Maps
Wolfenstein: Enemy Territory Maps for Downloads.
1043 files
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bridges.pk3 - bridges ( Alpha ) and waypoints
By papywolf
BRIDGES README file
Firstly I must point out that this is an alpha release of the map (unfinished) and there WILL be errors in it.
However...it should run
I would be very appreciative if you can mail suggestions for improvements, errors discovered etc. to me so that
we can end up with something half way decent. email: bridges@ddtp.vispa.com
Map details:
The Axis are attempting to escape Eastwards from Northern Italy with a train cargo of booty. To do this they need to fix the train.
Trouble is that the Allies are on to them!
The map is a linear map made up of 4 open areas connected by road and rail tunnels.
The objectives are vehicles; the Spares Truck and the Train. Axis have to take the Spares Truck across the map to the Train
which can then be fixed. Then they must get the Train back across the map to the cargo to win.
At roughly half way across the map there is a command post that both teams can destroy/construct.
In both middle sections of the map are capturable spawn flags.
Gameplay:
The vehicles are the main objectives for the level and the gameplay should follow these, but the winning team will may well
be the controller of the forward spawn points.
Capturing the forward flags is essential to be able to control the middle areas of the level; to allow/obstruct progress/access to/of the vehicles.
Forward spawn locations: The Boathouse and The House - the Boathouse is at gamestart Allied and the House is at gamestart Axis.
Time Limit: 30 minutes (at present)
Ideal team size: don't know - about 10 a side? (map holds spawn entities for 64 players)
Modes supported: objective
Credits:
Thanks are in order to a good few - to the developers/creators of RTCW, ET, RADIENT, Easy gen
.... a long list. Thanks all for the brilliant work, resulting toys and tools - top notch
Thanks to those from the Splash Damage ET level design forum for their patience and help.
Very big thanks to Chruker who helped me with loads of entity/script nightmares
Very big thanks to Schaffer who made the Bridges Command Map and for his eye for detail
..to the long suffering girlfriend/computer widow... ooops
1 download
(0 reviews)Submitted
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aus - aus.pk3 ( powcamp ) and waypoints
By papywolf
Thank you for sharing the map, but be careful, this series of maps does not work on ETLegacy. JAM
--------------
| June 16,2008 |
|----------------------------------------->
| title : JAM_POW_Camp_b1
| fileName : JAM_POW_Camp_b1 .bsp
| Version : beta 1 (first release, first playable)
| what is it : a map for the on-line multiplayer game Enemy Territory
|----------------------------------------->
| author : James "JAM" Meigs
| email : bestpicsever@hotmail.com
|----------------------------------------->
| Type : Objective, Campaign, Stopwatch
| Spawn Points : supports up to 64 players, 32 per side
|----------------------------------------->
----------------------------------------->
| Story:..
| :..The Allies have analyzed aerial recon photos and
| :..discovered the location of a notorious POW camp
| :..A small Allied force is given the task of breaking
| :..into the camp to destroy it and liberate the
| :..prisoners from their captors.
|----------------------------------------->
----------------------------------------->
| How To Play:..
| :..Place the JAM_POW_Camp_b1.pk3 into your etmain folder.
| :..Launch Enemy Territory(tm)
| :..Find a server running this map.
|----------------------------------------->
----------------------------------------->
| Objectives:..
| Allies:..
| 1:..Fix and advance the tank to destroy the garison wall.
| 2:..Build the Sola River bridge to move the tank across the river.
| 3:..Steal the Main Camp Gate Key from the Commandant quarters
| 4:..Take the key to the control tower to access the main POW camp.
| 5:..Blow up the Execution Wall to gain access to the crematorium/Gas Chamber
| 6:..Take the zyklon gas cannister from the gas chamber.
| 7:..Throw the zyklon cannister into the oven to blow up the crematorium.
|
| Secondarily:
| A:..Build the command post
| B:..Capture the forward spawn flag in the main POW Camp.
| C:..Build the assault ramp to have another way into the camp.
| D:..Disable or destroy the gas controls
|----------------------------------------->
| Axis:..
| 1:..Prevent the Allies from escorting the Tank to the garrison wall.
| 2:..Prevent the Sola river bridge from being built.
| 3:..Protect the gate key from being stolen
| 4:..Don not allow Allies to take the key to the control tower.
| 5:..Protect the execution wall from being demolished.
| 6:..Protect the zyklon cannister from being stolen.
| 7:..Prevent allies from transporting cannister to the crematorium oven.
|
| Secondarily:
| A:..Build the command post
| B:..Capture the forward spawn flag in the main POW Camp.
| C:..Do not allow Allies to build the assault ramp.
| D:..Build and maintain the gas controls
|----------------------------------------->
|----------------------------------------->
| Enhancements:..
This is beta 1 version - the first release of this map.
| Bug Fixes:..
|----------------------------------------->
----------------------------------------->
| Miscellania:..
| :..editor : GtkRadiant 1.3.13
| :..compiler : q3map2 2.5.13
| :..build time : 18 months (on and off)
| :..PC specs : 6600 Intel Quad core
| :..compile stats: bsp : pretty fast
| : vis : 23 hours
| : light : 3 hours
| :..Textures : a couple from every great mapper out there
| :.. : a couple of my own custom textures
|----------------------------------------->
----------------------------------------->
| Credits :..All the great mappers out there that freely volunteer their time to make maps, tutorials, textures etc...
With this community of free information one who knows nothing of mapping can learn to:
Create buildings and rivers and moving vehicles and landscape and buildable objects and destructible
objects and carryable objects and custom graphics and light entities and scripts and eventually....
.... a map that might be interesting and playable.
