Maps
Wolfenstein: Enemy Territory Maps for Downloads.
1000 files
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exhumed_finalfix2
By Cocanation
exhumed_finalfix2
exhumed finalfix2
exhumed_final
exhumed final
Axis:
- Destroy the Pyramide Door with the Tank
- steal the Mummy
- steal the Papyrus
- escape with the Truck
exhumed_final.gm exhumed_final.way exhumed_final_goals.gm
3 downloads
Updated
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ETL Adlernest v4 - etl_adlernest_v4.pk3 and waypoints
By TomekKromek
// ======================================================================
// 'Adlernest, by Dersaidin'
// September 2022
// Cedric 'kemon' Easton
// http://www.etlegacy.com
// http://www.github.com/realkemon
// ======================================================================
This map is an overhaul of the original Adlernest map from ET created by Dersaidin.
As part of the ET: Legacy asset creation effort certain maps are being overhauled.
Those maps have been selected for their stable gameplay, even in a competitive environment.
-----Changelog-----
v4:
* Improved texture alignment across differently angled walls. Thank you Aciz for suggesting the NetRadiant feature.
v3:
* Fixed brush not being aligned correctly above Axis spawn canyon window. Thank you Aciz for reporting.
* Extended 'flying' health and ammo trigger to the ground for Allied cabinets.
* Removed flying pipe support at Main Door generator. Thank you Aciz for reporting.
* Extended slick brushes in canyon to prevent players from sitting there. Thank you Dmxj for reporting.
* Removed versioning from pk3 contents. Thank you bystry and Aciz for suggesting.
* Adjusted lighting settings for improved performance. Thank you Aciz for suggesting.
v2:
* Adjusted position of bunk beds in Axis spawn to allow hiding behind again. Thank you zenixje for reporting.
* Adjusted terrain near Allied spawn exit to allow hiding behind rock again. Thank you zenixje for reporting.
* Fixed Allied CP not being autospawn. Thank you ryven and <=TM=>Flo for reporting.
* Added missing clip brush to right-most radio of transmitter equipment.
v1:
* Added targetname and scriptname to nearly all in-game entities to enable server admins to build custom scripts if desired.
* Extended map skywards to allow for free shoutcaster/spectator movement.
* Added unique ids for spawn slots.
* Comprehensive rework of structural mesh to improve on VIS.
* Removed player collision from noticeboards, picture frames, lying doors etc.
* Colour-coded bunker sections for easier call-outs.
* Dispersed spawn points to declutter mass spawn events.
* Increased player count to 32v32.
// AXIS
Primary Objective: Defend the documents.
Primary Objective: Prevent the allies from transmitting the documents.
Secondary Objective: Stop the allies from constructing a command post, or destroy it if it has been made.
Secondary Objective: Protect the door controls in the basement level and prevent allies from gaining access to the upper complex.
Additional Objective: Keep the main blast door closed to hinder the allies progress.
// ALLIED
Primary Objective: Steal the documents.
Primary Objective: Transmit the documents at the transmitter.
Secondary Objective: Construct the command post to activate a forward spawn.
Secondary Objective: Dynamite the door controls located in the basement level.
Additional Objective: Open the main blast door to gain additional access.
etl_adlernest.gm etl_adlernest_goals.gm etl_adlernest.way
3 downloads
Submitted
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fragginhart v4 - fragginhart_v4.pk3 and waypoints beta
By papywolf
Fragginhart a map for Wolfenstein Enemy-Territoy.
Map by ( Remasters ) in close collaboration with U!ps
https://www.splashdamage.com/games/wolfenstein-enemy-territory/
https://www.etlegacy.com/
https://et.trackbase.net/map/9158
Map Objectives
1. Activate the generator.
- Build Allied CP to enable allied spawn.
2. Destroy the Depot Gate Controls.
- Destroy the Side wall.
- Capture the forward bunker flag.
3. Steal the Documents.
- Build the assualt ramp.
- Take the Documents to the Transmitter
v4 change log
- Added route from middle spawn to lower barracks. ( requested by U!ps )
- Changed generator switch.
