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  1. eagles_2ways_b3 + waypoints

    The Allies are attacking to:**a) steal document,**b) steal the Bus Fuel,**c) take document and fuel to the bus,**d) build the bridge,**e) drive bus to airfield,**f) take another fuel-can to the plane,**g) dynamite the hangar.***Original map by Drakir in April 2004. Remake (beta 3) by Loffy in March 2006
    Map Information
    -------------------------------------------------
    The Allies attack, and the Axis defend.
    The main objective for the Allies is to steal 1 document, take it to the bus
    , drive the bus over a bridge and dynamite the bridge.
    Allies must:
    a) steal document,
    steal the Bus Fuel (Both fuel and docs are up in the castle.),
    c) take document and fuel to the bus,
    d) build the bridge (near airfield),
    e) drive bus to airfield,
    f) take another fuel-can (more fuel!) to the plane, and
    g) dynamite the hangar (to escape with the plane).
    Axis will fight hard to prevent all this.
    The bus can be damaged.
     

    25 downloads

       (1 review)

    0 comments

    Updated

  2. et_ufo_final_rev + waypoints

    [UJE]Captain  13 August 2018 waypoints reworked
    Foo Fighter ET Edition
    Original Author: Tom "Menzel" Haskins
    [email protected]
    http://www.farmingtonco.com/ro

    ET version modified by: six
    [email protected]
    http://www.planetwolfenstein.com/six
    Programs used in creation:
    GTKRadiant 1.4
    Adobe Photoshop 6.0
    Notepad
    Notes:
    Final Release of ET_UFO
    -Fixed bug with UFO during warmup
    OBJECTIVES
    ----------Axis Objectives----------
    Defend the main gate.
    Defend the side gate.
    Defend the UFO documents.
    Prevent the Allies from transmitting the UFO documents.
    Prevent the allies from constructiong the command post.
    ---------Allied Objectives---------
    Destroy the main gate.
    Destroy the side gate.
    Get the UFO documents.
    Transmit the UFO documents.
    Constuct the command post.
    COPYRIGHT
    Original design is copywrited by Tom "Menzel" Haskins
    Authors may NOT use this level as a base to build additional levels.
    You are NOT allowed to commercially exploit this level, i.e. put it on a CD
    or any other electronic medium that is sold for money without my explicit
    permission.
    You MAY distribute this BSP through any electronic network (internet,
    FIDO, local BBS etc.), provided you include this file and leave the archive
    intact.

    12 downloads

       (0 reviews)

    0 comments

    Updated

  3. exhumed_finalc ( waypoints in test )

    new version new Loffy s waypoints the botfiles will be public after the new test today
    Loffy did two things:
    a) improved the "objdata" file (with the information about the objectives shown in the limbo menu):
    b) created a new folder "tree_desert_sd" (models\mapobjects\tree_desert_sd)  where I put two missing textures: palm_bark2.tga and palm_leaves2.tga
    That will remove the ugly orange "missing textures" from the map.
    // Axis Objective Descriptions
     1    "Destroy pyramid door with the tank."
     2    "Secure the mummie and the papyrus to truck."
     3    "Escape with the truck"
    // Allied Objective Descriptions
    1    "Protect the pyramid door and destroy the tank."
    2    "Protect the mummie and the papyrus."
    3    "Destroy the truck"

    2 downloads

       (0 reviews)

    0 comments

    Updated

  4. etl_frostbite_v5 + waypoints

    sources splashdamage
    i renamed the waypoints so seem to work will forward more soon >> Ets Kate
     
    Frostbite v5
    // 02.09.2018 Cedric 'keMoN' E.
    // http://www.etlegacy.com
     
    This map is an overhaul of the original Frostbite map created by Moonkey.
    As part of the ET: Legacy asset creation effort certain maps are being overhauled.
    Those maps have been selected for their stable gameplay even in a competitive environment.
    The source file is included in the pk3.
    -----Changelog-----
    to last version:
    •    Fixed bug where the Allied CP didn't get destroyed properly
    •    Fixed models that had their origin positioned in a structural brush
    •    Fixed bug where team voice announcements for main entrance and side wall didn't get removed after objective completion.
            Beginning:                            Destroy the entrances        -    Defend the entrances
            First, main entrance is destroyed:    Destroy the side wall        -    Defend the side wall
            First, side wall is destroyed:        Destroy the main entrance    -    Defend the main entrance
    •    Removed banners with swastikas in throughout the facility and replaced them with the Luff decal to stay consistent within one setting
    •    Removed clips some light models to allow smooth player movement
    •    Removed two misplaced speakers
    •    Added coronas to all electric light sources
    •    Transformed world_clips into a func_static allowing for better spectator movement to simplify shoutcasting
    •    Increased overall lighting from 15 to 20
    to original:
    •    The player is now able to stop and revert Storage Wall movement by activating the button again.
    •    Alarm now also sounds when the Service Door has been dynamited before the Storage Wall and Main Door.
    •    Entity count has been reduced from 479 to 360
    •    Structural mesh and VIS blocking has been improved
    •    Visual changes have been made