I never talked to any of these individuals but their info on the web is invaluable:
2bit, Marko, Lowlife, Surface, Ydnar, Ifurta, Chavo, Drakir, Erik-Ftn, NIB, Roeltje, Spyjuice, Amethyst 7
|----------------------------------------->
| Copyright :..
| :..Copyright (c) 2008 James Meigs
|----------------------------------------->
| Permissions:..You may not include or distribute this map in any sort of commercial product without permission from the author. You may not mass
| :..distribute this level via any non-electronic means, including but not limited to compact disks, and floppy disks. You may not
| :..Redo/reproduce/update this map in any way without permission from the author.
|----------------------------------------->
0 downloads
(0 reviews)Submitted
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venganzadelgoldrush3 - venganzadelgoldrush3.pk3 and waypoints
By papywolf
------------------------------------------------------------------------- TITLE : kt_mushroom AUTHOR : ken 'kat' beyer EMAIL ADDRESS : cpdt@telinco.co.uk HOMEPAGE URL : http://www.quake3bits.co.uk NUMBER OF MODELS : 2 SHADER SCRIPTS : n/a ------------------ * MODEL NAME/s * [model details below] mushroom_2.md3 is that larger model mushroom.md3 is the smaller version texture is 256x256 *.tga ------------------ CREDITS ID software, eskimo roll, EMSIPE, QkenneyQ DISTRIBUTION as long as this readme is included...! --------------------------------------------------------------------------0 downloads
(0 reviews)Submitted
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uranproject_b6_edit_c4w_ets_v7.pk3 and waypoints
By papywolf
uranproject_b6_edit_c4w_ets_v7.pk3
Use this map version with the bot files I uploaded and the bots do play the map.
My (cyber4wolf) Bots do not play the Original uranproject_b6 version of the map.
Bad game triggers.
I fixed some triggers and the start so you do not have to type in console to start map.
I could NOT change the spawns to my choice AS human player or for the botz.
Map picks spawns!
If the map was complete and not broken.
Axis could jump down into the GREEN water and climb up a ladder and break the bars and then go through the axis only door - an axis only door from the Green water. But the bars in front of the door show that they can be Destroyed but the bars can Not be destroyed (entity 607).
So at the end of the map, the allies are spawning in the lab where the pump needs to be destroyed and axis are spawning back at the beginning spawning area. Which would be OK if the bars were destructible on at the Green water Axis door.
1 download
(0 reviews)Submitted
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Ws3_beta1.pk3 ( wolfschanze3 )
By papywolf
//////Wolfschanze: Sperrkreis 3 (Beta1/Gameplaytest) - BY BeoWulV\\\\\\
1. Infos zur Map
2. To-Do
3. Installation
4. Danksagung
5. Kleingedrucktes
6. Kontakt...
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1. Infos zur Map
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Grösse: verdammt gross
Total Brushes: verdammt viele (irgendwas über 26'000 bis jetzt)
max. players: 32 je Team
Rundenzeit: 30 min.
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2. To-Do
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- mehr details
- mehr sounds und eigene VOs
- div. texturen-anpassungen
- div. shader-anpassungen
- terrain texturierung neu
- truck zum laufen bringen
- warenlift scripten
- usw. usw. usw.
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3. Installation
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Verschiebe oder kopiere einfach die "ws3_beta1.pk3"-datei in das "etmain"-verzeichnis deiner Enemy Territory-
Installation
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4. Danksagung
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- thx an leno für die tollen models
- thx an thegnat für die commandmap und die sonstige hilfe
- thx an id und sd für das geile game
- greetz an die mitarbeiter und die community von www.level-designer.de
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5. Kleingedrucktes
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Es ist nicht erlaubt diese map zu dekompilieren und/oder die map oder teile davon ohne meine ausdrückliche
erlaubnis für eigene zwecke zu verwenden und/oder neu zu veröffentlichen.
Es ist erlaubt diese map in ORIGINALZUSTAND INKL. ORIGINAL README-DATEI unentgeldlich an andere personen
weiterzugeben oder zb. im internet zum download anzubieten.
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6. Kontakt...
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Über feedback zu dieser map würd ich mich freuen. positive sowie negative kritik sendet bitte an
webmaster@beowulv.ch
auch freue ich mich immer über besuche meiner website www.beowulv.ch und noch mehr über gästebucheinträge
3 downloads
(0 reviews)Submitted
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cri killhouse v12 - cri_killhouse_v12.pk3 and waypoints
By papywolf
Map name - cri_killhouse_v12
Map version - final v1.2
Completion time - Tuesday January 25 2005 3:12 am (Korea) (I'm become Army, Today.)
Making time - 25days(Add editing days)
Making tool - GtkRadiant 1.3.8-ET
Author - fetchinist
Author email - fetchinist_at_gmail.com
ps - You wanna send email to me, make a email to easy word please. My english is so bad.
0 downloads
(0 reviews)Submitted
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ExhumedDay and waypoints
By papywolf
ExhumedDay.pk3
THIS IS NOT
exhumed_final.pk3 = exhumed_final.bsp
It is a completely different map.
THIS IS:
Exhumed (Final map)
exhumed.bsp
ExhumedDay.pk3
Script from Necrom@ncer - Last Update 17 Avril 2007
0 downloads
(0 reviews)Submitted
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appocalypse city v1 and waypoints
By papywolf
appocalypse city
made for modernfront mod
by thunder of thewolfteam
credits and thx goes to:
blackrayne studios for a heep of great models
http://www.blackrayne.net/models_1.php
the TWT staff for their help.
especially Micha for testing and picking bugs
And finally to
Team Mirage for letting us use their nsco stuff to map with to this mod
(all nsq3 folders)
1 download
(0 reviews)Updated
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MissileX beta 2 - MissileX_beta_2 +waypoints 0.9
By papywolf
Axis Objective Descriptions
1 "Primary Objective:**Steal back the radio conduit and escape the base."