- Changed the switches at main gate.
- Lowered the wall at axis middle spawn MG. ( requested by U!ps )
- Clipped roof at middle and gen spawn areas.
- Added new textures.
- Added "props".
- Reworked the Terrian/Road.
- Reworked the flag section (forward bunker).
- Added new route from sidewall to flag.
- Reworked Allies villa spawn.
- Changed the skybox.
- Updated levelshot on map load screen. (image created by U!ps)
- Added obj dropped sound for axis.
- Updated location data.
V3 change log
- Fixed missing brush above main gate.
- Fixed cov_door_Depot_Gate bug.
- Added route from transmitter to sidewall area. ( requested by U!ps )
- Added custom textures. ( provided by U!ps )
- Reworked door at assualt ramp, added button inside docs room.
- Removed keycard to fix map breaking bug ( reported by ETc|nick )
- Changed generator activation to "repair" or "switch".
- Generator activation type can be changed by server admin via mapscript (default set to switch).
- Allied CP room now longer, moved Allied CP location in the room. ( requested by U!ps )
- Added new route at generator axis spawn. ( requested by U!ps )
- Fixed FPS drops. ( reported by kevlar )
- Added limbo cams. ( requested by [eG] johnd0eafk )
- Updated location data.
- Improved the command map. ( requested by [eG] johnd0eafk )*
- Added wm_addteamvoiceannounce sounds.
- Allies can no longer access the sidewall before the generator has been activated. ( requested by U!ps )
- Axis can no longer access the north middle spawn exit before the generator has been activated. ( requested by U!ps )
- Main and Depot gates now open slower. ( requested by U!ps )
V2 Change log
- BSP name now has no version suffix. (for easier server administration moving forward)
- reworked allied villa spawn
- New allied CP spawn.
- New axis generator spawn.
- Reworked old allied CP building.
- Moved axis CP.
- Added cov door at axis CP.
- Increased doorway size and headroom on most indoor sections and doors.
- Changed cov doors on main and depot gate sections. (will now auto open for axis)
- Blocked the holes in the floor of axis final spawn and added alternative routes.
- Moved documents to table.
- Some cosmetic changes to terrain.
- Assualt ramp moved to front of document building with build activated doors.
- Added Basement spawn for axis. (set as disabled)
- swaped position of sidewall hole with sidewall cov door.
- moved barracks corridor outside exit, added ramp where there was a step.
- added location data
- added option to block the middle spawn / forward bunker archway. (set as hidden)
- depo gate switch removed from axis side.
49 downloads
Updated
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UJE stiglitz - UJE_stiglitz and waypoints
By papywolf
UJE_stiglitz
Conversion of this map is made with aproval of the original mapmaker of this map Kemon, i really want to thank him with making this beautiful map.
I changed this map because players were complaining that they don't like the objective, that's why i changed it to an easier objective to just escort a tank.
With this conversion i hope the map will be played again.
Coversion made by [UJE]Niek 14-3-2023 , beware after 20 years the game is still alive
Storyline now is:
The axis have to escort the tank from the city to the Railroad tunnel so they can defend the tunnel for new reinforcements.
-----Objectives-----
* Axis have to escort the tank
* Build and destroy 3 bariers
* Build and destroy Allied or Axis Commandposts
---------------------------
Release Dateof the original stiglitz map was : 31/08/2018
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This map was intended as an entry for the Trackbase, TWT, Wolfwatch map-contest 2018.
I would like to thank all of the organizers for setting up the contest. It has been a valuable experience creating a map on a fixed schedule.
-----OriginalLayout-----
For the concept to properly work, the map had to be completely flat, because upwards and downwards movement would definitely cause visual glitches in the movement animation of Stiglitz.
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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!
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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.
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VIS blocking in this map works as following:
--------------------------------------
-----------------A--------------------
-------______------------______-------
------| |----------| |------
--B---| |----C-----| |--D---
------| |----------| |------
------| |----------| |------
______|______|__________|______|______
When being in zone A as spectator (sky) you see everything. However, as a player you can only walk around in the lower areas (B, C, D). These are the streets and the blocks are the houses which all are structural in their core.
