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Wolfenstein: Enemy Territory Maps for Downloads.

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  1. Thud in the grass pk3 and waypoints.

    All rights reserved to the original map maker -)A(-WuTang**
    main idea for remaking this map is giving allies more boost at the first stage.
    some few adjustments, changed dark and sandy atmosphere to sunny spring weather.
    2 portals in the first stage to new areas (not accessible by foot).
    Special thanks to:

    Meli<3
    Phir0x.
    Razjee:[
    Rendel
    Chuu:3
    Kurre
    Kemon
    Pinn
    Hannu
    Nolles
    Cloudy
    Element
    White raven
     
    Prefabs + models :
    Command Post - UJE clan prefab generator
    screamingjet/F15 - prefab by Loffy
    Alcohol corner + bulldozer + forklifts - models by szico bloodrayne
    Water fountain - river_port map
    Helicopter - Teuthonia map
     
    ETM Discord server - really helpful community for mappers :
    https://discord.gg/X6Pc2Tj5
     
    Official map annoucenment: 
    https://fearless-assassins.com/forums/topic/132917-thud-in-the-sand-thud-in-the-grass
    Lets keep ET alive!
     
    dded shots

    36 downloads

       (1 review)

    Updated

  2. et operation b7 - et_operation_b7_fixed.pk3 and waypoints

    A big thank you to PINN for creating the bots files for us .
     
    This map was ported over from my map Operation on RTCW.

    With many thanks and patience from Kemon and Pinn it is now also playable on ET.

    Have fun:)
     
    No information on the map

    28 downloads

       (0 reviews)

    Submitted

  3. (new version) MountainPass finale - MountainPass_finale.pk3 and waypoints

    TITLE                   : Mountain Pass finale
    AUTHOR                  : Devils Right Hand
    DATE                    : 23.12.2024 started
    TYPE                    : OBJECTIVE
    bug report feedback     : discord Devils Right Hand#2240
    Release date FINALE     : 06/01/2025
    Attacking            : allies Objective
    Timelimit            : 25 min
    Spawntimes              : Axis 10 / Allies 10
    ================================================================================

    The objective: Allies must steal a brand-new action figure hidden in the snowy mountains and make a daring escape. A festive twist on classic gameplay, packed with holiday vibes and action-packed fun!  
      objective
    Allies
    1- Destroy the truck protection grilles.
    2 Bring both figures into the truck . Axis  
    1-Defend truck protection grilles.
    2-stop the advance of the allies and prevent them from placing the objectives in the truck . 
     
    Distribution / Copyright / Permissions

    Copyright (c) 2025  Devils Right Hand
    All rights reserved

    Authors MAY NOT use this level as a base to build additional levels.

    This level is not to be used, replicated or edited for any other Mod, Total Conversion, Game
    or Game Engine.  



    17 downloads

       (0 reviews)

    Updated

  4. mountainpass finale - mountainpass_finale.pk3 and waypoints

    TITLE                   : Mountain Pass finale
    AUTHOR                  : Devils Right Hand
    DATE                    : 23.12.2024 started
    TYPE                    : OBJECTIVE
    bug report feedback     : discord Devils Right Hand#2240
    Release date FINALE     : 01/01/2025
    Attacking            : allies Objective
    Timelimit            : 25 min
    Spawntimes              : Axis 10 / Allies 10
    ================================================================================
    * LEVEL DESCRIPTION *
    somewhere in the mountains is a new actionfigure,the allied heard of that new actionfigure and want a copy of that actionfigure
    ================================================================================
      = CONSTRUCTION  
    MAP BASE : new Map
    EDITOR(S) USED : netradiant 1.5 custom x64
    COMPILE MACHINE : amd ryzen 7 3700x 8x 3.5 ghz ,16 gb ram ddr4,Asus ROG Strix-RX580-O8G,win10 x64
    COMPILE TIME : -bsp 7 sec -vis 1 sec? -light 18 min
    COMPILE version : [q3map2] -meta -samplesize 8 -altsplit -leaktest -threads 8 "[MapFile]"
    : [q3map2] -vis -threads 8 "[MapFile]"
    : [q3map2] -light -samples 4 -thresh 0.5 -shade -dirty -dirtdepth 256 -samplesize 8 -threads 8 -patchshadows "[MapFile]"
    BRUSHES : 11715
    PATCHES : 154
    INGAME ENTITIES : 57
    TOTAL ENTITIES : 259
    MISC_MODELS : 173
    info_player_deathmatch : 15vs15
    worldspawn : _blocksize 0 0 0 - gridsize 80 80 128
    ================================================================================
    Distribution / Copyright / Permissions

    Copyright (c) 2025 Devils Right Hand
    All rights reserved

    Authors MAY NOT use this level as a base to build additional levels.

    This level is not to be used, replicated or edited for any other Mod, Total Conversion, Game
    or Game Engine.

