Jump to content

maps S

Sign in to follow this  

52 files

  1. SuperGoldrush_Final + waypoints

    goldrush map but the funny map version

    The starting time limit is now 8 minutes. When the Allies steal the tank, the time limit will be extended to 20 minutes. When the tank gets past the first barrier, the time will be extended to 25 minutes. When the tank gets into the bank courtyard, the time limit will be extended to 30 minutes. This makes it for the Allies have to steal the tank quickly, but once they get it in the courtyard they have much more time to get the gold.
    • Tons of things are now buttons you can press, and something (funny) will happen. See something that is by itself, or something that catches the eye? Try going up to it and pressing activate. Something might happen!
    • Allies can flood the bank by pressing a button in the "Control Room". They can only press this button every 2 minutes. Flooding the bank will kill most people inside. Although this will kill people inside, while the bank is flooding no one can get into the bank. So use it when the time is right. Only Allies can press this button.
    • Allies OR Axis can kill people in the bank entrance by pressing a button in the "Control Room". This will make a few spikes drop down from the ceiling killing anyone in their path. This button can only be pressed every 60 seconds.
    • Improved lighting
    • New textures in a few places
    • You can now plant landmines on the bridge.
    • There is now a room up high I now dub "the control room". Inside is a table and when you press a button a few special things will spawn on the table. There is also monitors there showing different parts of the bank. Also there are now buttons there that activate traps in the bank and you can see the traps in the monitors. (Great Fun!!)
    • Most chicks taken out due to request by a few servers that wanted to run the map. In place of them are either new passages or new pictures.
    • Easier to get inside the bridge
    • MG nest by the 2nd tank barrier has been re-made
    • A few buildings taken out
    • Even MORE rooms and paths
    • All bugs fixed (I Hope, since this if the final version and I won't be able to fix any after this)
    • Tons of useless "decorative" structures removed to speed up compile time and to better FPS.
    • Tons of stuff now caulked, even more caulk then the original goldrush so FPS *should* be better.
    • Almost every clip (prevents people from walking or flying somewhere) removed; except for ones that are nessesary, like on stairs. This will allow you to go almost anywhere you desire but the downside is if you go up too high you will see much of the map invisible due to caulking. 
    • I included the .map file in the pk3 if you want to see how anything is done. I thought, well if the original goldrush is going to be open source then why not SuperGoldrush? Feel free to use anything I made in it as long as you give me credit in your readme (like I am giving credit to people).
     

    35 downloads

       (0 reviews)

    0 comments

    Updated

  2. sw_el_kef + waypoints

    waypoints:  [UJE]3Captain   19 June 2019     based on the el_kef_final script native12
    // Axis Objective Descriptions
    1    "Primary Objective:**Breach the main entrance gate."
    2    "Primary Objective:**Rob the radio transmitter."
    3    "Primary Objective:**Return the transmitter to the escape truck."
    4    "Secondary Objective:**Build the command post."
    // Allied Objective Descriptions
    1    "Primary Objective:**Protect the main entrance gate."
    2    "Primary Objective:**Don't let the Allied commando rob the radio transmitter."
    3    "Primary Objective:**Don't let Allies escape with the transmitter."
    4    "Primary Objective:**Build the command post."

    14 downloads

       (0 reviews)

    0 comments

    Updated

  3. sandstorm_beta3 + script timelimit + waypoints

    ALLIES
    original time limit is 40 with the script it is t 30 mns so for servers admins put the script in your server ftp /silent/mapscripts ( script mades by Ets|Kate ) tank is buggy times to times  // Axis Objective Descriptions
     1 "Primary Objective:**Defend the Tank."
     2 "Primary Objective:**Disable the Tank."
     3 "Secondary Objective:**Defend the Vault door."
     4 "Secondary Objective:**Defend the Gold."
    5 "Secondary Objective:**Recover the Gold."
    6 "Secondary Objective:**Command Post."

    // Allied Objective Descriptions
     1 "Primary Objective:**Steal the Tank."
    2 "Primary Objective:**Protect the Tank."
    3 "Secondary Objective:**Blow the Vault door."
     4 "Secondary Objective:**Steal the Gold."
     5 "Secondary Objective:**Secure the Gold."
     6 "Secondary Objective:**Command Post."

    51 downloads

       (1 review)

    0 comments

    Updated

  4. siwa_teuthonia + waypoints

    hunkmegs need to be at 128 
     
    Background of the Teuthonia maps:
    Siwa_Teuthonia is directly connected to the already released map Teuthonia and plays right before Teuthonia. The Teuthonia maps are finally supposed to be a trilogy with Siwa_teuthonia being the first map, Teuthonia the second map and the third map will be called Port_Teuthonia. So one big story going over three maps.
    Story:
    On their way to Teuthonia, an allied airplane crashed in the nearby oasis Siwa. The surviving allied soldiers must now make their way into the village of Teuthonia. To do so, the allies need to capture the spawn in the siwa ruins and destroy the siwa wall. In the siwa ruins, the allies need to push a button to lower a fence to make a dropzone accessible. The allies now must make their way to this dropzone. Once an allied player enters the dropzone, allied air support is called and an allied airplane will come and drop an ammunition box by a parachute. Once the ammunition box has landed, the allies must bring this box to a nearby broken artillery gun (which turns on a green light on the gun rotation panel). The gun now has to be repaired, which turns on a second green light on the gun rotation panel, thereby enabling that the artillery gun can be rotated. The axis can destroy the gun, but only as long as it has not been rotated. When the gun rotation control shows two green lights (gun loaded and repaired), the allies can push a button at the gun rotation control panel, which rotates the artillery gun towards the entrance gate of Teuthonia. Once the gun has been rotated, the gun can’t be destroyed anymore and a green light will turn on at the gun fire control panel. The allies now have to fire the gun to destroy the entrance gate of Teuthonia.
    – In the Siwa ruins, the allies can repair a waterpump which will free up a tunnel that ends close to the drop zone.
    – Allies can create an alternative Spawn by repairing the Allied Commandpost
    – in the Siwa ruins the allies can destroy a side entrance to have an alternative route to the drop zone
    – every axis player can call air support via an airstrike control panel. Once called, an axis junker88 will fly by and shoot 5 rockets to key way points frequently used by allies. The air support can only be called every 3 minutes, which is indicated by a timer on the control panel and that runs down from 3 minutes after an air strike has been called.
    | Objectives:..
    | Allies:..
    | 1:..Capture the Siwa Spawn
    | 2:..Destroy the Siwa Wall
    | 3:..Lower the dropzone fence
    | 4:..Enter the dropzone to call air support
    | 5:..Bring the ammunition box to the artillery gun to load the gun
    | 6:..Rotate the artillery gun towards the gate of Teuthonia
    | 7:..Fire the artillery gun to destroy the gate of Teuthonia
    |
    | Secondary objectives
    | – built the waterpump to access the tunnel
    | – built the command post to create an alternative Spawn
    | – Destroy the axis command post command post
    | Axis:..
    |
    | 1:..Prevent the Allies from capturing the Siwa Spawn
    | 2:..Prevent the Allies from destroying the Siwa wall
    | 3:..Prevent the Allies from lowing the dropzone fence
    | 4:..Prevent the Allies from from reaching the dropzone and from calling air support
    | 5:..Prevent the Allies from loading the artillery gun
    | 6:..Prevent the Allies from rotating the artillery gun
    | 7:..Prevent the Allies from firing the artillery gun
    Secondary objectives
    |
    – destroy the waterpump to prevent the allies from using the tunnel
    | – call air strikes to prevent the allies from reaching the dropzone
    – built the command post
    | – Destroy allied command post command post

