Maps
Wolfenstein: Enemy Territory Maps for Downloads.
1028 files
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Vahalla max v1 - vahalla_max_v1.pk3 and waypoints
By papywolf
no information on the map16 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
32 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
41 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)
33 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
67 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.....81 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!
==========================================================================
94 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
71 downloads
(0 reviews)Submitted
-
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.
==========================================================================
91 downloads
(1 review)Updated
-
Midnight Breach?
By Drempa
==========================================================================
Midnight Breach? - A Wolfenstein: Enemy Territory Legacy Map
==========================================================================
Map Name: Midnight Breach?
Author: Drempa?
Release Date: September 2025
Version: Beta 1 (test version)
Game: Enemy Territory Legacy
Bspname: midnight_breach_b1.bsp
Official map announcement:
---
Map Description:
The year is 1945. Under the cover of darkness, Axis forces launch a surprise assault on a remote Allied base hidden deep in the mountains.
Their mission: breach the facility, activate a classified transmission and extract top-secret documents before reinforcements arrive.
Allied troops must hold the line, defend critical infrastructure and prevent the Axis from escaping with the intel that could change the course of the war.
---
Installation Instructions:
1. Place midnight_breach_b1.pk3 in your etmain folder.
2. Launch ETLegacy and open the console (~).
3. Type `/map midnight_breach_b1` to start the map manually.
---
Objectives:
Axis:
- Steal the keycard to unlock the tank route
- Escort the tank to destroy the Allied antenna
- Destroy the tank barrier
- Construct the bridge to advance
- Escort the tank to breach the Allied base gate
- Activate the radio sequence and defend it for 30 seconds
- Steal the secret documents and deliver them to the helicopter
Allies:
- Prevent the Axis from stealing the keycard
- Defend the antenna from tank destruction
- Build and protect the tank barrier
- Prevent the Axis from constructing the bridge
- Stop the tank from breaching the base gate
- Abort the Axis radio transmission
- Protect the documents and prevent Axis extraction
---
Credits:
prefabs:
- tank script + barrier + bar + pizza models + disco from ujeclan.com
- toilet models from kotnascher map
- piano + hookah + skateboards from oasi map
- helicopter from helicopter assault map
- keycard + generator from bremen map
- cans models from jailbus map
- radio + documents from capuzzo map
- skybox from etl_beach map
- forklift from missile map
- Tank from dingenskirchen map
- cricket models from rayban
- alcohol + ciggies from szico_bloodrayne
Special thanks:
Aciz and Kemon for answering all my stupid questions.
Big thanks to Meli<3, Phir0x, Maw, Jenzi, Hannu, Mateos, Aardappel, Pinn, razjee:[, TomekKromek and everyone that helped with testings and ideas.
ETM Discord community https://discord.gg/QcmNECnmdZ
ETLegacy Discord community https://discord.gg/UBAZFys
---
Contact and Feedback:
Found a bug or have suggestions?
---
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 Midnight Breach. 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 moonlit battle. Let’s keep ET alive!
==========================================================================
106 downloads
(0 reviews)Submitted
-
panzerarena - panzerarena.pk3 and waypoints
By papywolf
panzerarena
| 05.Apr.05 |
|-----------------------------------------]
| title : O's Panzer Arena
| fileName : panzerarena.bsp
| Version : 0.07
|-----------------------------------------]
| author : Mark "Occisor" Androschuk
| url : www.hkfclan.com
| email : occisor@shaw.ca
|-----------------------------------------]
| Type : Objective, Campaign
| Spawn Points : supports up to 10 players, 5 per side
|-----------------------------------------]
| Copyright :..
| :..Copyright (c) 2005 Mark Androschuk
|-----------------------------------------]
| 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.
62 downloads
(0 reviews)Updated
-
q3dm7 et v1 - q3dm7_et_v1.pk3 and waypoints
By papywolf
A big thank you to Pinn for the work he has done
No information from this map
52 downloads
(1 review)Updated
-
et brewdog b6 - et_brewdog_b6.pk3 and waypoints 0.9
By papywolf
This is a conversion of RTCW map mp_base to a new documents running map by crumbs, ported to Enemy Territory by x0rnn.
Axis Objectives:
Primary Objective: Defend the Quiz Answers.
Secondary Objective: Defend the Bunker Door.
Secondary Objective: Defend the Inner Compound.
Allied Objectives:
Primary Objective: Steal the Quiz Answers.
Secondary Objective: Destroy the Bunker Door.
Secondary Objective: Capture the Inner Compound.