    24 downloads

       (0 reviews)

    Submitted

  5. decoder beta4 - decoder_beta4.pk3 and waypoints

    Decoder (Beta 4)
      Description


    Axis:
    "Objective: Protect the real decoder and the document that reveals its location"
    Allied:
    "Objective: Locate and destroy the real decoder"
    Neutral:
    "The axis have stolen the decoder the allies are using for secret comunication in the North-Atlantic. The allies are are desperatly trying to find and destroy the real decoder before the axis figures out how it works"  
      Objectives
      Allied objectives

    1 "Primary Objective:
    Capture flag and forward spawn"
    2 "Primary Objective:
    Destroy the research stations main door"
    3 "Primary Objective:
    Locate and destroy the real decoder unit"
    4 "Secondary Objective:
    Build the ramp so you can outflank the axis defences"
    5 "Secondary Objective:
    Gain entry to the research station through the sewers"
    6 "Secondary Objective:
    Find the document the reveals the location of the real decoder"
      Axis objectives

    1 "Primary Objective:
    Protect the forward spawn area"
    2 "Primary Objective:
    Defend the research stations main door"
    3 "Primary Objective:
    Defend the real decoder unit"
    4 "Secondary Objective:
    Don't allow the allies to outflank you using the ramp"
    5 "Secondary Objective:
    Guard the entry through the sewers"
    6 "Secondary Objective:
    Protect the document the reveals the location of the real decoder" decoder_beta4.gm decoder_beta4.way decoder_beta4_goals.gm

    11 downloads

       (0 reviews)

    Updated

  6. decoder beta2 - decoder_beta2.pk3 and waypoints

    Decoder (Beta 2)
      Description

    Axis:
    "Objective: Protect the real decoder and the document that reveals its location"
    Allied:
    "Objective: Locate and destroy the real decoder"
    Neutral:
    "The axis have stolen the decoder the allies are using for secret comunication in the North-Atlantic. The allies are are desperatly trying to find and destroy the real decoder before the axis figures out how it works"  
      Objectives  
      Allied objectives  

    1 "Primary Objective:
    Capture flag and forward spawn"
    2 "Primary Objective:
    Destroy the research stations main door"
    3 "Primary Objective:
    Locate and destroy the real decoder unit"
    4 "Secondary Objective:
    Build the ramp so you can outflank the axis defences"
    5 "Secondary Objective:
    Gain entry to the research station through the sewers"
    6 "Secondary Objective:
    Find the document the reveals the location of the real decoder"  
      Axis objectives
    1 "Primary Objective:
    Protect the forward spawn area"
    2 "Primary Objective:
    Defend the research stations main door"
    3 "Primary Objective:
    Defend the real decoder unit"
    4 "Secondary Objective:
    Don't allow the allies to outflank you using the ramp"
    5 "Secondary Objective:
    Guard the entry through the sewers"
    6 "Secondary Objective:
    Protect the document the reveals the location of the real decoder"  
     




    3 downloads

       (0 reviews)

    Updated

  7. Drempuzzo Xmas (Capuzzo remake) and waypoints

    Drempuzzo.pk3 and omnibot waypoints.
    All rights reserved to the original map makers -SSF-Sage and Pegazus from SM-Mapping "Capuzzo Airport"
    Shoutout to UJE clan for the amazing models + textures.

    After 10 years of releasing the "final" capuzzo version i decided to make some modifications for the upcoming christmas holidays.
    Hope you enjoy it, Lets keep ET alive!

    Special thanks to:
    Phir0x.
    Meli<3
    Razjee:[
    Chuu:3
    Vice86
    Rendel
    D1M_

    Official map annoucenment https://fearless-assassins.com/forums/topic/132301-capuzzo-airport-drempuzzo-xmas  

    ===================================================================================================>>>
    // Mapname : Drempuzzo Xmas final
    // BSPname : drempuzzo_xmas_final
    // Released:
    // Version : Final version
    //
    // Map made by: -SSF-Sage and Pegazus from SM-Mapping
    // Remake by: =F|A=Drempa? 
    //
    // Contact Sage   : ssf.sage at gmail dot com //-SSF-Sage @ splashdamage.com/forums (prefered)
    // Contact Pegazus : Fruity12 at hot dot ee // Pegazus   @ splashdamage.com/forums (prefered)
    // SM-Mapping site: http://www.hot.ee/smmapping/
    //===================================================================================================  
    Story:
    January 1943 - The war in Africa is finally coming to an end. The Allied intelligence has discovered
    a group of Axis engineers planning a new super plane in Capuzzo Airport. Allies are attempting to
    break into the airport, steal the blueprints and escape with a Supermarine Seafire.

    =======================================================
      Objectives:  
      Allies:

    1] Escort the Tank past the Tank Tarrier #1
    2] Escort the Tank past the Tank Tarrier #2
    3] Construct the Command Post after the tank has passed a certain spot to gain a spawnpoint at the command post
    4] Destroy the Command House wall, the enemy aircraft with the tank
    5] Send a message (takes 45 seconds) for the pilot to land in
    6] Steal the blueprints and secure them into the Seafire, which has to be repaired in order to be able to secure
      Axis:

    Axis:
    1] Prevent the Tank from passing the Tank Tarrier #1
    2] Prevent the Tank from passing the Tank Tarrier #2
    3] Construct the Command Post to prevent Allies from spawning in there after they have passed a certain spot
    4] Stop the Allied tank from breaking into the Command House and from destroying the planes in the airport.
    5] Prevent the Allies from sending a signal for their pilot
    6] Prevent the Allies from stealing the blueprints and escaping with them

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

    Performance:

    FPS boost is based on your height position. Using doublejump or climbing hills might lower your FPS. But even if you do, FPS is still better than before.

    On NQ mod use /g_doublejumpheight 1.15 or less to remain better performance.

    On other mods use /r_showtris 2 and see how high you can doublejump before the house draws what is behind it.


    Recommendations:


    Use b_moverscale 1 (default value) or otherwise the plane sounds will not work correctly.
    The tank moves a bit faster than normally, so there is no reason to use higher values anyway.

