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kate

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Everything posted by kate

  1. Version 1.0.0

    8 downloads

    Welcome to Alpine Assault by Detoeni. www.planetwolfenstein.com/detoeni A Multi Player map for Wolfenstein-Enemy Territory. Please install by unzipping this file to C/…/Wolfenstein - Enemy Territory/etmain. When you un-pak the alpine_assault_final.zip into etmain, as well as the alpine_assault_final.pk3 you will find a folder called "aa_extra_pk3". Within this you will find: alpine_assault_final_pro.pk3, this needs to be placed in C/…/Wolfenstein - Enemy Territory/etpro folder for the com map icons to work correctly in this mod. alpine_assault_final_nt.pk3 (nt = no train), moving this pk3 into etmain will disable the train should you wish to run the map without it. This pk3 affects all game types. Both these pk3's are small and can be quickly downloaded by any client joining the server without them. For more info on adding custom scripts to this map see www.planetwolfenstein.com/detoeni/mpaascript.htm The map can now be run from the server menu in all game types. Game Information. File name: alpine_assault Menu name: Alpine_Assault Game types: wolfmp wolfsw wolflms. Players: 6 to 12 per team Version: Final Release: 30/12/2005 OVERVIEW: "The Axis foe have converted an old mine works into a hidden bunker complex, where they are stockpiling weapons for a new offensive. The Top Secret Plans for this attack have also been kept at this location. Can the Allies steal the plans and foil this dastardly attack by the enemy?" Allied Objectives: 1. Take the Top Secret Plans to the Half-Track. 2. Remove the Top Secret Plans from the Safe. 3. Steal Safe Keys. 4. Control the Garage Spawn. Axis Objective: 1. Stop the Allies from taking the Top Secret Plans to the Half-Track. 2. Stop the Allies taking the Documents from the Safe. 3. Stop Allies Stealing Safe Keys. 4. Control the Garage Spawn. Notes: Train The Train will run automatically to the next stop once activated. There are four Train stops, two stops just outside the Garage and two within the tunnels. One at the Armoury, and the other, at the Stores. There are two sets of points within the tunnels that control whether the Train goes to the Armoury or to the Stores. Both teams can use the Train and points. Thanks To: ydnar for q3map2 http://shaderlab.com/ blushing_bride, SCDS_reyalP, Salteh, Uchronic, thore and anyone else that helped with debugging the beta. Please report any faults found to: [email protected] Hope you like it and happy hunting. ©Phil "Detoeni" Gresley 2005-2006 Copyright Permissions. ID, Activision & Splash Damage. Original game rights. Authors may NOT use this level, Alpine Assault, as a base to build additional level. Authors may NOT use Textures from this file. Authors may NOT use Models from this file. You may download the some of the Models for your own use from my site www.planetwolfenstein.com/detoeni/models.htm. 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.
  2. kate

    alleys

    Version 1.0.0

    14 downloads

    Author : Rikard "Drakir" Lindgren Email address : [email protected] Webpage : http://www.drakir.tk ------------------------------------------------- Map Information ------------------------------------------------- Game : Return to Castle Wolfenstein: Enemy Territory Title : Alleys Filename : alleys.pk3 Release date : 2004-06-15 Decription : A small town is the scenery for this battle, the team that takes control over the city will find itself in glory. Five territories must be held to secure the town. Program : SD Radiant 1.3.8 Build time : 3 days, a total of 21 hours mapping time. Compile time : 8 mins Compile machine : AMD Athlon 2200, 512mb Installation : Place the alleys.pk3 to your etmain folder, select it from the multiplayer->create server menu or bring down the console and type: map alleys. New Textures : 2 New Sounds : Nope New Models : Nope ------------------------------------------------- Info! ------------------------------------------------- #. Version Final Release 1 info: Hopefully this is the FINAL version. But as i have learned there is no such thing as a FINAL version. #. Objectives : Capture the 5 flags to win the map. Please report any bugs or if you have ideas on how to improve the map to [email protected] or in my forum at http://www.drakir.tk! ------------------------------------------------- Special thanks and Credits to: ------------------------------------------------- All mappers and players out there that keeps me mapping. Even if its only a hobby its always nice to hear that someone likes what u create. ------------------------------------------------- Copyright © 2004 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.
  3. Version 1.0.0

    12 downloads

    Name: Alchemy Castle 12/03/2009 bsp: alchemycastle_b3.bsp Ver. b3 Compile options used -meta, VIS -fast, Full light Known Bugs: Some Current future ideas: NONE To Do List: Make Hint brushes Make Areaportals General optimizing Final Compile "The Allies have moved in on a position close to an Axis HQ. Steal the Tank to get acces to the castle to steal the Axis secret War Documents!" wm_mapdescription axis "The Allies have moved in on a position close to an Axis HQ. Don't let the Allied steal the secret War Documents!" wm_mapdescription neutral "The Allies moved in on a position close to Axis HQ."
  4. Version 1.0.0

    11 downloads

    Alacazaba_assault ================= Este es nuestro primer mapa y ha sido concebido muy precariamente, el mapa no tiene una calidad de construccion buena, y esperamos ir mejorandolo leyendo mas tutoriales y con algo mas de práctica. Ante todo gracias por jugarlo. This is our first map and is designed very poorly, the map does not have a good quality construction, and we get better by reading more tutorials and practice something else. First of all thanks for playing. Author : TNT*|Cinco and |HDR|ElPeortirador Location : ESPAÑA, Spain E-mail : [email protected] Game : Wolfenstein - Enemy Territory Programs used - Enemy Territory - GtkRadient 1.4.0 and 1.5.0 - Jasc Paint Shop - PackSpace Description Attack AXIS Defend Allies Escort the Tank to the hermit and blow the windown. Dynamite the Safe and steal the Secret Documents. Build the Fieldradio to transmit the Secret Orders. The Command Post is very important cause it activates Spawnpoints near the Bunker. +Axis - Destroy Tank Big Door #1 - Destroy Tank Barrier #2 - Escort the Tank to the hermit and Destroy the windown. - Dynamite the Safe Door. - Steal the Secret Documents. - Build the Fieldradio and Transmit the Secret Order. - Build the neutral Command Post to enable the CP Spawn. +Allies - Build/Defend Tank Big Door #1 - Build/Defend Tank Barrier #2 - Dont let the Axis blow the Bunker windown. - Defend the Safe Door. - Destroy the Fieldradio. - Build the neutral Command Post to enable the CP Spawn. Spawntimes: Axis 15 Allies 20 Thanks! Models: Chandelier dt_oblitz Breakout_et_b2 textures from : Berlin Caen Pha_Chateau Warbell Bremen Italy Parisbastille Password2 Thanks Thanks to IndyJones for the map Italy and cyburk for the map Industry Gracias al clan TNT por alojar y probar el mapa es sus servidores y a todos sus componentes ( OZU!!! que buena gente men ) Gracias a "Kuqui" y a "Salo", por aguantarnos. Gracias a la comunidad, que aun hoy, sigue jugando a este magnifico juego.
  5. kate