    23 downloads

       (0 reviews)

    0 comments

    Updated

  5. sfx_endor + waypoinys

    The Troopers have landed on Endor to destroy the Shield Generator providing the Dark Star with an impenetrable protection
    (just a lil textures problems)

    16 downloads

       (0 reviews)

    0 comments

    Updated

  6. sw_goldrush

    Description : sw_goldrush competition map Additional Credits to : id software and Gray Matter Beta testing: Truck barrier being built and truck rolling through it should be fixed. ***Changes in beta6 after play testing*** 1. Command Post moved to ladder room near bridge. Allies can spawn forward if CP is built and after tank blows bank doors. 2. The 2nd Tank barrier and 2nd Truck barriers removed. Tank barrier #1 still in place and Truck barrier #1 is where tank barrier #2 was under bridge. 3. Stationary MGs near bank and behind bridge removed. 4. Tank run ends on bridge and blows Bank doors. Added an outcove/overhang area for tank to turn in to blow Bank doors. (After tank blows Bank doors the next time tank is damaged its no longer repairable as this would slaughter the Axis) 5. Only one gold crate needs to be secured in truck. 6. Truck is indestructable. Its been moved to a spot behind the bridge near ladder room stairs where 2nd tank barrier was. Its runs under the bridge and makes a right turn at island in front of bank and continues on its original track. This will give the Axis a last ditch effort to stop the allies. 7. Broken Patio added at tank depot main door to keep mines from being planted in doorway only. 8. Timelimit shortened to 15 min. 9. Un-openable door by old stationary MG & old truck spot on side of bank in arch now gets blown out by tank blast also. 10. Tank and Truck speeded up to 1.25 b_moverscale. 11. Target Locations added and works with version 3.1.8 of etpro and above. 12. You spawn at a new Forward Spawn if CP is built and bank doors are blown. Both must be done. ******** Play Description *********** SW_Goldrush //
    Axis Objective Descriptions
    1 "Primary Objective:**Stop the Allies from stealing the Tank from the Axis Tank Depot."
    2 "Primary Objective:**Disable or obstruct the Allied-held Tank to prevent it from reaching the Bridge outcove."
    3 "Primary Objective:**Prevent the Allies from using the Tank to blow open the Bank Doors."
    4 "Primary Objective:**Stop the Allies from stealing the Gold from the Bank Vault."
    5 "Primary Objective:**Stop the Allies from escaping with the Gold via a Truck behind the bridge."
    6 "Secondary Objective:**Prevent the Allies from establishing a Command Post inside the Ladder Room."
    7 "Secondary Objective:**Set up a Command Post inside the Ladder Room." //
    Allied Objective Descriptions
    1 "Primary Objective:**Steal a Tank from the Axis Tank Depot."
    2 "Primary Objective:**Protect the Tank and escort it to the Bridge outcove, clearing any obstructions along the route."
    3 "Primary Objective:**Escort the Tank into position on the bridge to blow the Bank Doors open."
    4 "Primary Objective:**Steal the Gold crate from the Bank Vault."
    5 "Primary Objective:**Escape with the crate of Gold using the Truck behind the bridge."
    6 "Secondary Objective:**Establish a Command Post inside the Ladder Room" 7 "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post inside the Ladder Room." -
    Construction - Base : ETs Goldrush map redone for competition stopwatch play Editor(s) used : GTKRadiant Known Bugs : None. - Copyright / Permissions - This level is (c) 2004 Dan Dorn. You may not include or distribute this map in any sort of commercial product without permission from the author. You may not mass distribute this level via any non-electronic means, including but not limited to compact disks, and floppy disks. You may not Redo/reproduce/update this map in any way without permission from the author.

    11 downloads

       (0 reviews)

    0 comments

    Updated

  7. supplydepot3 + waypoints

    Supply Depot 3
    !!Best & intended appearance viewed when played at the brightness level suggested!!
    !!on the brightness calibration screen.!! I focused on this point to ease the pain on my
    ears from those who complain about night maps and not enough brightness.Argh-they're never happy.hehe
    _______________________________________________________________
    Original Map Author: Ginc
    Secondary Author/modder: EB    EMAIL: [email protected]
    Supplydepot3 map for Enemy-Territory
    To use: Place the .pk3 file into your etmain folder.
    _______________________________________________________________
    **Changes**
    Winter look w/ some slight cave brush-manipulation & surfaceparms for steps added to ground level shaders.
    Changed crane controls and moved them so they are no longer able to be satcheled through the wall
    scripting fixes added
    Back window by crane is larger to see through but plated with glass
    Truck must go slightly further into the garage that has been added
    **Added**
    Health and ammo cabs @ command post ( when allies construct )
    Axis 2nd spawn rear exit building for aesthetics
    spotlights
    a garage - winning allied truck exit
    allied 1st spawn now contains an mg nest
    1 new sound file for the radio @ flagged checkpoint
    binocsimple shader remapped to infrared-type focal
    [other small changes may have been forgotten to be flagged here]
    ______________________________________________________________
    **THANKS**
    Thanks to Ginc for letting me make this version.
    Thanks to Mortis for a couple of things; the attention to fixing the old scripting bug & for allowing me to
    contact Ginc for permission to re-make this map with alterations and the script fixes.
    The guys @ ET.com/forums that discussed this map's problematic things with me (otherwise I would have never moved the crane controls + other things)
    Splash Damage
    id
    q3map2'makers
    all else involved in the game's creation
    & Anyone else I may have forgotten.
    _______________________________________________________________
    Visit some good links:
    www.splashdamage.com       and come into the mapping forums
    www.enemy-territory.com    and come into the mapping forums
    Beginning mapper tutorials on my page @
     http://home.earthlink.net/~et_tutorials/
    _______________________________________________________________
     