There is a giant HINT brush spanning across the whole map cutting the map right on top of the building blocks. That brush ensures that it is not possible for the engine to see into block C and D when the player is in B.
This results in all detailed things going on on street level actually being constrained to that street, which even though the map is just one giant cube, ensures stable FPS.
-----Specs-----
OriginalAuthor: keMoN & phisherman
-----Thanks to-----
Direct support:
• ryven for extensive support during debugging of the script_mover.
• WuTangH for the broken tree model acting as bridge from Nature to Industry and the modified head model for Stiglitz to fix a visual glitch.
• Everyone on the TWT Discord for helping out in one form or another.
Indirect support:
• Jon Swenson (=N4RC= Smokey) and Chris Swenson (Hobbie) for Axis Lab. The forwards and backwards movement of Stiglitz is highly inspired by Axis Lab.
• Gordon 'digibob' Biggans [SD] for his purely magical MD3-to-TAG tool
• C and Npherno for their wonderful model tools respectively
• hipshot for his "miramar" skybox from http://www.custommapmakers.org/skyboxes.php
• RtCW for models + textures
• Detoeni for his submarine and truck models
• ischbinz for textures
• FireFly for his Hanomag model
• RayBan for his treeline textures
• Everyone else who provided info, feedback, ideas or helped in any other way.
mapname is UJE_stiglitz
With setting up the new gameplay i tried to involve every part of the map, let's see how it plays.
37 downloads
Updated
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1944 omaha b3 - 1944_omaha_b3.pk3 and waypoints 0.9
By papywolf
Map brought to you by +KOMMANDO+"
"1944 Normandy. The Allies are invading the beaches of Normandy! To claim victory the allies must destroy the Axis 88 gun to clear the way for the Tank. The Tank will then blow the Axis bunker wall. The Allies must then steal the Axis documents and transmit them at the Allied Com Tower " 1944_omaha_b3 waypoints 0.9.rar
3 downloads
Updated
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Submitted
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complex_b3 - complex_b3.pk3 and waypoints
By papywolf
//Axis Objective Descriptions
1 "Primary: Stop the Allies from breaching the Main Complex Gate with dynamite."
2 "Primary: Stop the Allies from breaching the Side Entrance with dynamite."
3 "Primary: Stop the Allies from breaching the garage door.
4 "Primary: Prevent the Allies from stealing secrets documents."
5 "Primary: Prevent the Allies from tramittings the documents."
6 "Secondary: Prevent the Allies from constructing a command post."
7 "Secondary: Build a the command post and prevent allies from destroying it."
// Allied Objective Descriptions
1 "Primary: Breach the Main Complex Gate with dynamite."
2 "Primary: Breach the Side Entance with dynamite."
3 "Primary: Breach the garage door to secured the flag area."
4 "Primary: Steal the secrets documents in the research room."
5 "Primary: transmitted the documents at the radio transmitter."
6 "Secondary: Build a command post to enable a new spawn area."
7 "Secondary: Destroy the Axis Command Post."28 downloads
Submitted
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ctf cw arena b2 - ctf_cw_arena_b2.pk3 and waypoints
By papywolf
This is my first released map. Thanks to loffy for the ctf scripts and
www.GameDesignOnline.com for thier help.(marco and the other over there).
thanks to -=Talon=- for the motivation to finish this map sorta and some ideas and some work done in the map.
The RaR clan for testing my map and for a good server and place to play.
Time to construct the map : 1 month
Time to compile the map : 3 hrs or so i dont know exactly i just compiled and went to sleep.
This map is basically a ctf map I like playing CTF so i thought i would create one.
If this one does over all ok i'll make numberous other maps.
This map should not be added to any site without my permission for download...you can use it on your server but please ask me before
uploading it your site or any other site
contact me at ter7997 [at] hotmail [dot] com email and msn messenger
2 downloads
Submitted
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Submitted
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wario final - wario_final.pk3 and waypoints
By papywolf
wario_final
Designed by .WAR|R0u$back.