    -----Specs-----
    Author:                    Moonkey
    Overhaul:                kemon
    Brush count:            8.095
    Entity count (total):    997
    Entity count (ingame):    360
    Compile parameters:        [q3map2] -meta -v -mv 1024 -mi 6144 "[MapFile]"
                            [q3map2] -vis -saveprt -v "[MapFile]"
                            [q3map2] -light -samples 8 -samplesize 16 -v -thresh 0.05 -patchshadows -dirty -dirtdepth 256 -external -lightmapsize 1024 -shade -bounce 2 -bouncegrid "[MapFile]"
                            
    -----Notes-----
    The mapfile is included.
    ALLIED OBJECTIVES:
    Primary: Steal the Supply Documents and transmit them back to Allied Command.
    Secondary: Destroy the Main Door into the Complex.
    Secondary: Breach the Storage Wall.
    Secondary: Dynamite the Service Door.
    Secondary: Prevent the Axis from constructing a Command Post in the Transmitter Building.
    Secondary: Establish a forward Command Post in the Upper Complex.
    AXIS OBJECTIVE:
    Primary: Stop the Allies from transmitting the Supply Documents.
    Secondary: Defend the Main Door.
    Secondary: Defend the Storage Wall from being breached.
    Secondary: Stop the Allies from destroying the Service Door.
    Secondary: Set up a Command Post inside the Transmitter Building.
    Secondary: Prevent the Allies from establishing a Command Post in the Upper Complex.
     

    13 downloads

       (0 reviews)

    0 comments

    Updated

  5. ea_base2 _fix ( private waypoints )

    LightRay fixed  some missing textures
    The Axis have have received a Box with Secret Documents,the Allies will try to Steal them out form the Warehouse and Transmit them at the Radarstation! Map by Cal!bra0v"
     

    10 downloads

       (0 reviews)

    0 comments

    Updated

  6. dtt_bunker_attack_final

    // Axis Objective Descriptions
    1 "Primary Objective:**defend the safe door"
    2 "Primary Objective:**don't let the allies dynamite the safe crate's"
    3 "primary objective:**don't let the allies transmitter the documents"
    4 "secondary objective:**prevent the allies from blowing up the sewer gate"
    5 "secondary objective:**prevent the allies from blowing up the side wall"
    6 "secondary objective:**build the elevator door"

    // Allied Objective Descriptions
    1 "Primary Objective:**blow up the main door"
    2 "Primary Objective:**dynamite the safe door"
    3 "Primary Objective:**dynamite the safe crates"
    4 "Primary Objective:**transmitter the documents"
    5 "Secondary Objective:**dynamite the side wall"
    8 "Secondary Objective:**dynamite the sewers gate"

    12 downloads

       (0 reviews)

    0 comments

    Updated

  7. decrypted + waypoints

    tested with silent mod
    briefing         "The axis intercepted a transmition and decripted it. The allies have to send back to their brain trust the transmition."
    final     :
        _adding some rocks
        _light bug fixing
        _texture bug fixing
        _model miss fixing
    dFx's specials thanks goes to :
    _Dersaidin
    _Nerve
    _Gray Matters
    dFx's thanks goes to :
    _wolfensteinx and their tutorials.
    _Francesco <Nemo> Bancalà for his software known as easygen.
    _SplashDamage for their mapping documentation and their support in the forum.
    _Thanks to ID Software for their engine and their support in community.
    _whole epona team and satoshi for their support.

    13 downloads

       (0 reviews)

    0 comments

    Updated

  8. etcenter_final + waypoints in test

    Released 8/3/06
    Designed by Decoy
    Objectives:
    Allies must repair the Door Controls to be able to open the Depot Doors.
    They must destroy the service door after capturing the Depot Flag Spawn.
    They must destroy the Storage Door or the Main Facility Door to gain access to the Radar Control Room.
    Build a Command Post to secure a forward spawn.
    Capture the Radar Parts and return them to the truck waiting at the Depot.

    Credits go to Ifurita for control panel textures, SD for spinning radar models. Also to anyone who might have provided assistance to me in the development of this map.
    Any bugs need to be emailed to me at: [email protected]

    1 download

       (0 reviews)

    0 comments

    Updated

  9. eatown + waypoints (0.66 )

    Rating ENABLED for this map. Map Type: Not Set Map Size: Not Set Map Theme: Not Set
    Description:
    (the readme file)

    -------------------------------------------------
    Basic Information
    -------------------------------------------------

    Author : Calibra8v
    Email address : [email protected]
    Homepage : http://www.ea-clan.de
    Xfire : calibra8v

    -------------------------------------------------
    Map Information
    -------------------------------------------------

    Game : Return to Castle Wolfenstein: Enemy Territory
    Title : eA¥s Town War
    Filename : eatown.pk3

    Program : GTK Radiant 1.4.0
    Build time : 3 days
    Relase Time : 30.3 2011

    Obj Briefing : Die Axen haben sich in einen kleinen Dorf in der n‰he von Frankenthal zur¸ck gezogen und dort Verschanzt.
    Damit Bilden sie noch einen kleinen Widerstand gegen die Alliierten.
    Ihre Effektivste Waffe dabei,ist eine Feld Haubitze womit sie es Schaffen die Alliierte auf abstand zu Halten,
    aber eine kleine gruppe Alliierter haben es trotzdem in die Stadt geschaft und werden versuchen die Haubitze auszuschalten!It is Compiled as Final.

