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  1. woods_beta1 + waypoints

    small map
    // Set scenario information
     axis "Don´t let the Allies breach the Doors! Stop the Allies from getting back the Secret Documents!"
     allied "Breach the Doors and steal the Secret Dokuments!"
     neutral "The Allies have to breach the 2 Doors and steal the Secret Documents!"

    15 downloads

       (0 reviews)

    0 comments

    Updated

  2. waffenschmiede_b2 ( limbo menu fixed )+ waypoints

    Loffy fixed the  Limbo menu
    Large map 
    Authors        : Fendah & BlAcky
    Locations    : Germany & Austria
    E-mail (Fendah)    : [email protected]
    E-mail (BlAcky)    : [email protected]
    Game        : Wolfenstein - Enemy Territory
    Description
    Allies are attacking.
    Allied Objectives:
    - (Primary) Steal the radar part and bring it to the truck
    - Capture the flag to get a additional spawn
    - Dynamite door controls to gain access to the outpost
    - (Optional) Prevent the axis from building the CP
    - (Optional) Open the security door at the lower bunker for additional access
    Axis Objectives:
    - (Primary) Defend the radar part
    - Prevent the allies from capturing the forward spawn flag
    - Defend the door controls and prevent Allies from entering the outpost
    - (Optional) Construct the CP
    - (Optional) Close security door at the lower bunker to restrict allied access
    Spawntimes:
    Axis 30
    Allies 20
    - Oxy (GER)
    Thanks to everyone who gave feedback. Your contribution has improved Waffenschmiede immesureably.
    Programs used
    - Enemy Territory and ETPro
    - GtkRadient 1.5.0
    - Winrar
     

    43 downloads

       (0 reviews)

    0 comments

    Updated

  3. v2_factory + waypoints

    botfiles CYBER4WOLF EDITED 7/23/2019 VERSION 2.0

    Objectives: Axis have to produce a V-2. All factory machines must run 15 minutes to construct a V-2. Allies can halt production by damaging the machines. If the Axis repair the machines, then the time build continues. If all threee machines are damaged in an overlapping period, Allies win the map. If the V2 is produced, then the Axis must deliver it to safety via a train.

    31 downloads

       (0 reviews)

    0 comments

    Updated

  4. Western b1_5 + waypoints

    botfiles editesd Cyber4wolf july 23 2019

     Mapname : Western B1.5
     BSPname : western
     Released: Beta 1
     Version : Test

    // Target player count: 1-20, supports up to 64
    // Gametypes: Objectives, Last Man Standing, Omnibot, Frag, 1on1, Trickjumps, Fun & games, Practise skills
    //
    //
    // Map made by: -SSF-Sage from SM-Mapping
    //
    // Contact Sage          : ssf.sage at gmail dot com      //-SSF-Sage @ splashdamage.com/forums (prefered)
    // SM-Mapping site:  http://www.hot.ee/smmapping/
    //
    =============================================================>>>
    //
    Please contact me for any feedback, suggestions, constructive critisism, bug report etc.
    =======================================================
    Story:
        Sheriff has put some Sabio Gang members in Jail after a long night of committing hostile deeds. The Gang in dark coats is up to free their Fellows.
    If you decide your Fellows deserve their nights in Jail you can find multiple other ways to entertain yourself in the lovely Western town of Pegaso Pass.
    =======================================================
    Objectives:

        Axis:
            1] Destroy the Gunsmith's door
            2] Steal two packs of Dynamite
            3] Steal a Detonator        
            4] Prepare the Detonator!
            5] Activate and defend the Detonator for 30 seconds!
        Allies:
            1] Don't let them destroy the Gunsmith's door
            2] Don't let them steal two packs of Dynamite!
            3] Don't let them steal a Detonator!
            4] Don't let them prepare the Detonator!
            5] Disable the detonator before the 30 second timer runs out!
    =======================================================

    Recommendations:

        Use g_moverscale 1 (default value) or otherwise the Cart will not work correctly.
        Use pmove_fixed 0 and normal settings. The trickjump is tweaked to regular server.

    Disclaimer:
        
        I can not be held responsible for anything.
    =======================================================
    Credits:
    Pegazus        
        For some assets provided for use in this map. Also great help on sketching, planning, testing and general support.
    [UJE]Niek
        Horse
    GANG$TA
        For great bot files
    =======================================================
    Map testing:
    //////Big thanks to testing
    ///I owe you guys for all the help, testing and feedback!
     
    Members and players from:

     Bunker Community
    http://bunker.aaxxss.com/
     {WeB} Clan
    http://webclan.freeforums.org/
     Dark Alchemy Community
    http://www.dark-alchemy.com/
     Ets| Community
    http://enemyterritory-stuff.net/

    Special thanks to:

     Pegazus     from     SM-Mapping
     o-0._.0-o   from     |>B<|  Community
     GANG$TA     from     {WeB}  Clan
     Old-Owl     from     DA     Community
     Kate        from     Ets|   Community

    =======================================================
    Installation:
        Put the pk3 file into your Etmain folder.

