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Wolfenstein: Enemy Territory Maps for Downloads.

712 files

  1. 1944 Huertgen Forest Xmas Edition

    Map Information
    Game: Return to Castle Wolfenstein: Enemy Territory
    Title: 1944 Huertgen Forest Xmas Edition
    Filename: 1944_Huertgen_Final2_Xmas.pk3

    Description: The Axis are launching a surprise attack on allied forces. They are using a Jagdpanther to
    open the Truckyard Wall to allow an escape with the Allied gold!

     
    Big thanks to Niek from [UJE] for his authorization regarding using his assets for this Xmas map!

    Additionnal thanks to Dragonji, hellreturn, Micha, Sedra12, Smurfer, Teuthis, Thunder, WuTangH and |MTC| clan peeps for their feedback!
    And special thanks to dFx, for all his help since the beginning, and his Decompilateur!

    Some assets are taken from Fuel Dump Christmas by Avoc, credits to him!

    6 downloads

    Submitted

  2. UJE Castle UJE Christmas UJE Factoryb1 Xmas

    Another 3 X mas maps full with fun

    UJE Castle
    UJE Christmas tank
    UJE Factoryb1 Xmas

    9 downloads

    Submitted

  3. UJE Oasis UJE Goldrush and UJE Temple xmas

    Xmas maps pack
    This pack is made for xmas to have a nice feeling with these days Maps in this pack are:
    *UJE_Oasis_xmas
    *UJE_goldrush
    *UJE_temple_xmas
    If you use these mappack then i hope you have fun with it.
    Thanks to all original makers of these maps and for making these .maps public. Also thanks to all model makers like ischbinz and berzerkr for textures. Keep the game alive guys and girls.
    Greetz and a mery christmas from the ujeclan

    8 downloads

    Submitted

  4. Castle Blackwood Beta 2

    The map is heavily teambased especially when double-jumps are disabled. It features boost spots (you need to stand on another teammate) to gain access to certain areas that are important. The tunnels also features two one-way drops that adds some tactical decision-making. Explosive gameplay mixed with boost spots make this level easy to pick up but hard to master.
     
    Ideal teamsize 10v10
    Timelimit 25min (+10min when 2nd barrier is passed)
    Mapname: blackwood_b2
    Shortname: Castle Blackwood ^1B2
    Size: 4.6 hectare (medium)
    Mission: escort tank -> siphone diesel (construction) -> bring diesel barrel to documents (capture the flag)
    Waypoints: https://drive.google.com/file/d/1F-1mvRnKqXnHGvPZNn_Xjo-xpqsqwXgy/view?usp=sharing
    ET-Legacy 2.75 doesn't draw the flames inside the castle correctly but ET206b works

    6 downloads

    Submitted

  5. mlb_egypt_fixed

    mlb_egypt_fixed 1.0.0 By Kate   September 11, 2015
    File Size:10.32 MB   About This File:
    allied    "Stop Axis forces from escorting the boat up the river. They're aiming for a set of gold crates hidden in the pyramid sarcophage chamber."
     axis    "Escort the boat up the river, gain access to the pyramid sarcophage chamber and steal the gold crate."
     neutral    "Allied forces are attempting to stop an Axis squad from escorting their boat up the river where it risks granting access to the pyramid   *Fixed a bug in the script (thx to Lynxx), which needed a change in the bsp. The bug is: When the cannon is fired, also the backgate gets blown and allies can't defend the objective. So Axis can Spawn near the rear entry, and get it. ~peyote