    -------------------------------------------------
    Special
    -------------------------------------------------
    Omni-Bot Files for 0.66 include.

    Map file include.

    Feel free to Modify or to use stuff from it.
    By quastions you can contact me on Xfire or over the HP.

    It would be nice to give a credit to me if you Modify this map.

    -------------------------------------------------
    Credits to:
    -------------------------------------------------
    Activiton,Splash Damage, id Software & all who support the eA clan.
    Sounds etc are from RTCW.

    S&M mapping for the Model of the Tiger Panzer!

    -------------------------------------------------
    About us:
    -------------------------------------------------
    We are Mapping for fun.We love Enemy Territory and thats the Reason why we give our Map files free to use.
     

    14 downloads

       (0 reviews)

    0 comments

    Updated

  10. deadcold_b1 + waypoints

    Axis and Allied forces are facing off in a snow-covered cemetery. Breach the enemy teams mausoleum and steal their gold to win.

    OBJECTIVES (ALLIES):
    1 "Primary Objective:Breach the Axis Mausoleum"
    2 "Primary Objective:Steal the Gold Crate."
    3 "Primary Objective:Secure the Gold Crate."
    4 "Secondary Objective:Defend your Mausoleum."
    5 "Secondary Objective:Protect your Gold Crate."
    6 "Secondary Objective:Construct a Command Post."

    OBJECTIVES (AXIS):
    1 "Primary Objective:Breach the Allied Mausoleum"
    2 "Primary Objective:Steal the Gold Crate."
    3 "Primary Objective:Secure the Gold Crate."
    4 "Secondary Objective:Defend your Mausoleum."
    5 "Secondary Objective:Protect your Gold Crate."
    6 "Secondary Objective:Construct a Command Post." 

    9 downloads

       (0 reviews)

    0 comments

    Updated

  11. door + waypoints

    Filename: door.pk3 (about 6 Mb)

    The Axis are attacking, to dynamite a door and to steal some gold. The Allied Forces are defending the door and the gold. Who will win? Only time will tell.
    Click image for larger version. 
    Note: I also made this map as a so called prefab, for other, beginner mappers to use as a base. Therefore, the .map-file is included. (It is inside door.pk3.)

    Have fun
    Loffy

    27 downloads

       (0 reviews)

    0 comments

    Updated

  12. doc_base_b2 + waypoints

    Filename: doc_base_b2.pk3

    Version: beta 2

    Release date: 02/06/2010

    Decription: Allies have to steal 2 secret documents from Axis base. To do that, they must advance in territory by securing the west bunker.

    Players: This is a small map designed for 2-14 amount of players.

    Installation: Place the doc_base_b2.pk3 into your etmain folder,
    select it from the multiplayer->create server menu or
    bring down the console and type: map doc_base_b2

    Omnibot 0.66 support added

    -------------------------------------------------
    Objectives
    -------------------------------------------------

    Allies:
    Capture the forward bunker!
    Destroy the main entrance!
    Destroy the side entrance!
    Steal the documents!
    Axis:
    Defend the forward bunker!
    Defend the main entrance!
    Defend the side entrance!
    Defend the documents!
     

    25 downloads

       (0 reviews)

    0 comments

    Updated

  13. escaped4 + waypoints

    LightRay mades the botfiles
    map for  large servers  but a lil confusing
    Game        Enemy Territory
    Map name    Escaped
    Filename        escaped4.pk3
    Release date    2.2.2004
    Decription    Axis have to defend their Transmitter
    Map by         Milbo: [email protected]

    Textures by Splash Damage. Torch prefab by polygon
    Additional textures by anywhere or Milbo. Initial beta testing by Slayer and Fileripper

    Thanks to:
    Hewster
    BoltyBoy
    Heirpie (Shit Storm clan)
    Sock
    Loffy (some Tex)
    Fileripper & Slayer
    and last but not least 
    the Splash Damage forum,
    and Level-designer forum
    Installation    Put the file (esaped4.pk3) in your etmain-folder:
            Start the game. Go to the menu for "Host game". Select Escaped from the list.        
    Copyright:
    This custom map is (c) 2003 Max "Milbo" Milbers.
    You may not include or distribute this map in any sort of product without 
    permission from the author. You may not mass distribute this level via any 
    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.

