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Wolfenstein: Enemy Territory Maps for Downloads.

732 files

  1. Pantherbase Beta 1

    (the readme file)

    Our english isn't so good - read at your own risk


    Kai "Tigerpanzer2003" & Ralph "Dr.Diode"



    ~ Pantherbase ~

    Wolfenstein - Enemy Territory Multiplayer Map

    >>> BETA v 1.0 <<<


    Game Story

    Summer 1944 ... some days after D-Day.
    In a German supply depot of the west front a train is loaded with tanks and ammunition.
    These tanks are needed urgently at the 2nd armored division to hold back the American troops
    moving forward in the direction of the Avranches.




    - Prevent the Allies from destoying the ammo-elevetor-control.
    - Protect and escort the tank to the ammo-station.
    - Protect and escort the tank to load it on the train. Removing possible obstacles along the route.
    - Built the Loading Ramp.
    - Switch the departure signal freely.
    - Prevent the Allies from establishing a Command Post.
    - Set up a Command Post.



    - Destroy the ammo-elevator-control.
    - Prevent the Axis-Tank from reaching the ammo-station.
    - Prevent the Axis-Tank from reaching the train. Building obstacles along the route to stopping the tank.
    - Destroy the Loading Ramp.
    - Prevent the Axis from switching the departure signal freely.
    - Establish a Command Post.
    - Prevent the Axis from fortifying their position with a Command Post.


    Map Information
    Scripting & Sound:
    Release Date:
    copy the pantherbase.pk3 in your etmain folder
    Total Brushes:
    Total Entities:
    Built Time:
    Days, Weeks, ...we haven't looked at the watch
    Gtk Radiant 1.3.8-ET, EasyGen, Crimson Editor
    Beta Compile Status:
    -vis -light -fast -faster -samples2
    Beta Compile Time:
    ca. 30 min.
    Compile Machine:
    AMD XP2400, 512 MB Ram


    Thanx to

    - all members of http://www.level-designer.de/ for the help

    - http://www.lexikonderwehrmacht.de/ for the extensive pic-archive as help to the "Tiger" and "Elefant" building.



  2. US Radar Beta 2

    (the readme file)


    CREATOR: Higgins

    CONTACT: atomic_killer_rooster@hotmail.com

    ABOUT USING THE PK3: You may use tis pk3 to play the map only,
    do not decompile the map for your own uses, that is, DO NOT! decompile.



  3. Tundra Beta 4a

    (the readme file)

    Wolfenstein: Enemy Territory Map

    Title : ET Tundra
    Version : Beta 3
    Release Date : 12/24/03
    Filename : et_tundra_beta3.bsp
    Author : Tom "Menzel" Haskins
    Converted to ET by: ChumChum
    Email Address : thaskins@snet.net
    homepage : http://www.farmingtonco.com/ro

    Description : The Allies have orders to lay seige on an Axis held outpost near the coast, infiltrate 
    the Axis compound and destroy the power grid. Once the power is disabled allied
    forces can advance further inland.

    Other info : This is a modified version of the original Tundra Outpost from RTCW. This version is designed for 
    use in Wolfenstein: Enemy Territory. Major changes from the original are:

    - The first wall is now open instead of needing tnt to blow 
    - The flag has been moved out from the tunnel closer to the first wall 
    - The allied spawn associated with the flag is now in the barracks in the front.
    - Removed the MG42 above the front barracks
    - The sewers no longer need to be blown
    - The house near the ice now contains a CP that either team can build but only the Allies gain a spawn point there when its built 
    - Added health and ammo racks in the house near the ice and the axis barracks inside the compound
    - The compound gate is no longer open and requires tnt 
    - Next to the compound gate is an axis only door 
    - I put some boxes in front of the compound wall to allow a boost into the compound. These may get removed since there is now an axis-only door 
    - I added another sewer entrance just in front of the axis compound 
    - Added another ladder to get from the ground to the second level of the compound 
    - Moved the Axis spawn inside into 2 seperate rooms 
    - Added some boxes here and there for cover
    - Made the MG42s at the front of the compound buildable
    - Made a weak looking command map
    - Allowed for mines to be placed on terrain
    - Some other things you won't notice

    Additional Credits : Det Pak (http://detpak.tripod.com) for custom sounds.