    Uninstallation:
        Delete the pk3 file from your Etmain folder.
    =====================================================

    Changelog:

     Beta1.5:
      -More cover to cut straight paths and better spawn exits
      -Two new rows of houses added to stop camping
      -More routes to objectives
      -Removed and widened Church doors
      -Limit trickjump area access during objective play
      -Fix crash bug on detonator
      -Removed detonating by jump
      -Only axis can arm and allies disarm the detonator
      -Added routes etc. features for Omnibot
      -Detonation time 30secs->35secs

    54 downloads

       (1 review)

    0 comments

    Updated

  5. vs_radar_camp_b4 + waypoints

    "Marines need to steal the Vietcongs tank to assault their camp.**Escort the tank over the barriers, blast the Radar gate and the base coordinates security room.Steal the coordinates and transmit it with the radar radio.."
    // Axis Objective Descriptions
     1    "Primary Objective:**Dont let allieds built command post."
     2    "Primary Objective:**Don't let allieds Steal Tank."
     3       "Primary Objective:**Built the tank barrier."
     4    "Primary Objective:**Don't let allieds destroy the tank barrier."
     5    "Primary Objective:**Protect Radar doors."
     6    "Primary Objective:**Protect docs ."
     7    "Primary Objective:**Don't let allieds transmit docs"
    // Allied Objective Descriptions
     1    "Primary Objective:**built allieds command post."
     2    "Primary Objective:**Steal Tank."
     3    "Primary Objective:**Protect Tank."
     4    "Primary Objective:**Destroy the tank barrier."
     5    "Primary Objective:**Blow Radar doors."
     6    "Primary Objective:**Steal docs."
     7    "Primary Objective:**Transmit docs."
     

    20 downloads

       (0 reviews)

    0 comments

    Updated

  6. Wurzburg Radar_Winter + waypoints

    The Allies are attempting to steal components of the new Axis Würzburg 62A radar for technical analysis. The Axis must guard their two prototype radars and prevent the Allies from escaping with any stolen parts.
    Changes:
    Rain is replaced with falling snow. More fog Floor and some building textures are replaced with wintertextures Summer trees are replaced with winter trees Wurzburg Radar Winter Edition
    Modified by StoerFaktoR
    regards to Splashdamage and ID Software Inc.
    Also greetings to all Mappers ,Developers,Editors and Modifiers.
     

    11 downloads

       (0 reviews)

    0 comments

    Updated

  7. wolken4_final + waypoints

    To the horror of the Allied forces the Axis have managed to construct a monster sized cannon in the same vain as the Dora railgun back on Earth, only difference is that this new weapon named wolkenkanone runs on tank style treds rather than rail track. A test fire of this weapon is due later tonight if succesfull it wont be long till the tred system is operational and the weapon deployed on the battlefield. Allies must knock out this weapon before the test fire to avoid certain doom.
    Objectives
    Disable the Turmfaust
    Destroy the Main Entrance
    Deliver the spare parts to the airplane
    Repair the airplane
    Blow an opening into the development site with the airplane
    Destroy the Wolkenkanone control system.

    13 downloads

       (0 reviews)

    0 comments

    Updated

  8. wolken5_fp + waypoints

    During an intense attack by Axis forces using a small fleet of Himmel Airships the captial ship, Himmelfaust, recieved heavy damage and was in dire need of repairs. Unable to function properly a retreat was ordered. The ship managed to make port at one the sky docks held be the Axis, however the allies managed to track the airships movements and now know the location of the damaged craft. They now plan to raid the sky dock and permantly damage the airship to prevent such assults in future.
    Objectives
    Capture the Forward Spawn
    Destroy the Lower Entrance
    Destroy the Higher Entrance
    Build the Command Post
    Destroy the Himmelfaust's engine room

    14 downloads

       (0 reviews)

    0 comments

    Updated

  9. Warbell ( book problem fixed for axis bots) + waypoints

    A - Story and map features
    B - General info, credits, acknowledgements
    C - Installing & playing the map, known bugs, recommendations for servers
    D - Thanks
    E - Copyright
    //------------------------------------------------------------
    A - Story and map features
    //------------------------------------------------------------
    Why another map? Simple answer: 2 maps to learn mapping, the third to have fun.
    Warbell originated from the idea to create a map that s not just a map, but an impressive piece of map Artwork combining intense, captivating gameplay and a good laugh too.
    It is also an hommage to the RtCW single player, and the custom SP mission timegate for RtCW.
    Now its done, and it is candy to the eyes, drag you into its gameflow and even make your hair stand on end occasionally.
    But look for yourself...