Contacts: http://warclan.forumj.net
Xfire: rousback
Tools: GTK Radiant 1.4/1.5 - photoshop - paint
Ressources:
- the map fragmaze_fixed made by sl0wr0ck, on wich warmaze (my first map) is based/inspired (xfire of the creator of purefrag: sl0wr0ck) - warmaze_b6, wich is the base of this map - some textures from "textures_pitores" (eMail Address: me@Hourences.com) - http://splashdamage.com/forums/
- http://easymapping.free.fr/html/ and many others websites of tutorials I can't remember...
Greetings/Thanks to:
>> The Splash Damage team for this wonderful free game >> Fate (xfire: fmcfate) for his help to solve many issues I had while I was mapping... (Mapping tutorials http://fmc.hex.ee) >>The .WAR|Clan. and his communauty for the tests, feed backs, ideas and advices, to improve this map... >>.WAR|bitchy., who made the .WAR|Clan. logo. He also implemented the mario pictures on the wall texture.
If you use the map on your server please let me know, it's always good to have some feedbacks!
In no cases you are allowed to modify anything from this pk3 without permission. Leave it in his current state if you want to use it. If you want some modifications of the map just let me know (by xfire or .WAR|Clan. forums) and I will see what I can do about it.
Enjoy!
3 downloads
Submitted
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now beta03 - now_beta03.pk3 and waypoints
By papywolf
In the Axis search for religous items they are on a quest to steal the Christmas Star, the symbol of hope and joy!*Allied intelligence has picked up this mission and are doing anything they can to prevent the Axis forces from stealing the Christmas Star. If the Axis forces succeed in their quest then a whole world celebrating Christmas will be in agony and that will drain their spirit on the battlefields, this will give the Axis forces a huge advantage in the war."
axiswintext Yet another inspiring victory for the Axis
alliedwintext he Allied Supreme Command was correct: Another easy win for the Allied forces
2 downloads
Submitted
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psl ctf - psl_ctf.pk3 and waypoints
By papywolf
--------------------------------------------------------------------------------------------
Practice
--------------------------------------------------------------------------------------------
Author : Stealth'
webpage : http://www.clanpsl.nl
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Map Information
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Game : Wolfenstein: Enemy Territory
Title : PsL ctfstation
Filename : psl_ctf.pk3
Release date : 04/12/2007
Description : A Capture the Flag style Enemy territory map.
It was made for and in association with clan *PsL.
The scoreboard is on the compass.
Capture the Enemy's flag 4 times to win, a draw is possible.
There are 2 secrets in the map.
Installation : place the ctfstation.pk3 to your etmain folder.
Textures :
-textures from soc (all credit goes to him for these textures):
->textures\egyptsoc_floor
->textures\egyptsoc_trim
->textures\egyptsoc_mat
->textures\egyptsoc_wall
->textures\tech1soc_sfx
->textures\tech1soc_mach
->textures\ctf
-Textures from Rayban floating powerups (credit to RayBan for models+textures):
->models\multiplayer\rayban\powerups
->textures\powerups_test
->models\multiplayer\rayban\ctf
-textures from norman (credit for pornagraphy goes to him 😞
->textures\norman
-textures from Drakir (credit to drakir for these images
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Credits:
-Clan *PsL Great clan, they supported me for this map, visit them www.clanpsl.nl
-TrickJump paradise clan: help testing my map and just being a great clan.
-Splashdamage forums: Helped answering alot of my questions
-RayBan: Used his Q3 style powerups (the floating medic and ammo packs), all credit for those
models, and idea go to him. Also he gve me tips on improving the map, and fixing bugs, on the
SD forums. The Q3 style ctf flags are also made by him.
-Unreal Tournament: Inspiring the map
-2bits: Learned mapping thanks to his tutorials
-Simon O'Callaghan aka soc: Used some of his textures that he released on his site:
http://www.simonoc.com/pages/materials.htm
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Misc:
Best played on a Good computer on high, thats what i used anyway
2 downloads
Submitted
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Submitted
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xfactory - xfactory.pk3 and waypoints
By papywolf
-------Map info--------->
16/12/05
Title: X-factory
File: xfactory.pk3
mapname: X-factory
Author: s7ven ---> #s7ven or #cfet !