    alcatraz_b4

    Version 1.0.0

    14 downloads

    --------------------- alcatraz_b4(beta4) for ET September, 2010 Map by: Masterkiller(qc) (Hobbie) Email address: [email protected] website : http://masterkiller-mapping.blogspot.com/ neutral: "DRi*Rel!c* member was tortured by Allies Team because they wanna know secret about DRI clan. In 2 days, he will be executed in the electric chair!" allied: "Need to defend the Axis Troup to find,secure and escort DRi*Rel!c* member." axis: "Need to find, secure and escort DRi*Rel!c* member to the Escape Boat." **Map Info Title: alcatraz_b4 Filename: alcatraz_b4.bsp Game/mod: ET - wolfmp/wolfsw/wolflms Author: masterkiller **Build Info Editor(s) Used: Radiant1.4, (build) Radiant1.5, (compile) photoshop, Milkshape 3D 1.7.8 Audacity beta 1.3 Q3_Model_Tool_v162 Q3Map2Toolz **Build time: 14 days. **Compile time: about 2-3hours final [q3map2] -light -fast -patchshadows -samples 3 -bounce 8 -gamma 2 -compensate 4 -dirty -external -lightmapsize 256 "[MapFile]" **Installation Extract alcatraz_b4.pk3 into your (wolfet)\etmain directory. Host a game whit alcatraz_b4 campaign or alcatraz_b4. Also, you can add alcatraz_b4 on to your serverlist. You can launch the game by tipping this command on the console game. map alcatraz_b4 **Play Information Single Player: NO wolfmp: YES wolfsw: YES wolflms: YES **news stuffs New Sounds: YES (24 wav) New Graphics YES (47 textures) New Models YES (57 models) (64 textures) (6 tags) New Skins YES (7 skins) (7 textures) **Special Thanks Goldrush source (scripts) Oasis source (scripts and shader) http://www.splashdamage.com/content/wolfenstein-enemy-territory-map-source-files-released Saberpeak source (scripts prefab boat) http://home.comcast.net/~saberpeak/website/sourceFiles.html UJE_01_beta2 (scripts prefab hostage) http://www.splashdamage.com/forums/showthread.php?t=17080 **Special Thanks to this website: http://www.splashdamage.com (#1 site for mapping Wolfenstein - Enemy Territory) http://easymapping.free.fr http://www.heppler.com/shader/ (#1 site to learn about shader) http://et.splatterladder.com/ (alway miroir my download link) http://www.wolfmap.de (alway miroir my download link) http://www.blackrayne.net (models BR_) suggestions, bugs, complaints, comments and/or ideas for improvement. http://masterkiller-mapping.blogspot.com/
  6. kate

    Alcasor_Final

    Version 1.0.0

    6 downloads

    By : Yodh Map Name : Alcasor Map Longname : Alcasor Filename : Alcasor_Final.Pk3 Release Date : 20.07.2010 Style : Vanilla ET xFire : Yodhiii --------------------------------------------- - GTKRadiant Information - --------------------------------------------- GTKRadiant Used : 1.4.0. Overall Brushes : 1059 Overall Entities : 23 Compiled : -BSP Meta -Vis -Light -Fast -Filter -Samples 2 -Bounce 8 --------------------------------------------- - Credits - --------------------------------------------- Special Thanks To : 'xD Trickjump, IceCube Flame --------------------------------------------- - Map Info - --------------------------------------------- Axis and Allied jumps: - 3 Gammas Textures are not made by me, I just use them. Since people leaked it, I release it abit earlier than I planned. © 2010 Yodh
  7. kate

    alanbrooke_v1

    Version 1.0.0

    11 downloads

    Map Information ------------------------------------------------- The Axis are attacking and their overall tactical military aim is to steal the documents (Alan Brooke's diaries), and to transmit this secret information to their headquarter via a nearby communication radio. Primary Objective: Steal/defend the documents (Alan Brooke's secret diaries) and transmit at/protect the radio. Secondary Objective: Dynamite/defend the Water Wall. Secondary Objective: Dynamite/defend the Central Wall Secondary Objective: Dynamite/defend the Side Route in the centre Secondary Objective: Dynamite/defend the second Side Route to the Radio Secondary Objective: Get control over the important Command Post Author : Kent "Loffy" Lofgren, Sweden Game : Wolfenstein: Enemy Territory Map Title : Alan Brooke (version 1) Filename : alanbrooke_v1.pk3 Date : September 2, 2018 Decription : Custom map for Enemy Territory. Editor : Gtk Radiant 1.6 (-light -fast -samples 2 -filter -bounce 1 -external -lightmapsize 512) ------------------------------------------------- How to install and play this map ------------------------------------------------- Place the file alanbrooke_v1.pk3 in your etmain folder, select it from the Host Game-menu or bring down the console and type: /map alanbrooke_v1 (then ENTER). ------------------------------------------------- Special thanks and Credits to: ------------------------------------------------- I want to thank all server admins, who constantly support and host custom maps. I also want to thank all the people who have given their input to me. Big thanks! ------------------------------------------------- Map files/no copyright: ------------------------------------------------- The .map-file is included (which can be used in a map editor, to change or expand the map). This map, and all its map files (including the .map file) is in the public domain. No intellectual property rights apply. You may include or distribute this map in any way, without permission from the author. You may can mass distribute it via any means. In summary, you may redo/reproduce/update/change this map in ANY WAY, and distribute your new version, without ANY permission from me. -------------------------------------------------
  8. kate

    al_kad_b3

    Version 1.0.0

    21 downloads

    "Kill all. Have no mercy." briefing "The allied forces have landed on the small coastal town of Al Kad, where they will attempt to return the relic to the citizens of Al Kad and thereby gain access to Kadesh. The allied forces have to move quickly since axis have started the countdown for the rocket launch."
  9. kate

    Al_Abbasi

    Version 1.0.0

    7 downloads

    Mapname: AL_Abbasi Version: 1.0.0 Gametype: Death match // Frag Mapmaker: 1869*_Flame a.k.a Dante Website: www.1869clan.tk NOTE: PLEASE DO NOT EDIT THIS MAP AND/OR PK3 WITHOUT PERMISSION!! - you can use any textures you like, most of them are from internet anyway -install on local machine: 1. Download the Al_Abbasi.pk3 file 2. Put the pk3 file into your "etmain" folder (usually can be found at: "C:\Program Files\Wolfenstein - Enemy Territory\etmain\") 3. start the game 4. open console with the ~ key (left from the 1 and up the TAB key) 5. type /g_gametype 2 (it will tell you it will be set on restart, DONT restart) 6. type /map Al_Abbasi 7. play! ==> NOTE: no bot support added. -install on a server: 1. Download the Al_Abbasi.pk3 file 2. Put the pk3 file into the "etmain" folder 3. if needed, add to your fastdownload server 4. add map "Al_Abbasi" to your maprotation.cfg (or other depending on mod) 6. (re)start server 7. play and have fun! -=-=-=-=-Objective-=-=-=-=- - none, becouse it is a Death match // Frag map just make loads of kills -=-=-=Special Thanks!=-=-=- 1. www.gs4you.de for my server -=-=-=-=-=-Other-=-=-=-=-=- - few new textures included - few models added - some sound also
  10. Version 1.0.0