Axis spawntime: 30
Allied spawntime: 25
Axis spawn lower: Barracks
Allied spawn back: Sniper Hill
et_brewdog.gm
79 downloads
(0 reviews)Updated
-
Nuclear Delivery beta3 + waypoints
By Drempa
==========================================================================
Nuclear Delivery - A Wolfenstein: Enemy Territory Map Remake
==========================================================================
Map Name: Nuclear Delivery
Author: Drempa?
Version: Beta 3 (January 2026)
Release Date: May 2025
Game: Enemy Territory Legacy
Bspname: nuclear_delivery_b3.bsp
Official map announcement: https://fearless-assassins.com/forums/topic/133597-special-delivery-nuclear-delivery
---
Map Description:
In Nuclear Delivery, the Allies must infiltrate the Axis bunkers, construct the door controls, steal the dynamites and escort the truck through enemy territory to a military base.
However, the Axis have set up defenses to stop the mission.
The Allies must first construct the bridge to allow the truck to cross the river, construct the Command Post and destroy the barricade blocking the final path.
Once the truck reaches its final destination, the nuclear launch sequence begins.
The Axis can interrupt the launch by pressing the abort button or destroying the generator, forcing the Allies to repair it before trying again.
This map is a remake of the classic ETL SP Delivery, bringing new mechanics, objectives, and nuclear destruction. Will the Allies succeed in launching the missile, or will the Axis stop the nuclear strike?
---
Installation Instructions:
1. Place nuclear_delivery_b3.pk3 in your etmain.
2. Launch ETLegacy and open the console (~).
3. Type `/map nuclear_delivery_b3` 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
and special thanks to Kemon, Meli, Phir0x, Mateos, Chimtea, Vice86, Chuu, Aardappel, Pinn, Razjee, Hannu, TomekKromek, Ashuyai, Maw, jEnzi, Nolles and everyone that helped with testing and ideas.
ETM Discord community https://discord.gg/TFu2F3kz
ETLegacy discord community https://discord.gg/8cCvwqmH
---
Contact and Feedback:
Found a bug or have suggestions? https://fearless-assassins.com/forums/topic/133597-special-delivery-nuclear-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 Nuclear 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
--
beta 2 updates:
1. fixed shader/texture mix up with other map.
2. entrance to cave was bugged due to invisible mesh - fixed.
3. added extra 5 seconds to launch countdown.
beta 3 updates:
1. lower water level in cave + smoother path.
2. added door to block access to command post, can be breached by requesting airplane only (to prevent cp rushing).
3. barrier construction materials removes when truck starts moving.
4. generator construction material triggerbox is extended, allies engineers can contstruct while proning.
5. cp roof is accessible once cp is constructed.
6. more space behind jeep garages in axis base.
7. destroying command post will abort launch countdown.
8. progressive time, starting with 20 minutes and extra 10 minutes after dynamites delivery.
few more things to improve map performance + flow and bug fixes.
==========================================================================
Enjoy the battle, and let’s see if nuclear destruction awaits!
Lets keep ET alive!
==========================================================================
420 downloads
(1 review)Updated
-
winterbase esc beta6 -winterba se_esc_beta6.pk3 and waypoints and script
By papywolf
No information on map ,
A big thank you to pinn for the bots and script file
115 downloads
(0 reviews)Updated
-
Krobsdorf Tram Assault
By PPrefect
Krobsdorf Castle, 1943.
The Allies seek a set of secret documents hidden in the castle. To get them, they must repair the tram controls to advance up the mountain, break into the castle, and make it back to the village.
Allied Objectives:
Repair the Tram Controls Dynamite the Main Doors Dynamite the Side Door Escape with the Secret Documents Capture the Mountain Hut Construct the Command Post
Axis Objectives:
Stop the Allies from repairing the Tram Controls, or disable them Stop the Allies from dynamiting the Main Doors Stop the Allies from dynamiting the Side Door Stop the Allies from escaping with the Secret Documents Capture the Mountain Hut Construct the Command Post
This map is a love-letter to the original mp_tram, with a new mechanic of the tram mechanism being constructable/destroyable. If the Axis can damage the controls while the Allies are on board, the only way is down...
Full thanks and pre-amble in the readme. Designed for ET:Legacy, but works in vanilla ET. Supports all 64 plays, probably plays best with around 12 per team. Basic waypoint file included.