    Story:
    Axis are trying to mess in the occult again, and do real nasty things. Allied special forces took over the occult site in a raid. Now the Axis attack to get back control over the old Abbey and finally raise the evil Wargod. Allies are on the mission to save the world from this of course.
    Core facts:
    Axis attacking
    18 mins timelimit
    spawntimes are 15s Axis, 20s Allies
    multiple access routes to all objectives
    gameplay honed towards fast and intense battle
    map design... well look for yourself :-)
    loads of special effects
    framerates will be constant 76 FPS everywhere for average computer systems (1.2GHz CPU/ 512mb RAM/ Ge4 TI4600 128mb gets at least 50 FPS in the bad areas)
    nighttime setting but bright enough to see and kill the opponents
    overall mapsize is a bit bigger than supplydepot2
    First stage:
    - gain access to the Guardhouse (2 access routes: caves and road)
    - maybe slip through the teamdoors with stolen uniforms
    - capture the flag or 
    - destroy the Guardhouse Gate (secures forward spawn)
    Second stage:
    - use dynomite to gain access to the Hidden Room
    - take the Book of Death from it's glass case and
    - deliver it to the Altar of Blood in the sacrifice room of the Abbey
    - destroy the gates in the Abbey for faster access (2 dynamitable, 1 satchelable and one teamdoor, none of them rebuildable)
    - repair a bell mechanism in the Abbey
    - ring the bell (after you built the mechanism AND after you delivered the objective)
    - sacrifice three axis players to the Wargod
    - optional: forward spawn at a neutral command post
    Gameplay and playerloads:
    In 7 Playtests we had with up to 26 players Warbell provided us with an amazingly captivating gameflow, and real fun games.
    The stages are defendable, but with a balance that allows attackers to overcome the defense in some waves.
    Its plays very good with 10-18 players, and becomes happy large-scale fraggin with 20 and more players. 
    //----------------------------------------------
    B - General info, credits, acknowledgements
    //----------------------------------------------
    >>> Contents of the zipfile
    ------------------------------------------------
    In this zipfile you find
    - the readme
    - the map (warbell.pk3 >> put it into etmain-folder)
    - the shader for the commandmap icons
      (warbell_etproonly.pk3 >> put it into ETPRO-folder)
    >>> About the map
    ------------------------------------------------
    Map: Warbell
    pk3: warbell.pk3
    mapped by ]UBC[ McNite & ]UBC[ Kach-->
    first day of mapping: sometime in the fall of 2005
    All credits for gamelayout and objectives go to ]UBC[ McNite!
    day of release: July 18th 2006

    >>> credit for models
    ------------------------------------------------
    excellent Book of Death and Warbell model by EB
    awesome DT Opelblitz model by Detoeni

    >>> credit for paintings
    ------------------------------------------------
    2 original paintings in the map by ]UBC[ Kach--> (more paintings viewable at warrenkachmar.ca)
    wb_p/wb_rubens1 // Pieter Paul Rubens (1619) Christ on the Cross between 2 Thieves
    wb_p/wb_rubens2 // Pieter Paul Rubens (1632) Last Supper
    wb_sfx/prayinghint // Albrecht Dürer: praying hands
    wb_p/wb_stmartin // unknown Hungarian master, app. 1490: St Martin and the Beggar
    St. Martin is the Saint for the soldiers. Find more info about him here:
    http://www.thebookofdays.com/months/nov/11.htm

    >>> credit for waterworks & shaders
    ------------------------------------------------
    real cool watershaders and river created by carnage
    initial help with alphablend shaders by: Der'Saidin

    >>> credit for textures and sounds
    ------------------------------------------------
    wb_z: all textures from RtCW apart from cryptwall_01a.jpg, cathedrale_c06dm_wb.jpg
    wb_sfx/c_flameX.tga: from RtCW
    wb_b/window4: all versions are reworks of a RtCW window
    wb_sfx: g1 - g13, glow, bd1 - 13 by EB (they are all used on the open book)
    for detailed credits on the sounds check the warbellsounds.txt

    //----------------------------------------------------------------------------
    C - Installing & playing the map, known bugs, recommendations for servers
    //----------------------------------------------------------------------------
    >>> To play the map on a server
    ------------------------------------------------
    1.) put the warbell.pk3 into your etmain folder
    2.) put the warbell_etpro.pk3 into your ETPRO folder
    3.) run ET
    4.) join the server
    5.) have FUN!
    >>> To play the map alone
    ------------------------------------------------
    1.) put the pk3 into your etmain folder
    2.) run ET
    3.) go to HOST GAME
    4.) set it to STOPWATCH
    5.) choose "Warbell" from the list of the maps
    6.) start and have a look around
    In case you can't see the map you might be having too many .pk3-files 
    in your etmain-folder and need to delete some.
    >>> Known Bugs & issues
    ------------------------------------------------
    - none (that we know of...)
    >>> gametypes available
    ------------------------------------------------
    Stopwatch, Campaign, Objective (no LMS)
    >>> playerloads
    ------------------------------------------------
    This map is well playable for 8 and more players and is best playable with medium
    playerloads (12-18 players). Its is also a challenging map for 6on6.
    We had excessive playtests with up to 26 players... messy but a lot of fun.
    No idea what the maximum playerloads are but at some point it will be just one massive frag fest.
    >>> spawntime and mapduration
    ------------------------------------------------
    Allies: 20 secs (defending)
    Axis: 15 secs (attacking)
    mapduration: 18 mins
    >>> gameplay and balance
    ------------------------------------------------
    This map was designed for stopwatch, but of course plays well in any campaign too.
    It is very balanced with a slight advantage for attackers (Axis).