    Special Thanks to : Menzel for creating a kick ass map to begin with and helping me with the conversion
    Everyone on the Splash Damage mapping forums
    Hummer for always helping with any mapping question I have
    Everyone who gave input about the map either positive or negative
    TWL and CAL Admins, players, mappers and all the individuals who've been actively promoting 
    the use of custom maps for use in RTCW and ET league play.


    --- Installation ---
    Extract the et_tundra.pk3 file to your "X:Enemy Territory/etmain" 
    directory. Where X: is the root directory you installed Enemy Territory in.

    --- Play Information ---
    Game : Wolfenstein: Enemy Territory
    Level Name : ET Tundra
    Game Type(s) : MP mode/SW mode
    Single Player : No
    New Sounds : Taken from original Tundra
    New Graphics : Taken from original Tundra

    Copyright / Permissions
    This level is copyrighted by Tom Haskins 2003.
    Authors may use and/or modify this level as a base to build additional levels.

    You are NOT allowed to commercially exploit this level, i.e. put it on a CD
    or any other electronic medium that is sold for money without my explicit

    You MAY distribute this BSP through any electronic network (internet,
    FIDO, local BBS etc.), provided you include this file and leave the archive



  4. 1v1 Garage Final

    (from the readme)
    ============= 1v1 Matrix Readme =============
    =============================== by Th0rn3 ===
    Map name:    1v1 Matrix
    BSP name:    1v1_matrix
    Type:        Deathmach
    Version:    ESL mapping contest First Playable (V1.0)
    Date:        2009-02-01
    Spawns:        12 for each team
    Map maker:    Th0rn3
    Testers:    Th0rn3
    Note:        This map is fun to play 1v1, but also it's fun
            to play 3v3, or even 5v5. Columns are breakable.
            Set g_gravity 500 for more matrix fun
    Bugs, suggestions, anything? Just email:
    I am always willing to help at Splash Damage:



  5. Württemberg Beta 4

    (the readme file)



    - 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. 


    - 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



  6. The River II -Redux- Final

    (the readme file)

    //-------------- README for TheRiver II REDUX release ----------

    Why Redux?
    Because it's the Director's Cut.

    A - General info, credits, acknowledgements
    B - Installing and playing the map, known bugs
    C - Recommended Settings (Admins read this)
    D - Thanks
    E - Copyright
    F - Story and map features (text for advertising the map)

    A - General info, credits, acknowledgements

    >>> Contents of the zipfile
    In this zipfile you find
    - the readme
    - the map (theriver2redux.pk3 >> put it into etmain-folder)
    - the shader for the commandmap icons
    (theriver2redux_etproonly.pk3 >> put it into ETPRO-folder)

    >>> About the map
    Map: TheRiver II Redux
    pk3: theriver2redux.pk3
    mapped by ]UBC[ McNite & ]UBC[ Kach-->
    first day of mapping: sometime in spring 2005
    day of release: Oct 21st 2005

    >>> original map for RtCW
    pk3: mp_TheRiver.pk3
    mapped by TanyaCheex
    All credits for gamelayout and objectives of the 2nd stage to go TC!
    Tanya if you ever read this, you made the best custom map for RtCW ever!

    >>> credit for models
    truck Opel Blitz model by Detoeni (www.planetwolfenstein.com/detoeni/)

    >>> credit for paintings
    3 paintings in the castle by ]UBC[ Kach-->

    B - playing the map, known issues and bugs

    >>> To play the map on a server
    1.) put the theriver2redux.pk3 into your etmain folder
    2.) put the theriver2redux_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 "TheRiver II Redux" 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
    - fog: new nvidia cards with certain drivers and fastsky 0 seem to make the fog very transparent 
    and the map looks cut off then; fastsky 1 fixes it
    - lift won't move when a body is sinking through its platform
    - tram: occasionally a player might get crushed, but its very rare
    - FPS: Players with old gfx-cards (ge2 MX and g3 MX) will have real low FPS in the central area
    Bugs: there shouldn't be too many left.

    C - recommended settings

    >>> gametypes available
    Stopwatch, Campaign, Objective (no LMS)

    >>> playerloads
    This map is well playable for 8 and more players and is best playable with medium 
    Its is also a challenging map for 6on6.
    The River II (the predecessor) has been running on servers with 54 players and
    was still playable.