PK3: v2_tram_01.pk3
BSP: v2_tram_01
Author: PPrefect (pprefect@proton.me, also lurking in the FA Discord)
Version 1.0, Initial Release
v2_tram_01.gm v2_tram_01.way v2_tram_01_goals.gm
137 downloads
- Objective Map
- Large Map Size
- (and 3 more)
(1 review)Updated
-
Thud in the grass pk3 and waypoints.
By Drempa
All rights reserved to the original map maker -)A(-WuTang**
main idea for remaking this map is giving allies more boost at the first stage.
some few adjustments, changed dark and sandy atmosphere to sunny spring weather.
2 portals in the first stage to new areas (not accessible by foot).
Special thanks to:
Meli<3
Phir0x.
Razjee:[
Rendel
Chuu:3
Kurre
Kemon
Pinn
Hannu
Nolles
Cloudy
Element
White raven
Prefabs + models :
Command Post - UJE clan prefab generator
screamingjet/F15 - prefab by Loffy
Alcohol corner + bulldozer + forklifts - models by szico bloodrayne
Water fountain - river_port map
Helicopter - Teuthonia map
ETM Discord server - really helpful community for mappers :
https://discord.gg/X6Pc2Tj5
Official map annoucenment:
https://fearless-assassins.com/forums/topic/132917-thud-in-the-sand-thud-in-the-grass
Lets keep ET alive!
dded shots
338 downloads
(1 review)Updated
-
et operation b7 - et_operation_b7_fixed.pk3 and waypoints
By papywolf
A big thank you to PINN for creating the bots files for us .
This map was ported over from my map Operation on RTCW.
With many thanks and patience from Kemon and Pinn it is now also playable on ET.
Have fun:)
No information on the map
100 downloads
(0 reviews)Submitted
-
(new version) MountainPass finale - MountainPass_finale.pk3 and waypoints
By papywolf
TITLE : Mountain Pass finale
AUTHOR : Devils Right Hand
DATE : 23.12.2024 started
TYPE : OBJECTIVE
bug report feedback : discord Devils Right Hand#2240
Release date FINALE : 06/01/2025
Attacking : allies Objective
Timelimit : 25 min
Spawntimes : Axis 10 / Allies 10
================================================================================
The objective: Allies must steal a brand-new action figure hidden in the snowy mountains and make a daring escape. A festive twist on classic gameplay, packed with holiday vibes and action-packed fun!
objective
Allies
1- Destroy the truck protection grilles.
2 Bring both figures into the truck . Axis
1-Defend truck protection grilles.
2-stop the advance of the allies and prevent them from placing the objectives in the truck .
Distribution / Copyright / Permissions
Copyright (c) 2025 Devils Right Hand
All rights reserved
Authors MAY NOT use this level as a base to build additional levels.
This level is not to be used, replicated or edited for any other Mod, Total Conversion, Game
or Game Engine.
111 downloads
(0 reviews)Updated
-
mountainpass finale - mountainpass_finale.pk3 and waypoints
By papywolf
TITLE : Mountain Pass finale
AUTHOR : Devils Right Hand
DATE : 23.12.2024 started
TYPE : OBJECTIVE
bug report feedback : discord Devils Right Hand#2240
Release date FINALE : 01/01/2025
Attacking : allies Objective
Timelimit : 25 min
Spawntimes : Axis 10 / Allies 10
================================================================================
* LEVEL DESCRIPTION *
somewhere in the mountains is a new actionfigure,the allied heard of that new actionfigure and want a copy of that actionfigure
================================================================================
= CONSTRUCTION
MAP BASE : new Map
EDITOR(S) USED : netradiant 1.5 custom x64
COMPILE MACHINE : amd ryzen 7 3700x 8x 3.5 ghz ,16 gb ram ddr4,Asus ROG Strix-RX580-O8G,win10 x64
COMPILE TIME : -bsp 7 sec -vis 1 sec? -light 18 min
COMPILE version : [q3map2] -meta -samplesize 8 -altsplit -leaktest -threads 8 "[MapFile]"
: [q3map2] -vis -threads 8 "[MapFile]"
: [q3map2] -light -samples 4 -thresh 0.5 -shade -dirty -dirtdepth 256 -samplesize 8 -threads 8 -patchshadows "[MapFile]"
BRUSHES : 11715
PATCHES : 154
INGAME ENTITIES : 57
TOTAL ENTITIES : 259
MISC_MODELS : 173
info_player_deathmatch : 15vs15
worldspawn : _blocksize 0 0 0 - gridsize 80 80 128
================================================================================
Distribution / Copyright / Permissions
Copyright (c) 2025 Devils Right Hand
All rights reserved
Authors MAY NOT use this level as a base to build additional levels.
