

    6     "Primary Objective:**Stop Axis from Constructing a Commandpost."

    18 downloads

       (0 reviews)

    0 comments

    Submitted

  3. UJE_hells_gate_b2

    Author [UJE]Niek
    // Axis Objective Descriptions

    1     "Primary Objective:**Escort the tank past the first barrier!"

    2     "Primary Objective:**Escort the tank past the second barrier!"

    3     "Primary Objective:**Use the tank to blow the main gate!"

    4     "Primary Objective:**Build and open the gate to hell!"


     
    // Axis Objective Descriptions

    1     "Primary Objective:**Don't let the tank pass the first barrier!"

    2     "Primary Objective:**Don't let the tank pass the second barrier!"

    3     "Primary Objective:**Don't let the tank blow the main gate!"

    4     "Primary Objective:**Stop the Axis from opening the gate to hell!"

     

    18 downloads

       (1 review)

    0 comments

    Submitted

  4. thehouse

    About This File
    Additional Credits to : id software and Splash Damage

    Beta testing: BOMBERMAN, *TDS*BERG, SPACEKEES

    Also thnx to BOMBERMAN for giving some good ideas for the stuff in some rooms (especially the gallery and the bar).

    ================================================================

    ******** Play Description ***********
    Operation: The House

    BACKGROUND:
    After a hard work of investigations the Allies found out, that the Axis captured a very strange house.
    There is a Lab, with which the Axis produce some secret fluids.
    Also a legend tells, that in this house there is a Power stone, which gives the Axis a lot of health.


    MISSION:
    Allies: Infiltrate the house and get the forward spawn in the living room. Find your way in the house using
    all kind of secret ways. Don't hesitate to kill all Axis, who bars yours way.
    Search for the keys, which will open you some doors for easier access the lab and the room with the power stone.
    Destroy finally this lab and this power stone, so that the Axis have no benefit from them anymore.

    If you have time, enjoy yourself in the swimming pool, in the labyrinth and in the gallery.
    Maybe you wonna take a drink in the bar?


    *Primary Objectives
    1) Destroy the Power Stone with dynamite.
    2) Dynamite the lab.

    *Secondary Objectives
    1) Capture the forward spawn.
    2) Take the key 1 and open with it door 1.
    3) Take the key 2 and open with it door 2.
    4) Build your own Command Post in the library.
    5) Blow up every other door and the shield to the basement.


    - Construction -

    Base : New level from scratch
    Editor(s) used : Q3Radiant
    Known Bugs : None.


    - Copyright / Permissions -

    This level is (c) 2005 highfighter.
    You may not include or distribute this map in any sort of commercial product without
    permission from the author.
    You may not Redo/reproduce/update this map in any way without permission from the author.

    19 downloads

       (0 reviews)

    0 comments

    Submitted

  5. lays_of_schwarzwald_b1

    Author: -)A(-WuTang**
    Version: Beta 1 (B1)
    Released: 31st August

    Contacts:
     Email: [email protected]
    Discord: WuTangH#7270
    Websites: www.moddb.com - user WuTangH
    www.splashdamage.com - user WuTangH
    About:
     
    Lays of Schwarzwald is a custom ET map situated in the middle of nice, famous region of Blackwood (schwarzwald..)forests.

    Story:
    Information about advanced progress of Axis in the Rocketbomb research were true.
    Allies are on a mission to ambush their Weapon factory in the middle of huge Schwarzwald forest and destroy everything whats worth.
    Objectives:
    Allies:
    Primary Objective: Escort the Tank through the Village and destroy the Tunnel Gate.
    Primary Objective: Escort the Tank through the tunnels to parmanently push Axis to the Rocket Base.
    Primary Objective: Bring all four Explosion Materials to the Rocket.
    Primary Objective: Build the Detonator to blow up the Rocket Base.
    Primary Objective: Blow up the Rocket Base using the constructed Detonator.

    Secondary Objective: Do not let Axis construct the Tank Barrier.
    Secondary Objective: Construct the Command Post to take partial control over the tunnels.

    Axis:
    Primary Objective: Prevent Allies from completing their objective.

    Secondary Objective: Construct the Tank Barrier.
    Secondary Objective: Construct the Command Post.