    For german servers:

    According to research we and many others did, the signs on the planes can be shown on german servers.

    Disclaimer:

    We can not be held responsible for anything.

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

    Credits:

    Bradburger
    Base for the seafire sounds

    JillianCallahan
    Base for the seafire stopping sounds

    Jesters-Ink & Buglord
    Base for the Fw-190 texture

    Jester, Robo, Kristorf and FBS
    Base for the Seafire texture

    Emel
    Base for the Bf-109 texture

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

    Map testing:

    //////Big thanks to testing
    ///We owe you guys for all the help, testing and feedback!


    Members and players from:


    Bunker Community
    http://bunker.aaxxss.com/

    EFT Clan
    http://www.eft-clan.com/

    Slut Clan
    http://slutforum.forumcircle.com/

    UJE Clan
    http://www.ujeclan.com/

    Fearless Assassins Community
    http://fearless-assassins.com/

    Dark Alchemy Community
    http://www.dark-alchemy.com/

    {WeB} Clan
    http://webclan.freeforums.org/


    Special thanks to:


    o-0._.0-o from |>B<| Community

    Avoc from eft// Clan

    Shagileo from [Slut] Clan

    Niek from [UJE] Clan

    Daredevil from =F|A= Community

    Old-Owl from DA Community

    GANG$TA from {WeB} Clan

    =======================================================
    Installation:

    Put the pk3 file into your Etmain folder.


    Uninstallation:

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


    Changelog:


    In the 3 versions of the FP:

    -Spawning positions are heavily changed and new ones added
    -New spawntimes and roundlimit
    -2 new houses added
    -First 2 caves, the start of the map and the journey between barrier1-barrier2 are shortened
    -A lot of other minor changes to balance, fix bugs and glitches etc.

    Beta 1

    -Quite a lot different changes. Can be hard to spot.
    -For example some parts are scaled
    -bugs fixed
    -some new details
    -smaller gameplay changes
    -vo's added

    Beta 2

    -2 megs smaller pk3
    -Added cave spawn for Allies
    -Roundlimit starts with 10 mins and +5 mins at each stage (total 30)
    -Radio transmitting time doubled
    -New spawntimes
    -Barriers now require +50% chargebar to be constructed
    -Moved the city spawn few meters further away from Barrier1
    -Moved Barrier2 few meters closer to allies
    -Moved CP house few meters closer to Airport
    -Some small changes to improve access
    -Little mountain edit at the map start
    -Radio trigger is easier to press
    -Added some lights
    -Closed down a house at Airport
    -Improved palm clipping
    -Rocks have 100% accurate clipping
    -Some new details
    -Added little variety on terrain
    -Added a wooden bridge over barrier1 to fight trickplanting

    Beta 3

    -Some minor bug fixes
    -More signs for navigation (+moved antenna near radio)
    -Changed objective numbers
    -Roundlimit starts with 15 mins, get 15 min more after barrier2
    -Radio transmitting time is now 45 secs
    -Radio button improved
    -Fixed tank road mine bug
    -Greater roof access
    -Removed a couple doors
    -Greater radio room access

    Beta 4

    -Shortened many sound, shader and model names to save few configstrings on networking
    -Ladders on water tanks
    -Inside light and detail pass
    -Tank sound bug fixed
    -Antenna and radio light when transmitting
    -Improved signs

    Beta 5

    -Improved FPS in general
    -FPS boosts when staying on ground and behind houses
    -Less vertices for GFX card to draw
    -Less entities for game to load
    -Little lighter networking by shortening configstrings
    -More players before lagging
    -Fixed Radio button
    -Shortened Allied map start a bit
    -Moved Axis City spawnhouse a bit
    -Barriers chargebar 150%->125%
    -Added details and lights
    -Possibility to fly with the plane to the sky
    -Edited VO's at airport
    -Some Airport houses are edited
    -Closed some houses windows to improve FPS
    -Remade most of the houses (without visual difference)
    -Moved the tank spot that enables building CP 5 meters further
    -Command house doors are regular doors now
    -Axis Default spawn Garage before CP is built
    -Bigger doorways in last Axis Spawn
    -Fixed small bugs
    -Many other small changes  

    102 downloads

       (1 review)

    Updated

  8. goldrush by fog 200 - goldrush_by_fog_200.pk3 and waypoints

    Warning does not work with the Nitmod mod
     
    ---------------------------------------------------------------------------------------------------
    Basic Information
    ---------------------------------------------------------------------------------------------------
    ORIGINAL MAP : SPLASHDAMAGE / ACTIVISON
    Modifier       : (F.O.G) Clan (Hungary)
    Site       : http://fogfighters.atw.hu

    ---------------------------------------------------------------------------------------------------
    Basic Information  
    ---------------------------------------------------------------------------------------------------
     
    Game : Wolfenstein: Enemy Territory
    Title : Goldrush by FOG v2.0
    Filename : goldrush_by_fog_200.pk3
    Version        : 2.00
    Release date : 17/04/2010
     

    Installation : Place the goldrush_by_fog_200.pk3 into your etmain folder
     Start game and choose HOST GAME and this map or start game and bring the
     consol then type /sv_pure 0 (enter)
      /devmap goldrush_by_fog_200 (enter)


    ---------------------------------------------------------------------------------------------------
    TS Torch Map Model
    ------------------

    Author: : Michel "The-Shadow-TS" Duhaime
    Email: : The-Shadow-TS@Rogers.com
    ICQ: : 4479835
    ---------------------------------------------------------------------------------------------------
    Briefings

    The Axis are guarding a hoard of gold in the Tobruk Central Bank. The Allies must steal an Axis
    Jagdpanther to blow the bank open, steal the gold bars and drive them to safety in a Truck.