    16 downloads

       (0 reviews)

    0 comments

    Updated

  14. der_Fabrik (private waypoints )

    The Axis have constructed a secret factory deep in the south of France where they have been manufacturing large hidden caches of secret weaponry. In order to succeed, the Allied troops must invade the elusive factory and disable the High-Voltage Generator. Symotaneously, the Axis must defend against the onslaught by building a Gate and Command Post while protecting the Generator from Allied Engineers.

    10 downloads

       (0 reviews)

    0 comments

    Updated

  15. et_mor2_night_final

    players crash with silent  and nitmod times to times 
    Title : Marrakech Streets 2 - By Night [FINAL]
    OrigMapDate : 27/8/04
    ModDate : 19/03/06
    2nd ModDate : 15/10/08
    Orig. Filename : et_mor.bsp
    Original Author : Fix
    Email :
    Orig. Mod. Author : {STS103} DC9 CAN
    Email : [email protected]
    Modified Mapname : et_mor2.bsp
    Night Mod. Author : Avoc
    Email : [email protected]
    Night Mod. Filename : et_mor2_night_final

    *** Night Edit Note ***
    // FINAL NOTES Oktober 2008 //

    The night version has reached its final version.

    A few new areas have been opened up, most significantly the new entrance to the lab and a new "upper" area has been opened by the axis backdoor.

    The barb swing gate has been changed into a "neutral barricade" - when axis construct it, it will be a barbwire. When the allies construct it, it will be wooden wall, blocking the way down the road to the lab, providing valuble cover.

    The truck has been moved to the left of the tunnel exit giving the axis a better chance to intercept the allies when they steal the objectives.

    Apart from that, a few new objects have been placed and some new aesthetical elements aswell.

    Nedim @ eft-clan.com

    April 2007

    This map has been updated and modified in order to provide some new gameplay dynamics.

    First and foremost, the tank has been made indestructible in order to prevent the sometimes impossible task of escorting it to the town gates. The tents near the tunnel exit have been replaced by ruins.

    An alternative route has been made that allows the allies to go around the main route. And of course, most obviously, the setting has been made into a night map.

    Apart from that, everything is still the same.

    Thanks to DC9 CAN for allowing me to modify his modification of the map, and to Fix for creating this wonderful map in the first place.

    Nedim @ eft-clan.com

    Textures: LightedWindows and nightsky made by me, Nightsky is also used the "Quotidian" map.

    *** EDIT NOTE ***
    March 2006

    This map has been updated to repair (clip) seam leaks in the four pillars near the tank ramp, clip the overhead section on the town side of the front gate, added wm_set_round_timelimit in script, and re-named et_mor files to et_mor2 for co-existence. A new Allied objective "destroy the back door", additional building structures, texture repairs, and affects have been added to improve gameplay. The tank speed has been adjusted to move the Allied team to the front gates quicker.

    Thanks to "Fix" for allowing me to make these modifications and providing the alpha maps (.pcx files) so that this modification could have the same terrain as the original.

    Objectives : Allies;
    1, Escort the tank passed the barrier
    2, Escort the tank to the town gate and destroy them
    3, Destroy the back door entrance *** New objective ***
    4, Destroy the entrance to the laboratory and get the document case
    5, Take the documents back out through the gate to a waiting truck

    : Axis;
    1, Don't let the tank get passed the barrier
    2, Stop the Allies from destroying the town gate
    3, Protect the back door entrance *** New objective ***
    4, Guard the laboratory entrance
    5, Don't let the Allies escape with the document case
    Notes : This is my first time mapping for Wolfenstein - Enemy Territory, so I might not have got every thing working in the way it should, and it is probably not balanced totally equally But it has been tested a lot, so I am fairly sure it is without bugs and runs quite well.
    * Permissions*
    All original and composed textures or assets in this level remain property of
    the sources respective owners.
    You MAY distribute this PK3 in any not-for-profit electronic format (BBS, Internet,
    CD, etc) as long as you contact me first, and include all files, including this readme, intact in
    the original archive.
     

    18 downloads

       (0 reviews)

    0 comments

    Updated

  16. et_ice + waypoints

    this is the mp_ice map from rtcw converted to ET
    i think it's on of the best maps from rtcw and perhaps the one that fits the most onto ET
    to install just extract the zip file into your etmain directory and run \map et_ice
    objectives:
    axis must steal the allied secret documents to prevent them from establishing an advanced outpost.

    copyrights go all to id software, splashdamage & nerve software for creating such remarking games
     
    have fun and enjoy it (that's the main reason i decided to convert the map to ET.. fun

    cheers!