Build time: 9 weeks
------------------------>
------Instructions------
Map for Wolfenstein : Enemy Territory
Place xfact_b3.pk3 into you "Wolfenstein - Enemy Territory\etmain\" directory.
Gamemodes supported: Objective, stopwatch. LMS not supported
---------Tools---------->
-GtkRadiant 1.4.0-ET
-Q3map2
-Photoshop CS
-http://easymapping.free.fr/
---------Thanks---------#
-Splash Damage and Activision for the free game!
-D3vi4nt, Killerman, K!ller, Aniki, D3vils, Marcus, Ry4n, Apogee... and a lot of others ET players for Beta Testing et bugs reports!
-All mappers of http://easymapping.free.fr/
-My team and ex teams and their members : fk (#fk.et), KLR, Docters (#Doc.et), GoC (#GoC*et), TFW (#fusion.wolf), FoS, Army...
-Spécial Thanks to D3vi4nt for the tracemap
2 downloads
Submitted
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_M4CHiN3 - _M4CHiN3.pk3 and waypoints
By papywolf
EXCLUSIVE H!TM@CH!N3 PRODUCTION
CTF map
2 downloads
Submitted
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himmelsdorf b6 fix - himmelsdorf_b6_fix.pk3 and waypoints
By papywolf
ME ETc|Gouki. (goki) 31-7-2020
I would very much like to thank the following people :
Tech related
Kemon Trouble shooting / Scripting teacher / lots of other stuff i couldnt do i now can Massive Thanks
Aesop Trouble shooting / textures for blending / Script partially . massive Thanks
thank you for help on textures and tank ofc . also thank you for getting me started on gtk 2008 somewhere till now Many many thanks bro
Uje|niek / Terrain blending wich is found on http://www.simonoc.com/
http://games.chruker.dk/enemy_territory/
much appriacated this website alot of information to be gathered from here has been a massive help So many thanks
// Allied Objective Descriptions
1"Primary Objective:**Steal the Tank from the Axis , but the tank has ran out of Fuel , Steal it !!"
2"Primary Objective:**Protect the Tank and escort it to the Maingate."
3"Primary Objective:**Steal two crates of Gold from the Storage Depository , secure them onto the truck."
4"Primary Objective:**Escape with the crates of Gold using the Truck in the Storage depository."
5"Secondary Objective:**Establish a Command Post inside the Garden."
6"Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post inside the Axis Villa."
// Axis Objective Descriptions
2 "Primary Objective:**Stop the Allies from stealing the Tank , Prevent the Allies from using the Tank to blow open the Main Gate."
3 "Primary Objective:**Prevent the Allies from Stealing the gold from the storage depository."
4 "Primary Objective:**Stop the Allies from Escaping with the gold bars we must at all Costs."
5 "Primary Objective:**Stop the Allies from setting up their command post."
6 "Secondary Objective:**Set up a Command Post inside the Axis Villa."
started 2018 okt.
first playable version : 15-8-2020
updates will come as soon as possible
Himmelsdorf_b6 version : 14-3-2021
ME ETc|Gouki. (goki) 31-7-2020
I would very much like to thank the following people :
)=================================Tech related=======================================================================(
Kemon Trouble shooting / Scripting teacher / lots of other stuff i couldnt do i now can Massive Thanks
Aesop Trouble shooting / textures for blending / Script partially . massive Thanks
thank you for help on textures and tank ofc . also thank you for getting me started on gtk 2008 somewhere till now Many many thanks bro
Uje|niek / Terrain blending wich is found on http://www.simonoc.com/
http://games.chruker.dk/enemy_territory/
much appriacated this website alot of information to be gathered from here has been a massive help So many thanks
ETc|clan for testing
)====================================Misc============================================================================(
ETc|darkness
Fallen hero : ETc|bada^boom we remember u Eric may u rest in peace friend.
and possibly many more people for your feedback if i havent named u ,
too bad have fun playing
Thanks Wutangh for helping out on the tag
himmelsdorf.gm himmelsdorf.way himmelsdorf_goals.gm
4 downloads
Updated
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ammodepot fixed - ammodepot_fixed.pk3 and waypoints 0.9
By papywolf
A big thank you to Pinn for correcting the texture and sound , made new command map....change script .