    9 downloads

    Author : Dersaidin Real name : Andrew Browne Location : Australia E-mail : [email protected] Game : Wolfenstein - Enemy Territory Modified by: KiSsMySeXyAsS aka MorpHDoc ========== Description ========== Axis strategic base / supply base located high in a mountainous region of Germany Allies are attacking. Allied Objectives: - (Primary) Steal documents and bring them to the transmitter - Dynamite door controls to gain access to the base, alternatively, a covert could infiltrate the upper base with a uniform - Construct CP for Allied forward spawn - (Optional) Open main door for additional access Axis Objectives: - (Primary) Defend the documents - Defend the door controls and prevent Allies from entering the base - Stop the Allies from constructing the CP, or destroy it to disable their forward spawn - (Optional) Close main door to restrict allied access Spawntimes: Axis 30 Allies 20 ========= Prefab Acknowledgements ========= Thanks! This map would look shit without them! WJ|Ifurita Marko http://www.gamedesign-online.com/ Drakir http://www.sikstrom.nu/rikard/ Flag textures from Frostbite (by Moonky) were used. ========= Tutorials http://simland.planetquake.gamespy.com/pages/articles.htm Bugs A hairline crack in the func_explosive part of the bridge. Thanks At the top of my list of thanks are these players who have helped Adlernest become known and hopefully accepted. These guys are doing a service to ET by helping the community embrace new custom maps. They tell me theres others, I would like to thank those others, but Very Special thanks to: swinyboi (De) Neillie (UK) SPU9 (De) Special Thanks: Demanufacturer (Au) Danzail(NZ) Transflex / Nikon (Au) MerCuryRisIng (Au) Madmonki (Au) Karl (NZ) Moley (Au) Flip (Nz) LoweLife (Au) Rogue (Au) BlackJack (Au) WJ|Ifurita (USA) Nemesis (Au) Sound Editing: Thanks for putting up with me being a perfectionist in this department! :D budGie (Au) teh'dog (Au) Splashdamage forums! Early Testers: Aj (Au) angelus (Au) bumalot (Au) budGie (Au) Bru+E (Au) BmX (Au) chevron (Au) Crunchie (Au) c0ntagi0us (Au) exesiv (Au) fork (Au) haste'e (Au) Inso (Au) jetz0r (Au) Juicy.K (Au) KaD (Au) Leggless (Au) Mikablah (Au) Mita (Au) Nad3bot* (Au) shaggy (Au) schism (Au) Spinnahz (Au) SubXero (Au) Sykonut (Au) Turismo (Au) Zephyr (Au) 44HardCore (Au) etc. Thanks to vF clan for use of their gameserver. Thanks to Ve clan for use of their gameserver. Thanks to AusTourny for use of their gameservers and their support. Thanks to everyone who gave feedback. Your contribution has improved Adlernest immesureably. Programs used - Enemy Territory and ETPro - GtkRadient 1.4.0 - Adobe Photoshop CS - Crimson Editor 3.60 - Wood Workshop 1.00.0512 - Winzip Change log Changes by KiSsMySeXyAsS aka MorpHDoc adlernest_roof_b3 - created a radar command room on the roof - created ammo packs for Axis in the radar command room - created tunnel from Allies first spawn to back of the ammo packs - created ladder to access the roof from the outside (only after the missile is launched) - created axis CP room and tunnel to the transmitter from that room adlernest_roof_b2 - added details to the room on the roof from the allies CP spawn - created a missile launcher to create a hole in the roof - remove access from the abyss, but players can still reach the abyss - remove the wall next to the ammo packs adlernest_roof_b1 - added roof access from Allies CP and Axis Spawn - added abyss access adlernest (Final!) 1/5/06 - Improved command map - Improved mapscripting - Improved textures adlernest_b8 - Boost exploit fixed - Texture fixes - Asthetic aditions/improvements (Window frames, basement railings, fuse boxes, exhaust fan... etc) - Scripting fixes - Additional lighting tweaks - Steps clipping fixed (stepping into: Transmitter rooms, CP spawn room, CP level from bridge) - Spectator moved adlernest_b7c - Health/Ammo Command map marker - Lighting tweak - Tiny asthetic adition adlernest_b7b - more CP area changes - door controls changes - Axis spawn time from 25 back to 30 - Fix a couple of ledges that you shouldn't be able to stand on - Docs run now takes 22 seconds via CP path (shortest safe path), as opposed to 17 seconds - Updated readme and the objectives data adlernest_b7a (Not officialy released) - CP model fix (allied only model) - CP Dynamite/Satchel/Nade/etc clipping - Partialy Destructable bridge (reduce riflenades) - Radio Dynamite bugfix - Second switch added for main blast doors - Ramp added near documents area - Extra props added - Improved backround terrain - Other bugfixes :) adlernest_b7 - Documents command map Icon - Additional lighting improvements - Added to backround terrain - Axis spawn time reduced from 30 to 25 - Axis spawn moved further away to compensate adlernest_b6 (Not officialy released) - Vent grill health lowered - Lighting improvements - Script fixes - Scaleing - Added to backround terrain adlernest_b5 - Voice overs added - Minimap icons added - Ramp between transmitter and CP has been changed into stairs and a room formed at the top (increases doc runs) - More eye candy (pipes and junk) - Texture improvements - More environment sounds added (wind in abyss, transmitter sound, etc) - Random fixes and improvements - More chalk - SOME Vis optimizations
  11. Version 1.0.0

    13 downloads

    Adlernest Desert Advanced Author : Dersaidin Real name : Andrew Browne Location : Australia E-mail : [email protected] Game : Wolfenstein - Enemy Territory ======== Retexured/Modified : 'StoerFaktoR URl : http://chris-s.de : http://et-zone.de E-mail : [email protected] ======= Description ======= Axis strategic base / supply base located high in a mountainous region of Germany Allies are attacking. Allied Objectives: - (Primary) Steal documents and bring them to the transmitter - Dynamite door controls to gain access to the base, alternatively, a covert could infiltrate the upper base with a uniform - Construct CP for Allied forward spawn - (Optional) Open main door for additional access Axis Objectives: - (Primary) Defend the documents - Defend the door controls and prevent Allies from entering the base - Stop the Allies from constructing the CP, or destroy it to disable their forward spawn - (Optional) Close main door to restrict allied access Spawntimes: Axis 30 Allies 20 Prefab Acknowledgements Thanks! This map would look shit without them! WJ|Ifurita Marko http://www.gamedesign-online.com/ Drakir http://www.sikstrom.nu/rikard/ Flag textures from Frostbite (by Moonky) were used. Tutorials http://simland.planetquake.gamespy.com/pages/articles.htm Bugs A hairline crack in the func_explosive part of the bridge. Thanks ========= At the top of my list of thanks are these players who have helped Adlernest become known and hopefully accepted. These guys are doing a service to ET by helping the community embrace new custom maps. They tell me theres others, I would like to thank those others, but Very Special thanks to: swinyboi (De) Neillie (UK) SPU9 (De) Special Thanks: Demanufacturer (Au) Danzail(NZ) Transflex / Nikon (Au) MerCuryRisIng (Au) Madmonki (Au) Karl (NZ) Moley (Au) Flip (Nz) LoweLife (Au) Rogue (Au) BlackJack (Au) WJ|Ifurita (USA) Nemesis (Au) Sound Editing: Thanks for putting up with me being a perfectionist in this department! :D budGie (Au) teh'dog (Au) Splashdamage forums! Early Testers: Aj (Au) angelus (Au) bumalot (Au) budGie (Au) Bru+E (Au) BmX (Au) chevron (Au) Crunchie (Au) c0ntagi0us (Au) exesiv (Au) fork (Au) haste'e (Au) Inso (Au) jetz0r (Au) Juicy.K (Au) KaD (Au) Leggless (Au) Mikablah (Au) Mita (Au) Nad3bot* (Au) shaggy (Au) schism (Au) Spinnahz (Au) SubXero (Au) Sykonut (Au) Turismo (Au) Zephyr (Au) 44HardCore (Au) etc. Thanks to vF clan for use of their gameserver. Thanks to Ve clan for use of their gameserver. Thanks to AusTourny for use of their gameservers and their support. Thanks to everyone who gave feedback. Your contribution has improved Adlernest immesureably. Programs used - Enemy Territory and ETPro - GtkRadient 1.4.0 - Adobe Photoshop CS - Crimson Editor 3.60 - Wood Workshop 1.00.0512 - Winzip Change log adlernest (Final!) 1/5/06 - Improved command map - Improved mapscripting - Improved textures adlernest_b8 - Boost exploit fixed - Texture fixes - Asthetic aditions/improvements (Window frames, basement railings, fuse boxes, exhaust fan... etc) - Scripting fixes - Additional lighting tweaks - Steps clipping fixed (stepping into: Transmitter rooms, CP spawn room, CP level from bridge) - Spectator moved adlernest_b7c - Health/Ammo Command map marker - Lighting tweak - Tiny asthetic adition adlernest_b7b - more CP area changes - door controls changes - Axis spawn time from 25 back to 30 - Fix a couple of ledges that you shouldn't be able to stand on - Docs run now takes 22 seconds via CP path (shortest safe path), as opposed to 17 seconds - Updated readme and the objectives data adlernest_b7a (Not officialy released) - CP model fix (allied only model) - CP Dynamite/Satchel/Nade/etc clipping - Partialy Destructable bridge (reduce riflenades) - Radio Dynamite bugfix - Second switch added for main blast doors - Ramp added near documents area - Extra props added - Improved backround terrain - Other bugfixes :) adlernest_b7 - Documents command map Icon - Additional lighting improvements - Added to backround terrain - Axis spawn time reduced from 30 to 25 - Axis spawn moved further away to compensate adlernest_b6 (Not officialy released) - Vent grill health lowered - Lighting improvements - Script fixes - Scaleing - Added to backround terrain adlernest_b5 - Voice overs added - Minimap icons added - Ramp between transmitter and CP has been changed into stairs and a room formed at the top (increases doc runs) - More eye candy (pipes and junk) - Texture improvements - More environment sounds added (wind in abyss, transmitter sound, etc) - Random fixes and improvements - More chalk - SOME Vis optimizations adlernest_desert_advanced -new textures -bridge over the canyon is constructable and destroyable -new wall(destroyable)
  12. Version 1.0.0