2 "Secondary Objective:**1 grenade will destroy the generator in the sub-basement to have another access way to the main gate."
3 "Secondary Objective:**Destroy the main gate."
4 "Secondary Objective:**Destroy the many access routes to the allie barracks."
5 "Secondary Objective:**Construct the command post."
Allied Objective Descriptions
1 "Primary Objective:**Do not let the axis get away with the radio conduit."
2 "Secondary Objective:**Keep the axis away from the generator in the sub-basement."
3 "Secondary Objective:**Protect the main gate at ALL costs."
4 "Secondary Objective:**Protect the barracks and do not let the axis gain more routes to the barracks."
5 "Secondary Objective:**Build a Command Post."7 downloads
(0 reviews)Submitted
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(0 reviews)
Submitted
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Operation: Gunfire - op_gunfire.pk3 and waypoints
By papywolf
Map by: Blockbuster
Mapname: Operation: Gunfire
E-mail: blockbuster_nl@planet.nl
MSN: blockbuster_nl@hotmail.com
Info:
The allies are in need of ammo and food supplies wich only can be brought by plane,
But with all the roads blocked and no time to clear the roads and the axis flak close-by.
The supply plane cant come near the dropzone and the allies need to take out the flak,
The axis need to hold the flak cannon at all cost, and destroy the bridge to stop the allied forces.
Map objectives:
allies:
defend the bridge
destroy the flak cannon
axis:
defend the flak cannon
destroy the brdige
Install instructions:
put the opgunfire.pk3 in the etmain (default is c:\program files\wolfenstein - enemy territory\etmain) folder
uninstall instructions:
just delete the opgunfire.pk3
contact info:
Have you found any bugs, or suggestions for the map you can contact me by emailing me (email and stuff at the top)
3 downloads
(0 reviews)Submitted
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Total tankrace b3 and waypoints 0.9
By papywolf
------------------------------------------------- Basic Information ------------------------------------------------- Author : Kent "Loffy" Lofgren, Sweden Email address : loffyswe@yahoo.se Webpage : http://www.loffy.tk ------------------------------------------------- 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 ------------------------------------------------- This level may be electronically distributed only at NO CHARGE to the recipient in its current state, MUST include this .txt file, and may NOT be modified IN ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR WRITTEN PERMISSION. -------------------------------------------------23 downloads
(0 reviews)Submitted
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(0 reviews)
Updated
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MLB Daybreak interruptor not working
By Armagedonyx
Timestamp : 6:50
After delivering all explosives to the rocket, the button didn't work and I have no idea what may be causing this. This needs some investigation. Also, I know this map has had crash issues after completing the map as well in the past. I think that for now, it'd be best to replace it with a different map, and I already suggested MLB Egypt in the past as a replacement.
32 downloads
(0 reviews)Submitted
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greenland - greenland_1flag.pk3 and waypoints
By papywolf
amended by Pinn to make a one flag objective
all flag 2 entities removed from bsp using bsp entity edit
all flag 2 entreis removed from script and accum amended
new waypoints and scripts made
new command map made
greenland.pk3
Map by DeSanchez
Thanks to Dersaidin helping me with script
Thanks to Vanhaomena planning help
Thanks to secunda doping team testing this
Thanks to antman for locations
contact:
#touppinki / #secondech @ quakenet
33 downloads
(0 reviews)Submitted
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Vahalla max v1 - vahalla_max_v1.pk3 and waypoints
By papywolf
no information on the map34 downloads
(0 reviews)Updated
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Quidditch
By Drempa
==========================================================================
Quidditch? - A Wolfenstein: Enemy Territory Legacy Map
==========================================================================
Map Name: Quidditch?
Author: Drempa?
Release Date: April 2026
Version: Beta 1
Game: Enemy Territory Legacy
Bspname: quidditch_b1.bsp
Official map announcement:
---
Map Description:
High above the enchanted grounds of Hogwarts, a magical competition unfolds under the sunset.
Both teams enter the arena with the same goal: capture the enchanted Quidditch ball and deliver it through the scoring rings before the opposing team does.
There are no defenders.
There is no tank.
Only speed, skill, and the chaos of magical combat as both sides race to score first.
---
Installation Instructions:
1. Place quidditch_b1.pk3 in your etmain folder.
2. Launch ETLegacy and open the console (~).
3. Type `/map quidditch_b1` to start the map manually.
---
Objectives:
Both Teams:
- Steal the enchanted Quidditch ball
- Deliver it through the scoring rings to win the match
A pure competitive arena — fast, chaotic, and magical.
---
Special thanks:
Meli<3, Hannu, Phir0x, Aardappel, lium, kemon, aciz and everyone that helped with testings and ideas.
special thanks for the amazing 3d models and textures by the one and only mAw
ETM Discord community https://discord.gg/t5JD9Wqf
ETLegacy Discord community https://discord.gg/UBAZFys
---
Contact and Feedback:
Found a bug or have suggestions? https://fearless-assassins.com/forums/topic/135642-map-release-quidditch
---
IMPORTANT: HunkAllocate Error Fix for ET 2.6b users
Some players using Wolfenstein: Enemy Territory 2.6b may experience a Hunk_AllocateTempMemory error when loading custom maps. This happens when the game's memory allocation is too low for custom maps.