    7 downloads

    Updated

  6. italyremake_tnt

    About This File
    players times to times crashes with silent mod
    Supported Gametype       : Multiplayer
    Map Size (suggested)     : 16-24 : Large Map
    Chanelog :
        FIXED:
         - dynamite issues
         - looping sounds
         - Jeep clipping
         - wallhacking in the tower
         - some light leaks
         - mortar issues
         - Mercedes glass transparency
         - black lines on the sky
        ADDED:
         - Jeep stops few meters before barriers, to prevent repairing
           instead of arming dynamite
         - Command Post is a additional spawn for both teams
         - Jeep stops in the middle of tunnel, and is awaiting gold there
         - cracked wall in tower can be destroyed with satchel/dynamite
         - some roofs are unclipped now
         - Health/Ammo cabinets near Market Square
         - MG42 near CP
         - primary Axis house is bigger,and they spawn more inside to
           prevent SK
         - ladder to the roofs
         - constructable ladder to the balcony (for Allies)
         - fixed some brush problems...
    Objective info :
        Allies:
         1. Escort the Jeep
         2. Destroy the Market Gate
         3. Destroy the Jeep Barrier
         4. Construct 2 Ramps
         5. Steal the Gold from the Tower
         6. Get the hell out of city!
         OPTIONAL: Build CP
         OPTIONAL: Construct Ladder
         OPTIONAL: Destroy the Tower Wall
         
        Axis:
         1. Destroy the Jeep
         2. Defend the Market Gate
         3. Construct the Jeep Barrier
         4. Don't let them construct Ramps.
         5. Protect the Gold
         6. Don't let them run away!
         OPTIONAL: Build CP
         
    ======================================================================
    Features :
         - custom escortable vehicle (Willy Jeep)
         - over 170 new custom textures
         - over 50 new custom sounds
         - custom sky
         - chickens!
         - nicely made map with unique atmosphere 

      Contents of this Package :
         italyfp2.pk3
         italyfp2_mods.pk3
         italyfp2_README.txt
    ======================================================================
    Installation Instructions:
         Put italyfp2.pk3 into your etmain directory.
         Put italyfp2_mods.pk3 into your mod (etpro, noquarter etc)
         directory to fix icons appearing outside compass.
    Construction Time        : Over 2 months
    Custom Content           : Textures
                             : Shaders
                             : Audio
                             : Models
    Credit to Other Authors  :
         Pazur - thanks for everything! It would be a pure deathmatch
       map without your help, and effort  Niech Ci Bog w
       dzieciach wynagrodzi 
         
         Isbowhten - for awfull scripting, but at least it's working
       (so far)  Thanks for adding objectives to the map.
         
         Detoeni - jeep model
         {SSF}Sage - banana model
         Th0rn3 - melon, orange, chicken, street lamp models
         BlackRayne - trash bag model
         Activision - 2 models
         SplashDamage forum - for the help I've found there
         SplashDamage - for using early ET VO sounds
         Project S - I was unable to contact him. This map is based on
       his SOF2 conversion.
         Special thanks to beta testers and people that gave me some
       some suggestions:
         - Sunny, Anak!n, Irata [*], Pella, Jim :O, .$k@d0n, Magic,
           Bricktop, BrightIs
     
    What's New in Version 1.0.0   See changelog 
    Released November 5, 2017
    No changelog available for this version.

    5 downloads

    Submitted

  7. ET maps the_moskeeb1

    About This File
    // Axis Objective Descriptions
       1    "Primary Objective:**Stop the Allies from blowing the Axis Tank Door Garage."
       2    "Primary Objective:**Disable or obstruct the Allied Tank to prevent it reaching the Bank Courtyard."
       3    "Primary Objective:**Prevent the Allies from using the Tank to blow open the Back Moskee Doors."
       4    "Primary Objective:**Stop the Allies from stealing the Gold Bars from the Moskee Vault."
       5    "Primary Objective:**Stop the Allies from escaping with the Gold via a Boat in the sub_bunker."
       6    "Secondary Objective:**Set up a Command Post inside the sub_bunker to gain a respawn point. DONT BUILD IT TO FAST BECAUSE YOU WILL LOST THE TANK DEPOT RESPAWN!!!"
       7    "Secondary Objective:**Prevent the Allies from establishing a Command Post and build your from fortifying your position with a Command Post."
    // Allied Objective Descriptions
      1    "Primary Objective:**Blow The Tank Door to steal a Tank from the Axis garage."
      2    "Primary Objective:**Protect the Tank and escort it to the Moskee valley, clearing any obstructions along the route."
      3    "Primary Objective:**Escort the Tank into position to blow the Moskee Back Doors open to reach the 2 goldcrates."
      4    "Primary Objective:**Steal two crates of Gold from the Moskee Vault and escort it to the boat."
      5    "Primary Objective:**Escape with the crates of Gold using the Boat in the sub_bunker."
      6    "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post inside the sub_bunker ."
      7    "Secondary Objective:**Establish a Command Post at foward garage door."
     