This level is not to be used, replicated or edited for any other Mod, Total Conversion, Game
or Game Engine.95 downloads
(0 reviews)Submitted
-
decoder beta4 - decoder_beta4.pk3 and waypoints
By papywolf
Decoder (Beta 4)
Description
Axis:
"Objective: Protect the real decoder and the document that reveals its location"
Allied:
"Objective: Locate and destroy the real decoder"
Neutral:
"The axis have stolen the decoder the allies are using for secret comunication in the North-Atlantic. The allies are are desperatly trying to find and destroy the real decoder before the axis figures out how it works"
Objectives
Allied objectives
1 "Primary Objective:
Capture flag and forward spawn"
2 "Primary Objective:
Destroy the research stations main door"
3 "Primary Objective:
Locate and destroy the real decoder unit"
4 "Secondary Objective:
Build the ramp so you can outflank the axis defences"
5 "Secondary Objective:
Gain entry to the research station through the sewers"
6 "Secondary Objective:
Find the document the reveals the location of the real decoder"
Axis objectives
1 "Primary Objective:
Protect the forward spawn area"
2 "Primary Objective:
Defend the research stations main door"
3 "Primary Objective:
Defend the real decoder unit"
4 "Secondary Objective:
Don't allow the allies to outflank you using the ramp"
5 "Secondary Objective:
Guard the entry through the sewers"
6 "Secondary Objective:
Protect the document the reveals the location of the real decoder" decoder_beta4.gm decoder_beta4.way decoder_beta4_goals.gm
87 downloads
(0 reviews)Updated
-
decoder beta2 - decoder_beta2.pk3 and waypoints
By papywolf
Decoder (Beta 2)
Description
Axis:
"Objective: Protect the real decoder and the document that reveals its location"
Allied:
"Objective: Locate and destroy the real decoder"
Neutral:
"The axis have stolen the decoder the allies are using for secret comunication in the North-Atlantic. The allies are are desperatly trying to find and destroy the real decoder before the axis figures out how it works"
Objectives
Allied objectives
1 "Primary Objective:
Capture flag and forward spawn"
2 "Primary Objective:
Destroy the research stations main door"
3 "Primary Objective:
Locate and destroy the real decoder unit"
4 "Secondary Objective:
Build the ramp so you can outflank the axis defences"
5 "Secondary Objective:
Gain entry to the research station through the sewers"
6 "Secondary Objective:
Find the document the reveals the location of the real decoder"
Axis objectives
1 "Primary Objective:
Protect the forward spawn area"
2 "Primary Objective:
Defend the research stations main door"
3 "Primary Objective:
Defend the real decoder unit"
4 "Secondary Objective:
Don't allow the allies to outflank you using the ramp"
5 "Secondary Objective:
Guard the entry through the sewers"
6 "Secondary Objective:
Protect the document the reveals the location of the real decoder"
72 downloads
(0 reviews)Updated
-
canyon3 - canyon3.pk3 and waypoints
By papywolf
Large map
Both sides have to dynamite a vault door in the other's base, capture and secure the documents. Construct bridges for fast access to forward spawnflags. The lower route is blocked by a constructible/dynamitable Allied Dam and Axis Gate.
// Axis Objective Descriptions
1 "Primary Objective:**Dynamite the Allied Vault Door and Steal the Allied Docs."
2 "Primary Objective:**Bring the Allied Docs to the Control Room."
3 "Secondary Objective:**Capture Allied Spawn 2."
4 "Secondary Objective:**Hold the Forward Spawn."
5 "Secondary Objective:**Defend Axis Spawn 2."
6 "Primary Objective:**Defend the Axis Vault Door and Protect Docs."
7 "Primary Objective:**Prevent Allies from delivering Docs."
8 "Secondary Objective:**Build the Command Post."
// Allies Objective Descriptions
1 "Primary Objective:**Defend the Allied Vault Door and Protect Docs."
2 "Primary Objective:**Prevent Axis from delivering Docs."
3 "Secondary Objective:**Defend Allied Spawn 2."
4 "Secondary Objective:**Hold the Forward Spawn."
5 "Secondary Objective:**Capture Axis Spawn 2."
6 "Primary Objective:**Dynamite the Axis Vault Door and Steal the Axis Docs."
7 "Primary Objective:**Bring the Axis Docs to the Control Room."