    Copyright © 2004
    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

    13 downloads

       (0 reviews)

    0 comments

    Updated

  8. supplydepot2 + waypoints

    briefing "Allied intelligence has discovered that the Axis forces are temporarily storing a large shipment of gold at a supply depot near the German border. The Allies have to drive a truck into the supply depot to steal the big ass crate of gold using a crane. The Axis have to defend the Depot and protect the gold for 15 minutes. *** VERSION 2 (spawnfix) ***"

    19 downloads

       (0 reviews)

    0 comments

    Updated

  9. supply_desert + waypoints ( supplydepot2 )

    Supplydepot 2 Desert Version (supply_desert) by StoerFaktoR - This map is only re-textured to an desert version. The gameplay is the same as the original map.
    briefing "Allied intelligence has discovered that the Axis forces are temporarily storing a large shipment of gold at a supply depot near the German border. The Allies have to drive a truck into the supply depot to steal the big ass crate of gold using a crane. The Axis have to defend the Depot and protect the gold for 15 minutes. *** VERSION 2 (spawnfix) ***"
    Rating ENABLED for this map. Map Type: OBJ Map Size: Small Map Theme: Desert Attacker: Allies Description:
    (the readme file)

    Allies have to capture the forward bunker and destroy the gate for the truck.
    This truck has to come to the Depot and steal gold.
    Axis have to prevent this actions to win the map.

    Supply Desert is nearly exact the same map as Supply Depot but just a few changed like another template for a hot region has been added.

    18 downloads

       (0 reviews)

    0 comments

    Updated

  10. supply + waypoints

    briefing "Allied intelligence has discovered that the Axis forces are temporarily storing a large shipment of gold at a supply depot near the German border. The Allies have to drive a truck into the supply depot to steal the big ass crate of gold using a crane. The Axis have to defend the Depot and protect the gold for 15 minutes."

    14 downloads

       (0 reviews)

    0 comments

    Updated

  11. summer_palace_b1 + waypoints (.way))

    Author        : Blushing_Bride 
    Email address    : [email protected]
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : summer_palace_b1
    Filename    : summer_palace_b1.pk3
    Version         : Beta1 Version
    Release date    : 5/07/2004
    Decription    : A medium sized map designed for competition and public play
    Installation    : Place the summer_palace_b1.pk3 to your etmain folder, select it from the multiplayer->create server menu or
                      bring down the console and type: map summer_palace_b1.
    ---------------------------------------------------------------------------------------------------------------------------
     Objectives
    ---------------------------------------------------------------------------------------------------------------------------
    # The Allies need to try and retrieve both radar parts from the courtyard area
    # The Axis need to stop the Allies from doing the above
    ---------------------------------------------------------------------------------------------------------------------------
     Additional Map Information/Credits
    ---------------------------------------------------------------------------------------------------------------------------
    Prefabs and thanks        : Ifurita and team for making the source of byzantine and vengeance maps avaible for me to steal such things as Command posts. Iffy's webby http://planetwolfenstein.com/4newbies/
                                Drakir for helping me do the returnable objective script and some prefabs. His webby http://www.drakir.tk/
                                Many thanks to everyone at http://www.splashdamage.com/ for information about mapping
                                Tanks alot to clan NW for help with testing. http://www.clan-nightwatch.org/
                                And thanks to anyone else who feels that they deserve thanking who i might have forgotten. Send me an email and ill make a big thanks to you in the next release. 
                      
                      
    ----------------------------------------------------------------------------------------------------------------------------
     Testing
    ----------------------------------------------------------------------------------------------------------------------------
    # This needs testing. I have no idea about this but if you play it and think
    it's rubbish then please let me know why so i can fix it for a final release at a later date. If you want to host this map
    on a server then please do so but let me know so that i can join in.Feel free to discuss this map at 
    http://www.clan-nightwatch.org/ and leave feedback and advice on what to fix and what to balance
    -------------------------------------------------
    Copyright © 2004 
    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.
     

    15 downloads

       (0 reviews)

    0 comments

    Updated

  12. subway + waypoints

    Author : Rowan Drew aka 'aussieAllie' playing ET, 'ausman' in the forums
    Email address : [email protected]

    The axis forces are held up in a rich resource African city. The allies must elimate the axis forces hidden in the city's subways in order to gain a hold on Africa . It's an smoke em out and slaughter fight."
        briefing        "While on the retreat the Axis have planted dynamite in an key african city subway which threatens to destroy its foundations. The Allies have to remove the dynamite threat and detonate the explosives before valuable resources are detroyed."

    Game : Return to Castle Wolfenstein: Enemy Territory
    Title : subway
    Filename : subway.pk3
    Release date : 12-07-2005
    Decription : While on the retreat the Axis have planted dynamite
    in an key african city subway which threatens to
    destroy its foundations. The Allies have to remove
    the dynamite threat and detonate the explosives
    safely before valuable resources are detroyed.
    The dynamite planted contains tapped circuits and
    disarming them will only trigger the blast.

    Program : SD Radiant 1.4.0

    Build time : 18 months off and on
    Compile time : 12 mins
    Compile machine : (most development) pIII 450mhz, 320mb ram, TNT16mb
    yes it is possible to map with this!!(except for lighting)
    (final development and compile) P4 2.5Ghz, 1024mb ram, Geforce2 64mb

    Installation : Place the subway.pk3 to your etmain folder, select it from the multiplayer->create server menu or
    bring down the console and type: map subway
    NOTE: Please Make sure any previous releases of subway have been removed
    from your etmain directory.

    Custom Textures : 33
    Custom Sounds : 34
    Custom Models : 8
    Info!

    This is my second map in what will hopefully be of many. After 18 long months of a
    hugh learning curve and countless hours of cursing, throwing, crying, searching for
    answers in the darkest of places and juggling time between study, work and mapping,
    Finally this map has gone final, its taken a long time but I finally got it at this stage.