    Very special thanks to the following people.  Without them this would still just be a bad idea in my head.

    Lead-Mapper    -    i just pretend to map    -    masterkiller(QC)
    Testing/Ideas    -    tons of bugs/ideas    -    CED and his Brother,Tony,fred, tipou and more friend. (thanks guys)
    Help - pakalatak and psylopat (from easymapping)
    The goldrush source
    web ressource:  
    http://easymapping.free.fr/html/
    http://etmapping.goldzoneweb.info/tuto.php
    http://www.enemyterritory-stuff.com/
    http://www.drakir.tk/
    http://www.gamedesign-online.com
    http://www.splashdamage.com/forums/
    http://user.tninet.se/~fzo823r/
    http://www.pythononline.co.uk/et/tutorial.htm
    http://members.lycos.co.uk/quakeroats/q3map2/shader_manual/
    http://www.wolfensteinx.com/surface/tutorials.html
    http://hackerteam.free.fr/

    Any suggestions/bugs/thoughts/for the final version can be done in this topic
    http://easymapping.free.fr/html/modules/newbb/viewtopic.php?topic_id=1209&forum=4

    http://easymapping.free.fr/html

    24/06/07
    By Masterkiller(QC)

    3 downloads

    Submitted

  8. ET maps mp_base

    What's New in Version pk3
    Allien version
    // Axis Objective Descriptions
    1 "Objective:**Dynamite the Allied Quick Access Bridge"
    2 "Objective:**Defend the Axis Tunnel Gate Door"
    3 "Objective:**Defend the Door on North Radar 1"
    4 "Objective:**Defend the Door on South Rader 2"
    5 "Primary Objective:**Protect the North Radar Tower 1."
    6 "Primary Objective:**Protect the South Radar Tower 2."
    7 "Primary Objective:**Stop the Allies from stealing the Baby Alien!!"
    8 "Primary Objective:**Stop the Allies from taking the Baby Alien to their Radio room!!"
    // Allied Objective Descriptions
    1 "Objective:**Construct the Allied Quick Access Bridge and blow the Allied Door"
    2 "Objective:**Dynamite the Axis Tunnel Gate Door"
    3 "Objective:**Dynamite the Door on Radar 1"
    4 "Objective:**Dynamite the Door on Radar 2"
    5 "Primary Objective:**Destroy the North Radar 1 Controls."
    6 "Primary Objective:**Destroy the South Radar 2 Controls."
    7 "Primary Objective:**Steal the Baby Alien "
    8 "Primary Objective:**Take the Baby Alien to the Allied Radio Room!!"

    5 downloads

    Updated

  9. Et maps op_lucky_a2

    5 downloads

    Submitted

  10. Total tank race Beta 3

    Basic Information

    Author : Kent "Loffy" Lofgren, Sweden Email address : loffyswe@yahoo.se

    Map Information
    Game            : Return to Castle Wolfenstein: Enemy Territory
    Title           : total_tankrace_beta3
    Filename                : total_tankrace_beta3.pk3
    Release date : Autumn/winter 2005

    Program : SD Radiant 1.4.0
    Compile time : 1 hours.
    Compile machine : Dell Dimension 8200, 2.0 Ghz Pentium 4, 512mb.

    Installation

    Place the total_tankrace_beta3.pk3 in your etmain folder, select it from the Host Game-menu, or bring down the console and type: /map total_tankrace_beta3 (not total_tankrace_beta3.pk3 or total_tankrace_beta3.map, just total_tankrace_beta3) and hit ENTER.

    Description

    This map has identical bases, tanks, trucks and gold-boxes for Axis and Allies. It is a mirrored map. The objective for both teams is to dynamite the tank garage, steal the tank, drive it to through two steel gates, reach the bank, park the tank, and get access to the bank. The tank will blast the bank door, but it is also possible to gain access to the gold by dynamiting a bank-door. This door is re-buildable. The main objective is to steal two boxes of gold (while stopping the enemy from doing the same). Both boxes must be carried to the team's truck, and the truck must be driven to victory.