    //----------------------------------------------
    D - THANKS
    //----------------------------------------------
    McNite:
    my clan for tons of good times playing ET and TheRiverIIRedux
    Kach--> for mapping with me
    $taTiK for feedback on gameplay and design whenever i needed some
    Kach-->:
    McNite for teaching me about mapping and allowing me to participate in the process
    Everyone that took the time and energy to help test and provide feedback during development of Warbell

    >>> Help with mapping and the whole mess:
    --------------------------------------------------------
    Der'Saidin for lots of discussion on gameplay and objectives
    all the helpful ppl that answered my posts on www.splashdamage.com

    >>> playtesting and feedback
    ------------------------------------------------
    a HUGE credit for all the playtesting goes to the clans
    ]UBC[ (www.ubcclan.com)
    M8D (http://www.m8d.org/index.php)
    =FBF= (http://forums.fearedbyfew.com/)
    -=B|D=- (http://www.bd-clan.info/)
    the coordinators in particular:
    M8D DrStock, =FBF= Pax, -=B|D=- Schlauch and -=B|D=- Welshboy
    also special thanks to the M8Ds for providing us with a special Warbell playtest TS-channel
    and all the players who participated in one or more of the 7 private playtests

    //----------------------------------------------
    E - COPYRIGHT
    //----------------------------------------------
    Copyright © 2006 Matthias "McNite" Neiss all rights reserved
    This level may be electronically distributed only at 
    NO CHARGE to the recipient in its current state. It must
    include this .txt file.
    NOBODY is allowed to 
    a) decompile this map 
    b) modify this map or parts (= .script too) of it in ANY way without prior written permission
    c) distribute this map on CD-ROM or any other media without prior written permission
    d) use any custom textures/ sounds/ brushwork of this map without prior written permission.
    By saving this map on your harddisk/webspace/whatever-storage-from you accept these conditions.
    contact: [email protected]
     
     

    27 downloads

       (0 reviews)

    0 comments

    Updated

  10. weisbaden_final + waypoints

    **Map by a pole Map: Wiesbaden (Final) Type: Objective Size: Medium Map: Wiesbaden (Final)   The Allies enter the heavily fortified Axis missile facility at Weisbaden on Axis railway supply cars. **With no Allied armor able to join in the assault, it will be up to Allied infantry to work their way through the compound and destroy the missile controls before the Axis forces are able to fuel and launch the V-2 rocket.

    20 downloads

       (0 reviews)

    0 comments

    Updated

  11. v1rocket_b2 + waypoints

    waypoints Path mapping updated and script by Mateos
    Correspondant WAY file size: -
    Last update: 21st February 2019
    // Axis Objective Descriptions
    1 "Primary Objective:**Prevent the Allies from constructing a bridge."
     2 "Primary Objective:**Defend the main entrance and prevent the allies from entering our base."
    3 "Primary Objective:**Disable the Lorraine37L and prevent it from reaching the depot yard"
    4 "Primary Objective:**Prevent the Allies from stealing the rocketfuel and launch the v1rocket."
    5 "Secondary Objective:**Capture the Depot yard Flag."
    6 "Secondary Objective:**Stop the Allies from constructing a Command Post."
    7 "Secondary Objective:**Construct a Command Post for faster charge times."
    // Allied Objective Descriptions
    1 "Primary Objective:**Construct a bridge over the frozen river and escort the Lorraine 37L."
    2 "Primary Objective:**Destroy the main entrance"
     3 "Primary Objective:**Escort the Lorraine37L with the v1rocket to the depot yard"
    4 "Primary Objective:**Steal the Rocketfuel and fuel the v1rocket at the launchsite"
    5 "Secondary Objective:**Capture the Depot yard Flag."
    6 "Secondary Objective:**Build a Command Post for faster charge times."
    7 "Secondary Objective:**Stop the Axis from constructing a Command Post."

    37 downloads

       (0 reviews)

    0 comments

    Updated

  12. wolken2_final + waypoints

    Allied forces have finally discovered the whereabouts of the Axis air base where they have been launching their attacks onto the over stretched Allies. It is important that the Allied forces must knock out this facility if they are to have any real chance of winning the Battle of Wolken. The only real problem is that the majority of the air base is located inside a mountain which doesn,t seem easily impregnable.
    Objectives
    Capture the Temple Spawn
    Destroy the North Entrance
    Destroy the South Entrance
    Build the Command Post
    Blow up the Fuel Tank
    Blow up the Radio Equipment

    33 downloads

       (0 reviews)

    0 comments

    Updated

  13. warmissile_beta1.1 + waypoints

    Authors : ETc|gouki, Nico$ and ETc|#.Jay.#
    The Axis Forces have begun to manufacture the deadliest V2 missiles ever created. They are producing these mega weapons at a heavily-guarded secret factory and the first of these new V2 missiles is ready to be launched against the Allied attackers in Europe.
    Allied HQ has discovered the secret location of the V2 factory and despatched one of their elite Commando Units to destroy the factory before the first of these missiles can be launched against them.
    // Axis Objective Descriptions
    1    "Primary Objective:**Axis -> **Capture The Flag! **Defend the Flag!"
    2    "Primary Objective:**Axis -> **Defend the Generator!"
    3    "Primary Objective:**Axis -> **Destroy the Allies Command Post!"
    4    "Primary Objective:**Axis -> **Repair the Axis Command Post **Defend the Axis Command Post!"
    5    "Primary Objective:**axis -> **Defend the Main Generator!"
    6    "Primary Objective:**axis 6 **example **example "
    // Allied Objective Descriptions
    1    "Primary Objective:**Allied -> **Capture The Flag! **Defend the Flag!"
    2    "Primary Objective:**Allied -> **Destroy the Generator!"
    3    "Primary Objective:**Allied -> **Repair the Allied Command Post **Defend the Allied Command Post!"
    4    "Primary Objective:**Allied -> **Destroy the Axis Command Post!"
    5    "Primary Objective:**Allied -> **Destroy the Main Generator!"
    6    "Primary Objective:**allied 6 **example **example"
     