    11 downloads

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

    adlernest_2

    Version 1.0.0

    12 downloads

    Adlernest 2 Author : Dersaidin Real name : Andrew Browne Location : Australia E-mail : [email protected] Game : Wolfenstein: Enemy Territory Reworked 2009 by: Sid & Etch Description Axis strategic base / supply base located high in a mountainous region of Germany. Allies are attacking. Allied Objectives: - (Primary) Steal documents and bring them to the transmitter - Dynamite door controls to gain access to the base, alternatively, a covert could infiltrate the upper base with a uniform - Construct CP for Allied forward spawn - (Optional) Open main door for additional access Axis Objectives: - (Primary) Defend the documents - Defend the door controls and prevent Allies from entering the base - Stop the Allies from constructing the CP, or destroy it to disable their forward spawn - (Optional) Close main door to restrict allied access Spawntimes: Axis 30 Allies 20 ======================================================= Prefab Acknowledgements ======================================================= Thanks! This map would look shit without them! WJ|Ifurita Marko http://www.gamedesign-online.com/ Drakir http://www.sikstrom.nu/rikard/ ======================================================= Tutorials ======================================================= http://simland.planetquake.gamespy.com/pages/articles.htm ======================================================= Bugs ======================================================= A hairline crack in the func_explosive part of the bridge. ======================================================= Thanks ======================================================= At the top of my list of thanks are these players who have helped Adlernest become known and hopefully accepted. These guys are doing a service to ET by helping the community embrace new custom maps. They tell me theres others, I would like to thank those others, but Very Special thanks to: swinyboi (De) Neillie (UK) SPU9 (De) Special Thanks: Demanufacturer (Au) Danzail(NZ) Transflex / Nikon (Au) MerCuryRisIng (Au) Madmonki (Au) Karl (NZ) Moley (Au) Flip (Nz) LoweLife (Au) Rogue (Au) BlackJack (Au) WJ|Ifurita (USA) Nemesis (Au) Sound Editing: Thanks for putting up with me being a perfectionist in this department! :D budGie (Au) teh'dog (Au) Splashdamage forums! Early Testers: Aj (Au) angelus (Au) bumalot (Au) budGie (Au) Bru+E (Au) BmX (Au) chevron (Au) Crunchie (Au) c0ntagi0us (Au) exesiv (Au) fork (Au) haste'e (Au) Inso (Au) jetz0r (Au) Juicy.K (Au) KaD (Au) Leggless (Au) Mikablah (Au) Mita (Au) Nad3bot* (Au) shaggy (Au) schism (Au) Spinnahz (Au) SubXero (Au) Sykonut (Au) Turismo (Au) Zephyr (Au) 44HardCore (Au) etc. Thanks to vF clan for use of their gameserver. Thanks to Ve clan for use of their gameserver. Thanks to AusTourny for use of their gameservers and their support. Thanks to everyone who gave feedback. Your contribution has improved Adlernest immesureably. ======================================================= Programs used ======================================================= - Enemy Territory and ETpro - GtkRadient 1.4.0 - Adobe Photoshop CS - Crimson Editor 3.60 - Wood Workshop 1.00.0512 - Winzip ======================================================= Change log ======================================================= adlernest (Final!) 1/5/06 - Improved command map - Improved mapscripting - Improved textures adlernest_b8 - Boost exploit fixed - Texture fixes - Asthetic aditions/improvements (Window frames, basement railings, fuse boxes, exhaust fan... etc) - Scripting fixes - Additional lighting tweaks - Steps clipping fixed (stepping into: Transmitter rooms, CP spawn room, CP level from bridge) - Spectator moved adlernest_b7c - Health/Ammo Command map marker - Lighting tweak - Tiny asthetic adition adlernest_b7b - more CP area changes - door controls changes - Axis spawn time from 25 back to 30 - Fix a couple of ledges that you shouldn't be able to stand on - Docs run now takes 22 seconds via CP path (shortest safe path), as opposed to 17 seconds - Updated readme and the objectives data adlernest_b7a (Not officialy released) - CP model fix (allied only model) - CP Dynamite/Satchel/Nade/etc clipping - Partialy Destructable bridge (reduce riflenades) - Radio Dynamite bugfix - Second switch added for main blast doors - Ramp added near documents area - Extra props added - Improved backround terrain - Other bugfixes :) adlernest_b7 - Documents command map Icon - Additional lighting improvements - Added to backround terrain - Axis spawn time reduced from 30 to 25 - Axis spawn moved further away to compensate adlernest_b6 (Not officialy released) - Vent grill health lowered - Lighting improvements - Script fixes - Scaleing - Added to backround terrain adlernest_b5 - Voice overs added - Minimap icons added - Ramp between transmitter and CP has been changed into stairs and a room formed at the top (increases doc runs) - More eye candy (pipes and junk) - Texture improvements - More environment sounds added (wind in abyss, transmitter sound, etc) - Random fixes and improvements - More chalk - SOME Vis optimizations
  14. kate