    Each team will receive 1 point for the following (in any order): - tank through first steel gate
    - tank through second steel gate
    - first gold box is secured on truck
    - second gold box is secured on truck
    - truck passes first truck-barrier
    - truck passes second truck-barrier
    - truck reaches its goal (a tunnel).

    All in all, 7 points. There are score-boards all over the map so you can keep track of who is in the lead at any given time.

    To win, a team must:

    a) drive truck (with both gold boxes) to its goal (the tunnel), or b) be in the lead when the timelimit is reached. Timelimit: 30 minutes.
    In other words, if the score is Axis 4 - Alies 2 when the game is over, Axis will win.

    Note

    - If the score is tied (0-0, 1-1, 2-2 et cetera), when the game is over, it will be a draw.
    You do not need 7 points to win: All it takes, is driving the truck to its goal.

    Special thanks:

    Map made by me alone (Loffy) based on an original design by P4nth3r and after discussions with other mappers at www.splashdamage.com/forums (SD), for example WeeBull. I also want to thank server admins around the globe who constantly support and host custom maps, and all others who have given their input to me. // Loffy

    Improvements since last version (beta 2):

    - improved frames-per-second. 
    - improving visual design, more ww2 feeling. - more spawn-boxes (so players do not spawn inside each other). - made map bigger.
    - moved first spawns to the right/left, i.e. away from each other. - improved voice commands (e.g. "Repaired the tank!"). - moved construction boxes closer to the objects that are built. - put more space between barriers and the next point (wall/gate). - put a score board near the bank. 
    - made it impossible to reach gold until the tank has been escorted to the bank.

    Copyright

    2 downloads

    Submitted

  11. fa_goldrush_b1

    Big thanks to:
    Vindstot
    Leatherface
    Cito
    Patrick
    Cheepheep
    Achilles
    Destiny
    Changes:
    - Added side door to tank compound so it's harder for allies to flank. Side door can be opened by covert ops or by constructing the Southern CP.
    - Changed lightning to a more "warm" feel, with that I changed skybox.
    - Moved 2nd Truck Barrier, 2nd Tank Barrier and 1st Tank Barrier's construction materials to give axis more cover.
    - Made tunnel connecting supply cabinets at Long to 3rd Arch Way.
    - Changed balcony completely. Big tower removed. South CP moved on top of new balcony area.
    - Bank Courtyard completely overhauled. More cover, more roof access etc.
    - Axis 2nd spawn roof changed, (compared to GALS it's easier to get to roof now.)
    - Added another exit out of Axis 2nd spawn to cool down on blocking.
    - Gold in Bank moved forward.
    - Added another entrance into Bank for allies to attack.
    - West of Bank Courtyard I opened up a house, again to help allies capture gold.
    - *Lots* of clipping removed, I'd say +50%. This gives a way more open feel for the player and more spots are accessible.
    - Entities 2720 -> 1702
    - MG near old 2nd Truck Barrier removed. Same goes to the one near 2nd Tank Barrier.
    - Supply cabs in axis spawn moved to back alley near Bank.

    13 downloads

    Submitted

  12. ET maps fa_italy_b1

    fa_italy_b1 Remake by =F|A=Smiley.
     
    Big thanks to:
    Prof. Tony
    Vindstot
    Lightray
     
    B1 Changes:
    - More roof access.
    - 2nd entrance to flag courtyard.
    - CP has been moved to avoid fall damage when leaving old CP spawn area.
    - Axis spawn completely changed.
    - Supply cabinets added at exit of Axis Spawn.
    - Fences removed.
    - New pathway from axis spawn to tower.
    - 2nd hole will open when destroying tower wall.
    - Flag courtyard cleaned up.
    - Changed appartements.
    - Secret room is now easily accessible.
    - Removed a lot of clutter for more smooth gameplay.