How to Fix the Issue:
1. Open the console (~) in ET before joining the server.
2. Type: `/com_hunkmegs 128` and press Enter.
3. Restart your game and try loading the map again.
Alternatively, use ETLegacy for better performance and memory handling: https://www.etlegacy.com
==========================================================================
Enjoy the match — and may your broomstick fly true!
LETS KEEP ET ALIVE!
==========================================================================
omnibot waypoints by @YKM
68 downloads
(0 reviews)Updated
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Helmsdeep A2
Description
- Wolfenstein: Enemy Territory Map - MML_HELMSDEEP_B4 -
Installation instructions:
First you should delete any other version of MML_HELMSDEEP in your ETMAIN/ directory. Then place MML_HELMSDEEP_B4.PK3 in your Enemy Territory's ETMAIN/ directory.
Story:
The Axis forces, in their desperate search for power to stop the inevitable Allied onslaught, have been working on the ability to travel in time.
The Allies, learning of these plans, create a force to storm and capture the Axis laboratories where the research is being done.
Unfortunately, the Allies attack during a crucial experiment, and the resulting fighting causes an uncontrollable surge in the equipment, throwing everyone in the immediate area back in time!
Appearing six thousand years ago, in a history that was only thought to be mythical, both sides now have a new battleground to continue their war in.
Allies must defend Helms Deep, keeping safe the means of travelling back to the modern day, while preventing Axis from dominating this new land and altering the future completely.
Level info:
THIS MAP HAS NEW FEATURES NEVER SEEN BEFORE IN ET MAPS. Please read the section below on patrol points to understand how they work.
This map is in BETA (4) mode.
Changes include:
- Axis regain east and west valley spawns - Allis can't wall jump (they can still get into the valley via the side door) - Axis get a buildable MG in the valley - Tons of graphical updates - Made it run in the default memory settings, oops
To give me feedback, post at: http://theburrow.neohosted.co.uk/forums/
Objectives:
AXIS:
1) Transport the two extra crates of dynamite to the culvert. 2) Blow the wall by planting dynamite at the culvert with the extra dynamite crates. 3) Capture the South Valley spawn. This becomes permenant once both the Main Gate and wall have been breached. 4) Escort the Tank up to blow the Throne Room Door. 5) Construct the Caves Command Post to gain forward spawns. 6) Destroy the Cave Defences. 7) Dynamite the Weak Tunnel blocking off Allied reinforcements.
ALLIES:
1) Prevent Axis placing additional explosives at the culvert. 2) Stop Axis blowing the main wall. 3) Defend the South Valley spawn. 4) Prevent the Tank from reaching and blowing the Throne Room Door. 5) Stop Axis from building and defending the Caves Command Post. 6) Build and protect the Cave Defences. 7) Defend the Weak Tunnel from Axis dynamite.
Patrol Points:
In various stages of the map are what are called Patrol Points (or PP for short). A PP is a designated zone that a certain team / class combination must remain in for a given length of time to enable additional benefits for their team.
The time to enable a PP, and how long that PP stays enabled for, varies, but is clearly defined. Players enabling a PP will be told how long it takes to enable, and the whole team is alerted when a PP is enabled, disabled, and when it's about to run out.
PPs are identified by a striped border around them. The class and team combination required to activate the PP will be shown on the wall within the PP itself. The icon indicates what class is required, and the icons correspond exactly to the icons for class selection in the limbo screen, but are detailed here:
Helmet = Soldier Cross = Medic Bullet = Field Op Target = Covert Op Spanner = Engineer
The colour of the striped zone marker and the class icons indicate what team can activate the patrol point:
Red = Axis Blue = Allies Grey / yellow = Either team
So, for example, a blue cross means that only an Allied Medic can activate the patrol point.
PPs are marked on the Command map. The effects gained from enabling a PP are varied, and stated at the time of activation.
Special in-game effects:
Axis Patrol Points:
Axis has a medic-only PP located under the mountain next to the ramp. It takes 10 seconds to enable, and changes the Axis' spawn time from 20 to 15 seconds. It lasts for 2 minutes.
Allied Patrol Points:
Allies have a medic-only PP located in the halls under the Fort. It takes 10 seconds to enable, and unlocks the health cabinets dotted around the map for 2 minutes.
Allies have a field-op-only PP located in the second level of the tower. It takes 10 seconds to enable, and unlocks the ammo cabinets dotted around the map for 2 minutes.
The Horn of Helm Hammerhand:
The Horn (located at the top of the tower) can be blown by the Allied team only. There are no limits to the number of times you can blow the Horn, although you cannot blow it more frequently than once every 2 minutes. The Horn's effect is more powerful the longer you leave it between blowing it. It has 5 distinct levels, and it 'charges up' levels every 2 minutes. The effects are: Level 1 - Allies get instant respawn for 10 seconds. Level 2 - As level 1 and Allies also get super-fast recharge for 10 seconds. Level 3 - As level 2 and mortar fire sweeps acros the valley. Level 4 - As level 3 and health / ammo cabinets are unlocked for 2 minutes. Level 5 - As level 4 but effects last for 15 seconds instead of 10 and there's an additional wave of mortars.
Playing instructions:
To join a server playing this map:
1) Join as normal - ET will load the map up automatically (assuming you have installed it correctly).
To set up a server:
1) Load up ET in MP mode. 2) Choose 'Host Game'. 3) Find MML HELMSDEEP B4 in the list of SW / MP maps. 4) Set server options according to how you wish them to be. 5) Choose 'Accept'.