    adlernest

    Version 1.0.0

    14 downloads

    Author : Dersaidin Real name : Andrew Browne Location : Australia E-mail : [email protected] Game : Wolfenstein - Enemy Territory Description Axis strategic base / supply base located high in a mountainous region of Germany Allies are attacking. Allied Objectives: - (Primary) Steal documents and bring them to the transmitter - Dynamite door controls to gain access to the base, alternatively, a covert could infiltrate the upper base with a uniform - Construct CP for Allied forward spawn - (Optional) Open main door for additional access Axis Objectives: - (Primary) Defend the documents - Defend the door controls and prevent Allies from entering the base - Stop the Allies from constructing the CP, or destroy it to disable their forward spawn - (Optional) Close main door to restrict allied access Spawntimes: Axis 30 Allies 20 ======================================================= Prefab Acknowledgements ======================================================= Thanks! This map would look shit without them! WJ|Ifurita Marko http://www.gamedesign-online.com/ Drakir http://www.sikstrom.nu/rikard/ Flag textures from Frostbite (by Moonky) were used. ======================================================= Tutorials ======================================================= http://simland.planetquake.gamespy.com/pages/articles.htm ======================================================= Bugs ======================================================= A hairline crack in the func_explosive part of the bridge. ======================================================= Thanks ======================================================= At the top of my list of thanks are these players who have helped Adlernest become known and hopefully accepted. These guys are doing a service to ET by helping the community embrace new custom maps. They tell me theres others, I would like to thank those others, but Very Special thanks to: swinyboi (De) Neillie (UK) SPU9 (De) Special Thanks: Demanufacturer (Au) Danzail(NZ) Transflex / Nikon (Au) MerCuryRisIng (Au) Madmonki (Au) Karl (NZ) Moley (Au) Flip (Nz) LoweLife (Au) Rogue (Au) BlackJack (Au) WJ|Ifurita (USA) Nemesis (Au) Sound Editing: Thanks for putting up with me being a perfectionist in this department! :D budGie (Au) teh'dog (Au) Splashdamage forums! Early Testers: Aj (Au) angelus (Au) bumalot (Au) budGie (Au) Bru+E (Au) BmX (Au) chevron (Au) Crunchie (Au) c0ntagi0us (Au) exesiv (Au) fork (Au) haste'e (Au) Inso (Au) jetz0r (Au) Juicy.K (Au) KaD (Au) Leggless (Au) Mikablah (Au) Mita (Au) Nad3bot* (Au) shaggy (Au) schism (Au) Spinnahz (Au) SubXero (Au) Sykonut (Au) Turismo (Au) Zephyr (Au) 44HardCore (Au) etc. Thanks to vF clan for use of their gameserver. Thanks to Ve clan for use of their gameserver. Thanks to AusTourny for use of their gameservers and their support. Thanks to everyone who gave feedback. Your contribution has improved Adlernest immesureably. ======================================================= Programs used ======================================================= - Enemy Territory and ETPro - GtkRadient 1.4.0 - Adobe Photoshop CS - Crimson Editor 3.60 - Wood Workshop 1.00.0512 - Winzip ======================================================= Change log ======================================================= adlernest (Final!) 1/5/06 - Improved command map - Improved mapscripting - Improved textures adlernest_b8 - Boost exploit fixed - Texture fixes - Asthetic aditions/improvements (Window frames, basement railings, fuse boxes, exhaust fan... etc) - Scripting fixes - Additional lighting tweaks - Steps clipping fixed (stepping into: Transmitter rooms, CP spawn room, CP level from bridge) - Spectator moved adlernest_b7c - Health/Ammo Command map marker - Lighting tweak - Tiny asthetic adition adlernest_b7b - more CP area changes - door controls changes - Axis spawn time from 25 back to 30 - Fix a couple of ledges that you shouldn't be able to stand on - Docs run now takes 22 seconds via CP path (shortest safe path), as opposed to 17 seconds - Updated readme and the objectives data adlernest_b7a (Not officialy released) - CP model fix (allied only model) - CP Dynamite/Satchel/Nade/etc clipping - Partialy Destructable bridge (reduce riflenades) - Radio Dynamite bugfix - Second switch added for main blast doors - Ramp added near documents area - Extra props added - Improved backround terrain - Other bugfixes :) adlernest_b7 - Documents command map Icon - Additional lighting improvements - Added to backround terrain - Axis spawn time reduced from 30 to 25 - Axis spawn moved further away to compensate adlernest_b6 (Not officialy released) - Vent grill health lowered - Lighting improvements - Script fixes - Scaleing - Added to backround terrain adlernest_b5 - Voice overs added - Minimap icons added - Ramp between transmitter and CP has been changed into stairs and a room formed at the top (increases doc runs) - More eye candy (pipes and junk) - Texture improvements - More environment sounds added (wind in abyss, transmitter sound, etc) - Random fixes and improvements - More chalk - SOME Vis optimizations
  15. Version 1.0.0

    34 downloads

    axis "Protect the documents in the Adlerhorst: demolish any Allied assault bridges and immobilize their armoured vehicles with Panzerfausts or grenades." wm_mapdescription allied "Escort a Sherman M4A3 tank to the Adlerhorst and steal the secret war documents. Construct a bridge, protect and repair the Sherman and smash your way through to victory." wm_mapdescription neutral "The Allies are attacking the Adlerhorst and must escort their Sherman M4A3 Tank as it blasts through the defences. The Axis can disable and delay the Tank with Panzerfausts, grenades, mines or explosives."
  16. Version 1.0.0

    18 downloads

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

    a_kerkyra_fp5

    Version 1.0.0

    5 downloads

    Map made by: -SSF-Sage and Pegazus from SM-Mapping // // Contact Sage : ssf.sage at gmail dot com //-SSF-Sage @ splashdamage.com/forums (prefered) // Contact Pegazus : Fruity12 at hot dot ee // Pegazus @ splashdamage.com/forums (prefered) // SM-Mapping site: http://www.hot.ee/smmapping/ Please contact us for any feedback, suggestions, constructive critisism, bug report etc. Story: In the year 1941 a group Italian archaeologists found a buried stash of ancient writings. One of the documents mentioned a lost mythology. It stated if an army chief used three charmed artifacts, his fighters would become invincible. These artifacts were the unstoppable Achilles' Sword, the impenetrable King's Crown and the Emperor's Chalice that gives drinkers bulls' strength. Another legend tells about an Empress bragging about similar items. The archaeologists believe the items are same and their secret unknown. A group of Axis soldiers is sent to inspect the Empress' old Palace at The island of Corfu. ======================================================= Objectives: Axis: 1] Escort the SdKfz 234 2] Breach the Palace Gates 3] Steal the Emperor's Chalice 4] Steal the Achilles' Sword 5] Steal the King's Crown 6] Escape with the SdKfz 234 7] *Side Objective: Destroy the Tunnel Door 8] *Side Objective: Establish a Command Post to gain Spawn Allies: 1] Stop them from escorting the Vehicle 2] Defend the Palace Gates from being breached 3] Stop them from stealing the Emperor's Chalice 4] Stop them from stealing the Achilles' Sword 5] Stop them from stealing the the King's Crown 6] Stop them from escaping with the Vehicle 7] *Side Objective: Keep the Tunnel Door intact 8] *Side Objective: Prevent Axis from establishing a Command Post Spawn ======================================================= Disclaimer: We can not be held responsible for anything. ======================================================= Credits: http://www.cgtextures.com "One or more textures on this map have been created with images from Textures.com. These images may not be redistributed by default. Please visit www.textures.com for more information." Avoc For a flower texture Rayban For an alpha tree texture GANG$TA For great bot files Achillion Palace For welcoming visitors Sage's Camera For working while needed Sage's parents For paying the holiday so many years ago ======================================================= Map testing: //////Big thanks to testing ///We owe you guys for all the help, testing and feedback! Members and players from: {WeB} Clan http://webclan.freeforums.org/ Dark Alchemy Community http://www.dark-alchemy.com/ UJE Clan http://www.ujeclan.com/ Bunker Community http://bunker.aaxxss.com/ Ets| Community http://enemyterritory-stuff.net/ Special thanks to: GANG$TA from {WeB} Clan Dogster from {WeB} Clan Old-Owl from DA Community Niek from [UJE] Clan o-0._.0-o from |>B<| Community Kate from Ets| Community ======================================================= Installation: Put the pk3 file into your Etmain folder. Uninstallation: Delete the pk3 file from your Etmain folder. ===================================================== Changelog: Concept2: -World First Playable: -Removed Flag from city -Added Vehicle -Made the gate not dynomitable FP2: -New route into palace (basement) -Tank blows a hole in the wall -Tank takes 2 nades to damage -New Health and ammo at the tunnels -Allies spawntime 10->15 -Timelimit 20->30 -Better signs -Objective not stealable before gate is blown -Changed some doors (force open etc.) FP3: -Timelimit split -> 20+10 -Tunnel door charge 1->0.75 -Moved Barriers FP4: -Added Axis CP at tunnel (active once gates are blown) -Moved tunnel door to the wine cellar -Moved tank start point closer to spawn -Removed timelimit split. Remove // to re-enable -Spawnpoint for Allies at the tunnel (until gate is blown) -Once Axis starts escaping Allies reclaim tunnel spawn FP5: -More varied bot files -Locations -Clipping and easying travelling -Small tweaks, cosmetics and optimisations -LMS script -Removed 60 entities for performance -Improved some routes and spawn exits -Changed Barrier #1 area for better coverage + new route -Added balcony MG and 3rd floor health&ammo for better defence
  18. kate

    1944_overlord

    Version 1.0.0

    11 downloads

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

    1944_omaha_b3

    Version 1.0.0

    14 downloads

    Map brought to you by +KOMMANDO+" "1944 Normandy. The Allies are invading the beaches of Normandy! To claim victory the allies must destroy the Axis 88 gun to clear the way for the Tank. The Tank will then blow the Axis bunker wall. The Allies must then steal the Axis documents and transmit them at the Allied Com Tower "
  20. Version 1.0.0