    map warmissile_beta1
    changelog:
    - fixed sounds in beta1
    - command map fixed. Added the cmarker at place where the objectiv have to be, to end the map.
    - fixed the way icons to keycard...
    - improved fps, detailed again alot. Added hint brushes.
    - new way at first allies spawn, i hope its a little bit easier now. lets see.
    - filled the map with stuff, plants, boxes... still decent.

    23 downloads

       (0 reviews)

    0 comments

    Updated

  14. venice_tcrc2_v1 + Less Tank Mapscript + ( private waypoints )

    might    start conflict with other maps ( tested with silent mod )
     
    The version of Venice has been edited and the "tc rc2" edition has been born by chavo: 
    - first half of the map is more compact 
    - more paths/new ways to the objective 
    - 1 new axis spawnpoint at south 
    - objectives destroy by dynamite instead of satchel 
    - the boat is non destructible 
    - barriers removed 
    In this v1 version: 
    - the "end canal" spawn point removed 
    - instead of tank/boat barriers axis team can use the new south spawn point 
    - allies must first repair the tank 
    - harder tank reapir 
    - outpost capture like in the original Venice 
    - together with the gate the axis team door also will be removed 
    - The axis team door will be removed on library will be removed together with the Library main door (the axis team door is not the side wall!) 
    - slower tank and boat speed (axis get similar time to stop the tank/boat like on old Venice) 
    - smallest Venice file size (only 14 MB) 
    - voice announce changes 
    with this less tank script the tank move slower, but fire from here:

    16 downloads

       (0 reviews)

    0 comments

    Updated

  15. venice + _venice_sky_turbulent_blue + waypoints

    an addon  and put it in your  ftp mod folder
    Description:
    | Story:..
    | :..The Allies have intercepted intelligence that an
    | :..important transaction will be occuring between the
    | :..Germans and Italians in Venice today. The Allies must
    | :..escort their Churchill Tank to blow the library open,
    | :..commandeer the relic, and escape Venice by Boat.
    |________________________________________________________

    _________________________________________________________
    | How To Play:..
    | :..Unzip venice_b4.pk3 into your etmain folder.
    | :..Launch Enemy Territory™
    | :..Find a server running venice_b4
    | :..Enjoy responsibly.
    |________________________________________________________

    _________________________________________________________
    | Objectives:.. |
    | Allies:.. |
    | 1:..Move the Tank out of the enemy's AT-Gun firing |
    | range. [P] |
    | 2:..Escort the Tank to the church to destroy the |
    | Outpost. [P] |
    | 3:..Escort the Tank into position to blow the |
    | Library Doors open. [P] |
    | 4:..Steal the ancient Relic from the Library Hall. |
    | [P] |
    | 5:..Escape with the Relic using the Boat in the |
    | Canal. [P] |
    | 6:..Build a Command Post for faster charge times.|
    | 7:..Stop the Axis from constructing a Command Post. |
    | |
    |--------------------------------------------------------------|
    | Axis:.. |
    | 1:..Prevent the Allies from escorting the Tank out |
    | of the AT-Gun firing range. [P] |
    | 2:..Prevent the Allied Tank from destroying the |
    | Outpost. [P] |
    | 3:..Prevent the Allies from using the Tank to blow |
    | open the Library Doors. [P] |
    | 4:..Stop the Allies from stealing the ancient Relic |
    | from the Library Hall. [P] |
    | 5:..Stop the Allies from escaping with the Relic |
    | via a Boat in the Canal. [P] |
    | 6:..Stop the Allies from constructing a Command |
    | Post. |
    | 7:..Build your Command Post for improved charge |
    | times. |
    Screenshots:

    52 downloads

       (0 reviews)

    0 comments

    Updated

  16. xfact_b3 (private waypoints )

    16/12/05

    mapname: X-factory
    Author: s7ven ---> #s7ven or #cfet !
    Build time: 9 weeks

    #|------Instructions------>#
    Map for Wolfenstein : Enemy Territory
    Place xfact_b3.pk3 into you "Wolfenstein - Enemy Territory\etmain\" directory.
    Gamemodes supported: Objective, stopwatch. LMS not supported

    #|---------Tools---------->#
    -GtkRadiant 1.4.0-ET
    -Q3map2
    -Photoshop CS
    -http://easymapping.free.fr/