    >>> spawntime
    Standard settings are: 
    Allies 15 secs, Axis 20 secs which is slightly favouring Allies.
    This is a fast map (where u can die fast too). Short spawntimes 
    keep the game tight and ongoing.
    For matches these spawntimes require good timing on offense but are well playable. 
    Very long spawntimes enable the defending team to set up defense/crossfire too easily.

    >>> map playtime
    This is a very fast map. 15 Minutes is the original playtime of the RtCW map and 
    is still the right time.
    A good team (or a lucky one) can win the map in less than 3 Minutes.

    >>> restrictions on weapons
    Just the usual maximum on panzerfausts and riflenades will do well.

    D - THANKS

    my clan for tons of good times playing ET and River
    Kach--> for mapping with me
    $taTiK for feedback whenever i needed some
    Duke for his cool voice

    ]UBC[ Enyo<>Phaz, ]UBC[BigCockapottamus and ]UBC[ TicTac who gave me my first 
    trashings on TheRiver on 4Netplayers... those were great games.

    >>> Help with mapping and the whole mess:
    decoy for lots of feedback and 2 textures
    all the helpful ppl that answered my posts on www.splashdamage.com
    the folks that run www.level-designer.de and doing that whole lot of fantastic tutorials (keep up the great work!!!)

    >>> design supervisor 
    ]UBC[ $taTiK

    >>> testing the map
    M8D DrStock @ www.M8D.org

    the clans (in no particular order)
    ]UBC[, M8D, TWR, TFA

    and all the players who participated in one or more of the numerous playtests

    keep up the game, you guys are THE GAME


    Copyright © 2005 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: McNite@web.de


    F - Story and map features (text for advertising the map)

    Spring 1945: Allied Intelligence reports that the Axis is using Castle Silbereck 
    and its old silver mines as a bunker complex to hoard treasure looted from 
    occupied Europe... 
    The Allies launch a daring raid to steal the treasure list and escape to a 
    waiting truck. 
    Axis forces located in a guard house and the bunker complex defend the 
    Tram Station and the Castle bunker.
    this turns Castle Silbereck into a place of furious battle...

    Map Features:
    Fast and adrenalin-packed 2-stage map with a long document-run.

    Challenging fighting in various environments:
    Close quarter combat in tunnels, caves, stairs and a castle/bunker setting 
    as well as mid- and long-range fighting in open terrain.

    Several access routes to the primary objectives offer tactical variation.
    Game-layout is offense bias and offers both fast wins in less than 3 mins and 
    successful defense.

    First stage: 
    Allies have to get a forward spawn by repairing a broken Engine Control Panel.

    Second stage:
    Allies capture the Bunker Flag to get a spawn close to the documents. 
    Then they need to steal the documents and take them to the waiting
    Escape Truck.

    List of Objectives for Allies:
    1st Primary: Repair the Engine Panel which gives the forward spawn in the Tram Station.
    2nd Primary: Steal the Treasure List and take it to the Escape Truck.
    Secondary: Destroy the Tunnel Barrier for a 2nd route to the Tram Station.
    Secondary: Capture the Bunker Flag for a forward spawn.
    Secondary: Destroy the Bridge Controls to lower the Bridge.
    Secondary: Blow up the Front Wall for easy access/ escape to and from the yard.
    Secondary: Build the Command Post.

    List of Objectives for Axis:
    1st Primary: Defend the Tram Station, don't let Allies repair the Engine Panel.
    2nd Primary: Defend the Treasure List.
    Secondary: Defend or repair the Tunnel Barrier.
    Secondary: Defend the Bunker Flag or recapture it.
    Secondary: Defend the Bridge Controls.
    Secondary: Defend the Front Wall.
    Secondary: Build the Command Post.



  7. Great Pyramid Beta 1

    (the readme file)

    Fix to end in Tie at end of round by me Jecoliah.

    This is Not my map.

    I only modified the script to end the game if neither Team completes the Objectives.


    Added the missing textures and included all fixes into the pk3.