    11 downloads

    Updated

  13. fa_bremen_final

    Remake by =F|A=Smiley.
    ~~~www.fearless-assassins.com~~~
    =======================================================
    Special Thanks To
    =======================================================
    CheepHeep
    Buckwild
    Shana
    Daredevil
    Vindstot
    Kiba
    Hipkat
    Masa
    Macchute
    Niek
    Wutangh
    Mateos
    Kemon
    =======================================================
    Change Log (b1)
    =======================================================
    Major Changes:
    - Added extra exit out of 1st Axis Spawn to reduce blocking.
    - Made building South of 1st Axis Spawn accessible.
    - Made balcony East of 1st Axis Spawn easily accessible with small corridor.
    - Made house accessible to help both allied in first stage and axis in last stage.
    - With that, I made exit out of house easier.
    - Added area to help axis during last stage.
    - Added room with ladder to first floor in house opposite to CP room.
    - Extended house opposite to CP room to come out next to keyroom.
    - Added room West to CP room.
    - Made stairs wider and created hole.
    - Added second door frame to CP again for less blocking. Also made North Western door frame wider.
    - Made courtyard easier to go about.
    - Re-did lower level of house North East of keyroom.
    - Lightened up corridor East to Truck and removed weird shape of it.
    - Removed gate South to Truck and added back alley that comes out in Axis 2nd Spawn.
    - Made truck room more balanced.
    - Added stairs all around keyroom to create a "more open feel".

    Minor Changes:
    - Removed clip from rooftop of middle house.
    - Removed hole from floor of middle house.
    - Added low wall to second floor middle house.
    - Raised wall looking over garage a bit in middle house.
    - Made balconies accessible.
    - Added Wooden Cover to arch.
    - Removed useless background effects for improved performance.
    - Replaced some spawns for both allied and axis.
    - Added clipping to stairs and unregular surfaces.
    - Added window to crossover above Main Gate.
    - Lowered table and moved rubbel for statisfying jump.
    - Moved wall a bit next to stair CP room.
    - Re-textured roofs, doors and some walls.
    - Lowered wall in hole to generator to not get stuck.
    - Removed useless clutter in keyroom.
    - Moved 1st Truck Barrier a bit.
    - Removed door in Western Wall of truck room.
    - Smoothened truck route.
    - Added small detail.
    - Caulked invisible faces of brushes for better performance.
    - Made door under bridge team door for axis.
    - Removed useless entities for better performance.
    - Re-textured CP room.
    - Changed loading picture.

    =======================================================
    Change Log (b2)
    =======================================================
    Major Changes:
    - Added corridor connection house North East of keyroom to corridor East of truckroom.
    - Bot waypoints added.
    Minor Changes:
    - Small bug fixes.
    - Changed clipping.
    - Added extra clipping to irregular surfaces.
    - Moved box in garage a tiny bit.
    - Tweaked mine spots all around the map.
    - Fixed texture load errors.
    - Readme file added.
    =======================================================
    Change Log (b3)
    =======================================================
    - BSP name changed to more fitting one.
    - F|A touch given.
    - Barrels replaced with better looking ones.
    - 2 doors changed to teamdoors.
    - More optimizing
    - Changed ledge to fence.
    - Made window at MG42 smaller.
    - Door removed at new corridor.
    - Construction materials at 2nd truck barrier moved to other side of road.
    - Other small changes.

    14 downloads

    Submitted

  14. mp_sillyctf

    The aim for this map has been to create a fast fun map and not spend time on inventing a new look, it has a classic base feel over it and has been inspired from mp_ctfmultidemo,  wich even if it's ugly as hell and just a demonstration of how to implement ctf in rtcw, has a lot of good and fun action for 1on1 play. This map however is aimed for a higher player count, 3 per side is great fun but works well with 2on2 also. So here it is, Silly CTF, hopefully you will find this map a lot of fun to play with up and close battles. Best played without air strikes, artillery strikes and panzerfausts.