This is "Ammo Depot" a Enemy Territoy mulit-player map designed for intense firefights and enduring battles.
In this map the Axis hold a secret Ammo Depot called cement island, Allies will try to
get inside and blow both the radio anttena and a stack of ammo boxes.
This map took me 3 months to build from scratch, I don't say it's the best but
I love playing it and so do my friends so I want you to enjoy it as well.
Lunarpost@sbcgloba.net
I'm a 3D entertainment artist currently looking for work.
Axis Objective Descriptions
1 "Primary Objective:**Keep Allies from breaching the East and West Anti-Tank Doors."
2 "Primary Objective:**Prevent Allies Engineers from busting though the Sand Barricade."
3 "Primary Objective:**Hold back the Allies from entering the Ammo Depot by constructing the Depot Gates."
4 "Primary Objective:**Prevent the Allies from Destroying the Radio Installation."
5 "Primary Objective:**Prevent the Allies from Destroying the Ammo Shipment."
6 "Secondary Objective:**Stop the Allies from establishing a Command Post inside the Depot Enterance."
7 "Secondary Objective:**Set up a Command Post inside the Depot Entrance."
Allied Objective Descriptions
1 "Primary Objective:**Breach the East and West Anti-Tank Doors."
2 "Primary Objective:**Bust through the Sand Barricade at the Depot Enterance."
3 "Primary Objective:**Get into the Depot Yard by blowing the Depot Gates or the Bunker Hatch."
4 "Primary Objective:**Destroy the Radio Installation."
5 "Primary Objective:**Destroy the Ammo Shipment."
6 "Secondary Objective:**Prevent the Axis from establishing a Command Post inside the Depot Enterance."
7 "Secondary Objective:**Establish a Command Post inside the Depot Enterance"
2 downloads
Updated
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ouessant fixed - ouessant_fixed.pk3 and waypoints
By papywolf
Ouessant Lighthouse (Beta 1)
Description
description allies "Take out the axis lighthouse! Use an Engineer to hack the axis bridge computer. This Will raise the bridge to the lighthouse -- climb to the top and plant your dynamite"
description axis "Protect the lighthouse! Keep the Allies at bay, hold the roadgate that leads to the bridge computer. If they destroy the gate, fall back and keep the bridge computer repaired. Don't let them cross!" map description neutral "Allies must destroy the Axis lighthouse."
Objectives
Allies objectives
1 "Primary Objective:
Bust through the road gate. This will give you access to the bridge computer"
2 "Primary Objective:
Climb the lighthouse and destroy it! You'll need to hack the bridge computer to gain access."
Axis objectives
1 "Primary Objective:
Hold the road gate. Holding this will prevent the Allies from accessing the lighthouse."
2 "Primary Objective:
Defend the lighthouse! Make sure the bridge computer is repaired; this will keep the bridge down"
38 downloads
Submitted
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Radar Truck 2
By TomekKromek
Map similar to Wurzburg Radar Phx.
- Weather Conditions like in classic Radar.
- Changed Primary Objective (removed radar parts, added secret documents)
- Added Bunker Door (for documents's room)
- Added Truck Race
- Added New axis's spawn points in abbandoned villa
radar_truck.gm radar_truck.way radar_truck_goals.gm
44 downloads
Submitted
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Submitted
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wsf_ascension b2 - wsf_ascension_b2.pk3 and waypoints
By papywolf
Mapname: WSF - Ascension
PK3: WSF_Ascension_B2
BSP: wsf_ascension
Version: Final
Release: 04.05.2024
Creators:
Level design, scripting, 2D: Kommandant & TechBoy
Story behind the map:
- Real elements: The map is basically a training zone for the German special forces unit of World War II, known as the Brandenburgers. (Wikipedia: https://en.wikipedia.org/wiki/Brandenburgers)
- Fictional elements: The level design was based on the training zone from Ready or Not and a TDM map from PUBG called Pillar Compound.