    #Some interesting facts are;
    3 scripted trains
    2 scripted boagies
    1 truck stolen from goldrush
    1 script which has been really heavily sworn at
    192 splines used
    348 models used
    151 script movers
    8459 lines of script
    6 design programs used
    28 fights with the girlfriend over spending too much time with the map
    48 crashes of my computer somehow related to my map
    630hrs+ trying to nut out problems

    #. version FINAL info
    ==compile==
    q3map2.5.16
    :BSP -meta -mv 1024 -mi 6144
    :VIS -vis -saveprt
    :LIGHT -light -fast -samples 2 -filter -patchshadows -external -lightmapsize 256 -approx 8

    ==problems fixed==
    1. Some subways have been remove to make layout more straightforward

    ==new things included==
    1. Escalators now are animated
    2. Subways have been more tuberised
    3. Signs added in subways so people have a better idea of where they're going
    4. Wall posters added, posters from poster pack at www.wolfensteinx.com/Surface/files.html
    5. tyre track decals added to city streets
    6. more detail in the subways
    7. ground train signals changed to lever style
    8. Last man standing script now included
    9. target locations added

    #. version BETA3,BETA2,BETA info and complete readme

    -------------------------------------------------
    Special thanks and Credits to:
    -------------------------------------------------
    A very special thanks to Detoeni who designed the train models and made them move smooth as a
    baby's bottom, helped redesign some of the hull, and for putting his time and effort on anything else.
    Also to WeblionX for giving me advice and pointers and the kind people at surface forums, www.wolfensteinx.com/surface/forums
    Feel like u want to map come down to surface and we'll help you get started.
    You great peps at Splashdamage forums, www.splashdamage.com/forums
    All server admins, and players of the maps who pointed out some of the issues for me
    The makers of ET, Splashdamage
    Numerous tutorial makers
    My poor pIII for putting up with me once again, u did well baby
    Last but not least my girlfriend Nikky, who kept me sane so far during the tough times plus more again(b2) and again(b3) and again(final).

    -------------------------------------------------
    Copywrite
    -------------------------------------------------
    Copywrite Rowan Drew 2005. All rights reserved. This pk3 is allowed to be downloaded
    and redistributed for free but in no ways is the contents to modified or re-used without the consent from
    the author, email [email protected] Always happy to help. 

    20 downloads

       (0 reviews)

    0 comments

    Updated

  13. storehouse + waypoints

    hunkmegs   need to have more than 56
    1944: The west front between the allied armed forces and the German Wehrmacht has come to a dead stop.
    During a cross-fire, the Allies capture a supply truck. On the front seat: a map showing a huge secret storehouse...
    Axis Objective Descriptions
    1 Primary Objective: Keep the Allies from constructing their own transmitter.
    2 Primary Objective: Do not let the secret freight document fall into the hands of the enemy!
    3 Secondary Objective: Defend the main entrance! The Allies will try to use the tank against you, so stop the tank before they can reach the gate!
    4 Secondary Objective: Prevent the Allies from blowing up the side entrance of the storehouse. Once inside they will gain a tactical advantage!
    5 Secondary Objective: Construct the command post and defend it!
    6 Secondary Objective: Defend the lower bunker door! Once destroyed it will give the Allies a tactical advantage over you.
    7 Secondary Objective: Defend the flag with your lives!
    8 Secondary Objective: The generator opens and closes the bunker doors and windows, and operates the elevator. Defend it!

    Allied Objective Descriptions
    1 Primary Objective: Steal the secret freight document and take it to the transmitter.
    2 Primary Objective: Construct your own transmitter to broadcast the stolen document.
    3 Secondary Objective: Construct the command post and defend it!
    4 Secondary Objective: Blow up the side entrance of the storehouse. Once inside you will have a tactical advantage!
    5 Secondary Objective: Use the tank to destroy the main entrance!
    6 Secondary Objective: Destroy the lower bunker door! Once destroyed it will give you a tactical advantage.
    7 Secondary Objective: Capture the flag and defend it!
    8 Secondary Objective: The generator opens and closes the bunker doors and windows, and operates the elevator. Repair

    21 downloads

       (0 reviews)

    0 comments

    Updated

  14. Stonehenge_KOTH + Stonehenge KOTH Fix + waypoints

    // Allies control all objectives at the start (0 == AXIS, 1 == ALLIED)
    wm_objective_allied_desc 1 "Primary Objective:**Hold the objective for a total of 5 minutes!"
    wm_objective_axis_desc 1 "Primary Objective:**Hold the objective for a total of 5 minutes!"
    // SHORT DESCRIPTIONS
    wm_objective_short_axis_desc 1 "Hold the objective"
    wm_objective_short_allied_desc 1 "Hold the objective"  
    What's New in Version pk3
    The fix is recommend for every server which have at least 24 slots/players. The file was made because "Holding the flag for less than 10 seconds does not count". Fixes: - the map time incrased from 10 to 15 min. - the teams must hold the flag for 4 minutes instead of 5 minutes - If the time is over and the teams dose not finish the objective the winner team is who hold the flag - which team have own the flag will spawn faster (5sec instead of 10sec) - In the original version the timer work from 4min. to 0min. Now in the fix2 the timer count from 0min to 4min. Plus - voice and extended text announces for the objective - the text announce for the axis team dosen't work at 2 minutes, fixed too

    26 downloads

       (0 reviews)

    0 comments

    Updated

  15. steelplant2 + waypoints

    Changes in steelplant2 pk3
    Version pk3 Version info: New version, there is no such thing as a final version! #. Changed the spawntimes from 1 second to 15-Allies, 25-Axis #. Added Teamdoor on the Yard, Allied CVOps can open. #. Fixed small bug with dyno at Grate. #. Added railings at the inner Room. #. Added a few small things to some places for more hideouts. #. Added a new path from mid floor to one of the spawns inside. #. Added 2 new textures of clan M8D Logotypes. ALLIED
    Allies:
    Get the Prototype inside the well and bring it to the exit door at the far end of the map.

    Axis:
    Defend the Prototype in the well. What's New in Version pk3
    Version info:
    New version, there is no such thing as a final version! #. Changed the spawntimes from 1 second to 15-Allies, 25-Axis #. Added Teamdoor on the Yard, Allied CVOps can open. #. Fixed small bug with dyno at Grate. #. Added railings at the inner Room. #. Added a few small things to some places for more hideouts. #. Added a new path from mid floor to one of the spawns inside. #. Added 2 new textures of clan M8D Logotypes.