    11 downloads

    Mappers: +KOMMANDO+ (Original 1944 Nordwind map) Mateos (Since 1944 Nordwind 2) ------------------------------------------------- Map Information ------------------------------------------------- Game: Return to Castle Wolfenstein: Enemy Territory Title: 1944 Nordwind 2.1 Filename: 1944_Nordwind21.pk3 Release date: 17/04/2014 Description: The Axis are launching a surprise attack on allied forces. They are using a Jagdpanther to open the Truckyard Wall to allow an escape with the Allied gold! Programs Used: Gtk Radiant 1.4.0 & 1.5.0 & 1.6.x, EasyGen 1.42, Notepad++, ETScript 4 Beta 2, Q-Dir 4.63, Picasa 3, BspShoe 2.0, ToDo List, Decompilateur, Q3 Model Tool. Build time: Started April 2010 - FP1 the 10/05/2011 - FP2 the 29/07/2011 FP3 the 05/02/2012 (Released 24/03/2012 for Public Test) FP4 the 10/04/2012 (Released 03/05/2012 for a second Public Test) Public Release the 22/05/2012 Version 2.1 Test 1 the 29/12/2012 Version 2.1 Test 2 the 04/03/2013 - Updated 21/03/2013 Version 2.1 Test 3 the 26/06/2013 Version 2.1 Test 3.1 the 27/06/2013 Release Candidate the 14/02/2014 Version 2.1 the 05/03/2014 Second public release the 17/04/2014 Installation: Place the 1944_Nordwind21.pk3 in your etmain folder. Contact: mister_mateos[AT]hotmail.fr Website: - ------------------------------------------------- Approximate Compilation Stats ------------------------------------------------- Config used to compile: Intel Core i3-4130 CPU @ 3.40GHz BSP -meta 25 seconds. -vis -saveprt 8 seconds. -light -fast -samples 2 -filter -patchshadows -bounce 8 -external -lightmapsize 256 1744 seconds. -light -fast -patchshadows -shade -samples 2 -bounce 8 -external -lightmapsize 256 1669 seconds. Test 1: -light -fast -patchshadows -shade -samples 3 -bounce 8 -external -lightmapsize 256 1705 seconds. Test 2 (SD compile args): -light -fast -samples 2 -filter -patchshadows -bounce 8 -external -lightmapsize 256 -approx 8 1641 seconds. Test 3: -light -fast -shade -samples 2 -filter -patchshadows -bounce 8 -external -lightmapsize 256 ? seconds. ------------------------------------------------- Previous config used to compile: Intel Core i3-2310M CPU @ 2.10GHz BSP -meta 45 seconds. -vis -saveprt 17 seconds. -light -fast -patchshadows -shade -samples 2 -bounce 8 -external -lightmapsize 256 3485 seconds. ------------------------------------------------- Special thanks to ------------------------------------------------- +KOMMANDO+, for his awesome 1944 series. Harry clan, to have accepted me in, and for supporting me. #Kemon, [UJE]Rebel, ailmanki, Avoc, Kic, Magic, Shagileo, Tardis, and all other Splash Damage members who have helped and supported me. 2Bit, Marko, Chruker, Ifurita and some others for their tutorials and prefabs. id Software & Splash Damage, thanks for ET! And special thanks to dFx, for all his help since the begining, and his Decompilateur! ------------------------------------------------- Further development ------------------------------------------------- > Second public release * Removed a custom texture and replaced it by a vanilla one. * The whole road is made of patches as of now, to smooth out the lightmap generation on it... Thanks Q3Map2. > Final (2.1) * Fixed a hole in the Tunnel (thanks Thunder). > Final (2.1 RC) * Map script and shader file cleanup. * Added more coronas, and fixed the not working ones. * Added a slick ontop of the light near the Second Truck Barrier, to avoid TJ. * Fresh Command Map like the vanilla maps done, replacing the reworked Trace Map. * Optimized T-Junctions a lot more (several hundred less vertices processed by the compiler). * Two out of 4 windows of the Health & Ammo Hut are now breakable (not the one facing the Allied Spawn). * Fixed 2 voice announcements not properly working (Rebuild the Tank Barrier and Rebuild the Second Truck Barrier). * Clipped the remaining barriers, so players don't get stuck. However the edges where the barriers change of direction can stop the players, can't do anything against that :/ > Final (2.1 Test 3.1) * Caulked more surfaces and retextured some others. * Removed more road barriers, made more destructible as well. * Lowered the ambient sounds volume: everything above 127 downed to 127. * Shortened Cabinets names (MAX_GAMESTATECHARS_EXCEEDED error, thanks Irata). * Ambient lighting value increased from 10 to 16; Radar has 18 as a comparison. * Removed Light Styles, the flickering lights in Allied Backway, saving about 400 chars. * Removed most of Dynamic Lights (Farm (1), Farm House (1), Warehouse (2), Allied Spawn (1), Allied Backway (2)). Remains the 5 ones for Thunder (MAX_GAMESTATECHARS_EXCEEDED error, thanks Irata). * Shortened the HQ announcement names (MAX_GAMESTATECHARS_EXCEEDED error, thanks Irata). > Final (2.1 Test 3) * Animated bushes to simulate wind effect. * Updated locations file and ambient sounds. * Optimized a lot the T-Junctions, and a bit the VIS blocking. * Clipped Farm hay entry, players could get through with Double-Jump enabled. * Touched the geometry (Centered doors/windows, some stuff spaced with equal distance). * The Farm House windows facing the Axis Spawn are now undestructible to avoid spawn kill. * A wall can be broken near the CP to access the little room near the Truckyard Gate, as an additional exit for Warehouse. Enabled Double-Jump is disadvised. * A backway from Allied Spawn to the Truckyard area has been added in case Axis block the path with an aggressive attack (or SK, the name you want :) ). There's 3 entrances: behind Allied Spawn, near the Truck in the Truckyard and behind the bookcase in the Library. It also features light style use (Flickering lights). They're all protected against Axis and Covert Ops. > Final (2.1 Test 2) * Fixed flying cabinets. * All cagelight models have a corona now. * Fixed red light leak near the Warehouse. * The Tank Barrier is easier to plant now. * Tree shadowing is less pixelated on roads now. * Optimized T-Junctions and VIS blocking, more surfaces caulked. * Panzerfaust's: Farm one has 2 rockets instead of 4, Allied 2 instead of 0. * Prevented the Truck from crushing the players in its back when it reaches the end. * Fixed Tank/Truck becoming non-lit while entering/exiting the Warehouse Road Tunnel. * Prevented the Tank stop animation/sound from happening twice at the end of its path. * Reworked some architectural elements, like windows positions, for geometry homogeneity. * Removed over 10 textures which were unique or very similar compared to more commonly used ones. * Shortened the wooden barrier near Tank Barrier, they were blocking movements (Thanks [UJE] Niek). > Final (2.1 Test 1) * The fireplace makes noise. * Added moar chairs to push around. * Fixed mirrored textures (Thanks Tardis). * Added ambient lighting (Thanks people x)). * Added Thunder effects, like on Würzburg Radar. * Ambient sound is no more cutted in front of the Escape Grate (Thanks lakersforce/Runeforce). * Some wooden barriers along the road are now breakable; They were blocking the movements in some situations (Thanks Irata). > Final (2.0) * Same as First Playable 4, Public Release > First Playable 4 * Fixed flying stuff. * The fire hurts... yes. * Removed useless shaders. * Cleared existing shaders. * Converted few TGA to JPG. * Added smoke above house fire. * Added shaders for all new textures. * Fixed few non-working announcements. * Added Gold related events announcements (Taken/Lost/Returned/Secured). * brambles_2 is no more duplicated (brambles.md3 & brambles_6.md3), edited the MD3 so it points to textures/1944_nordwind/. > First Playable 3 - General * Added Axis Win animation. * Added various ambient sounds. * Added few big bushes for gameplay. * Added a new Command Map (Thanks Tardis!). * Lanterns and lights are now solid, making metal sound while shot. * Added some details, such as decals (Paper, bushes on walls, leakings). * Added the locations file, adapted from antman's 1944 Nordwind locations file. * Added Truckyard icon on the Command Map (Thanks IndyJones for the tutorial), as well as a Tank Hint on it and debris. * Lightmaps are 512x512 now. * Revised shaders quite a lot. * Fuel dumps provide the fuel for poels. * All buildings receive electricity from cables now. * Tweaked some textures so they make better shadows. * Removed the ambient lighting from Worldspawn, reworked lighting by the way. * Truckyard door is again Covert-protected, and the related room totally remade. * Replaced brushworked ramps by cylinders (Auto Phong Shading), and clipped them. * Players can't be stuck in windows or on buildings, some Clip added on these locations. * Disabled the first Allied spawn when Truck past the barrier to be sure no one spawn there, even new players joining. * Tweaked the .PCX so the Foliage is better reparted on the grass texture around the road and mountains... * ... But finally removed the Foliage shader and placed manually models like in original one, some to avoid spawnkill, some for quality. - Objective Narrative & Mecanisms * Removed the Cracked Wall. * All events have wm_announce for bots easy scripting. * Reorganized the ojective narrative, based on Gold Rush objdata file. * The Allied Team Door of the Truckyard turns into normal door when Tank has destroyed the Gate. * Added the Warehouse Gate icon on Command Map for Allies, so they know if it is destroyed or not. * Made and added VO sounds for both teams to help following the objective. Used one or two from other maps (Radar Summer VO for Tank Damaged for example), most of them are done with default VO edited with Audacity. * First Truck Barrier materials will appear during 5 seconds at the underconstruction state, so if somebody is there when Tank has past it, he will notice something will happen very soon to him, and he have time to move out before the thing happens. - Tank & Truck Related Stuff * Fixed Tank Build position. * Added Tank turret animation. * Added a second Truck Barrier. * Objective 2 cameras follow the Tank. * Objective 4 cameras follow the Truck. * Added some trigger_hurt from Tank cannon to Truckyard Gate, and around Truckyard Gate itself. * Added a Tank Barrier, barrier itself and materials can be used by both teams in a way or an other ;) * Tank breaks a wooden barrier near the Warehouse Gate while turning, for realism, like walls in Gold Rush. * Tank and Truck will stop often, since more splines have been added, and spline controls (+14 for Tank, +35 for Truck). - Optimization * Caulked more surfaces. * Reduced Tiny Portals (51/72 -> 49/70). * Added some more Hint/Skip brushs. * Optimized T-Junctions (Thanks ailmanki for the link, and Ifurita for the tutorial, see link at the bottom). * Put a lot of Caulk structural brushes inside the mountains and hills: two times less portals, quick -VIS, more FPS. > First Playable 2 - Fixes * Sky can be seen through windows now. * The ice pond is now solid, and slicks. * Fixed solid and build decays on the Tank. * Fixed/Added some texture and model shaders. * Fixed the custom generator skin not appearing with MD3 Viewer. * Fixed Warehouse Gate dynamite icon not disapearing while destroyed. * Fixed Warehouse Spawn not appearing (Forgot to edit the team_WOLF_objective in the script), and the possibility to move on. - General * Retextured the terrain, so the snow_dirt fits the road. * Truck Barrier buildable on map start fixed, and is available earlier. * Roofs makes clanky foot steps noise, some textures make gravel noise. * Modified the ammo/health house near the Truck Barrier: Axis can no longer shoot from it to Allied Spawn; Moved the back entrance to the left and replaced it by a non-breakable window: Axis can see Allies but can't shoot them. - Optimization * Filled buildings with some Structural Caulk brushs to reduce the amount of portals generated. * Turned some objects into Detail brushes, cut with Clipper Tool many more. - Additions * Added a tapir. * Added foliage (Shader + Manual placement) and trees. * Added some stuff around the map (Trucks, crates, ...). * Added a quick access to the top of the Tank Depot for Allies (New stairs). * Added the road for the Jagdpanther and Truck, using same textures as original map. * Added Clip brushes under tables and other objects, and behind Tank Depot, to avoid stuckage. * Added platforms and doors arount dumps for gameplay and realism (3 dumps, no access to have safety check?). - Tests * Bumpmapped textures (Failed). * _lightmapscale 0.125 or 0.01 on some surfaces. * Added a test Hint brush in Axis Spawn, and few others. * Restored the original skybox, it seems to give the map a better atmosphere, with the Wurzburg Radar shader. > First Playable 1 - General * Removed some Sky brushes in the middle of the map. * Smoothed hills, made some ones climbable. * Added some terrain modifications, like retexturing and new mountains. * Fixed spawn flags on Command Map, and some other icons. * Max players height is limited by a Clip brush to avoid trickjump. - Tank * Fixed sound. * Fixed animations (STill need to add turret rotation and Tank firing). * Smoothed rotations. - Truck * Fixed Truck running through the Truckyard Gate. It will wait for the Tank. * Added smoke while damaged. - Axis Spawn * Axis are no longer spawning out of the building to avoid spawnkilling. * Increased interior size. * Added up to 32 spawn points. * Enlarged the two existing exits to let 2 players exit at once, to avoid play block * Added a third exit. - Barn * Increased a lot it's size, and added some lighting inside. * Added an access to health and ammo cabs by a ladder. * Opened the house to let players get in. It has destructible windows. * Added a spawn for Allied team, available when the Truck past the Truck Barrier. * Roofs are slicked. - Tank Depot * The Neutral Command Post has been changed to an Allied Command Post. * Increased the size of the Allied Spawn. * Openings are now windowed, non-destructible. * Enlarges the exit, put a double-Allied door, both doors open at once, and is Covert-Op protected. - Allied Spawn * Increased a lot its size, by 3. * Added some interior models and tables. * Added up to 32 spawn points. * Windows added, also non-breakable. * Added a tree in the front, to avoid spawnkill: Allies can exit safely their spawn. - Warehouse * Increased a lot the spawn area. * Lighted some rooms. * Opened new room, with an Axis Command Post, commanding the Warehouse Spawn for Axis. * Added up to 32 spawn points. * Added a Cracked Wall objective for Allies, for a quick access to Axis Command Post. Beware: Axis will have a sneaky way while opened also... - Truckyard * Players no longer can trickjump Truckyard: they get hurt by barrier, and if they jump they're more injured... * Improved lighting. * Retextured the inside. * Added RaybanB and Avoc waving grass just in thsi area for now. * Gold Bars stealing will be announced correctly now. * Roofs are slicked. * Door is Covert-Op protected, will remove it in next version, since Truck bug is fixed. - Allied Front Bunker * Made it accessible. * Protected by an Allied Door only, Covert-Op protected. - Truck Barrier Materials * No longer buildable on map start, Tank runs through it. * Appears when Tank past it. * It has now a Blue Flag. ------------------------------------------------- Materials Credits ------------------------------------------------- Command Posts by 2Bit Generator model by Black Rayne Studios Tapir model by [SLUT] Shagileo, textured by [SLUT] Shagileo & Pegazus ------------------------------------------------- Useful Links ------------------------------------------------- Ifurita's T-Junctions Optimization Tutorial: http://www.splashdamage.com/forums/showthread.php/10838-Tutorial-T-Junctions ------------------------------------------------- This level may be electronically distributed only at NO CHARGE to the recipient in its current state, MUST include this .txt file, and may NOT be modified IN ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR WRITTEN PERMISSION.
  21. Version 1.0.0