    12 downloads

       (0 reviews)

    0 comments

    Updated

  17. eabank + waypoints + map sources

    map sources : eabank.map
    Author        : Calibra8v
    Email address    : [email protected]
    -------------------------------------------------
     Map Information
    -------------------------------------------------
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : eA´s Bank Robbery
    Filename    : eabank.pk3
    Decription    : Its a obj map in Ghetto/big City look!
    Program        : GTK Radiant 1.4.0
    Build time     : 6 days
    Relase Time    : 23 Feb 2011
    Obj Briefing    :The Allies have stolen a Security Card to the Private Bank Garage,now they got the best Chances to blow up the Wall to the Bank Tresor and Steal the Gold! 
    Version/info        : Its the 1 Version,it was a fun project.But i have invested some time!
    It is Compiled as Final.BUT THE MAP ITS NOT FINAL.I have maked the first work,if you got some better ideas...Then make it!
    -------------------------------------------------
    Special
    -------------------------------------------------
    Used the anymated Roaches from Ryban!
    The Most textures are From TCE!
    Feel free to Modify or to use stuff from it.
    By quastions you can contact me on Xfire or over the HP.
    It would be nice to give a credit to me if you Modify this map.
    -------------------------------------------------
    Credits to:
    -------------------------------------------------
    Activiton,Splash Damage, id Software & all who support the eA clan.
    TO RYBAN,who maked the Animated Roaches!
    And Special thanks to the team who maked the TCE MOD!
    -------------------------------------------------
     Special thanks to:
    -------------------------------------------------
    Stoerfaktor= Hes a Nice guy ans helps where he can!
    Wolffiles  = Schnoog is so much doing for the ET Community with the filebase etc etc etc...
    And he is every day developing something for the HP...
    "A Big much THX from us"
    -------------------------------------------------
    About us:
    -------------------------------------------------
    We are Mapping for fun.We love Enemy Territory and thats the Reason why we give our Map files free to use.
    We are just a Fun Team!Dont ask again for war! (we are old guys,playing this game)
    We are not more interrested on some wars!
    NEW: Not ASK for license for the Map!You can use it how you want!Change it or  take stuff from it!You can make a Credit to us or not.You can make it how you want!...But dont forget its only for you embarrassing when you dont credit!
    -------------------------------------------------
    Reported Bugs: Update 24.02.11
    -------------------------------------------------
    No Landmine support for grass.To much Mines are for noobs.It was first time a mistake in the  shader file,but now i like that not everybody can plant mines...so its like allways NO MINE SUPPORT!
    Thats NO BUG.If you want to suport landmine! then make a Shader file!
     
     

    19 downloads

       (0 reviews)

    0 comments

    Updated

  18. dingenskirchen_b2 + waypoints

    Release Date: 01/02/17

    http://forums.warchest.com/showthread.php/39432-MAP-RELEASE-Dingenskirchen-a-tribute

    This map is a collaboration between phisherman and me and the result of, in total, more than 4 years of more or less continuous development. 
    It was created as a tribute to the good old times of RtCW. We hope it will bring back some memories to the old-schoolers amongst you.
    Since this is the  second public release, any feedback (ranging from bad texture-alignment to glitches) is welcome.

    -----Story-----
    December 1944: The noose tightens around the Reich's neck as Allied forces threaten to cross the Siegfried Line and advance into Germany. 
    In a strategy meeting in an Eifel castle, Kraut high command has worked out plans on how to repel the invaders. 
    Allied intelligence wants these plans destroyed before they can be distributed to the front line.
    This map has three main objectives instead of one, two of which must be completed by the Allies in order to win the match. 
    This was done in an attempt to prevent the massive objective camping by the defending team on some maps.

    -----Beta 2-----
    • The primary subject of the complaints about the first beta were low FPS, which rendered the map virtually unplayable as soon as some action came into play (support fires, explosives etc). 
      Due to the initial openness of the map, which didn't allow for any vis-blocking, a substantial rework of the basic layout was necessary. 
      As a result, the openness has been ditched in favor of a mountain range in the center. This separates the map into two outer parts, village and river/tram. 
      The third part is the castle, which still rests comfortly on top of everything awing the puny player. 
      It was an intentional design choice to keep the castle visible in both outer parts of the map. 
      This obviously means that on the very top of the castle's Bergfried you will see the entire map, which will drain your FPS. 
      This has no huge impact on gameplay, as the Bergfried basically just serves as a cinematic lookout and has no purpose regarding the main objective. 
      If you decide to camp on the Bergfried, we can't help you.

    • Another big issue was the cluttered castle layout, which made people get lost in the corridors and staircases. 
      The castle interior derived from the Singleplayer structure of the first two RtCW levels and thus, did not look as streamlined as the Multiplayer maps we are all used to. 
      The castle layout has since been improved: Staircases have been reduced to a minimum and all doorways have been set to a wider opening size, allowing for quick movement. 
      There is now also proper routing inside the castle, which allows a bit diversity while still creating viable chokepoints. 
      The overall castle has also received a visual remake increasing the nostalgic effect for the RTCW players among you.

    • The rather large pk3 size when comparing the map to other custom ET maps has been reported by many as well. 
      A map is downloaded once in your entire ET career (unless you re-install). Modern internet connections aren't as shabby as they used to be. 
      Hence, the pk3 size has increased from 50mb in beta 1 to 60mb in beta 2. There will never be a 'light' version.