    25 downloads

       (0 reviews)

    0 comments

    Updated

  16. steal_v1 + waypoints

    Mapname: Steal_v1
    Version: 1.0.0
    Gametype: CTF (Capture the flag)
    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 Steal_v1.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 steal_v1
    7. play!
    ==> NOTE: no bot support added.
    -install on a server:
    1. Download the Steal_v1.pk3 file
    2. Put the pk3 file into the "etmain" folder
    3. if needed, add to your fastdownload server
    4. add map "steal_v1" to your maprotation.cfg (or other depending on mod)
    6. (re)start server
    7. play and have fun!
    Allied main objective:
    Use the teleporters to get to the axis base, here you must try to steal all 5 Gold crates
    solen gold crates have to be deliverd to 1 of the pillars in allied base.
    Allied secondary objectives:
    - Construct brige nr 1
    - Construct brige nr 2
    - Construct the command post
    Axis main objective:
    Use the teleporters to get to the aliied base, here you must try to steal all 5 Gold crates
    solen gold crates have to be deliverd to 1 of the pillars in axis base.
    AXis secondary objectives:
    - Construct brige nr 1
    - Construct brige nr 2
    - Construct the command post
    1. Special thanks to HEX|Fate for awnsering most of my questions
    2. Special thanks to Marco (from MLB-maps) for helping me solving my questions
    3. Special thanks to 1869*_Spirit for helping testing and finding bugs
    -=-=-=-=-=-Other-=-=-=-=-=-
    - few new textures included
    - 16 textures included
    - added lava texture
     

    16 downloads

       (0 reviews)

    0 comments

    Updated

  17. Shivta02 + waypoints

    The Allies have to destroy the NorthWall and must steal the book which brought to the table

    23 downloads

       (0 reviews)

    0 comments

    Updated

  18. secret_bay_et (etsbay) + waypoints

    // Allied Objective Descriptions
    - Steal two crates of Gold from the Bank and Escape with the crates of Gold using the U-Boot in the Sea
    - Constuct the Wood Bridge
    - Construct an Assault Ramp up the East side of the Bunker
    - Construct an Assault Ramp up the West side of the Bunker
    - Destroy the Main Entrance
    - Destroy the Side Entrance
    - Destroy the Bank Door
    - Capture the Spawn Flag of the Forward Bunker
    - Stop the Axis from constructing a Command Post in the Side Bunker
    - Repair the Water Pump on the Beach
    ------------------------------------------------------------------
    // Axis Objective Descriptions
    - Stop the Allies from stealing the Gold from the Bank
    - Stop the Allies from escaping with the Gold via a U-Boot in the Sea
    - Prevent the Allies from constructing an Assault Ramp up the East side of the Bunker
    - Prevent the Allies from constructing an Assault Ramp up the West side of the Bunker
    - Defend the Main Entrance
    - Defend the Side Entrance
    - Defend the Bank Door
    - Capture the Spawn Flag of the Forward Bunker
    - Stop the Allies from constructing a Command Post in the Side Bunker
    - Prevent the Allies from establishing a Water Pump on the Beach
    - Prevent the Allies from establishing a Wood Bridge

    21 downloads

       (0 reviews)

    0 comments

    Updated

  19. saberpeak_final + waypoints

    Changes in saberpeak_final pk3
    Version pk3 MAP DESCRIPTION A small secluded beach resort proved to be the ideal place for the axis to establish a secret docking station for their u-boats. Surrounded by very tall cliffs, the small Saberpeak gulf is well hidden from prying   eyes and unwelcome visitors. A small group of allied forces were sent on a mission along the coast to find the secret base and destroy any u-boats in its hangar. This will prove quite difficult since the axis have heavily fortified the resort turning it into an impenetrable fortress. To make things even worse an ammo shipment sent to supply the allies assault boat was intercepted by the axis leaving the allies severely weakened. RECOMMENDED NUMBER OF PLAYERS: The map has a lot of open spaces and it was meant to be played with a large number of players. Personally I recommend a minimum of 15 and a maximum of whatever your server can handle before it goes up in flames. That being said however, it's up to you. **************************KNOWN ISSUES********************************* 1) There is a small bug where if the boat gets damaged while it is destroying the boulder blocking the side path and an allied player is on the boat during this time, the boat will not be repairable even though it is damaged. To fix this bug the allied players have to get off the boat until the boat becomes repairable (which should take about 1 or 2 seconds). 2) Because the map is so big there are certain limitations imposed by the game. These have to do with the maximum distance a projectile can travel which is 8192 game units. Although this distance is very large, there are certain points in the map where you can see this far (and probably more) which means that if you shoot at a player further than 8192 units your bullets simply wont reach. This restriction doesn't apply to scoped weapons. Allied
    ALLIES:
    Primary:
    1)Escort the assault boat to the old dock.
    2)Steal the ammo from the truck and load it onto the boat.
    3)Escort the boat to the resort gates and use the boat cannons to destroy the entrance.
    4)Destroy the submarine.
    Secondary:
    1)Destroy the side wall
    2)Construct the command post
    AXIS:
    1)Don't let the allies steal the ammo.
    2)Stop the boat from destroying the resort gates.
    3)Protect the submarine.
    Secondary
    4)Construct the command post.  
    MAP DESCRIPTION A small secluded beach resort proved to be the ideal place for the axis to establish a secret docking station for their u-boats. Surrounded by very tall cliffs, the small Saberpeak gulf is well hidden from prying eyes and unwelcome visitors. A small group of allied forces were sent on a mission along the coast to find the secret base and destroy any u-boats in its hangar. This will prove quite difficult since the axis have heavily fortified the resort turning it into an impenetrable fortress. To make things even worse an ammo shipment sent to supply the allies assault boat was intercepted by the axis leaving the allies severely weakened. RECOMMENDED NUMBER OF PLAYERS: The map has a lot of open spaces and it was meant to be played with a large number of players. Personally I recommend a minimum of 15 and a maximum of whatever your server can handle before it goes up in flames. That being said however, it's up to you. **************************KNOWN ISSUES********************************* 1) There is a small bug where if the boat gets damaged while it is destroying the boulder blocking the side path and an allied player is on the boat during this time, the boat will not be repairable even though it is damaged. To fix this bug the allied players have to get off the boat until the boat becomes repairable (which should take about 1 or 2 seconds). 2) Because the map is so big there are certain limitations imposed by the game. These have to do with the maximum distance a projectile can travel which is 8192 game units. Although this distance is very large, there are certain points in the map where you can see this far (and probably more) which means that if you shoot at a player further than 8192 units your bullets simply wont reach. This restriction doesn't apply to scoped weapons.