    #|---------Thanks--------->#
    -Splash Damage and Activision for the free game!
    -D3vi4nt, Killerman, K!ller, Aniki, D3vils, Marcus, Ry4n, Apogee... and a lot of others ET players for Beta Testing et bugs reports!
    -All mappers of http://easymapping.free.fr/
    -My team and ex teams and their members : fk (#fk.et), KLR, Docters (#Doc.et), GoC (#GoC*et), TFW (#fusion.wolf), FoS, Army...
    -Spécial Thanks to D3vi4nt for the tracemap
     
     

    21 downloads

       (0 reviews)

    0 comments

    Updated

  17. v2base_te + waypoints

    Description:
    -| V2 Base Tournament Edition for Enemy Territory |-
    Release date: 2004-05-04
    Author: SteelRat
    Map Name: V2 Base TE
    BSP name: v2base_te
    Gametypes supported: Objective and Stopwatch
    Gametime: 20 Minutes-
    modifications in Tournament Edition of V2 Base:


    Docs now have the "clipboard" - not the orange missing texture.
    2 doors removed in War room
    2 windows added to walls in war room (for allies to have a chance to estimate what they are facing)
    Fixed some clipping in the war room "office" where you could see hinding player models thru the wall.
    Missing light texture in cieling downstairs is fixed.
    Silent door near axis spawn is fixed.
    Added a small shed near Allied spawn as a place to take cover in.
    Added a small house ruin near the main entrance of fortress.
    Added another underground passage that ends up in the small house in the V2 Base yard.
    Added some crates and barrels to the V2 Base yard to take cover behind.
    Fixed the spawnpoints so that they show up on the command map and are selectable.
    Added some trees and dragonteeth outside the fortress.
    You can still jump the base wall, but that barbwire has got a nasty touch now.
    Reduced game time to 20 minutes.
    Axis got 5 seconds longer spawn time.
    Removed the tower spawn MG42.
    Added some trees near Allied spawn.
    Added wooden fence near Allied spawn and moved the door.
    Added truck near Allied spawn.
    Created some new shaders.
    Added 2 new sounds.
    Added some clips where needed.
    Allied Objectives
    Primary objectives:
    *Steal the V2 Rocket blueprints from the Axis base.
    *Transmit the blueprints using the base radio.
    *Destroy the Base Wall to get free passage into the V2 Base.
    Secondary Objectives:
    *Capture the Fortress Tower Spawn.
    *Destroy the basement storage wall for additional access route.
    *Construct the command post.
    *Construct the Fortress ladder for optional route into the base
    *Construct the field and spawn MG42's

    Axis Objectives:
    Primary objectives:
    *Prevent the Allied forces from stealing the V2 Rocket blueprints (When stolen sirens turns on globally).
    *Prevent the Allied forces from transmitting the documents using the base radio.
    *Prevent the Allied forces from destroying the Base Wall.
    Secondary objectives:
    *Construct the command post.
    *Destroy the Fortress ladder (if constructed by Allies)
    *Destroy the field MG42's (if constructed by Allies)
    Installation
    Put the v2base.pk3 file in your etmain directory. The mapname is v2base_te if you want to add it to any script.

    27 downloads

       (0 reviews)

    0 comments

    Updated

  18. venice_ne4 + waypoints

    Version NE4

    UPDATE for this Version: NE4
    Remove the Scripting for the AT-GUN and the Functionality, AT-GUN Model is still in the map (non-functional).
    PREVIOUS UPDATES:
    ------------
    Added back the Music.
    Made the FootBridge Non-Constructible and removed scripting for it.
    Removed Boat Splines 10,12,14,16,18,20,22,24,26,28,30,32,34, 36 and changed the scripting.
    Permission was given by Chavo One the Original Map Maker to Decompile and Recompile the map in order to Try to Fix the Max_GameState_Chars_Exceeded Error.
    Post is on splashdamage here...
    http://splashdamage.com/forums/viewtopic.php?t=16314
    Bunker thread is here...
    http://bunker.aaxxss.com/forums/index.php?showtopic=12758&st=0&p=139032&#entry139032

    I am not the Creator of this map, i am just a mapper that is attempting to get rid of the Error.
    I spent many hours just fixing everything that the Decompile Messed up.
    Then i removed 166 Entities (87 Corona's and 79 Lamp misc_gamemodels).
    I replaced the Lamp Models with custom made Normal Brushes.
    After removing 166 entities and testing the map we still got the Max_GameState_Chars_exceeded Error so i made more changes.
    I made all three Constructible MG's just regular MG positions that are not Constructible.
    Also Removed Both the Allied and the Axis Command Posts.
    Removed the scripting for the above as well.
     

    26 downloads

       (0 reviews)

    0 comments

    Updated

  19. vesuvius + waypoints

    authors : Neil aka. Mrfin & Denny aka. Firefly
    webpage http://www.mrfin.co.uk
    email [email protected]
    [email protected]

    type Objective
    story 1944 Bay of Naples – Allies are advancing through a town where Axis have been excavating Roman ruins under the streets in search of legendary relics. Allies need to steal the discovered Urn relic from the excavations.
    Meanwhile Mount Vesuvius has started erupting.