    Programs used:
    GTKRadiant 1.5
    Notepad++
    Adobe Photoshop CC2017
    Blender 2.79
    MilkShape 3D
    Audacity
    Credits & such:
    Textures: dirt_m03icmp_brown.tga - from ET:L texturepack made by Kemon.
    Missing images to original ET shaders were found in custom packs..
    Other than that, textures were downloaded for free, or made by me.
    Websites: https://www.textures.com/
    http://texturer.com/
    http://mb3d.co.uk/mb3d/maxTextures_Home_-_Free_Seamless_and_Tileable_High_Res_Textures.html

    Models: Rocketbomb, trees and foliage models - made by me.
    Big dynamite - made by MLB guys.
    Sounds: Sounds included in pk3 are made out of ET original sounds.

    You can use all textures and models from this pack. Those downloaded are free, and those made by me are totally free too.
    Thanks to C from UJE Clan for their tank generator.

    Special thanks for help and feedback:
    Kemon, Mateos, Thunder, [UJE]Niek, Ray, Loffy, Macchute, ryven, Ensiform, Aranud, Aciz, hatcher, JoNny, Old-Owl and others.

    ------------------------------------------------------------------------------------------------
    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 after map source file will be released to public.

    10 downloads

       (0 reviews)

    0 comments

    Submitted

  6. fa_oasis_b3

    // Axis Objective Descriptions

    1     "Primary Objective:**Protect the North Pak 75mm Gun in the Axis Garrison."

    2     "Primary Objective:**Protect the South Pak 75mm Gun in the Axis Garrison."

    3     "Primary Objective:**Defend the Old City Wall from being breached."

    4     "Secondary Objective:**Defend the Old City."

    5     "Secondary Objective:**Keep the Caves between the Oasis and the Old City flooded by preventing the repair of the Oasis Water Pump."

    6     "Secondary Objective:**Keep the Caves between the Old City and the Axis Garrison flooded by preventing the repair of the Old City Water Pump."

    7     "Secondary Objective:**Prevent the Allies from establishing a Command Post at the Oasis."

    8     "Secondary Objective:**Set up a Command Post inside the Upper Garrison."


     
    // Allied Objective Descriptions

    1     "Primary Objective:**Destroy the North Pak 75mm Gun in the Axis Garrison."

    2     "Primary Objective:**Destroy the South Pak 75mm Gun in the Axis Garrison."

    3     "Primary Objective:**Breach the Old City Wall."

    4     "Secondary Objective:**Capture the Old City."

    5     "Secondary Objective:**Repair the Oasis Water Pump and drain the water out of the Caves leading to the Old City."

    6     "Secondary Objective:**Repair the Old City Water Pump and drain the water out of the Caves leading to the Axis Garrison."

    7     "Secondary Objective:**Establish a forward Command Post at the Oasis."

    8     "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post in the Upper Garrison."

    B1
    - Changed lighting.
    - Changed skybox.
    - Retextured garrison.
    - Retextured various brushes.
    - Added tons of clipping to smoothen movement.
    - Closed hole in wooden floor.
    - Added wooden planks for easier access near patched up wooden floor.
    - Removed wall West of flag to minimize blocking.
    - Removed various entities.
    - Added side gate at last stage.
    - Removed MG near flag.
    - Removed MG at garrison.
    - Moved boxes around near flag.
    - Removed and adjusted numerous brushes to smoothen movement.
    - Smoothened terrain when comming out of cave.
    - Fixed weapon clips for canopies.
    - Raised floor of cave to stop water from hindering movement.
    - Changed spawn positions Axis Garrison.
    - Added forward spawn for allies connected to CP.
    - Removed various clip brushes to allow access to new spots.
    - Added an Allied Cave Entrance spawn to allow faster route through caves.
    - Moved first Allied spawn closer to "the action".
    - Opened up room near new Axis Garrison spawn with health and ammo cabinets.
    - Added hatch under turret arches.
    - Added boxes to make window in little room next to City Wall useable.
    - Added ropes to climb to new area near first allied spawn.
    B3
    - Fixed gap between 2 brushes near cave exit. (Ty, @EL)
    - Adjusted a brush that made outside of cave visible.
    - Adjusted some clip brushes on top of room adjacant to Old City Wall.
    - Further optimization.
    - Fixed texture alignment.
    - Trickplant on both of the AT Guns have now been fixed.
    - Widened doors at Forward CP.
    - Tightened up weapon clips around trees. (Ty, @Swix)
    - Textured piece of a wall that hadn't been textured.
    - Added a constructible Side Fence after the Side Gate is destroyed.
    - Added voice queues to objectives.    
    - Replaced barrel models with better looking ones.
    - More detailing.
    - Updated command map to show new buildings / routes.
    - Changed angle of a wall near first CP.
    - Other minor changes.