    29 downloads

       (0 reviews)

    0 comments

    Updated

  20. sw_goldrush_te + waypoints

    Title                   : sw_goldrush            
    Date                    : 17/Jan/2005 6:08                                
    pk3 name        : sw_goldrush_te.pk3
    Filename        : sw_goldrush_te.bsp
    Authors                  : RivrStyx(mapping) & kNoX (Ideas)
    Email Address           : mailto:[email protected]
    Web            : http://www.planetquake.com/pur3maps - http://www.team-resurrection.net - http://as.clanbank.com/
    Description             : sw_goldrush competition map                       
    Additional Credits to   : id software and Gray Matter
    Beta testing:
    Truck barrier being built and truck rolling through it should be fixed.
    ***Changes in beta6 after play testing***
    1. Command Post moved to ladder room near bridge. Allies can spawn forward if CP is built and after tank blows bank doors.
    2. The 2nd Tank barrier and 2nd Truck barriers removed. Tank barrier #1 still in place and Truck barrier #1 is where tank barrier #2 was under bridge.
    3. Stationary MGs near bank and behind bridge removed.
    4. Tank run ends on bridge and blows Bank doors. Added an outcove/overhang area for tank to turn in to blow Bank doors. (After tank blows Bank doors the next time tank is damaged its no longer repairable as this would slaughter the Axis)
    5. Only one gold crate needs to be secured in truck.
    6. Truck is indestructable. Its been moved to a spot behind the bridge near ladder room stairs where 2nd tank barrier was. Its runs under the bridge and makes a right turn at island in front of bank and continues on its original track. This will give the Axis a last ditch effort to stop the allies.
    7. Broken Patio added at tank depot main door to keep mines from being planted in doorway only.
    8. Timelimit shortened to 15 min.
    9. Un-openable door by old stationary MG & old truck spot on side of bank in arch now gets blown out by tank blast also.
    10. Tank and Truck speeded up to 1.25 b_moverscale.
    11. Target Locations added and works with version 3.1.8 of etpro and above.
    12. You spawn at a new Forward Spawn if CP is built and bank doors are blown. Both must be done.
    ******** Play Description ***********
    SW_Goldrush
    // Axis Objective Descriptions
    1    "Primary Objective:**Stop the Allies from stealing the Tank from the Axis Tank Depot."
    2    "Primary Objective:**Disable or obstruct the Allied-held Tank to prevent it from reaching the Bridge outcove."
    3    "Primary Objective:**Prevent the Allies from using the Tank to blow open the Bank Doors."
    4    "Primary Objective:**Stop the Allies from stealing the Gold from the Bank Vault."
    5    "Primary Objective:**Stop the Allies from escaping with the Gold via a Truck behind the bridge."
    6    "Secondary Objective:**Prevent the Allies from establishing a Command Post inside the Ladder Room."
    7    "Secondary Objective:**Set up a Command Post inside the Ladder Room."
    // Allied Objective Descriptions
    1    "Primary Objective:**Steal a Tank from the Axis Tank Depot."
    2    "Primary Objective:**Protect the Tank and escort it to the Bridge outcove, clearing any obstructions along the route."
    3    "Primary Objective:**Escort the Tank into position on the bridge to blow the Bank Doors open."
    4    "Primary Objective:**Steal the Gold crate from the Bank Vault."
    5    "Primary Objective:**Escape with the crate of Gold using the Truck behind the bridge."
    6    "Secondary Objective:**Establish a Command Post inside the Ladder Room"
    7    "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post inside the Ladder Room."

    - Construction -
    Base                    : ETs Goldrush map redone for competition stopwatch play
    Editor(s) used          : GTKRadiant
    Known Bugs              : None.
    - Copyright / Permissions -
    This level is (c) 2004 Dan Dorn.
    You may not include or distribute this map in any sort of commercial product without
    permission from the author.  You may not mass distribute this level via any
    non-electronic means, including but not limited to compact disks, and floppy disks.
    You may not Redo/reproduce/update this map in any way without permission from the author.

    17 downloads

       (0 reviews)

    0 comments

    Updated

  21. Streets of Italy (italyfp2 + italyfp2_mods) + waypoints

    Also Included: italyfp2_mods.pk3 (
    This file is a patch for the servers running the etpro/noquarter mod. It fixes the issue with the command map icons appearing outside the compass.
    Place italyfp2_mods.pk3 inside the etpro folder in your game directory.
    DO NOT place it in your etmain folder or the command map icons will not be visible on servers that are not running etpro. )

    Description:
    Allies need to work there way around this Italian city and steal the gold from the Axis. and the Axis must protect the gold and the Axis barriers, try to destroy the Allied vehicle.

    Objective info :
    Allies:
    1. Escort the Jeep
    2. Destroy the Market Gate
    3. Destroy the Jeep Barrier
    4. Construct 2 Ramps
    5. Steal the Gold from the Tower
    6. Get the hell out of city!
    OPTIONAL: Build CP
    OPTIONAL: Construct Ladder
    OPTIONAL: Destroy the Tower Wall