    • We have also received complaints about the Nazi symbolism in the map. 
      The banners have been present in RtCW and leaving them out would (in our opinion) take away some of the original atmosphere. 
      You are playing a World-War 2 shooter game. Denying the fact that the Axis were actual Nazis is denying history. 
      Never deny history, learn from it! Don't fear symbols, remember what they stand for and never let it happen again!

    -----The End?-----
    We consider this beta to be the final version of the map. However, you can never know what issues may arise, so we released it as a second beta. Depending on the feedback we receive there might be a third, final version of this map, however it will not receive another total make-over. 
    The .map source-file is planned to be released with the final version. If this version is the final one, then we will release the source-file in the coming months. However, we first want to wait for the feedback.
    If you find script bugs, map glitches or new places for binocs, please report them to us.
    -----Specs-----
    Author:        keMoN & phisherman
    Brush count:    24.541
    Entity count (total):    2.680
    Entity count (clean):    557 (without misc_model, func_group, splines, light, worldspawn)
    Compile time:    5 hrs 28 min
    Development time since last version:    3 years    

    -----Thanks to-----
    • ischbinz for direct support and his most awesome Tiger Tank
    • Backsnipe for his eagle model + direct support, suggestions & feedback.
    • Thunder for the falling tree trunk model.
    • FireFly for direct support in beta1 + textures.
    • Krischan for his House Prefab
    • Gordon 'digibob' Biggans [SD] for his purely magical MD3-to-TAG tool
    • Detoeni for the animated Tiger tag from Breakout 2
    • hipshot for his "stormy days" skybox
    • simonoc for tutorials + textures.
    • Eugeny for his HD Retexture Pack
    • WL6 for textures
    • McNite for textures
    • Diego for textures
    • RayBan for his roq_flame_2 model
    • Everyone else who played beta 1, gave feedback and suggestions or helped in any other way.
     
     

    56 downloads

       (0 reviews)

    0 comments

    Updated

  19. et_assault_beta4 + waypoints and (private waypoints)

    maker mades the botfiles for this map so will be in test you have also the old waypoints 
    E T _ A S S A U L T _ B E T A 4  Allied Forces have located an abanoned Axis Airfield in the Appennines. Allied intelligence report that there still can be found some valuable information about the Axis warplans!!
    2nd public release
    map by pRiapismus ( [email protected] )
    Commandmap/Splashscreen by traitor/thegnat ( #n0Lame )
    please report all bugs you find to [email protected]
    Known Bugs:
    - should be almost bug-free, although i guess there ever is something
    ToDoList for final:
    - add custom voice announcements
    - perhaps some way signs

    this map was inspired by the map mp_Assault of Return To Castle
    Wolfenstein by Id/Nerve.
    In the beginning this map was just thought as some kind of test
    map for Enemy Territory Editing for myself. But when progress
    went on people who have seen the map convinced me to finish it
    and make it official.
    The map and pk3 include a few textures and models taken from
    rtcw, hope nobody will be too mad about me using them, but
    actually i'm not having the neccessary knowledge of making my
    own models.
    Thanks to everbody who helped me out when i had some ugly
    problems/bugs and thanks to n0Lame for beta testing

    20 downloads

       (0 reviews)

    0 comments

    Updated

  20. ds_bunkers + waypoints

    dual fun map  hard but with a covy it will be easier
     
    // Axis Objective Descriptions
    1    "Primary Objective:**Destroy the First Allied Supply Stash."
    2    "Primary Objective:**Destroy the Second Allied Supply Stash."
    3    "Primary Objective:**Prevent the Allies from destroying the First Axis Secret Weapon."
    4    "Primary Objective:**Prevent the Allies from destroying the Second Axis Secret Weapon."
    5    "Secondary Objective:**Capture the Forward Spawn flag."
    6    "Secondary Objective:**Defend the Axis Main Hatch."
    7    "Secondary Objective:**Destroy the Allied Main Hatch to gain another route into the Allied base."
    8    "Secondary Objective:**Construct a Command Post."

    // Allied Objective Descriptions
    1    "Primary Objective:**Prevent the Axis from destroying the First Supply Stash."
    2    "Primary Objective:**Prevent the Axis from destroying the Second Supply Stash."
    3    "Primary Objective:**Destroy the First Axis Secret Weapon."
    4    "Primary Objective:**Destroy the Second Axis Secret Weapon."
    5    "Secondary Objective:**Capture the Forward Spawn flag."
    6    "Secondary Objective:**Destroy the Axis Main Hatch to gain another route into the Axis base."
    7    "Secondary Objective:**Defend the Allied Main Hatch."
    8    "Secondary Objective:**Construct a Command Post."
     