    37 downloads

    "The Axis are launching a surprise attack on allied forces. They are using a Jagdpanther to blow open the truckyard wall to allow an escape with the Allied gold! map rebuilt by Stoerfaktor
  22. Version 1.0.0

    16 downloads

    Mappers: +KOMMANDO+ (Original 1944 Huertgen map) Mateos (Since 1944 Huertgen Final 2) Map Information Game: Return to Castle Wolfenstein: Enemy Territory Title: 1944 Huertgen Forest (Final 2.1) Filename: 1944_Huertgen_Final21.pk3 Release date: 29th August of 2012 (Final 2) 23nd April of 2013 (Final 2.0 Fixed) 20th September of 2014 (Final 2.1) - Tested by SD folks 11th October of 2014 (Final 2.1) - Public Release Description: The Axis are launching a surprise attack on allied forces. They are using a Jagdpanther to open the Truckyard Wall to allow an escape with the Allied gold! Programs Used: GtkRadiant 1.4.0 & 1.6.x, Notepad++, ETScript 4 Beta 2, Q-Dir, Picasa, BspShoe, ToDo List, Decompilateur, Q3 Model Tool. Build time: Started January 2012 First Playable the 27/06/2012 Additions the 02/05/2012 Release the 29/08/2012 DoorFix the 03/12/2012 2.0 Fixed Test 1 the 23/03/2013 2.0 Fixed the 23/04/2013 2.1 Test the 20/09/2014 2.1 the 11/10/2014 Installation: Place the 1944_Huertgen_Final21.pk3 file in your etmain folder. Contact: mister_mateos[AT]hotmail.fr Website: - ------------------------------------------------- Compilation Stats ------------------------------------------------- CPU used to compile: Intel Core i3-4130 CPU @ 3.40GHz BSP -meta 15 seconds. -vis -saveprt 10 seconds. -light -fast -samples 2 -filter -patchshadows -bounce 8 -external -lightmapsize 256 487 seconds. Previous CPU used to compile: Intel Core i3-2310M CPU @ 2.10GHz BSP -meta 22 seconds. -vis -saveprt 17 seconds. -light -fast -samples 2 -filter -patchshadows -bounce 8 -external -lightmapsize 256 568 seconds. Previous Light stat: -light -fast -patchshadows -shade -super 2 -bounce 8 424 seconds. ------------------------------------------------- Special thanks to ------------------------------------------------- +KOMMANDO+, for his awesome 1944 series. #Kemon, [UJE]Rebel, ailmanki, Avoc, Kic, Magic, Shagileo, Tardis, and all other Splash Damage members who have helped and supported me. 2Bit, Marko, Chruker, Ifurita and some others for their tutorials and prefabs. id Software & Splash Damage, thanks for ET! Additionnal thanks to Dragonji, Micha, Sedra12, Smurfer, Teuthis, Thunder, WuTangH and |MTC| clan peeps for their feedback! And special thanks to dFx, for all his help since the begining, and his Decompilateur! ------------------------------------------------- Further development ------------------------------------------------- > Final 2.1 * Time limit management: - Initial time limit reduced to 20 minutes; - Extension when the Tank is stolen (not on first repair) (+10); - Extension when the Truck is stolen (when exiting the Truckyard) (+5) * Slightly improved VIS blocking. * Optimized T-Junctions some more. * Caulked more non-visible surfaces. * Rewrote shaders and cleaned map script. * Added a flash animation and a firing sound to the AT-Gun when used. * Adjusted the Tank turret rotation angle while shooting the Truckyard Gate. * Fixed the trigger time of the AT-Gun: it will shoot only 5+ seconds after a shot. * Updated the map coordonates so the original Command Map fits with the objectives locations. * Terrain lighting is now on a single lightmap, for a smoothed lighting. However, func_group's still affect it. Also note that the texture blending is affected (only the brushes going through the skybox). > Final 2.0 Fixed * Optimized T-Junctions a lot. * Caulked a lot more surfaces inside the buildings. * AT-Gun: trigger time increased from 0.1 to 5 seconds. * Fixed Flipped Triangles during MergeMetaTriangles pass. * Smoothed shadowing on terrain, less pixelated tree/bush shadows. * Fixed brush/texture alignment on the Foot Bridge (Thanks Tardis). * Spawn areas are SK/Arty/Mortar/Landmine-protected (Thanks |MTC|). * Removed solid brushes at the bottom of the bushes models (Thanks |MTC|). * Reduced AT-Gun blast radius, so behind the house is safe now (Thanks |MTC|). * Renamed the Health and Ammo cabinets, depending on their respective locations. * The Axis Door, east from Farm, can no longer be trickjumped by Allies (Thanks |MTC|). * The Axis North Path door wasn't destructible (Brush was solid): fixed (Thanks Tardis & Harry Homers). * Added Push Targets above Axis North Path building and above Village Bunker to prevent double-jump TJ (Thanks |MTC|). * Changed Axis North Path Command Map icon behavior: - When it is built, it will show up as a Grenade for Allies and a custom icon for Axis, while before it was only showing a Grenade for Allies (Nothing for Axis, could be confusing), - When it is destroyed, it shows Construction Materials for Axis, while before it was showing a custom icon for them. * Colored locations in Fireteam: - Red (^1) for Destructibles. - Green (^2) for Spawns. - Blue (^$) for Water. > Final 2 - General * Added Locations file. * Advanced Light compilation. * Terrain has smoothed shadows now. * Every custom texture has a shader now. * No more "holes" in the middle of the map. * Some Clip added on map sides to avoid any stuckage. * Fixed players possibly stuck when exiting the Wooden Bunker MG. * Wooden barrier near Axis Bunker Spawn isn't weapon-clipped anymore. * Sun appears correctly now. Shader was textures/1944_beach/beach_sun... * Fixed spawns (Flags on Command Map, and players spawning inside the crates). * Corrected the map coordonates, even if it's obvious the CM is older than the actual map... * Added a ladder near solid Bridge so people doesn't need to swim and get hurt to exit this area. * Replaced triangles probably cut with CSG Substrast by normal triangles, for easier brush manipulation. * Removed unused textures, all are now in a single folder different from original map to avoid any conflict. * The "map exists", where you steal the Tank and the Truck, have been decored with Fuel Dump entrance door (Allied Spawn). * Since the map was made from EasyGen (terrain0, etc), I used SimonOC tutorials about terrain blending to obtain the same without any .PCX file (Link at the bottom); But I had to deal with few locations where 3 textures were meeting. - Objective Narrative & Mecanisms * Added Objective/Spawn cameras. * Fixed contruction crates and AT-Gun clips. * Added Axis Ammo Room icon on Command Map for Allies. * Added Axis North Path icon on Command Map for Allies. * Added Truckyard Gate icon on Command Map for both teams. * Added decayed final part for Axis North Path, so after a while the construction will disappear... * The AT-Gun, while destroyed, will now emit smoke; Very noticeable in distance, letting Allies know when the way is free. * Added Artillery Blast Area icon on Command Map for both teams, so Allies know where it triggers and Axis when to use it. - Tank & Truck Related Stuff * Added Truck Smoke. * If by any chance an Allied guy get inside the Truck area before Tank blow up the gate, the Truck is no more escortable until the gate explodes. * Clip above Truck area removed; Axis can destroy the Truck when they want. * Added Tank turret animation (Turning + Shooting + trigger_hurt on trajectory). * Fixed Truck position decay on map start, avoiding any teleporting'n'killing issue. * No more "You are near the Truck" on the hill left from the Truck, moved away the related entity. * Tank and Truck will stop often, since more splines have been added, and spline controls (+33 for Tank, +X for Truck). - Optimization * Caulked more surfaces. * Added Hint/Skip (There were nothing in original). * Put a lot of Caulk structural brushes inside the mountains and hills, and removed the visible ones. * Base, sky and sides were made of plenty caulk brushes... Everything is plane now, a lot less brushes. * Optimized T-Junctions (Thanks ailmanki for the link, and Ifurita for the tutorial, see link at the bottom). ------------------------------------------------- Useful Links ------------------------------------------------- Ifurita's T-Junctions Optimization Tutorial: http://www.splashdamage.com/forums/showthread.php/10838-Tutorial-T-Junctions SimonOC Terrain Blending Tutotial: http://simonoc.com/pages/articles/terrain2_1.htm ------------------------------------------------- This level may be electronically distributed only at NO CHARGE to the recipient in its current state, MUST include this .txt file, and may NOT be modified IN ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR WRITTEN PERMISSION.
  23. kate

    1024Comp_final

    Version 1.0.0

    11 downloads

    one in all in this pk3 just add the arena maps name to your rotation
  24. Version 1.0.0

    9 downloads

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

    2tanks_171

    Version 1.0.0

    6 downloads

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