    Axis:
    1. Destroy the Jeep
    2. Defend the Market Gate
    3. Construct the Jeep Barrier
    4. Don't let them construct Ramps.
    5. Protect the Gold
    6. Don't let them run away!
    OPTIONAL: Build CP
    Author : IndyJones E-mail : [email protected] :
    Changelog : FIXED: - dynamite issues - looping sounds - Jeep clipping - wallhacking in the tower - some light leaks - mortar issues - Mercedes glass transparency - black lines on the sky ADDED: - Jeep stops few meters before barriers, to prevent repairing instead of arming dynamite - Command Post is a additional spawn for both teams - Jeep stops in the middle of tunnel, and is awaiting gold there - cracked wall in tower can be destroyed with satchel/dynamite - some roofs are unclipped now - Health/Ammo cabinets near Market Square - MG42 near CP - primary Axis house is bigger,and they spawn more inside to prevent SK - ladder to the roofs - constructable ladder to the balcony (for Allies) - fixed some brush problems... ====================================================================== Objective info : Allies: 1. Escort the Jeep 2. Destroy the Market Gate 3. Destroy the Jeep Barrier 4. Construct 2 Ramps 5. Steal the Gold from the Tower 6. Get the hell out of city! OPTIONAL: Build CP OPTIONAL: Construct Ladder OPTIONAL: Destroy the Tower Wall Axis: 1. Destroy the Jeep 2. Defend the Market Gate 3. Construct the Jeep Barrier 4. Don't let them construct Ramps. 5. Protect the Gold 6. Don't let them run away! OPTIONAL: Build CP
    Features : - custom escortable vehicle (Willy Jeep) - over 170 new custom textures - over 50 new custom sounds - custom sky - chickens! - nicely made map with unique atmosphere
    Contents of this Package : italyfp2.pk3 italyfp2_mods.pk3
    Installation Instructions: Put italyfp2.pk3 into your etmain directory. Put italyfp2_mods.pk3 into your mod (etpro, noquarter etc) directory to fix icons appearing outside compass.
    Construction Time : Over 2 months Custom Content : Textures : Shaders : Audio : Models Known Bugs : - Credit to Other Authors : Pazur - thanks for everything! It would be a pure deathmatch map without your help, and effort Niech Ci Bog w dzieciach wynagrodzi Isbowhten - for awfull scripting, but at least it's working (so far) Thanks for adding objectives to the map. Detoeni - jeep model {SSF}Sage - banana model Th0rn3 - melon, orange, chicken, street lamp models BlackRayne - trash bag model Activision - 2 models SplashDamage forum - for the help I've found there SplashDamage - for using early ET VO sounds Project S - I was unable to contact him. This map is based on his SOF2 conversion. Special thanks to beta testers and people that gave me some some suggestions: - Sunny, Anak!n, Irata
    , Pella, Jim :O, [email protected], Magic, Bricktop, BrightIs  

    10 downloads

       (0 reviews)

    0 comments

    Updated

  22. supply_pro (night ) + waypoints

    Supply Depot (pro version)
    Name            : Supply Depot (Night)
    Map File        : supply_pro.bsp
    Script File        : supply_pro.script
    Release        : 18.01.2009
    Changes by        : eTTp`Igloo
    Website        : www.WolfTeam.pl
    Total Size        : 3,23 MB
    Players        : 28 Allies : 28 Axis
    Mods            : All
    PROPERTY        : supply_pro.tga;supply_pro_cc.tga;cm_depotwall.tga;cm_thegate.tga;cm_blank.tga
    <------------------------------------------------->
    HINTS:
    -> (very bright configs are IMO not looking good at all)
    So visit the folder /cfg/ and see some infos about configs!
    -> I left some possibilites to edit the map with mapscripts

    <-------------------Contributors------------------>
     
    This great map was created by:
    -> Ginc
    Name            : Supply Depot
    Release        : 15.10.2006
    Map File        : supply.bsp
    <------------------------------------------------->
    <--------------------Changelog-------------------->
    <------------------------------------------------->
    -> December 2008
    Added/changed:
    - map's lighting (the night theme)
    - truck has the health bar (it's destructible/repairable now)
    - the truck stops
    - mg42 bunker & tunnel's entrance
    - new, modified from supply3 piece of bunker in the base
    - 2 glass windows in the base, near crane controls (undestroyable)
    - ammo/hp cabinets (axis base)
    - spawn protections over the sky - (off by default)
    - some door & window frames are wider
    - mine protection (can't arm a landmine near allies' primary spawn)
    - more spawns (better possitions up to 28 vs 28)
    - clock is set to 20 minutes
    - new textures
    - more clipping
    - corona lighting (except tunnels)
    - and many small things...
    Fixes:
    - the broken-for-artillery roof in axis' supply depot
    - scripting (details in the .script file)
    - gold's loading process (pure animation)
    Bugs:
    - some VIS bugs at the top of the CP's roof..
    (if you strongly don't like it, it's possible to disable this new feature)
    Note #1: This edition was created with a view to upgrading all bugs, enlarging the spawns (& doors/ways/areas), reducing spawnkilling for public servers with lots of players. The map looks similar but I've reworked many things from the very beginning (like rocks/trees/light bulbs)... now it should be more interesting! It's a different version, I wanted to make it another way.. but that's everything I can do for now.
    Note #2: Unfortunately I couldn't find a person with map's source so I had to redo everything from scratch (it seems the source was permanently lost?!). But the quality remains high (if it's not higher!) :>
    Note #3: Nah, just play it and enjoy the Enemy Territory

    <---------------------Details--------------------->
     
    Description :
    A large crate full of gold is being temporarily stored in an Axis supply depot. The Allies are attempting to break in and steal it with the aid of a truck. The Axis will defend their supply depot at all costs.
    Objectives :
                : Allies
                    1. Primary: Breach the Forward Bunker Gate with dynamite.
                    2. Primary: Breach the Depot Gate with dynamite.
                    3. Primary: Escort the Allied truck to the Depot crane.
                    4. Primary: Construct the crane controls on the upper level of the Depot warehouse, and operate the crane to load the gold onto the Truck.
                    5. Primary: Escort the Allied truck out of the Depot and escape with the gold.
                    6. Secondary: Breach the West Depot Wall with dynamite.
                    7. Secondary: Breach the East Depot Wall with dynamite.
                    8. Secondary: Build a command post at the abandoned cabin, and do not allow the axis to do the same.
                : Axis
                    1. Primary: Stop the Allies from breaching the Forward Bunker Gate with dynamite.
                    2. Primary: Stop the Allies from breaching the Depot Gate with dynamite.
                    3. Primary: Ensure that the Allied truck does not reach the Depot crane.
                    4. Primary: Stop the Allies from constructing the crane controls on the upper level of the Depot warehouse, and don't let them operate the crane.
                    5. Primary: Do not allow the Allied truck to escape with the gold.
                    6. Secondary: Stop the Allies from breaching the West Depot Wall with dynamite.
                    7. Secondary: Stop the Allies from breaching the East Depot Wall with dynamite.
                    8. Secondary: Build a command post at the abandoned cabin, and do not allow the allies to do the same.