    A N met er k a Tobruki K zponti Bankban riznek egy felhalmozott aranyk szletet. Az Amerikai
    csapatnak el kell elk tni a N metek tankj t, s el kell vinni az els tank barrik dig. Ekkor m r
    van lehet s g az aranyk szlet megszerz s re, de a tank v gig mehet az eredeti tvonalon is s
    bel heti a bank ajtaj t. Szerezd meg az aranyrudakat s helyezd biztons gba a Teheraut
    seg ts g vel!
    ---------------------------------------------------------------------------------------------------
    What's New :
    Rules of this map

    When the tank reaches the first barrier, a new spawnarea can be found in the castle. All teammates
    leave from there automatically if one of the teams pin his flag up there. The bank's safety doors
    become openable at the same time. (There are 3 doors) Through these Allies a team's members may get
    into the bank and it may be got the objectives, that is the gold crates, before the tank would
    explode the main entrance yet. An alarm signals it if are Allies within in the bank, facilitated
    with this Axis players' thing. After the tank exploded the bank's main entrance, then this sound
    signal does not work already starting.

    --------------------------------------------------------------------------------

    Why was there need for these changes?

    It is necessary to recognise it, that if there is a player who uses the heavy artillery for the form
    of the scoring on the server, can block the allies' attack certainly. Furthermore where only a
    solution exists, and both halves are aware of this, it that's right heavy to realise. Several new
    passages and two elevators were being made in the interest of the easier playing. This there was need
    for latter ones because of that, because if it would have been necessary to solve the arrival by
    stairs from one of the levels onto the other one, it much more Brush would be produced, and he
    managed to attain it so these his maximum value. The German team was in a big trouble then, when the
    allies pressed they one single Spawnarea, like this for them and a leeway was made. This alternative
    version came into existence so well. We hope for it you receive it with enthusiasm how the makers
    worked on the transformation of the orbit then.

    ---------------------------------------------------------------------------------------------------
    This is the 2.00 version of the remake of the original Goldrush made By Splashdamage/Activision ,
    please report any bugs/Suggestions in our mailbox: fogfighters@freemail.hu goldrush_by_fog_200.gm goldrush_by_fog_200.way goldrush_by_fog_200_goals.gm

    9 downloads

       (0 reviews)

    Updated

  9. exhumed_finalfix2 and waypoints

    axis  
    Steal the tank, drive to the pyramid door, and use the tank to blow up that door! Then steal the mummie and the papyrus, and escape with the truck.
      allies
    Do not let the Axis steal our tank, drive it to the pyramid door, and use the tank to blow up that door! Further, do not let the Axis steal the mummie and the papyrus, and take that to the truck !
      neutral
    The Allied Forces are defending their tank. The Axis plan to steal it, drive it to the pyramid door, and destroy that door. Inside the pyramide, there is a very important mummie and a papyrus. The Axis want to steal that and take it to the truck. The Allies must stop them !

    // Axis Objective Descriptions

    1 "Steal the tank and destroy the pyramid door with the tank!"

    2 "Steal the mummie and the papyrus and deliver that to the truck!"

    3 "Escape with the truck!"

    // Allied Objective Descriptions

    1 "Protect the tank and the pyramid door!"

    2 "Protect the mummie and the papyrus inside the pyramide!"

    3 "Stop the truck!"  
     
     
     
     
     
    exhumed_final.gm exhumed_final.way exhumed_final_goals.gm

    47 downloads

       (0 reviews)

    Updated

  10. ETL Adlernest v4 - etl_adlernest_v4.pk3 and waypoints

    // ======================================================================
    // 'Adlernest, by Dersaidin'
    // September 2022
    // Cedric 'kemon' Easton
    // http://www.etlegacy.com
    // http://www.github.com/realkemon
    // ======================================================================
    This map is an overhaul of the original Adlernest map from ET created by Dersaidin.
    As part of the ET: Legacy asset creation effort certain maps are being overhauled.
    Those maps have been selected for their stable gameplay, even in a competitive environment.

    -----Changelog-----
    v4:
    * Improved texture alignment across differently angled walls. Thank you Aciz for suggesting the NetRadiant feature.
    v3:
    * Fixed brush not being aligned correctly above Axis spawn canyon window. Thank you Aciz for reporting.
    * Extended 'flying' health and ammo trigger to the ground for Allied cabinets.
    * Removed flying pipe support at Main Door generator. Thank you Aciz for reporting.
    * Extended slick brushes in canyon to prevent players from sitting there. Thank you Dmxj for reporting.
    * Removed versioning from pk3 contents. Thank you bystry and Aciz for suggesting.
    * Adjusted lighting settings for improved performance. Thank you Aciz for suggesting.
    v2:
    * Adjusted position of bunk beds in Axis spawn to allow hiding behind again. Thank you zenixje for reporting.
    * Adjusted terrain near Allied spawn exit to allow hiding behind rock again. Thank you zenixje for reporting.
    * Fixed Allied CP not being autospawn. Thank you ryven and <=TM=>Flo for reporting.
    * Added missing clip brush to right-most radio of transmitter equipment.
    v1:
    * Added targetname and scriptname to nearly all in-game entities to enable server admins to build custom scripts if desired.
    * Extended map skywards to allow for free shoutcaster/spectator movement.
    * Added unique ids for spawn slots.
    * Comprehensive rework of structural mesh to improve on VIS.
    * Removed player collision from noticeboards, picture frames, lying doors etc.
    * Colour-coded bunker sections for easier call-outs.
    * Dispersed spawn points to declutter mass spawn events.
    * Increased player count to 32v32.