    Thank you,
    @Kemon - Helping with various map related questions I had.
    @Dynasty - Giving input on retexturing garrison.
    @Cheep - Moral Support, giving input on lighting and many other things.
    Many others helping with playtesting the maps!
    COMPILE OPTIONS:
     -meta -mv 1024 -mi 6144 "
     -vis -saveprt
     -light -fast -samples 2 -filter -exposure 200 -gamma .8 -bounce 8 -external -lightmapsize 256

    37 downloads

       (0 reviews)

    0 comments

    Updated

  7. UJE_fueldump_cp

    This is an adjusted version of Fueldump. Because the map couldn't be played on no quarter.

    Ambient is changed to summer ,trees are replaced and alot of patch brushes are deleted. Also a door at the fueldump is added and commandpoast spawn is there.

     Axis Objective Descriptions
    1 "Primary Objective:**Prevent the Allies from constructing and reinforcing a Bridge over the frozen river."
    2 "Primary Objective:**Prevent the Allied Tank from destroying the Tunnel Doors."
    3 "Primary Objective:**Disable the Allied Tank before it can blow open the Depot Gates."
    4 "Primary Objective:**Defend the Depot Fuel Dump."
    5 "Secondary Objective:**Defend the damaged Side Wall."
    6 "Secondary Objective:**Build your Command Post for improved charge times."
    7 "Secondary Objective:**Stop the Allies from constructing a Command Post."
     
    Allied Objective Descriptions
    1 "Primary Objective:**Construct and reinforce a Bridge over the frozen river."
    2 "Primary Objective:**Escort the Tank over the Bridge to destroy the Tunnel Doors."
    3 "Primary Objective:**Cover the Tank as it destroys the Axis Depot Gates."
    4 "Primary Objective:**Dynamite the Axis Fuel Dump."
    5 "Secondary Objective:**Escort the Tank to destroy the Side Wall to the rear of the Depot."
    6 "Secondary Objective:**Stop the Axis from constructing a Command Post."
    7 "Secondary Objective:**Build a Command Post for faster charge times."

    55 downloads

       (1 review)

    0 comments

    Updated

  8. fa_goldrush_b2

    // Axis Objective Descriptions

    1     "Primary Objective:**Stop the Allies from stealing the Tank from the Axis Tank Depot."

    2     "Primary Objective:**Disable or obstruct the Allied-held Tank to prevent it reaching the Bank Courtyard."

    3     "Primary Objective:**Prevent the Allies from using the Tank to blow open the Bank Doors."

    4     "Primary Objective:**Stop the Allies from stealing the Gold from the Bank Vault."

    5     "Primary Objective:**Stop the Allies from escaping with the Gold via a Truck in the Courtyard."

    6     "Secondary Objective:**Prevent the Allies from establishing a Command Post inside the Tank Depot."

    7     "Secondary Objective:**Set up a Command Post inside the Tank Depot."


     
    // Allied Objective Descriptions

    1     "Primary Objective:**Steal a Tank from the Axis Tank Depot."

    2     "Primary Objective:**Protect the Tank and escort it to the Bank Courtyard, clearing any obstructions along the route."

    3     "Primary Objective:**Escort the Tank into position to blow the Bank Doors open."

    4     "Primary Objective:**Steal two crates of Gold from the Bank Vault."

    5     "Primary Objective:**Escape with the crates of Gold using the Truck in the Courtyard."

    6     "Secondary Objective:**Establish a Command Post inside the Tank Depot"

    7     "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post inside the Tank Depot."