Level technical info:
Name: MML_HELMSDEEP_B4 Type: MP / SW Stage: Beta Revision: 4 Time taken: 30 months Compile: BSP -meta, -vis, -light -fast -filter -samples 2
Author info:
Author: [MML]Gerbil / zero.Gerbil Real name: Barry Swan WwW: http://www.theburrow.com Wolf WWW: http://theburrow.neohosted.co.uk Clan WWW: http://www.zerogaming.co.uk E-mail: gerbil@theburrow.co.uk
Thanks:
Too many to mention, but I'll have a go anyway:
Siliconslick - for his great patches, and supplying a couple of dedicated servers with plenty of slots! Tomasina - lots of help and feedback Ratty Redemption - help with the terrain and making me understand meta shaders and how cool they are (although now a bit deprecated thanks to Ydnar!) Detoeni - Converting some of my models to ASE - without this vital stage to save memory, I'd have had to delete tons of the map to make it work on standard setups! SCDS_reyalP - giving me the missing link in some of my shaders Ydnar - for the fantastic q3map2 and new features that made some of this stuff possible. Clan Groundzero - as ever a top bunch of guys and I just wish I had the connection to play with them again in clan matches MadMaximus, Mr Mean Mustard, Sock, The Programmer formally known as djbob (now digibob), Chavo One from Jolt and Splashdamage for their support and help in particular problems. tofu, MrKillem1, Fade2Black, Zum, MadMan030, cc'derelict, Hiro, RamboJohnJ, JustBlaze, SnipaNoob and anyone else who offered ideas on my or qubenet's forums. Anyone else I've missed - there will undoubtedly be some, and for that I'm sorry, but anyone who has offered support, feedback or ideas, it's greatly appreciated!
Copyright:
Consider everything in this file copyright - you may NOT use any of it without express permission from myself.
There are assets in here not created by me, most obviously the skybox. I will include proper credits when I can track them down. Sorry if the skybox is yours, I DO INTEND TO CREDIT YOU, I have just can't remember where I found it
I may or may not have used some textures by Ydnar too, so his stuff = copyright too. In other words, I wouldn't touch anything or else
-Northerner
mml_helmsdeep_a2 README.TXT
66 downloads
(0 reviews)Submitted
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op gunfire - op_gunfire.pk3 and waypoints
By papywolf
Map by: Blockbuster
Mapname: Operation: Gunfire
E-mail: blockbuster_nl@planet.nl
MSN: blockbuster_nl@hotmail.com
Info:
The allies are in need of ammo and food supplies wich only can be brought by plane,
But with all the roads blocked and no time to clear the roads and the axis flak close-by.
The supply plane cant come near the dropzone and the allies need to take out the flak,
The axis need to hold the flak cannon at all cost, and destroy the bridge to stop the allied forces.
Map objectives:
allies:
defend the bridge
destroy the flak cannon
axis:
defend the flak cannon
destroy the brdige
Install instructions:
put the opgunfire.pk3 in the etmain (default is c:\program files\wolfenstein - enemy territory\etmain) folder
uninstall instructions:
just delete the opgunfire.pk3
contact info:
Have you found any bugs, or suggestions for the map you can contact me by emailing me (email and stuff at the top)
43 downloads
(0 reviews)Submitted
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(0 reviews)
Submitted
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avalanche
By crumblycake
I was inspired by Day of defeat's map called Avalanche to create it map for wolfet. the original map was a territory capture control map. But I made this a capture the docs map instead.
There are other objectives like, destroy the gate and wooden barrier that protects the docs.
But other than that, this map is almost the same as Avalanche.
Enjoy!
Download map here at mediafire: https://www.mediafire.com/file/xg97u...anche.pk3/file
152 downloads
(2 reviews)Updated
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erdenberg ga v6 - erdenberg_ga_v6.pk3 and waypoints 0.9
By papywolf
******** Information on Erdenberg Greater Access ********
Authors: Pimm
Release dates: V1: 15/12/2023
V2: 24/12/2023
V3: 08/01/2023
V4: 15/01/2023 maybe
Email: etmapping@pinickitty.co.uk
******** Map information ********
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.
Objective:
>Flag > Main Gate > Flak88 cannons East and West
> Command Post
> Axis West Flak Spawn Flag and Constructible Door
> Health and Ammo Cabinets West Flak
Allies are attacking.
******** Tools used ********
GTKRadiant 1.5
NetRadiant Custom
Topaz Gigapixels image upscaler
Notepad ++
GIMP
WinRAR
******** Textures used models ********
Majority of textures are from t2 but were upscaled manually by 2x using Topaz.
Some new textures added from open source texture packs or in the case of the doors from praetoria M1. I just loved the look
with only a slight colour change.
Models and some textures were also obtained from the Teuthing mapping source pack.
******** Changes from T2 included changes in both V1 and V2 of greater access ********
Sky changed to horizon sky and was downgraded to a smaller size in V2 using Topaz. Took approx 10mb off the compressed pk3 file size in V2.
removed entity func_leaky
made triggers for both guns smaller to prevent trick plants. new area defined with a decal.
created a new area on level 1 of the buildings surrounding East Flak including new ladders and a staircase.
most existing doors made accessible mainly to axis/cvops
replaced fence near west flak with brush models.
All windows made explodable.
Near route between Axis second spawn and main gate added.
spawn point added in new route
small area behind new route added
explodable/constructible added to new route
ammo health added to room below axis new spawn
door added on new route.
bunker on west flak made a fully functioning room
added small ledge under top windows overlooking westflak
added mg42 in bunker near allied first spawn
added mushrooms
added flag above main gate
added a room and door under the new staircase near eastflak
redesigned outside and inside of garage to make it higher and larger with a new functioning door added
outside of garage now matches inside.
added brush model as wooden explodable near west flak hole in wall
******** Changes made in V3 of greater access ********
added new route from garage to first floor east flak
moved mg42 on allied spawn to face gate
added some more mushrooms and other general furniture aand objects
added the roof brushes to buildings around east and west flak. just because I could then raise the clip ceiling allowing for possible TJ onto broken roof
fixed some object positioning
made garage door back everyone access
small texture alignment and scaling changes
added small ledges to outside of windows overlooking west flak
added a small room and door directly under the east flak.