    // AXIS
    Primary Objective: Defend the documents.
    Primary Objective: Prevent the allies from transmitting the documents.
    Secondary Objective: Stop the allies from constructing a command post, or destroy it if it has been made.
    Secondary Objective: Protect the door controls in the basement level and prevent allies from gaining access to the upper complex.
    Additional Objective: Keep the main blast door closed to hinder the allies progress.
    // ALLIED
    Primary Objective: Steal the documents.
    Primary Objective: Transmit the documents at the transmitter.
    Secondary Objective: Construct the command post to activate a forward spawn.
    Secondary Objective: Dynamite the door controls located in the basement level.
    Additional Objective: Open the main blast door to gain additional access.
     
     
     
     
    etl_adlernest.gm etl_adlernest_goals.gm etl_adlernest.way

    79 downloads

       (0 reviews)

    Submitted

  11. fragginhart v4 - fragginhart_v4.pk3 and waypoints beta

    Fragginhart a map for Wolfenstein Enemy-Territoy.

    Map by ( Remasters  )  in close collaboration with U!ps
    https://www.splashdamage.com/games/wolfenstein-enemy-territory/
    https://www.etlegacy.com/
    https://et.trackbase.net/map/9158
      Map Objectives
    1. Activate the generator.
      - Build Allied CP to enable allied spawn.
    2. Destroy the Depot Gate Controls.
      - Destroy the Side wall.
      - Capture the forward bunker flag.
    3. Steal the Documents.
      - Build the assualt ramp.
      - Take the Documents to the Transmitter


    v4 change log
    - Added route from middle spawn to lower barracks. ( requested by U!ps )
    - Changed generator switch.
    - Changed the switches at main gate.
    - Lowered the wall at axis middle spawn MG. ( requested by U!ps )
    - Clipped roof at middle and gen spawn areas.
    - Added new textures.
    - Added "props".
    - Reworked the Terrian/Road.
    - Reworked the flag section (forward bunker).
    - Added new route from sidewall to flag.
    - Reworked Allies villa spawn.
    - Changed the skybox.
    - Updated levelshot on map load screen. (image created by U!ps)
    - Added obj dropped sound for axis.
    - Updated location data.


    V3 change log
    - Fixed missing brush above main gate.
    - Fixed cov_door_Depot_Gate bug.
    - Added route from transmitter to sidewall area. ( requested by U!ps )
    - Added custom textures. ( provided by U!ps )
    - Reworked door at assualt ramp, added button inside docs room.
    - Removed keycard to fix map breaking bug ( reported by ETc|nick )
    - Changed generator activation to "repair" or "switch".
    - Generator activation type can be changed by server admin via mapscript (default set to switch).
    - Allied CP room now longer, moved Allied CP location in the room. ( requested by U!ps )
    - Added new route at generator axis spawn. ( requested by U!ps )
    - Fixed FPS drops. ( reported by kevlar )
    - Added limbo cams. ( requested by [eG] johnd0eafk )
    - Updated location data.
    - Improved the command map. ( requested by [eG] johnd0eafk )*
    - Added wm_addteamvoiceannounce sounds.
    - Allies can no longer access the sidewall before the generator has been activated. ( requested by U!ps )
    - Axis can no longer access the north middle spawn exit before the generator has been activated. ( requested by U!ps )
    - Main and Depot gates now open slower. ( requested by U!ps )

    V2 Change log
    - BSP name now has no version suffix. (for easier server administration moving forward)
    - reworked allied villa spawn
    - New allied CP spawn.
    - New axis generator spawn.
    - Reworked old allied CP building.
    - Moved axis CP.
    - Added cov door at axis CP.
    - Increased doorway size and headroom on most indoor sections and doors.
    - Changed cov doors on main and depot gate sections. (will now auto open for axis)
    - Blocked the holes in the floor of axis final spawn and added alternative routes.
    - Moved documents to table.
    - Some cosmetic changes to terrain.
    - Assualt ramp moved to front of document building with build activated doors.
    - Added Basement spawn for axis. (set as disabled)
    - swaped position of sidewall hole with sidewall cov door.
    - moved barracks corridor outside exit, added ramp where there was a step.
    - added location data
    - added option to block the middle spawn / forward bunker archway. (set as hidden)
    - depo gate switch removed from axis side.
     

    85 downloads

       (0 reviews)

    Updated

  12. UJE stiglitz - UJE_stiglitz and waypoints

    UJE_stiglitz

    Conversion of this map is made with aproval of the original mapmaker of this map Kemon, i really want to thank him with making this beautiful map.
    I changed this map because players were complaining that they don't like the objective, that's why i changed it to an easier objective to just escort a tank.
    With this conversion i hope the map will be played again.
    Coversion made by  [UJE]Niek  14-3-2023 , beware after 20 years the game is still alive

    Storyline now is:

    The axis have to escort the tank from the city to the Railroad tunnel so they can defend the tunnel for new reinforcements.
    -----Objectives-----  

    * Axis have to escort the tank
    * Build and destroy 3 bariers
    * Build and destroy Allied or Axis Commandposts

    ---------------------------

    Release Dateof the original stiglitz map was : 31/08/2018
    -----------------

    This map was intended as an entry for the Trackbase, TWT, Wolfwatch map-contest 2018.
    I would like to thank all of the organizers for setting up the contest. It has been a valuable experience creating a map on a fixed schedule.