    30 downloads

       (1 review)

    0 comments

    Updated

  9. crevasse_pe

    Axis facility build into the rocky depths of a crevasse in Germany.
    Allies are attacking.

    Allied Objectives:
    ------------------
    - Transmit the Axis Documents.
    - Steal the Keycard and use it to gain access to the Elevator Shafts.
    - Build the Command Post to gain a forward spawn.
    - Repair and fire the Anti-tank Gun to blow open the transmitter.
    Axis Objectives:
    ----------------
    - Stop Allies from transmitting the Documents.
    - Defend the Keycard and stop the allies from using it to enter the Elevator Shafts.
    - Stop the Allies from repairing the Anti-Tank Gun and firing it.
    Spawntimes:
    -----------
    Axis  : 30
    Allies: 20
     
    ALSO LOOK IN PK3 FOR INCLUDED ETpro TRICKJUMPLINES !!!
    ------------------------------------------------------
    Dersaidin included recored trickjumps (using ETpro
    trickjumplines) to show a couple of jumps, paths and things.
    Trickjumplines require a recent ETpro to use.
    See ETpro website or do /tjl_info for help.
     
    =======================================================
    Changes compared to Crevasse Beta 3:
    =======================================================
    + Added tracemap
    + Added missing textures
    + Removed all unnecessary files from the pk3
    + Fixed spelling errors
    + Reworked command map
    + New levelshot
    + Anti-Tank Gun got a temperated skin (before: snow skin)
    + Better texture for Opel Blitz
    + Fake reflection for Opel Blitz windows
    + New textures and shader for water
    + Brighter texture for grass
    + More detailed texture for clouds
    + Other textures for camouflaged net, barrels, beds and trunk
     
    =======================================================
    Credits:
    =======================================================
    Dersaidin  : Original author of Crevasse (Beta 3)
    Diego      : Texture and shader for camouflaged net
    Sid & Etch : Finished this map for public gaming
    Wezelkrozum: Textures and shader for water
     
    =======================================================
    Additional Information:
    =======================================================
    Technically it's the same map as Crevasse Beta 3,
    we enhanced the map a few bricks for public servers.
    The bugged beta 3 is for "professional" wars, scrims,
    matches, etc...
    This fixed version is for public gaming. :-)
    HF & GG!
     
    BTW: If the original author of a map don't cares anymore
         about his work and lets his map in a bugged beta stage,
         then theres no reason for him to complain if others do
         his job.

    11 downloads

       (0 reviews)

    0 comments

    Submitted

  10. capuzzo_final

    Storyline: January 1943 - The war in Africa is finally coming to an end. Allied Intelligence has discovered a group of Axis engineers planning a new super plane in Capuzzo Airport. The Allies are attempting to break into the airport, steal the blueprints and escape with a Supermarine Seafire.
    Objectives:
        Allies:
            1] Escort the Tank past the Tank Tarrier #1
            2] Escort the Tank past the Tank Tarrier #2
            3] Construct the Command Post after the tank has passed a certain spot to gain a spawnpoint at the command post
            4] Destroy the Command House wall, the enemy aircraft with the tank
            5] Send a message (takes 45 seconds) for the pilot to land in
            6] Steal the blueprints and secure them into the Seafire, which has to be repaired in order to be able to secure
        Axis:
            1] Prevent the Tank from passing the Tank Tarrier #1
            2] Prevent the Tank from passing the Tank Tarrier #2
            3] Construct the Command Post to prevent Allies from spawning in there after they have passed a certain spot
            4] Stop the Allied tank from breaking into the Command House and from destroying the planes in the airport.
            5] Prevent the Allies from sending a signal for their pilot
            6] Prevent the Allies from stealing the blueprints and escaping with them

    10 downloads

       (0 reviews)