******** Changes made in V4 of greater access ********
made garage door back to axis/cvops
fixed the jump from highest window to broken roof.
fixed script for axis west spawn flag
a few door fixes including a new door texture with axis logo
added flak voice overs (cheeps UIPS and DKill)
fixed windows in westflak bunker. no longer explodable but now block bullets...phew
added some new axis and neutral door textures (wooden hill400 and blue door from praetoria) with the help from UIPS.
fixed allied spawn flag allowing axis access to forward bunker from spec
******** Changes made in V5 of greater access ********
doorway activated above axis final spawn and made axis/cvops to prevent allies surrounding east flak
stairway added to axis final spawn to make it easier for axis to cover east flak
added to rope ladders to the broken house so that both sides can access the only playable roof and not just from TJ from highest window in attic
added a security camera just for a bit of fun
******** Thanks to ********
All this that tested some of the early ideas like Cranog and John Doe and huge thanks
to eG Aimex for first putting it on the server as V1 and also for nominating the map for MOTY. 2nd is great but really felt Beach and Braundorf
should have won in 2023 but maybe Grotli is a worthy winner as the only original map in the nominations.
Also a big thanks to all those on TM Muppet ETL server who also provided lots of feedback on both V2 and V3. Too many to mention of course but UIPS has been really outstanding in checking things
and making sure every little bug is fixed.
Also a big thanks to UIPS and DKill for providing the flak destroyed/dyn voice over files and also TM for who ever fixed the general vo scripts. I was lazy yes and just used the t2 version adjusted.
And must mention Kemon and Matteos for all the help and guidance along the way along with all the other ET Mapping discord members who answered my many questions.
Great to be able to test on both nitmod and ETL
******** Original Information from T2 ********
Authors: sani (Mapping & Creation)
Hukk (Plans & Layout)
Hemuli (Consultant?!)
Release dates: B1: 5/8/2010
B2: 27/11/2010
B3: 1/11/2011
Email: sani@fubr-gaming.com
IRC: #w0bble @ Quakenet
******** Map information ********
"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."
Objective:
Flag > Main Gate > Flak88 cannons
> CP
Allies are attacking.
Respawntimes are 20/30
Timelimit is 12 minutes.
******** Tools used ********
GTKRadiant 1.5
Notepad/++
Adobe Photoshop CS2
WinRAR
******** Mapping resources ********
SplashDamage http://www.splashdamage.com/forums
2Bit http://www.pythononline.co.uk/et/tutorial.htm
Quake3World http://www.quake3world.com/forum/portal.php
Chrucker's http://games.chruker.dk/enemy_territory/default.php
Shader manual http://members.lycos.co.uk/quakeroats/q3map2/shader_manual/contents.html
Rayban's airplane prefab
View: http://www.splashdamage.com/forums/showthread.php?t=16177#16
Download: http://raybanb.googlepages.com/chute_test2.pk3
Zefan's Flak88 cannon
http://wolfmap.de/details.php?file_id=2948
******** Thanks to ********
Hemuli(FI) A lot of support and planning during the whole project
Eley(NL) Testing and great suggestions
niSmO(UK) Testing and giving out ideas
ORDER Banana For map testing & ideas
w0bble
No Teamplay
"Finns"
******** Changelog ********
b3 -> t2
This is basically the t1 version with improved performance.
b3 -> t1
Here's a newly edited version of it,
removed most of what was added in b3
and edited a bunch of other stuff.
It's a first test version, not intended for public servers.
b2 -> b3
= Designed the garage a bit
= Reworked the flag hall
= Blended the road textures
+ Added 2 new axis spawns
+ Added MG Nest
+ Added a damn rock behind the trench
= Open/closed windows
+ Added a rebuildable side door
b1 -> b2
= Lifted and moved the trench
+ Added some fence to Upper road
- Ruins 1st floor wall removed
- Side door is fully removed, side route fully re-done
= Center building 1st floor reordered
= A window at East Flak88 is now a doorway, another window is now closed
- Gap in the wooden fence is removed
+ Flak88 "legs" are clipped (a bit)
= East Flak88 platform and outside yard are extended
= Axis spawnroom is extended
= The alley is wider
? Something else possibly.....89 downloads
(0 reviews)Submitted
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Santa's Delivery beta1 pk3 and waypoints
By Drempa
==========================================================================
Santa’s Delivery - A Wolfenstein: Enemy Territory Map Remake
==========================================================================
Map Name: Santa’s Delivery
Author: Drempa?
Version: Beta 1
Release Date: December 2025
Game: Enemy Territory Legacy
Bspname: santas_delivery_b1.bsp
Official map announcement: https://fearless-assassins.com/forums/topic/135128-nuclear-delivery-santas-delivery
Nuclear Delivery official map announcement: https://fearless-assassins.com/forums/topic/133597-special-delivery-nuclear-delivery
---
Map Description:
Santa’s Delivery is a festive Christmas remake of my Nuclear Delivery map (ETL Special Delivery originally).
The objectives remain the same, but the environment has been transformed into a snowy, holiday-themed battleground.
Snow falls across icy caves, festive lights flicker, and decorated trees brighten the battlefield.
The missile itself has been reskinned with Christmas vibes, turning the high-stakes mission into a seasonal showdown.
Will the Allies succeed in delivering Christmas cheer, or will the Axis sabotage the holiday?