    -----OriginalLayout-----
    For the concept to properly work, the map had to be completely flat, because upwards and downwards movement would definitely cause visual glitches in the movement animation of Stiglitz.
    -
    The layout of this map is divided into 4 sections: Noble, Church, Industry and Nature.
    This was done to have chokepoints that Stiglitz needs to be escorted through, while still providing several alternative routes.
    The two middle sections both have a capturable spawn making it necessary to communicate with your team. After all, you don't want the enemy to suddenly spawn behind you!
    -
    Since the map is basically all on one level, the VIS blocking could be done differently than usual. We didn't need to create seperate valleys or closed of sections and could have everything in one giant space.
    This makes it nicer for the Spectator to fly around. That is also the reason why the world_clip is a func_static.
    So the Spectator can leave the playable area and take on vantage points outside of the player's reach, but the player is still constricted to the play area.
    -
    VIS blocking in this map works as following:
    --------------------------------------
    -----------------A--------------------
    -------______------------______-------
    ------| |----------| |------
    --B---| |----C-----| |--D---
    ------| |----------| |------
    ------| |----------| |------
    ______|______|__________|______|______
    When being in zone A as spectator (sky) you see everything. However, as a player you can only walk around in the lower areas (B, C, D). These are the streets and the blocks are the houses which all are structural in their core.
    There is a giant HINT brush spanning across the whole map cutting the map right on top of the building blocks. That brush ensures that it is not possible for the engine to see into block C and D when the player is in B.
    This results in all detailed things going on on street level actually being constrained to that street, which even though the map is just one giant cube, ensures stable FPS.

    -----Specs-----
    OriginalAuthor: keMoN & phisherman

    -----Thanks to-----
    Direct support:
    • ryven for extensive support during debugging of the script_mover.
    • WuTangH for the broken tree model acting as bridge from Nature to Industry and the modified head model for Stiglitz to fix a visual glitch.
    • Everyone on the TWT Discord for helping out in one form or another.

    Indirect support:
    • Jon Swenson (=N4RC= Smokey) and Chris Swenson (Hobbie) for Axis Lab. The forwards and backwards movement of Stiglitz is highly inspired by Axis Lab.
    • Gordon 'digibob' Biggans [SD] for his purely magical MD3-to-TAG tool
    • C and Npherno for their wonderful model tools respectively
    • hipshot for his "miramar" skybox from http://www.custommapmakers.org/skyboxes.php
    • RtCW for models + textures
    • Detoeni for his submarine and truck models
    • ischbinz for textures
    • FireFly for his Hanomag model
    • RayBan for his treeline textures
    • Everyone else who provided info, feedback, ideas or helped in any other way.

    mapname is UJE_stiglitz

    With setting up the new gameplay i tried to involve every part of the map, let's see how it plays.

    61 downloads

       (0 reviews)

    Updated

  13. 1944 omaha b3 - 1944_omaha_b3.pk3 and waypoints 0.9

    Map brought to you by +KOMMANDO+"

    "1944 Normandy. The Allies are invading the beaches of Normandy! To claim victory the allies must destroy the Axis 88 gun to clear the way for the Tank. The Tank will then blow the Axis bunker wall. The Allies must then steal the Axis documents and transmit them at the Allied Com Tower " 1944_omaha_b3 waypoints 0.9.rar

    77 downloads

       (0 reviews)

    Updated

  14. JV bunker - JV_bunker.pk3 and waypoints

    no information on the map

    20 downloads

       (0 reviews)

    Submitted

  15. complex_b3 - complex_b3.pk3 and waypoints

    //Axis Objective Descriptions

    1 "Primary: Stop the Allies from breaching the Main Complex Gate with dynamite."
    2 "Primary: Stop the Allies from breaching the Side Entrance with dynamite."
    3 "Primary: Stop the Allies from breaching the garage door.
    4 "Primary: Prevent the Allies from stealing secrets documents."
    5 "Primary: Prevent the Allies from tramittings the documents."
    6 "Secondary: Prevent the Allies from constructing a command post."
    7 "Secondary: Build a the command post and prevent allies from destroying it."
      // Allied Objective Descriptions

    1 "Primary: Breach the Main Complex Gate with dynamite."
    2 "Primary: Breach the Side Entance with dynamite."
    3 "Primary: Breach the garage door to secured the flag area."
    4 "Primary: Steal the secrets documents in the research room."
    5 "Primary: transmitted the documents at the radio transmitter."
    6 "Secondary: Build a command post to enable a new spawn area."
    7 "Secondary: Destroy the Axis Command Post."  