    0 comments

    Submitted

  11. bremen_final_fix

    Author        : DerSaidin
    Real name     : Andrew Browne
    Location    : Australia
    E-mail        : [email protected]
    Game        : Wolfenstein: Enemy Territory
    Reworked by    : Sid & Etch
    =======================================================
    Description:
    =======================================================
    Allied spies undercovered details of an Axis plan
    to transport a fortune in gold to a more secure location.
    The Allies have planned an attack to intercept the gold
    during its stopover in Bremen.
    Axis objectives:
        - Stop the Allies from stealing the gold.
        - Stop the Allies from destroying the Main Entrance.
        - Hold the forward spawn.
        - Stop the Allies from constructing a command post, or destroy it if it has been made.
        - Be alert, the Allies may attempt attack through a side door. Don't let them satchel the side door.
        - Stop the allies from powering up the generator. Defend the keycard.
        - Don't let the Allies steal the truck.
        - Build the truckbarriers to hinder the Allied escape.
    Allied objectives:
        - Steal the truck with its load of gold.
        - Blow open the Main Entrance to push through the city.
        - Take control of the forward spawn.
        - Construct the command post to activate a forward spawn.
        - Satchel the side door to gain additional access.
        - Use the keycard to power up the generator.
        - Repair and steal the truck.
        - Don't let the Axis hold up the truck with a truck barrier.
    Spawntimes:
        Axis    30
        Allies    20
    =======================================================
    Changelog:
    =======================================================
    Bremen (Final):
    + added fixes (mapscript & lights)
    + reworked command map
    + retextured, looks now like a bombed german city
    + included a fiting skybox
    + usage of (fixed) shaders for a better look (terrain, windows, marble floor, vase, etc)
    + usage of new/changed/fixed textures (windows, wall, gate, floor, truck)
    + Bremen is now shown on the right place in the campaign map
    - removed advertisings from the map
    - removed all unneeded textures and shaders from the pk3
    = based on beta 2, all custom-made stuff will still work
    Bremen (Beta 2):
    + generator icon
    + lights
    = door goes through roof
    = alpha cart wheel
    = doors chalked on bottom
    + passage through to generator
    + more damage to buildings
    + teamdoor at truck
    + shell corner of building above door1
    + window behind desk
    = close/modify alley
    = half height tree blocking door-door LOS
    = break up CP courtyard with trees/bushes
    = floating windows on building next to allied 1st spawn
    Bremen (Beta 1):
    + added allied autospawn change to flag when truck is back in first half
    = changed building route near allied first spawn
    - removed spare room near office
    + added gardens near axis second spawn
    + added real terrain in cp area
    + added more props in streets ("prefabed" from grush)
    = rescaled windows/doors/railings
    + fixed clipramps added for various doors
    + fixed railings near CP odd clipping
    + fixed side door
    + added crater(s) to terrain for coolness
    = changed truck, now indestructible (after initial repair)
    Bremen (Alpha 1):
    - made
    =======================================================
    Programs used:
    =======================================================
    - Enemy Territory and ETPro
    - GtkRadient 1.5.0
    - Adobe Photoshop CS
    - Crimson Editor 3.60
    - Wood Workshop 1.00.0512
    - Winzip
    =======================================================
    Special thanks to:
    =======================================================
    swinyboi    (DE)
    Neillie        (UK)
    SPU9        (DE)
    iTG`stewie    (NL)
    chosen        (DE)
    [NW]reyalP    (US)
    inFlux`imP    (BE)
    dignitas\Frop    (XX)
    perfo        (XX)
    Shaderman    (DE)
    gtv`arni    (DE)
    fnTc^h3ll    (NL)
    Neddeh from [ToG] - http://ned.theoldergamers.com/
    For use of his server.
    sequentiaL gaming - http://www.sql-gaming.com
    For use of their server
    My clan, Adversus
    http://www.adversus.com.au/
    #adversus on irc.ausirc.net or quakenet
    iceman34    (AU)
    angelus        (AU)
    riCo        (AU) (actually, skip rico)
    HANZ        (AU)
    goober        (AU)
    mahadeva    (AU)
    noname-        (AU)
    tursimo        (AU)
    KAD        (AU) lol!
    Hectorz        (AU) - but not Moley (AU)
    Vamped        (AU)
    haste        (AU)
    slant        (AU)

    11 downloads

       (0 reviews)

    0 comments

    Updated

  12. beerrun_b7a_0331

    // Set scenario information

    wm_mapdescription axis "The Allies are trying to steal your beer!  Destroy them on sight!"

    wm_mapdescription allied "The Axis are hiding two kegs of the best beer in the world.  Steal it!"

    wm_mapdescription neutral "The Allies are trying to steal two kegs of beer which the Axis hold."