---
Installation Instructions:
1. Place santas_delivery_b1.pk3 in your etmain.
2. Launch ETLegacy and open the console (~).
3. Type `/map santas_delivery_b1` to start the map manually.
---
Objectives:
Allies:
- Construct the door controls and steal the Dynamites
- Construct the bridge
- Destroy the truck barrier
- Construct the Command Post
- Construct the Nuclear-Launch Generator
- Press the Launch Button and stop Axis from aborting the launch for 15 seconds.
Axis:
- Prevent the Allies from constructing the door controls and stealing the Dynamites
- Destroy the bridge
- Construct the truck barrier
- Destroy the Command Post
- Destroy the Generator
- Press the Abort Button to stop the launch
---
Credits:
Original map by: Apple & GW
TE version by: jump3r, eiM & Snake
Overhaul by: Aciz (thanks for providing etl_special_delivery map source files)
Prefabs:
Truck + barrier from uje clan prefab generator https://www.ujeclan.com/
Missile from mlb_daybreak
Command post from https://www.ujeclan.com/
Engineer model from https://www.moddb.com/games/quake-iii-arena/downloads/q3-games-model-tool-v160
Big thanks to phir0x Hannu meli Aardappel jEnzi kemon Weezal and everyone that helped with testings and ideas
Special thanks to TomekKromek for omnibots waypoints.
BIG HUGE THANKS to mAw for working on models
ETM Discord community https://discord.gg/TFu2F3kz
ETLegacy Discord community https://discord.gg/UBAZFys
---
Contact and Feedback:
Found a bug or have suggestions? https://fearless-assassins.com/forums/topic/135128-nuclear-delivery-santas-delivery
---
IMPORTANT: HunkAllocate Error Fix for ET 2.6b users (with default com_hunkmegs settings 56)
Some players using Wolfenstein: Enemy Territory 2.6b may experience a Hunk_AllocateTempMemory error when loading Santa’s Delivery. This happens when the game's memory allocation is too low for large maps.
How to Fix the Issue:
1. Open the console (~) in ET before joining the server.
2. Type: `/com_hunkmegs 128` and press Enter.
3. Restart your game and try loading the map again.
Alternatively, you can use ETLegacy, which automatically handles memory limits better and improves overall performance. Download it here: https://www.etlegacy.com
---
==========================================================================
Enjoy the holiday battle, and let’s see if Christmas cheer is delivered!
Lets keep ET alive!
==========================================================================
118 downloads
(1 review)Updated
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etl_bergen_v9.pk3
By Cocanation
// ======================================================================
// 'Bergen, by Detoeni'
// September 2022
// Cedric 'kemon' Easton
// http://www.etlegacy.com
// http://www.github.com/realkemon
// ======================================================================
This map is an overhaul of the original Bergen map created by Detoeni and the Wolf Project.
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.
Please refer to the original_bergen_readme.txt for information, credits and contacts of the original map.
-----Changelog-----
v9:
* Improved texture alignment across differently angled walls. Thank you Aciz for suggesting the NetRadiant feature.
* Improved player collision at wall generators in generator room.
v8:
* Fixed flying brushes at all generator door panels. Thank you Aciz for reporting.
* Removed fauly texture/shader path (Radiant/Notex) near Side Entrance (only visible in noclip). Thank you Aciz for reporting.
* Fixed missing clips at grates in generator room. Thank you Aciz for reporting.
* Added clip missile to catwalk below Axis spawn. Thank you Aciz 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.
v7:
* Fixed command map icons appearing outside of compass. (Thank you spyhawk for reporting)
* Fixed sounds active at map start in second round after /map_restart.
* Added unique ids for spawn slots to prepare this feature.
* Fixed glass shader on trucks.
* Adjusted projection axis and scaling of terrain textures.
v6:
* Fixed spawnslot getting stuck in forward flag spawn. (Thanks to ETc.Jay for reporting)
* Adjusted clipping at side entrance to prevent players camping above the door.
* Reworked system to secure flag to be less complex and more easily understandable. Allies now only need to hold the flag for 30s.
v5:
* Renamed targetname south_door_closed0 to south_door_closed to fix game crash. (Thanks to Kate for reporting)
* Fixed sounds and remapshaders active at map start in second round after /map_restart. (Thanks to WuTangH for reporting issue on 'Supply Depot, by ginc')
* Provided option to toggle tank invulnerable through mapscript (vulnerable by default). (Thanks to Ensiform for explanation)
* Increased amount of spawn slots from 16vs16 to 32vs32.
* Fixed surfaceparm grasssteps to add missing sounds when walking on grass. (Thanks to WuTangH for reporting issue on 'Supply Depot, by ginc')
* Removed deprecated alarm sounds.
v4:
• Simplified geometry for cleaner player collision
• Replaced colour coded wires with colour coded bunker trim and command map for more subtle implementation
• Replaced side entrance terrain with artificial pier to prevent walljumping
• Reverted V1 Rocket back to airplane
• Improved lighting and terrain
• Added skylights to generator room and Axis spawn to simplify spectator/shoutcaster movement
v3:
• Fixed caulk in terrain at forward bunker and northern courtyard. Thank you ryven for reporting.
• Fixed side entrance being unplantable when footbridge was constructed. Thank you Harlekin for reporting.
• Fixed missing footbridge related VO sound for Axis
• Fixed bug where sound wouldn't play when main entrance got destroyed
• Fixed 3 terrain spots where it was possible for the player to either get stuck or be obstructed in their way. Thank you Harlekin for reporting.
• Added cabinet marker in the command map. Thank you IR4T4 and Ensiform for reporting.