  8. UJE_classroom_sniper_b1 - UJE classroom sniper b1 ET map

    Map by [UJE]Niek
    It is Snipertime.
    This time in a huge Classroom
    You can cross by leaving the classroom and
    hope the teacher won't see it.
    Have fun.
    bsp name of this map is UJE_classroom_sniper



  9. Goetterdaemmerung_beta3

    After the army test center Peenemünde had been bombed 1943,Minister of Defense Albert Speer decided to transfer the German rocket production in Kohnstein near Nordhausen an underground rocket factory where they produce V1/V2 missile and the Projekt Amerika a A10/A4b winged two-stage supersonic-glide missile and a A10/A9 non winged two-stage hypersonic-glide missile,where can reach usa to hit new york and there allies,allies send a team into the mountain to destroy the missiles



  10. BIOHAZARD_beta3.1

    July 24th 1998 Raccoon City A series of bizarre murders have occurred on the outskirts of Raccoon City Each victim is attacked by a group with signs of cannibalism on the victims remains The Raccoon Police Departments,Special Tactics And Rescue Service,are assigned to investigate the murders,Special Tactics And Rescue Service,is divided into two teams Alpha and Bravo,Bravo Team is sent first but after contact with them is lost Alpha Team is sent to investigate both the grisly murders and find their disappearance of Bravo Team



  11. syphonfilter_beta3

    1999 Erich Rhoemer an international german terrorist is the leader of the Black Baton terrorist,Erichs evil scientists develop a virus called syphonfilter a bioweapon,Erich claims the whitehouse to transfer 100 million dollar on his account or he start a missile on washington,we located Erich in a old soviet base in kazahkhstan rozovka our spy sattelite have pinpoint the exact location,the agency send their best agents to stop the missile



  12. toxic_fabric_beta1.2

    Team Deathmatch/Deathmatch map
    some professors found in some ancient ruins in greece a couple books with some unknown letters,after they decode some letters they go to rainforest in brasil and nortpole to investigate some meteorite crystals what are written in the books,the professors use there toxic facility where they work to gain access to the generators for there power to open a time vortex for the Stroggs ,that they come in our time 
    original tread http://forum.splatterladder.com/index.php?showtopic=15827



  13. Raid (compressed)

    /// ------------------------------------------------------------------------------------------------------------- ///
    /// Compressed textures and removed some ambient sounds from the map to ///
    /// lower pk3 size from 27 to 20MB.                                                                              ///
    /// ------------------------------------------------------------------------------------------------------------ ///
     Raid final    :    Objectives
     Author        :    Magic 
     Email        :    janerikstorseth@gmail.com
     Release    :    17-04-2016
     Website    :    www.magics-territory.com
     Game Information.
     Game        :    Return to Castle Wolfenstein: Enemy Territory
     File name    :    raid_final.pk3
     BSP name    :    raid_final
     Menu name    :    Raid
     Game modes    :    wolfmp wolfsw.
     Players    :    6-8 per team
     Version    :    final
     Attacking    :    Allies
     Timelimit    :    25
     Spawntimes    :    Axis : 20 / Allies : 15
     Install    :    Put the pk3 file into the etmain folder.
     Story    :
     Axis are holding the library as their HQ - 
     Allies has decided to do a raid for the axis gold - 
     Escort the truck and force your way through the town to the library - 
     Steal the gold and escape
     Thanks to    :
     Neil aka mrfin
     Denny aka Firefly
     Sir John
     Bunker community
     Splashdamage community



  14. =F|A= Goldrush

    B2 Changelog
    Truck starting position changed. CP position changed to back of bank. When built by axis, they gain healing and supply station next to the CP. When built by axis Tank Depot's Side Door gets removed. Inside of Bank has completely been changed to combat camping around the corners. 2nd Tank Barrier's buildable has changed position to grant more cover to Axis engineers. Map has been made a little bit less orange, to ease on the eyes a bit. Side Wall to Bank has been added. Minor texture changes. More  changes.  
    bspname: fa_goldrush_b2
    Map by =F|A=Smiley.



  15. =F|A= Egypt

    FA_egypt_B2 Changelog:
    Increased performance throughout the whole map. Changed the 2 bridges at the start of the map. Enlarged 1st Axis Spawn. Removed Secret Room. Added stairs to the Western side of the floodgate building. Removed some clips off mountains for a more "free" gameplay. Minor lightning changes. Fixed temple door bug. (thanks @Buckwild) Other minor gameplay changes.  
    Known issue at the moment are the missing sound files. Maybe in the near future custom OBJ sounds will be added.
    bspname: fa_egypt_b2
    Map by =F|A=Smiley. 