     
    // Axis Objective Descriptions

    1 "Primary Objective:**Protect the key card"

    2 "Primary Objective:**Don't let the Allies shut down the power to the Keg Vault"

    3 "Primary Objective:**Defend the first Keg of Beer"

    4 "Primary Objective:**Defend the second Keg of Beer"

    5 "Primary Objective:**Construct and defend the Brewery Controls"

    6 "Primary Objective:**Capture the Forward Flag"

    7 "Primary Objective:**Prevent Allies from securing the Beer Kegs"


     
    // Allied Objective Descriptions

    1 "Primary Objective:**Steal the key card"

    2 "Primary Objective:**Disable power to the Keg Vault"

    3 "Primary Objective:**Steal the first Keg of Beer"

    4 "Primary Objective:**Steal the second Keg of Beer"

    5 "Primary Objective:**Destroy the Brewery Controls"

    6 "Primary Objective:**Capture the Forward Flag"

    7 "Primary Objective:**Secure the Beer Kegs at the getaway Truck"

    6 downloads

       (0 reviews)

    0 comments

    Submitted

  13. (UM)arena

    dual map

    13 downloads

       (0 reviews)

    0 comments

    Updated

  14. Alps-trail-source

    public sources code for this map
     

    16 downloads

       (1 review)

    0 comments

    Updated

  15. a_arta_test3

    Mapname : Arta Test 3
    // BSPname : arta
     Released: January 2018
     Version : 3rd Test

     Map made by: -SSF-Sage and Pegazus from SM-Mapping

    Contact Sage          : ssf.sage at gmail dot com      //-SSF-Sage @ splashdamage.com/forums (prefered)
    Contact Pegazus    : Pegazus   @ splashdamage.com/forums
     SM-Mapping site:  *Not active*
    Please contact us for any feedback, suggestions, constructive critisism, bug report etc.
    Story:
    After the attack at Capuzzo Airport, the Axis engineers have moved their engineering project to an underground base in Arta, Greece. With the surrender of the Italian government, the German forces are most likely to withdraw to the north and carry on their super plane project in mainland Germany. This is the last chance for Allies to stop the Axis super plane project. If Allies lose this battle then Luftwaffe will dominate the skies once again.
    Objectives:
        Allies:
            1] Cross the Bridge.
            2] Breach the Underground Base Main Door.
            3] Destroy the Plane Prototype.
            4] Destroy the Jet Engine Prototype.
            5] Steal their Project Files! Use the Command Post to transmit it.
            6] Establish a Command Post.
            7] *Secondary* Destroy the Generator to cut power from Dam sidedoor.
            8] *Secondary* Blow a secondary route through an Air Inlet.
            9] *Secondary* Construct an Assault Ramp to weaken Axis Choke point.

        Axis:
            1] Prevent the Allies from crossing the Bridge.
            2] Prevent the Allies from entering the Underground Base.
            3] Protect the Plane Prototype.
            4] Protect the Jet Engine Prototype.
            5] Protect the Project Files. Do not let them Transmit it!
            6] Prevent Allies from establishing a Command Post.
            7] *Secondary* Don't let them destroy Generator to cut power from Dam sidedoor.
            8] *Secondary* Stop them from entering the Base through an Air Inlet.
            9] *Secondary* Don't let them construct an Assault Ramp.
     
    Disclaimer:
        
       We can not be held responsible for anything.
    Credits:

    One or more textures on this map have been created with images from Textures.com. These images may not be redistributed by default. Please visit www.textures.com for more information.
    Avoc
        For a flower and a crate texture
    Rayban
        For an alpha tree texture
    Map testing:
    //////Big thanks to testing
    ///We owe you guys for all the help, testing and feedback!

    Members and players from:

     {WeB} Clan
    http://webclan.freeforums.org/
     UJE Clan
    http://www.ujeclan.com/
     Ets| Community
    http://enemyterritory-stuff.net/

    Special thanks to:

     GANG$TA     from     {WeB}  Clan
     Dogster     from     {WeB}  Clan
     Niek        from     [UJE]  Clan
     Kate        from     Ets|   Community
    Installation:
        Put the pk3 file into your Etmain folder.