    <--------------------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.).
    You CAN'T recompile this map, remove the original informations OR readme.txt from the .pk3 file.
    If you have any questions regarding this map, please contact me (this can be done via e-mail OR private message at Splashdamage.com).
    HOW TO USE IT?
    1. Move supply_pro.pk3 into "(enemy territory path)/etmain/" directory.
    2. Use "/map supply_pro" (also /devmap) to load the "Supply Depot (pro)" or...
    3. ...connect to a server with this map and enjoy!
    If you want to contact the author, see the readme.txt file inside "supply_pro.pk3".
    Some things like trick jumps may differ from the original version. EB didn't give me the source file as he unfortunately lost it with a PC crash. So it took me some time to reclaim on my own but it's perfect ;-) I wouldn't release a low quality map anyway, would I! Enjoy this version created specially for large & public servers.
    eTTp`Igloo
    Checksums were generated using HashCalc ((C) Copyright 1999-2007 SlavaSoft Inc.):
    ( supply_pro.pk3 )
    MD2: f858684c77a37d5191cf2c79a15c12b3
    MD4: c0a15d99ea2e1d7d6cf95fb667cd4656
    MD5: 949a3f09d334478c1fda8bec6a4faa9a
    SHA1: 85de2ba0faa18aebf9227f1db186b0d8f989fe26
    SHA256: 2acc44c9cfa363226f90044a421dd354ade8fc355bf87d508b47c1ae57f7fd2c
    SHA384: cd0c46ed5df85967ff236225b153e10c3255b2b184d61b7b03b2b3fbacf71e250c92bf6aa6f789828358ada3f1c7f13f
    SHA512: 2f18830e22a0cf3720e306747e1416845d5c2caf9281e715e68bbffce50d96cd2454b59f3e13a4ce0f3dc77970e0c88b6f76d1cba16f42ec047c39dcb1266835
    ADLER32: ec27aaa5
    CRC32: 19dfab8b
    TIGER: b422e80a38bb7524345d705c837649239108465734732ffb
    PANAMA: 67bd6fb9b19c3192e9e5186bc6fd92d5c71df17ab06436db2c06978420ca9d25
    RIPEMD160: 19813310b3c2a74cee491877a0ee792b08356993
    This is the only trusted version of the map.
    eTTp`Igloo

    21 downloads

       (0 reviews)

    0 comments

    Updated

  23. sot_b2 Sands of Time + waypoints

    Mappers : S.S.Pons (Major map overhaul)
    : S.S.Darkness (Minor touches)
    : Lowlife (Terrain and sky)
    : william "neotic" buser (Textures and map)
    -------------------------------------------------
    Map Information
    -------------------------------------------------
    Game : Return to Castle Wolfenstein: Enemy Territory
    Title : Sands of Time
    Filename : SoT_B2.pk3
    Release date :
    Decription : The Axis war machine is running out of money to keep there war effort going, they have heard of a ancient temple that has a stash of gold that could keep the war going for years, allied intelligence has picked up the information thru informants and have sent a Special elite squad of allied Soldiers Shit-Storm troopers to stop the axis from pillaging the temples gold, allied forces have found the temple and have started to secure the area.
    Program : SD Radiant 1.4,
    Build time : To many Hours to count
    Installation : Place the SoT_B2.pk3 to your etmain folder.

    -------------------------------------------------
    Special thanks to
    -------------------------------------------------
    william "neotic" buser (Map file) Original map RED
    Drakir for prefabs and his site!(http://www.drakir.tk/)
    Splash Damage for their part.
    Shit-Storm.com for hosting the beta tests.
    Shit-Storm community for ideas.
    S.S. HeirPie for arranging the entire mapping project.
    -------------------------------------------------
    Further development
    -------------------------------------------------
    This is a second playable Beta2 version
     
    -------------------------------------------------
    Copyright © 2004 Neotic and Shit-Storm 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.
    The Axis have begun their last major offensive in the cold snow covered woods of the Ardennes. Striking hard with armored vehicles they quickly push their way into the small Belgian towns. The allies must withstand the offensive and dig in before their lines give way to the Axis assault

    29 downloads

       (0 reviews)

    0 comments

    Updated

  24. school + waypoints

    Author        : "voodoo"
    Email address    : [email protected]
    Webpage        : no page
    Country        : Slovenia (not Slovakia)
    My first map.
    -------------------------------------------------
     Map Information
    -------------------------------------------------
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : School
    Filename    : school.pk3
    Release date    : 6.8.2006
    Decription    : Axis have School record which Allies have to steal!
    Version        : 1.0
    Program        : GTK Radiant 1.3.8 and 1.4.0 (for drawing)
              GTK Radiant 1.5.0 (for BSP)
    Build time     : about 4 months
    Compile time    : 1 hour 20 minutes
    Compile machine    : Intel Celeron 2400, 768mb RAM
    BSP         : -meta, -vis, -light -fast -samples 2 -bounce 8
    Total Brushes    : 6920
    Total Entities    : 955
    Basicscript    : from Goldrush
    Installation    : Place the school.pk3 to your etmain folder, select it from the multiplayer->create server
                      menu or bring down the console and type: /map school
    IMPORTANT Info    : Forward Axis bunker dissapears when Tank passes Barrier
              Only 1 objective must be carried to Truck
              Landmines disabled
              When School doors al blow up, Tank cant be repaired
              Made for max. 40 players (20 Allies, 20 Axis)     
    Bugs

            -possible errors when running with ETMAIN (problems with MG guns)
            -possible viewing cracks in buildings (depends on your config)
     Thanks to

    -Wolfenstein: Enemy Territory - Resource Site Forum --- http://enemy-territory.4players.de:1041/e107_plugins/forum/forum.php ---
    -All who made this tutorials --- http://enemy-territory.4players.de:1041/e107_plugins/forum/forum_viewtopic.php?146209 ---
     
     Special thanks to: - EB, who answered every question I had
                - Those who will have this map on their server (if someone will)
     
    Copyright © 2006 "voodoo" 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 (except scripts of course) without MY permission.
     
     

    13 downloads

       (0 reviews)

    0 comments

    Updated

  25. sedesrc1 + waypoints

    Author: six
    [email protected]
    http://www.planetwolfenstein.com/six
    ----------Axis Objectives----------
    Defend the main entrance
    Defend the generator
    Defend the old city
    Defend the gold crate
    Construct the command post
    ---------Allied Objectives---------
    Destroy the main entrance
    Construct generator
    Capture the old city
    Get the gold crate
    Construct the command post

    23 downloads

       (0 reviews)

    0 comments

    Updated

Sign in to follow this  
×
×
  • Create New...