    4 downloads

    Updated

  15. ctf_well

    1on1 map

    2 downloads

    Submitted

  16. ctf_multi

    >>> Basic Information <<<
    Author        : Sierpik
    Email address    : Sierpik@KGB.pl 
    Irc        : #wolfpl @ polska.irc.pl & irc.quakenet.org

    >>> Map Information <<<
    Game        : Wolfenstein: Enemy Territory
    Title        : CTF Multi
    Filename    : ctf_multi.pk3
    Release date    : 2004-01-07
    Decription    : One of the most played maps in Return to Castle Wolfenstein, 
              thanks to which one can improve his skill. The objecitve is 
                      simple - get the Radar Parts from your enemies respawn and 
              bring it to your own gates!
    Program        : SD Radiant 1.3.8
    Build time     : 3 days
    Compile time    : few seconds
    Compile machine    : AMD Athlon Thunderbird 1400, 256mb

    >>> Info <<<
    I decided to make this remake with reason of requesting many people which
    played on this map in RTCW and wanted play on this map also in ET. 
    I made remek tkis map myself alone from the bases, after the example ctf_multidemo. 
    I think, you will enjoy of this map too!
    I enclose olso orginal readmy file from ctf_multidemo -> mp_ctfmultidemo.txt

    >>> Special thanks and Credits <<<
    Clavish for technical help & testing
    realIP for permission to release this remake his map

    Sorry for my english, Greetings Sierpik

    6 downloads

    Submitted

  17. Goldrush Arena

    1on1 map

    4 downloads

    Submitted

  18. Osiris

    ///osiris\\\ making by: mel0ne making time: serval weeks, dont know realy. date of relase: 7 February 2009 (first beta) programms used: gtk-radiant 1.5 / easy gen / adobe photoshop -------------------------------------- The map was maked for the ESL 1on1 Ladder Mapping Contest. (www.esl.eu) -------------------------------------- -------------------------------------- Also thx to my Clan eLemenTal Forces for testing the Map!! Special thx to Perlo_0ung!? aka crazyfrag for give hard but nice Feedback. :) and last but not least crush3r, who give best feedback as a experienced 1on1 player to optimize the map to final status!  

    2 downloads

    Updated

  19. UJE Italy

    About This File Required
    Description:
    (the readme file)
     

    2 downloads

    Submitted

  20. uje_fueldump UJE_Fueldump

    bspname: uje_fueldump
     
    Briefing: The Allies are attacking an Axis fuel depot and must escort their Churchill AVRE Demolition Tank as it blasts through the defenses. The Axis can disable and delay the Tank with Panzerfausts, grenades, mines or explosives

    0 downloads

    Submitted

  21. Wolfenstein ET - Map Source Files

    ZIP file containing 6 original maps' source files.
     
    - Battery
    - Fueldump
    - Goldrush
    - Oasis
    - Radar
    - Railgun
     
    Have fun!

    8 downloads

    Submitted

  22. Capuzzo

    //===================================================================================================>>>
    // Mapname : Capuzzo Airport
    // BSPname : capuzzo
    // Released: 26.04.2015
    // Version : Final version
    //
    // Map made by: -SSF-Sage and Pegazus from SM-Mapping
    //
    // Contact Sage          : ssf.sage at gmail dot com      //-SSF-Sage @ splashdamage.com/forums (prefered)
    // Contact Pegazus    : Fruity12 at hot dot ee     // Pegazus   @ splashdamage.com/forums (prefered)
    // SM-Mapping site: http://www.hot.ee/smmapping/
    //===================================================================================================>>>

    Please contact us for any feedback, suggestions, constructive critisism, bug report etc.
    =======================================================
    Story:
        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:
            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
    =======================================================

    8 downloads

    Submitted

  23. Vesuvius_rev - (No Earthquakes)

    Removed the stupid earthquake from the map.
     
    Download pk3 name: vesuvius_rev.pk3
    Map name: vesuvius_rev.bsp
     
     
    Objectives
    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
    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

    2 downloads

    Updated

  24. Erdenberg

    The axis are holding a small town of Erdenberg as one of their headquarters. With the power of two Flak88 cannons they are shooting down the Allies supply planes. The Allies are now sending a special crew to disable the enemy cannons and take over the town in order to continue their battle.

    4 downloads

    Submitted

  25. Venice (NE4)

    -----------
    | May 23rd 2007
    |-----------
    ------------
    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.
     
    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.
    ---------------------------------------
    Contat Info:  Jeco_ET_Mapping@yahoo.com
    ---------------------------------------

    3 downloads

    Updated

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