    Uninstallation:
        Delete the pk3 file from your Etmain folder.
    Changelog:
    Second test:
        -Axis First Spawn moved closer to River
        -Side route to the hill with an assault ramp
        -CP on the hill
        -Documents inside the base, transmit with CP
        -Remove third prototype dynomiteable
        -Objective info stuff
    Third Test:
        -Added a generator at dam to limit using the dam side entrance. Destroying generator opens the door.
        -Added door to block Allies from using base entrance near Axis spawn
        -Allies capture spawn 1 spline earlier
        -Warnings when entering base/dam
        -Bug fixes
        -Details
     

    21 downloads

       (0 reviews)

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    Updated

  16. adlernest_hns

    Axis objective descriptions
    1 "Primary Objective:**Defend the documents."
    2 "Primary Objective:**Prevent the allies from transmitting the documents."
    3 "Secondary Objective:**Stop the allies from constructing a command post, or destroy it if it has been made."
    4 "Secondary Objective:**Protect the door controls in the basement level and prevent allies from gaining access to the upper complex."
    5 "Additional Objective:**Keep the main blast door closed to hinder the allies progress."
    Allied objective descriptions
    1 "Primary Objective:**Steal the documents."
    2 "Primary Objective:**Transmit the documents at the transmitter."
    3 "Secondary Objective:**Construct the command post to activate a forward spawn."
    4 "Secondary Objective:**Dynamight the door controls located in the basement level.*Alternatively, a covert could infiltrate the upper base with a uniform."
    5 "Additional Objective:**Open the main blast door to gain additional acces"

    10 downloads

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    Updated

  17. praetoria_m2.pk3

    Praetoria-Mission Two: Hell on Wheels
    by Diego (aka Subsurface Scattering) Contact: [email protected]
    -------------------------------------------------------------------------------------
    Installation:
    -------------
    Remove any previous versions from your etmain directory.
    Extract the PK3 file from the .ZIP file using WINZIP, or WINRAR into your Etmain folder.
    This file may co-exist with Mission One without any conflicts.
    Version Info:
    -------------
    1.1
    Script fix added to abort starting sounds during warmup faze.
    Fixed typo in the Arena file.
    Added missing texture: camocraft_additions.tga
    Added custom allied image icons for the side entrance and side wall to prevent
    the missing texture bug on the command map.
    Fixed black shadow on rock wall.
    Removed text from Axis crates.
    Fixed hole by the camo nets.
    -------------
    1.0
    First Public Release
    Known Bugs:
    On very rare occasions, the tank may not register as being damaged and will
    therefore not be repairable.  This usually happens when the tank is being unlocked after
    the upgrade is complete.  To reduce the possibility of this happening, I've rigged the
    Locking lever to only unlock the tank if it has already been repaired.    Hopefully, axis can
    refrain from damaging the tank in the middle of the unlock cycle and avoid this bug completely.

    -------------     
    0.99 BETA
    Private Beta Test version.
    Made the door to the Gun Controls a slider so that allies can't block axis players from
    entering. the bunker.  Adjusted spawn times.            
    -------------------------------------------------------------------------------------
    MISSION DETAILS
    -------------------------------------------------------------------------------------
    Mission Time:        30 Minutes
    Spawn Times:        Axis 20 Seconds,  18 with CP    
                        Allies 15 Seconds, 17 with CP
    -----------------
    Overview:
    -----------------
    Mission Two: "**The Allied Armor Forces are running low on fuel. They must use the tank
    to breach the Praetoria Depot Defenses, replenish their supplies, and escape to the tunnel
    that leads to the airfield"
    Map Objectives:
    -----------------
    Axis:
    -----------------
        1    "Primary Objective:**Stop the Allies from breaching the Depot Defenses."
        2    "Primary Objective:**Don't let the Allies reinforce the Tank at the Repair Depot."
        3    "Primary Objective:**Protect the Fuel."
        4    "Primary Objective:**Stop the Allies from escaping to the Tunnel that leads to the Airfield."
        5    "Secondary Objective:**Defend the Side Entrance."
        6    "Secondary Objective:**Protect the Side Wall."
        7    "Secondary Objective:**Protect the Gun Controls"
        8    "Secondary Objective:**Build a Command Post"
    -----------------
    Allies:
    -----------------
        1    "Primary Objective:**Use the Tank to breach the Depot Gates."
        2    "Primary Objective:**Reinforce the Tank at the Tank Repair Depot."
        3    "Primary Objective:**Steal the Fuel for the Tank.."
        4    "Primary Objective:**Escape to the Tunnel that leads to the Airfield."
        5    "Secondary Objective:**Destroy the Side Entrance."
        6    "Secondary Objective:**Destroy the Side Wall."
        7    "Secondary Objective:**Destroy the Gun Controls"
        8    "Secondary Objective:**Build a Command Post"
    -------------------------------------------------------------------------------------
    CREDITS
    Map Construction:      Diego
    Command map :         Diego
    Scripting:              Diego (except where noted)
    Contributors:
    Chrucker    Prefab setup of the churchill tank.
               http://games.chruker.dk/enemy_territory/
    Marko        Ammo & Health cabinet prefab.
                