    12 downloads

       (0 reviews)

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    Updated

  21. document_raid_final + waypoints

    Allied intelligence has discovered the secret prototype of new generation Axis heavy AA Gun. As this Gun is sever danger for allied bonbers small elite force of allied soldiers is sent on mission to steal all documentation related to this new weapon. How ever mission won't be easy as there are thick skinned Axis troops defending village. Allied only hope is to steal tank and escort it near documents and then escape with tank. What will be outcome of this furious battle? Only time will tell"
    This is Final version of Document Raid map.

    Map Objectives
    Allied:
    Primary:
    1)Repair and escort tank in position
    2)Steal Docs and take them back to tank
    3)Escort tank back home
    Secondary:
    1)Build CP (gives extra spawn)
    2)Build and protect bridge to allow tank pass it
    Axis:
    Primary:
    1)Stop Allies stealing the tank
    2)Slow down tank
    3)Protect Docs
    4)Stop allied team escaping with docs
    Secondary:
    1)Build CP (gives extra spawn)
    2)Keep bridge unbuild and sacthel it if it's built


    CREDITS

    All people involved testing the map and who gave me nice feedback about map

    BattleRat for placing very buggy first test release on public server to get it properly tested.
    J4M32 for advicing me with pk3 package thingys and all stuff that should be inside package. He also compiled first versions of the map before i got my radiant working properly.
    Polter for pointing some major bugs and gameplay problems in early versions.
    Anakin for some nice ideas for map :-P also made me realise few more bugs and how to solve them

    Creators of all tutorials i used to learn mapping :-) Some REALLY nice help in them.

    27 downloads

       (0 reviews)

    0 comments

    Updated

  22. escape_final (private waypoints )

    **Allies have to get a codebook and escape through the main entrance of the axis POW-camp
    Creator : Leif "LowLife" Hansen
    Email : [email protected]
    Web : http://lowlife.homepage.dk
    Filename : escape_final.pk3
    Started : 20-12-2003
    Public Beta Released : 07-03-2004
    Public Beta 2 Released : 23-03-2004
    Final version Released : 13-04-2004
    Editor : Gtk Radiant 1.3.8 ET
    Description: 
    Allied pow's has to make an escape attempt. To do that they must either :
    1. Construct an assault ramp, to gain access to the axis lookout passageway(Here axis
    can setup a barrier to slow down the allied progress). The constructon of the assault ramp
    will also give allied a forward spawnpoint in the lookout(Here axis probably will try to blow the
    assault ramp to get the spawnpoint back .
    2. Break 1 or more of the 3 fences(Here axis probably will try to rebuild some of the fences)
    Get to the maingate, and blow that up. The destruction of the main gate will make the lookout
    spawn permanent. 
    Once inside the the main camp allies should try to take control of the commandpost(on the
    first floor in the feldkommandantur) and the flag outside to get another forward spawn.
    To get access to the main entrance area allies have to either :
    1. Steal the big shell from the ground floor in the ammo bunker, take it to the gun and fire
    it to blow the wall.
    2. Blow the ammo cache on the third floor in the ammobunker to get access to the tunnel
    to the radio bunker.
    Blowing both the wall and the ammo cache will give allies another forward spawn in the ammobunker.
    There is a pile of crates and barrels at the feldkommandantur that can be stacked to form
    an alternative way into the ammobunker.
    With access the entrance area, all allied now have to do, is to steal a steal the codebook
    from the locker on the top floor in the radio bunker. Open the gate by repairing the gate-
    control, and escape with the book to truck outside the main entrance.
    Plan "B" is to sneek in with a disguised covert op and an engineer through the axis teamdoors.
    Please mail me if you have any comments on the map.
    Known bugs an errors:  None
    I want to thank the following for: 
    Prerealease testing & ideas: Logan, Marko & GertH
    Providing testservers: MacBeth, Shazam & S.S.HeirPie
    Command map: Gerth6000
    Prefabs: Drakir
    Betatesting: Gerth6000, Marko, Death, Crazy-Nutter, Logan, JIM_BOB7813, {MFU}Undead 
    S.S.HeirPie, S.S.Arschmo, S.S.Druid, S.S.NightRaven, S.S.{EU}PoNS, S.S.Darkness 
    =XIII=JupiLer, =XIII=KeiFront, [FuN]HekkeH, TWIXMIX, Carlsen, Wauyeah, Svarvsven
    Shazam, [Yop]gorobei, Dutchman, |KillerbeE|, [BB]Kennie, [FuN]Choller, CsC.Bouncer 
    CsC.Kobayashi, -7Co- LeGlaude, -7Co- Pithivier, -7Co- Burniole, -7Co- Chef Chau 
    [RDC]YourLeftNut, |PWC|capone, [BB] Driekske04, [fP]VoRdHoSbN, ZeN|YHCIR 
    [FuN]Xander, [fP]HardKiller, [fP]VoRdHoSbN, =WF= Lance Dance, =WF= snake 
    And special thanks to S.S.HeirPie for all the last minute testing.
     