    41 downloads

       (0 reviews)

    Submitted

  16. ctf cw arena b2 - ctf_cw_arena_b2.pk3 and waypoints

    This is my first released map. Thanks to loffy for the ctf scripts and
    www.GameDesignOnline.com for thier help.(marco and the other over there).
    thanks to -=Talon=- for the motivation to finish this map sorta and some ideas and some work done in the map.
    The RaR clan for testing my map and for a good server and place to play.
    Time to construct the map : 1 month
    Time to compile the map : 3 hrs or so i dont know exactly i just compiled and went to sleep.
    This map is basically a ctf map I like playing CTF so i thought i would create one.
    If this one does over all ok i'll make numberous other maps.
    This map should not be added to any site without my permission for download...you can use it on your server but please ask me before
    uploading it your site or any other site
    contact me at ter7997 [at] hotmail [dot] com email and msn messenger

    20 downloads

       (0 reviews)

    Submitted

  17. ea base2 - ea_base2.pk3 and waypoints

    no information on the map

    25 downloads

       (0 reviews)

    Submitted

  18. wario final - wario_final.pk3 and waypoints

    wario_final

    Designed by .WAR|R0u$back.
    Contacts: http://warclan.forumj.net
    Xfire: rousback

    Tools: GTK Radiant 1.4/1.5 - photoshop - paint

    Ressources:
    - the map fragmaze_fixed made by sl0wr0ck, on wich warmaze (my first map) is based/inspired (xfire of the creator of purefrag: sl0wr0ck) - warmaze_b6, wich is the base of this map - some textures from "textures_pitores" (eMail Address: me@Hourences.com) - http://splashdamage.com/forums/
    - http://easymapping.free.fr/html/ and many others websites of tutorials I can't remember...

    Greetings/Thanks to:
    >> The Splash Damage team for this wonderful free game >> Fate (xfire: fmcfate) for his help to solve many issues I had while I was mapping... (Mapping tutorials http://fmc.hex.ee) >>The .WAR|Clan. and his communauty for the tests, feed backs, ideas and advices, to improve this map... >>.WAR|bitchy., who made the .WAR|Clan. logo. He also implemented the mario pictures on the wall texture.

    If you use the map on your server please let me know, it's always good to have some feedbacks!

    In no cases you are allowed to modify anything from this pk3 without permission. Leave it in his current state if you want to use it. If you want some modifications of the map just let me know (by xfire or .WAR|Clan. forums) and I will see what I can do about it.

    Enjoy!

    14 downloads

       (0 reviews)

    Submitted

  19. now beta03 - now_beta03.pk3 and waypoints

    In the Axis search for religous items they are on a quest to steal the Christmas Star, the symbol of hope and joy!*Allied intelligence has picked up this mission and are doing anything they can to prevent the Axis forces from stealing the Christmas Star. If the Axis forces succeed in their quest then a whole world celebrating Christmas will be in agony and that will drain their spirit on the battlefields, this will give the Axis forces a huge advantage in the war."
    axiswintext Yet another inspiring victory for the Axis
    alliedwintext he Allied Supreme Command was correct: Another easy win for the Allied forces

    21 downloads

       (0 reviews)

    Submitted

  20. psl ctf - psl_ctf.pk3 and waypoints

    --------------------------------------------------------------------------------------------
    Practice
    --------------------------------------------------------------------------------------------

    Author        : Stealth'
    webpage       : http://www.clanpsl.nl

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

    Game          : Wolfenstein: Enemy Territory
    Title         : PsL ctfstation
    Filename      : psl_ctf.pk3
    Release date  : 04/12/2007

    Description   : A Capture the Flag style Enemy territory map.
    It was made for and in association with clan *PsL.
    The scoreboard is on the compass.
    Capture the Enemy's flag 4 times to win, a draw is possible.
    There are 2 secrets in the map.
    Installation  : place the ctfstation.pk3 to your etmain folder.

    Textures      :
    -textures from soc (all credit goes to him for these textures):
    ->textures\egyptsoc_floor
    ->textures\egyptsoc_trim
    ->textures\egyptsoc_mat
    ->textures\egyptsoc_wall
    ->textures\tech1soc_sfx
    ->textures\tech1soc_mach
    ->textures\ctf

    -Textures from Rayban floating powerups (credit to RayBan for models+textures):
    ->models\multiplayer\rayban\powerups
    ->textures\powerups_test
    ->models\multiplayer\rayban\ctf

    -textures from norman (credit for pornagraphy goes to him 😞
    ->textures\norman

    -textures from Drakir (credit to drakir for these images
    --------------------------------------------------------------------------------------------

    Credits:

    -Clan *PsL Great clan, they supported me for this map, visit them www.clanpsl.nl

    -TrickJump paradise clan: help testing my map and just being a great clan.

    -Splashdamage forums: Helped answering alot of my questions

    -RayBan: Used his Q3 style powerups (the floating medic and ammo packs), all credit for those
    models, and idea go to him. Also he gve me tips on improving the map, and fixing bugs, on the
    SD forums. The Q3 style ctf flags are also made by him.

    -Unreal Tournament: Inspiring the map

    -2bits: Learned mapping thanks to his tutorials

    -Simon O'Callaghan aka soc: Used some of his textures that he released on his site:
    http://www.simonoc.com/pages/materials.htm

    --------------------------------------------------------------------------------------------

    Misc:
    Best played on a Good computer on high, thats what i used anyway

    23 downloads

       (0 reviews)

    Submitted

  21. x-rated1vs1 - x-rated1vs1.pk3 and waypoints

    No information on this map

    10 downloads

       (0 reviews)

    Submitted

  22. xfactory - xfactory.pk3 and waypoints

    -------Map info--------->
    16/12/05
    Title: X-factory
    File: xfactory.pk3
    mapname: X-factory
    Author: s7ven ---> #s7ven or #cfet !
    Build time: 9 weeks
    ------------------------>
     