    Objectives

    Axis
    1 Prevent the Allies from stealing the Urn.
    2 Prevent the Allies from stealing the truck.
    3 Prevent the Allies from breaching the South Valley Gate.
    4 Prevent the Allies from breaching the East Street Gate.
    5 Prevent the Allies from building the Truck Ramp over the lava flow.
    6 Prevent the Allies from construction the Ruins Access Rope.
    7 Prevent the Allies from breaching the West Ruins Gate.
    8 Capture the Forward Flag.

    Allied
    1 Steal the Urn from the excavated ruins.
    2 Get away with the Truck.
    3 Breach the South Valley Gate.
    4 Breach the East Street Gate.
    5 Construct the Truck Ramp over the lava.
    6 Construct the Ruins Access Rope.
    7 Breach the West Ruins Gate.
    8 Capture the Forward Flag

    Credits
    Thanks Schaffer for the command map
    to Detoeni for the light model
    Kenny for the Mary model
    Thanks also for the playtests – hope you enjoy


    Copyright (c) 2007 Denny & Neil

    17 downloads

       (0 reviews)

    0 comments

    Updated

  20. vesuvius_rev + waypoints

    'Vesuvius_rev' is the final map of the vesuvius project. It is a much altered and streamlined version of the 'Vesuvius' map created in 2007 by Firefly ([email protected]) and Mrfin [email protected]
    Changelog: Changes made are many - too many to list.  
    author  :                       Neil aka. Mrfin
    webpage                      http://www.mrfin.net
    email                            [email protected]                                  
    type                             objective
     
    story                                                   1944 Bay of Naples – Allies are advancing through a town where Axis have been excavating Roman ruins under the streets in search of legendary relics. Allies need to steal the discovered gold Urn relic from the excavations
    Meanwhile Mount Vesuvius has started erupting
                                        
    objectives
    Allied
    1          Steal the urn from the excavated ruins
    2          Get away with the truck
    3          Breach the South gate
    4          Breach the second South gate
    5          Construct the bridge over the gorge
    6          Construct the ruins access rope
    7          Breach the North ruins gate
    8          Capture the forward flag in the church
    Axis
    1          Prevent the Allies from stealing the gold urn
    2          Prevent the Allies from stealing the truck
    3          Prevent the Allies from breaching the South gate
    4          Prevent the Allies from breaching the second South gate
    5          Prevent the Allies from building the bridge over the gorge
    6          Prevent the Allies from construction the ruins access rope
    7          Prevent the Allies from breaching the North ruins gate
    8          Capture the forward flag in the church
     
    Credits
    The map wouldn't exist if it wasn't for Denny aka. Firefly who made 1/2 of the first versions
    Thanks Schaffer for the command maps                                             
    to Detoeni for the light model
    Kenny aka [v] for the Mary model
    Thanks also for the playtests by Jan aka. Magic and the Blood Donors
    Cheers to the SD forum people and those who emailled for advice, ideas and crits
    Thanks to Splash Damage for an excellent, editable game
    Copyright (c) 2008  mrfin
     

    26 downloads

       (0 reviews)

    0 comments

    Updated

  21. villagun_b1 ( waypoints private )

    Objectives:
    * Axis:
    "Don't let the Allies reach the Villa and prevent them from destroying both Anti-Aircraft Guns!"
    "Primary Objective: Defend the Garden Anti-Aircraft Gun!"
    "Primary Objective:**Defend the Roof Anti-Aircraft Gun!"
    "Secondary Objective: Don't let them dynamite the Side Warehouse Entrance!"
    "Secondary Objective: Don't let them destroy the Villa Gate and rebuild it as fast as it's possible!"
    "Secondary Objective: Don't let them construct The Ladder!"
    "Secondary Objective: Recapture the allied Desert Spawn!"
    "Secondary Objective: Construct the Command Post for faster recharge and spawntime!"

    * Allies:
    "Reach the Villa and destroy both Anti-Aircraft Guns to let our aircrafts start the city bombing!"
    "Primary Objective:**Destroy the Garden Anti-Aircraft Gun!"
    "Primary Objective:**Destroy the Roof Anti-Aircraft Gun!"
    "Secondary Objective:**Destroy the Side Warehouse Entrance to gain a new way to the Villa Gun!"
    "Secondary Objective:**Destroy the Villa Gate and reach the Villa Gun area!"
    "Secondary Objective:**Construct the The Ladder!"
    "Primary Objective:**Destroy the Roof Anti-Aircraft Gun!"
    "Secondary Objective:**Capture the Desert Spawn!"
    "Secondary Objective:**Construct the Command Post for faster recharge!"  
    What's New in Version pk3
    * Changelog: - beta 1: - Add Roof Gun - Add Desert Spawn - Add CP - Add Villa Ladder - Add Health and Ammo Cabinets points - Change axis spawntime with active CP (27s) - And finally: make the map BIGGER - alpha 2b: - One Gun only - First public version * Author: islander Find me at dark-alchemy.com forum *** Villa Gun - beta 1 release (180914) *** The map got a lot bigger than in previous release. It should give you a better gameplay with more players. Axis team has now more ways to defend the objective and should not be vaporized with airstrike so easy. The map is longer as now 2 guns need to be destroyed. There is also a new allied capturable spawn. As this was my first map I can see now many problems mostly with VIS, visible caulk etc. Due to the design it would take a lot of effort to fix all the issues and the final effect wouldn't be worth it IMO. For this reason this is probably the last release of this map unless some major bug occurs. If you are insane enough and to my surprise you would like to get the sources of the map and edit it please find me on dark-alchemy.com forum. And if you are reading this in XXII century and I'm already dead please find my friends from the Dark Alchemy community so they may help you. Thank you for testing to all Dark Alchemy members, and especially Old-Owl for running the community that without which this map wouldn't be born. Thank you for WF Gaming Clan members for playing the map and giving advices to improve the design.  
     