  16. =F|A= Italy

    B3 Changelog
    Completely removed fog from map. Improved performance. Fixed some lights. Overall brightness of map increased slightly. Fixed cause of crash. bspname: fa_italy_b3
    Map by =F|A=Smiley. & =F|A=C!t0



  17. Stiglitz

    Stiglitz B1
    Release Date: 31/08/2018
    This map is 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.
    First of all, unfortunately due to the fixed time schedule, which didn't necessarily go hand in hand with the personal free time of phisherman and me (kemon), we had to make some cuts on the planned objectives.
    All objectives are in the map, but they are not necessarily implemented the way they were originally intended to be.
    This map is intended as a new kind of objective map with a unique mechanic: escorting a script_mover freely without it being fixed to a spline path.
    This can partly be seen in "shield-b1". For this to function properly a LUA script is necessary.
    Both the LUA script and the restricted personal time during the contest lead to the decision to opt for a standard escortable along a spline path.
    However, beta2 is definitely planned and will include all those shiny mechanics.

    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:
    ------|      |----------|      |------
    --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.
    July 1943:
    Local resistance reported a branch of Deathshead’s X-Labs in a small remote village. 
    Stiglitz, an OSA agent, has been sent to infiltrate the facility and gather intel of Deathshead’s activities. 
    Communication broke up some days ago and Stiglitz is suspected to have been spotted and is soon to be executed.

    This map has one primary objective (extracting Stiglitz), one secondary objective (Command Post) and two flag spawns.
    Stiglitz:    Stiglitz can be escorted by both teams along the spline path. Allied forwards and Axis backwards.
    CP:            Aside from the usual CP benefits, the command post is also responsible for showing Stiglitz on the command map. If you do not own the command map, you don't see his position.
                Already in this version this is a rather big advantage, but with free escort movement this will basically be game deciding. 
    Flags:        The flags are located on each of the middle islands and make team communication necessary to avoid enemies falling into your back.

    Author:                    keMoN & phisherman
    Brush count:            35.541
    Entity count (total):    3.292
    Entity count (ingame):    847
    Development time:        contest time frame -> 7 months
    Compile parameters:        [q3map2] -meta -v -mv 1024 -mi 6144 "[MapFile]"
                            [q3map2] -vis -saveprt -v "[MapFile]"
                            [q3map2] -light -samples 4 -samplesize 8 -v -thresh 0.05 -patchshadows -dirty -dirtdepth 256 -external -lightmapsize 512 -shade -bounce 2 -bouncegrid "[MapFile]"
    The mapfile is included. We kindly ask that you contact us before releasing any maps based on Stiglitz_b1.
    Once beta2 is released this map will act as some sort of tutorial map with an extensively documented script and if possible a tutorial video series.
    By doing so, we hope that we can spark a new genre of objective maps to bring some fresh wind to ET.                    

    -----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.



  18. fa_italy

    fa_italy Changelog
    Tons of feedback and testing brings us a new and improved version of Italy!
    -More Roof access
    -New route to Flag
    -New route to CP
    -More mining areas for encouraged Engineer play
    -other changes, open areas to improve over all flow of the level



  19. =F|A= Goldrush (Silent)

    S1 B1 Changelog
    After a lot of seperate feedback from the Silent servers running fa_goldrush_b1 I decided to make a seperate version for silent mod.
    - One CP has been removed.
    - Once bank door has been destroyed Allies will be granted a forward spawn.
    - Side door has been removed due to balancing reasons.
    - More minor changes.
    bspname: fa_goldrush_s1_b1



  20. =F|A= Goldrush

    B2 Changelog
    - Truck starting position changed.
    - CP position changed to back of bank. When built by axis, they gain healing and supply station next to the CP.
    - Inside has completely been changed to combat camping around the corners.
    - 2nd Tank Barrier's buildable has changed position to grant more cover to Axis engineers.
    - Map has been made a little bit less orange, to ease on the eyes a bit.
    - More minor changes.
    bspname: fa_goldrush_b2



  21. 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!



  22. UJE Castle UJE Christmas UJE Factoryb1 Xmas

    Another 3 X mas maps full with fun

    UJE Castle
    UJE Christmas tank
    UJE Factoryb1 Xmas



  23. 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:
    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



  24. 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



  25. 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



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