    7 downloads

       (0 reviews)

    0 comments

    Updated

  23. dm_metro_te + waypoints

    Author        : Qualmi
    Location    : Germany
    E-mail        : [email protected]
    Game        : Wolfenstein - Enemy Territory
    Date        : 24.03.2009
    Information
    Metro: Deathmatch.
    Credits
    - SD for this great game
    - the ppl of radiant
    - Texturemakers
    - The ppl who created all those tutorials:
        http://s49.deinprovider.de/vbarticles.php
        http://www.pythononline.co.uk/et/tutorial.htm
        http://www.nibsworld.com/rtcw/
        me also wrote a german scripting tutorial. check it out:
        http://s49.deinprovider.de/showthread.php?t=15892
    - Berzerkr for offering and remaking the commandmap
    - Splashdamage forum for all the help
     

    11 downloads

       (0 reviews)

    0 comments

    Updated

  24. Desertfortress + waypoints

    problems with timing map
    briefing "Allies have to destroy the radar of the Axis, and Axis have to destroy the 75mm ammo of the Allies"
    axiswintext "The Axis defences were tougher to crack than the Allies suspected. The Allies' dismal failure to take the Oasis position by either guile or force has held up their armoured advance for weeks. Allied Supreme Command are unimpressed with the quality of troops made available to them. The Axis forces have shown themselves to be heroically skilled in defence and can rest secure in the knowledge that their military ability has been proved superior to the Allies. The Axis will retain sizable forces in North Africa for some time yet."
    alliedwintext "The Allies' daring attack has inflicted an important defeat on the Axis forces. With the Oasis emplacement destroyed, the Allies are free to advance. Their flair for attacking strongly held defensive positions bodes well for their future engagements. The Axis have shown themselves insufficiently resilient in defence. Despite the advantage of a prepared position, they lacked fighting spirit and demonstrated a sorry lack of tactical sense. They will have to do much better to avoid their High Command’s displeasure. This audacious Allied success may well pave the way for further Axis reverses."
    Creator: Lennyballa
    Contact: [email protected]

    Map info:

    Axis:

    You have to destroy the 75mm ammonution storage, located in the
    Allied Base, at the top left tower. Before you can enter the base,
    you have to blow up some walls:

    The West Wall
    The Side gate
    The Main gate
    The wooden gate

    Both main gate and wooden gate are constructable, so make sure you
    blow up the other walls first.

    Allies:
    Your objective is to destroy the communication system of the Axis,
    wich is located in the center tower of the base. Entering it won't
    be easy, since you have to blow up:
     
    The Main Gate
    The Sewer entrance
    The Side wall
    The garage door
    Good luck soldier

    How to install:

    Place the .pk3 file in your /etmain directory. Example: C:/games/Wolfenstein - Enemy Territory/etmain.
    Don't create other folders.

    Fixed in 0.2:

    -Added extra spawnpoints
    -Added some extra mg at bunkers
    -Fixed wall jump bug
    -New command map
    -Selectable spawns
    -Custom image
    -New thumbnail
    -Added a garage with ammo/health cabinets
    -Fixed the fan (Its now rotating )
    -Added some lights and plants
    -Redone the Axis base a little bit
    -More optimazed fps

    9 downloads

       (0 reviews)

    0 comments

    Updated

  25. decoder_beta4 + waypoints

    with silent mod on their server almost  of the guys have their game crashed 
     
    The allies must infiltrate the axis research station and destroy the stolen decoder but the axis have made two decoy devices! The axis must delay the allies until they have found out how the device works
    // Axis Objective Descriptions
    1    "Primary Objective:**Protect the forward spawn area"
    2    "Primary Objective:**Defend the research stations main door"
    3    "Primary Objective:**Defend the real decoder unit"
    4    "Secondary Objective:**Don't allow the allies to outflank you using the ramp"
    5    "Secondary Objective:**Guard the entry through the sewers"
    6    "Secondary Objective:**Protect the document the reveals the location of the real decoder"
    // Allied Objective Descriptions
    1    "Primary Objective:**Capture flag and forward spawn"
    2    "Primary Objective:**Destroy the research stations main door"
    3    "Primary Objective:**Locate and destroy the real decoder unit"
    4    "Secondary Objective:**Build the ramp so you can outflank the axis defences"
    5    "Secondary Objective:**Gain entry to the research station through the sewers"
    6    "Secondary Objective:**Find the document the reveals the location of the real decoder"
    Author : Leif Hugo 'Life' Vårum Email : leifhv address : @yahoo.com
    Map Information
    Game : Return to Castle Wolfenstein: Enemy Territory Title : Decoder_Beta4 Filename : decoder_beta4.pk3 Version : Beta 4 Version Release date : 26/02/2006 Decription : Beta4 release of a map with relocatable objectives. Installation : Place the decoder_beta4.pk3 in your etmain folder, select it from the multiplayer->create server menu or bring down the console and type: map decoder_beta4 Also, if you're running ETPro put the file called decoder_etpro.pk3 in

    18 downloads

       (0 reviews)

    0 comments

    Updated

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