    30 downloads

       (0 reviews)

    0 comments

    Updated

  22. xdam2 + waypoints (.way )

    briefing        "The Axis have started building a new X-Lab facility on the coast of occupied Norway. The location of this facility is by an old water reservoir and the Allied spies have decrypted Axis radio transmissions and are now on a mission to ruin the Axis plans for the new X-Lab."
    axiswintext        "The Allies successfully destroyed the new X-Lab facility despite the Axis effort of defence."    
     alliedwintext        "The Axis terminated all Allied attack attemps before they ever became a real threat, this is how blitzkrieg works in reality."
     

    27 downloads

       (0 reviews)

    0 comments

    Updated

  23. vio_grail + waypoints

    Allies on the attack, Axis defending. Designed for 3v3 plus players.
    1) Allies should blow (dyno) main entrance and/or cloister door to gain access to cathedral. Cloister door can be rebuilt by Axis.
    2) Then they should blow (satchel) casket in chapter house housing the Holy Hand Grenade of Antioch.
    3) Take said Grenade to tower door where it will explode in 3 seconds (that being the number between 2 and 4, 5 is right out!)
    4) Allies should then grab the grail and return it to their base. Additionally, allies can build a bridge over the graveyard area to an axis teamdoor with a uni to gain access to the top level of the cathedral.
    There is a fightable flag midway between the two doors (initially pwned by Axis), allied and axis command posts, plus allied and axis health/ammo cabinets.

    23 downloads

       (0 reviews)

    0 comments

    Updated

  24. wurttemberg_b4 + waypoints

    Author: spaffdog

    Objective(s) 
     
    - Allies spawn slightly further away from the tank than axis. it's a rush to either build or setup for a defense. 
    - once the allies have repaired the tank the axis spawn now becomes the allies spawn and forces teh axis back to the factory. 
    - The allies must continue to move the tank forward towards the factory gates 
    - Allies must repair the bridge to advance to the factory gates 
    -Blow the factory gates 
    - advance the tank to the side and blast through the wall 
    - allies cp spawn upon repair/construction 
    - H/A crates available near teh allies cp to help with the push towards the gates and ultimately inside 
    - once the gate and the side wall have been blown it's time to steal teh docs and run them back to the transmitter (in an abandonded house near the intitial tank start. 
    ----------------------------- 
    Changes 
    ----------------------------- 
    - fixed the HUGE second tank explosion bug 
    - Completely reworked the texturing. looks a lot better (imo) 
    - re-did the lighting from scratch. was either uber bright or dark depending on your config, should be much better now - obviously looks best on stock config **my monitor has it's brightness up so might still be too dark - easy fix**, lots of the brick detail is lost on really high gamma and pic mip) 
    - added cushions to the spawn points so you no longer lose health dropping down 
    - redid the clipping on the trucks after it was found proning underneath them was possible 
    - added various props and things, truck inside the latter area buildings and various other additions 
    - blocked the spawn camping building next to allies initial spawn 
    - BETA 4: tank has been moved, textures and build fixes as well as lighting fixes
    probably more but can't remember 

      
     

    23 downloads

       (0 reviews)

    0 comments

    Updated

  25. xf5u_3_0 + xf5u_3_0 timeslimit script + waypoints

    for servers admins xf5u_3_0 timeslimit script ecxtract the xf5u_3_0 script and put it in your /silent/mapscripts
    the original timeslimit is 45 mns with the script it is reduced to 30 Map Objectives
    Axis Special Operations Units are striking the XF5U prototype secret Facility. Axis Must destroy the Three XF5U Prototypes and steal the Schematics as well as the Fuel Formula and transmit to Axis Command. Allies must stop the Axis from accomplishing the above objectives
    Allied Objectives
    Protect the XF5U and Secret Documents.Defend the XF5U #1
    Defend the XF5U #2 AND XF5U #3
    Construct and Defend the South Gate
    Construct Defend the North Gate
    Defend the XF5U Project Room Door
    Defend the the XF5U Schematics
    Defend the XF5U Fuel Formula
    Do Not let the Axis Transmit the Documents
    Axis Objectives
    Destroy the XF5U Prototypes and Transmit the Documents.Destroy the XF5U #1
    Destroy the XF5U #2 AND XF5U #3
    Destroy the South Gate
    Destroy the North Gate
    Destroy the XF5U Project Room Door
    Steal the XF5U Schematics
    Steal the XF5U Fuel Formula
    Transmit the Documents  
    What's New in Version pk3 (See full changelog)
    Made Project Room Door able to be destroyed by Satchel. (was dyno only) Added a ladder corridor.

    36 downloads

       (0 reviews)

    0 comments

    Updated

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