    ------Instructions------
    Map for Wolfenstein : Enemy Territory
    Place xfact_b3.pk3 into you &quot;Wolfenstein - Enemy Territory\etmain\&quot; 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

    18 downloads

       (0 reviews)

    Submitted

  23. _M4CHiN3 - _M4CHiN3.pk3 and waypoints

    EXCLUSIVE H!TM@CH!N3 PRODUCTION
    CTF map

    15 downloads

       (0 reviews)

    Submitted

  24. himmelsdorf b6 fix - himmelsdorf_b6_fix.pk3 and waypoints

    ME ETc|Gouki. (goki) 31-7-2020

    I would very much like to thank the following people :

    Tech related

    Kemon Trouble shooting / Scripting teacher / lots of other stuff i couldnt do i now can Massive Thanks

    Aesop Trouble shooting / textures for blending / Script partially . massive Thanks
    thank you for help on textures and tank ofc . also thank you for getting me started on gtk 2008 somewhere till now Many many thanks bro

    Uje|niek / Terrain blending wich is found on http://www.simonoc.com/

    http://games.chruker.dk/enemy_territory/
    much appriacated this website alot of information to be gathered from here has been a massive help So many thanks
     
    // Allied Objective Descriptions
    1"Primary Objective:**Steal the Tank from the Axis , but the tank has ran out of Fuel , Steal it !!"
    2"Primary Objective:**Protect the Tank and escort it to the Maingate."
    3"Primary Objective:**Steal two crates of Gold from the Storage Depository , secure them onto the truck."
    4"Primary Objective:**Escape with the crates of Gold using the Truck in the Storage depository."
    5"Secondary Objective:**Establish a Command Post inside the Garden."
    6"Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post inside the Axis Villa."
      // Axis Objective Descriptions

    2 "Primary Objective:**Stop the Allies from stealing the Tank , Prevent the Allies from using the Tank to blow open the Main Gate."
    3 "Primary Objective:**Prevent the Allies from Stealing the gold from the storage depository."
    4 "Primary Objective:**Stop the Allies from Escaping with the gold bars we must at all Costs."
    5 "Primary Objective:**Stop the Allies from setting up their command post."
    6 "Secondary Objective:**Set up a Command Post inside the Axis Villa."

    started 2018 okt.
    first playable version : 15-8-2020

    updates will come as soon as possible


    Himmelsdorf_b6 version : 14-3-2021

    ME ETc|Gouki. (goki) 31-7-2020

    I would very much like to thank the following people :

    )=================================Tech related=======================================================================(

    Kemon Trouble shooting / Scripting teacher / lots of other stuff i couldnt do i now can Massive Thanks

    Aesop Trouble shooting / textures for blending / Script partially . massive Thanks
    thank you for help on textures and tank ofc . also thank you for getting me started on gtk 2008 somewhere till now Many many thanks bro

    Uje|niek / Terrain blending wich is found on http://www.simonoc.com/

    http://games.chruker.dk/enemy_territory/
    much appriacated this website alot of information to be gathered from here has been a massive help So many thanks

    ETc|clan for testing

    )====================================Misc============================================================================(
    ETc|darkness

    Fallen hero : ETc|bada^boom we remember u Eric may u rest in peace friend.

    and possibly many more people for your feedback if i havent named u ,
    too bad have fun playing

    Thanks Wutangh for helping out on the tag  
    himmelsdorf.gm himmelsdorf.way himmelsdorf_goals.gm

    25 downloads

       (0 reviews)

    Updated

  25. ammodepot fixed - ammodepot_fixed.pk3 and waypoints 0.9

    A big thank you to Pinn for correcting the texture and sound , made new command map....change script .
      This is "Ammo Depot" a Enemy Territoy mulit-player map designed for intense firefights and enduring battles.
    In this map the Axis hold a secret Ammo Depot called cement island, Allies will try to
    get inside and blow both the radio anttena and a stack of ammo boxes.  

    This map took me 3 months to build from scratch, I don't say it's the best but
    I love playing it and so do my friends so I want you to enjoy it as well.

    Lunarpost@sbcgloba.net

    I'm a 3D entertainment artist currently looking for work.  
      Axis Objective Descriptions
    1 "Primary Objective:**Keep Allies from breaching the East and West Anti-Tank Doors."
    2 "Primary Objective:**Prevent Allies Engineers from busting though the Sand Barricade."
    3 "Primary Objective:**Hold back the Allies from entering the Ammo Depot by constructing the Depot Gates."
    4 "Primary Objective:**Prevent the Allies from Destroying the Radio Installation."
    5 "Primary Objective:**Prevent the Allies from Destroying the Ammo Shipment."
    6 "Secondary Objective:**Stop the Allies from establishing a Command Post inside the Depot Enterance."
    7 "Secondary Objective:**Set up a Command Post inside the Depot Entrance."
      Allied Objective Descriptions

    1 "Primary Objective:**Breach the East and West Anti-Tank Doors."
    2 "Primary Objective:**Bust through the Sand Barricade at the Depot Enterance."
    3 "Primary Objective:**Get into the Depot Yard by blowing the Depot Gates or the Bunker Hatch."
    4 "Primary Objective:**Destroy the Radio Installation."
    5 "Primary Objective:**Destroy the Ammo Shipment."
    6 "Secondary Objective:**Prevent the Axis from establishing a Command Post inside the Depot Enterance."
    7 "Secondary Objective:**Establish a Command Post inside the Depot Enterance"  

    21 downloads

       (0 reviews)

    Updated


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