• Added lights in forward bunker. Thank you Ensiform for reporting.
• Added audible feedback to generator door levers when generator is destroyed.
• Added base alarm sounding whenever the transmitter area gets breached. This replaces the simple text announcement. Thank you ryven and WuTangH for debugging.
• Added ambient sounds (capturable flag, crickets in nature and birds in trees). Thank you IR4T4 for reporting.
• Adjusted trigger_hurt of v1 rocket to cover entire explosion area. Thank you Harlekin for reporting.
• Adjusted terrain at side entrance to prevent the easiest TJs. Thank you Aciz and ryven for extensive feedback.
• Adjusted MG murderhole at side entrance to reduce shooting against the insides. Also adjusted its varc. Thank you ryven for reporting.
• Adjusted tree at side path to no longer be partially inside the cliff. Thank you Harlekin for reporting.
• Replaced generator command map icon with standard icons to clarify mission objective. Thank you Harlekin for reporting.
• Replaced tree between forward bunker and allied mg blocking line of sight. Thank you Mateos for reporting.
• Removed little tree at side path blocking movement and visibility. Thank you Harlekin for reporting.
• Reduced brushcount of terrain significantly and added hills between forward bunker and rear base to increase VIS blocking and performance. Thank you Aciz and ryven for reporting.
to original:
• VO announcements have been adapted by Radar.
-- As long as both Main and Side Entrance are active VO is: "defend/destroy entrances"
-- As soon as one has been breached VO is: "defend/destroy the side OR main entrance"
• VO announcements for the Footbridge have been added.
• Alarm now sounds in the entire base when either the Side- or Main Entrance have been breached instead of separated alarms.
• The snapping of the tank at certain view-angles has been fixed
• If the Allies hold both the Forward Bunker flag and the CP, the flag is "temporarily secured" until the CP is lost again.
• The Forward Door (before Transmitter Door 3) is now linked to the generator.
• Spectator limbo cam has been fixed (was inside of terrain).
• Construciton materials have been made in the style of original maps.
• Teleporter and secret room have been removed.
• Axis rear spawn has been restructured to allow for faster exit.
• Plane shooting down the tank has been replaced with a V1 Rocket to create narrative link to V1_Rocket map by FireFly.
• Entity count has been reduced from 568 to 519.
• Structural mesh and VIS blocking have been improved by adjusting vertical differences of the floors.
• Visual changes have been made.
AXIS OBJECTIVES
Primary Objective: Stop the Allies from destroying the Transmitter.
Secondary Objective: Prevent the Allies from repairing the Generator.
Secondary Objective: Set up a Command Post inside the submarine pen.
Secondary Objective: Prevent the Allies from gaining a foothold in the Forward Bunker.
Secondary Objective: Prevent the Allies from destroying the Side Entrance.
ALLIED OBJECTIVES
Primary Objective: Destroy the Transmitter.
Secondary Objective: Repair the Generator.
Secondary Objective: Set up a Command Post in the submarine pen to secure the forward bunker.
Secondary Objective: Capture the Forward Bunker.
Secondary Objective: Destroy the Side Entrance.
etl_bergen.way etl_bergen_goals.gm etl_bergen.gm
84 downloads
(0 reviews)Submitted
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Trigger or Treat? pk3 file
By Drempa
==========================================================================
Trigger or Treat? - A Wolfenstein: Enemy Territory Legacy Map
==========================================================================
Map Name: Trigger or Treat?
Author: Drempa?
Release Date: October 2025
Version: Beta 2
Game: Enemy Territory Legacy
Bspname: trigger_or_treat_b2.bsp
Official map announcement:
---
Map Description:
October 31st, 1944. A cursed village long lost to time has reappeared under a blood moon. At its center stands a towering monolith pulsing with unnatural energy — a transmitter unlike any known to man. Both Axis and Allied forces have received the same cryptic signal: *“Send it to the sky.”*
Now, each team must race through haunted ruins, reach the tower, and activate the transmission by holding the control button for 20 seconds. Every successful activation scores a point. But the village is not empty. Whispers echo through the fog, shadows move without light, and something ancient stirs beneath the earth. This is no ordinary battle — this is a ritual.
---
Installation Instructions:
1. Place trigger_or_treat_b2.pk3 in your etmain folder.
2. Launch ETLegacy and open the console (~).
3. Type `/map trigger_or_treat_b2` to start the map manually.
---
Objectives:
Axis & Allies:
- Reach the haunted tower at the center of the map
- Hold the activation button for 20 seconds to transmit
- Each successful transmission scores a point
- Prevent the enemy team from activating the tower
---
Special thanks:
Big thanks to Meli<3, Phir0x, Maw, Jenzi, Hannu, , Aardappel, razjee:[ and everyone that helped with testing and ideas.
ETM Discord community https://discord.gg/TFu2F3kz
ETLegacy Discord community https://discord.gg/UBAZFys
---
Contact and Feedback:
Found a bug or have suggestions? https://fearless-assassins.com/forums/topic/134858-map-release-trigger-or-treat
---
IMPORTANT: HunkAllocate Error Fix for ET 2.6b users
Some players using Wolfenstein: Enemy Territory 2.6b may experience a Hunk_AllocateTempMemory error when loading Trigger or Treat?. This happens when the game's memory allocation is too low for custom maps.
How to Fix the Issue:
1. Open the console (~) in ET before joining the server.
2. Type: `/com_hunkmegs 128` and press Enter.
3. Restart your game and try loading the map again.
Alternatively, use ETLegacy for better performance and memory handling: https://www.etlegacy.com
==========================================================================
Happy haunting. May your transmissions reach the sky.
==========================================================================
106 downloads
(1 review)Updated
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