Gameplay:
A training zone was set up in an abandoned warehouse. Within this zone, Axis have three main tasks (reconnaissance, gathering intelligence and counter-terrorism) all while a practice unit consisting of Allied soldiers is also present. The training zone has 2 sections with different objectives.
Axis objectives:
- Gain access to the Truck by destroying the Shortcut Door (Optional)
- Enter the Archives by destroying the Archives Door
- Steal Documents from the Archives and Bring them to the Truck
- Destroy Gate 3 and enter Section 2
- Capture Gate 5 flag and construct the Command Post (Optional)
- Destroy the Transmitter Door and construct the Transmitter
- Steal the Explosives from the Transmitter
- Secure and blow up the Explosives in at the Sabotaged Supplies
Allied objectives:
- Defend the Shortcut and Archives Doors
- Stop Axis from entering the Archives
- Don't let Axis secure the Documents at the Truck
- Defend Gate 3
- Defend Gate 5 flag and construct the Command Post (Optional)
- Defend the Transmitter Door and the Construction Materials
- Stop axis from stealing and setting up the Explosives
- Defend the Sabotaged Supplies
506 downloads
Updated
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ETL Base
By kajto3
TC Base / ET Brewdog overhaul by @kemon, ETLegacy team. If you didn't know, base and brewdog are pretty similar, one of the main differences is a different objective. With this overhaul, apart from eye candy textures and new fancy passages, you can customize it and choose which objective(s) you want the players to complete.
A bit of words from the project author:
Initial release version: v2. Next versions are gonna be uploaded and supplied with a proper change-log. Comparison pictures by kemon.
Read-me file:
67 downloads
Updated
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Oasi + waypoints
By b4fun
Story:
In the hidden recesses of an ancient temple lay an
extraordinary secret - an ancient anti-gravity generator.
Crafted by a civilization long forgotten,
the Axis use this device to create a dangerous weapon.
=======================================================
Objectives:
Allied:
Primary Objectives:
1] Destroy the main gate.
2] Grab the tank fuel and steal the tank.
3] Escort the tank to the temple.
4] Destroy the tank barriers.
5] Grab the key and open the secret door inside the temple.
6] Destroy the ancient anti-gravity generator.
Secondary Objectives:
7] Once at the old city, capture the forward spawn point.
8] Destroy the side entrance.
Axis:
Primary Objectives:
1] Protect the main gate.
2] Protect the tank fuel and don't let them steal the tank.
3] Don't let the tank go to the temple.
4] Don't let the Allies destroy the tank barriers.
5] Protect the key.
6] Protect the ancient anti-gravity generator.
Secondary Objectives:
7] Don't let them use the forward spawn point at the old city.
8] Protect the side entrance.
=======================================================
Mapname : Oasi
BSPname : oasi
Released: 04.04.2024
Version : final
Map made by: o-0._.0-o
Website: www.bunker4fun.com
Thanks to Pegazus for making a cactus model.
134 downloads
Updated
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buddhapanzer b2 - buddhapanzer_b2.pk3 and waypoints
By papywolf
no information on the map
5 downloads
Submitted
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operation azure sorrow final - operation_azure_sorrow_final.pk3 and waypoints
By papywolf
Mapname: Operation Azure Sorrow
PK3: azure_sorrow_pub_final
BSP: azure_sorrow
Version: Public - Final
Creators:
Level design & scripting: Kommandant
Assets & additional scripting: TechBoy
Omnibot: Warden
Description:
This is the official release; feel free to use it on public servers. In case you want to test it with localhost, make sure you get rid of the test version (azure_sorrorw_pub_test.pk3).
Note: This map won't get any upgrade by the creators. HD textures, seasonal themes and other additional assets are meant for the VIP version. You are allowed to edit the public version, but the creators will *not* provide any support. If there is a map related issue which affects the gameplay in general, please contact the following person:
Email: hh.gaming.et@gmail.com
Discord: Kommandant#9874
3 downloads
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