    Sock        dotproduct shaders, terrain textures modified from his terrain example.
               http://simland.planetquake.gamespy.com/
            
    UJE C        Original fuel can command map texture
    Flippy        ETscript 4. It rocks.
    C            ET Mod Tool used for converting stock models to reduce my gamestate issues.
    -------------------------------------------------------------------------------------
            
    CUSTOM MODELS

    Upgrade Console:        Diego
    Gun Controls:            Diego
    Power Generator:        Diego
    Tank Upgrades:            Diego
    Waterfall:                Diego
    Fuel Can                 Model by Diego, Texture by splash damage
    ----------------------------------------------------------------------------    
    Venice Speedboat:        Chavo-One    (http://www.chavo-one.com/)  (converted model)
    Gothic lamps:            Maverick                                 (converted model)
    Eagle Banner:            QKennyQ        ([email protected])         (converted model)
    Oblitz Trucks:            Detoeni       http://www.planetwolfenstein.com/detoeni
    WP-222:                 Detoeni    
     
    Textures and Sound:
    -------------
    This map uses custom textures and sounds from outside sources.  In many instances, but not all,
    these textures have been modified by either color manipulation, layer compositing with other
    textures, or by assembling a completely new texture with parts of existing ones.
    All VO commands are re-edited variations of the stock ET sounds.  Upgrader and Gun Control
    sound fx from JKA with some partial modifications.
    Tank Upgrade Music:  "Not Fragile" by Bachman Turner Overdrive
    Intro Music:           RTCW
    PERMISSIONS
    -----------------------------------------
    Copyright (c) 2009 Don Taylor
    -----------------------------------------
    You may NOT modify, redo, reproduce this map in any way without permission from the author.
    You may NOT include or distribute this map in whole or in part in any sort of commercial product.
    You may NOT mass distribute this level via any non-electronic means, including but not limited to compact disks.
                
    You may use the edited VO sounds found in this file.
    Use may use the custom textures provided you create your own shaders to prevent any conflicts with my own.
    You may use the custom models that I created as long as credit is given in your readme.  If you wish
    to alter the shaders, either use a remap shader, or C's q3model tool to make your own copy of the model.
    I will also probably release a stand alone model pack in the future.

    You may distribute this PK3 through any electronic network, provided you include this file and leave the archive intact.
    ---------------------
    Note from the Author:
    ---------------------
    Praetoria was the name of an ancient Roman Garrison in northern Italy several centuries ago.  It
    sounded cool so I decided to use the name for my fictional location.
    This map was begun in 2004 originally as a Deathmatch map for MOHAA. By the time I decided to make it
    an objective map (Sometime in 2005) I had become somewhat disenchanted with the compiling limitations
    found in MOHAA's compiler. I decided at that point to migrate all of the work that I had done over to
    Enemy Territory.  
    The Praetoria campaign was originally conceived as one complete map that would contain just about
    every type of objective that could be dreamed up. After months of struggling with engine and compiling
    limitations, I finally decided to break the map into a multi-part campaign. The first map, Bunker Hill, was
    released in 2007. This map is part 2 of that campaign.

    16 downloads

       (0 reviews)

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