8 "Secondary Objective:**Build the Command Post." canyon3.gm canyon3.way canyon3_goals.gm
52 downloads
(1 review)Updated
-
Drempuzzo Xmas (Capuzzo remake) and waypoints
By Drempa
Drempuzzo.pk3 and omnibot waypoints.
All rights reserved to the original map makers -SSF-Sage and Pegazus from SM-Mapping "Capuzzo Airport"
Shoutout to UJE clan for the amazing models + textures.
After 10 years of releasing the "final" capuzzo version i decided to make some modifications for the upcoming christmas holidays.
Hope you enjoy it, Lets keep ET alive!
Special thanks to:
Phir0x.
Meli<3
Razjee:[
Chuu:3
Vice86
Rendel
D1M_
Official map annoucenment https://fearless-assassins.com/forums/topic/132301-capuzzo-airport-drempuzzo-xmas
===================================================================================================>>>
// Mapname : Drempuzzo Xmas final
// BSPname : drempuzzo_xmas_final
// Released:
// Version : Final version
//
// Map made by: -SSF-Sage and Pegazus from SM-Mapping
// Remake by: =F|A=Drempa?
//
// Contact Sage : ssf.sage at gmail dot com //-SSF-Sage @ splashdamage.com/forums (prefered)
// Contact Pegazus : Fruity12 at hot dot ee // Pegazus @ splashdamage.com/forums (prefered)
// SM-Mapping site: http://www.hot.ee/smmapping/
//===================================================================================================
Story:
January 1943 - The war in Africa is finally coming to an end. The Allied intelligence has discovered
a group of Axis engineers planning a new super plane in Capuzzo Airport. Allies are attempting to
break into the airport, steal the blueprints and escape with a Supermarine Seafire.
=======================================================
Objectives:
Allies:
1] Escort the Tank past the Tank Tarrier #1
2] Escort the Tank past the Tank Tarrier #2
3] Construct the Command Post after the tank has passed a certain spot to gain a spawnpoint at the command post
4] Destroy the Command House wall, the enemy aircraft with the tank
5] Send a message (takes 45 seconds) for the pilot to land in
6] Steal the blueprints and secure them into the Seafire, which has to be repaired in order to be able to secure
Axis:
Axis:
1] Prevent the Tank from passing the Tank Tarrier #1
2] Prevent the Tank from passing the Tank Tarrier #2
3] Construct the Command Post to prevent Allies from spawning in there after they have passed a certain spot
4] Stop the Allied tank from breaking into the Command House and from destroying the planes in the airport.
5] Prevent the Allies from sending a signal for their pilot
6] Prevent the Allies from stealing the blueprints and escaping with them
=======================================================
Performance:
FPS boost is based on your height position. Using doublejump or climbing hills might lower your FPS. But even if you do, FPS is still better than before.
On NQ mod use /g_doublejumpheight 1.15 or less to remain better performance.
On other mods use /r_showtris 2 and see how high you can doublejump before the house draws what is behind it.
Recommendations:
Use b_moverscale 1 (default value) or otherwise the plane sounds will not work correctly.
The tank moves a bit faster than normally, so there is no reason to use higher values anyway.
For german servers:
According to research we and many others did, the signs on the planes can be shown on german servers.
Disclaimer:
We can not be held responsible for anything.
=======================================================
Credits:
Bradburger
Base for the seafire sounds
JillianCallahan
Base for the seafire stopping sounds
Jesters-Ink & Buglord
Base for the Fw-190 texture
Jester, Robo, Kristorf and FBS
Base for the Seafire texture
Emel
Base for the Bf-109 texture
=======================================================
Map testing:
//////Big thanks to testing
///We owe you guys for all the help, testing and feedback!
Members and players from:
Bunker Community
http://bunker.aaxxss.com/
EFT Clan
http://www.eft-clan.com/
Slut Clan
http://slutforum.forumcircle.com/
UJE Clan
http://www.ujeclan.com/
Fearless Assassins Community
http://fearless-assassins.com/
Dark Alchemy Community
http://www.dark-alchemy.com/
{WeB} Clan
http://webclan.freeforums.org/
Special thanks to:
o-0._.0-o from |>B<| Community
Avoc from eft// Clan
Shagileo from [Slut] Clan
Niek from [UJE] Clan
Daredevil from =F|A= Community
Old-Owl from DA Community
GANG$TA from {WeB} Clan
=======================================================
Installation:
Put the pk3 file into your Etmain folder.
Uninstallation:
Delete the pk3 file from your Etmain folder.
=====================================================
Changelog:
In the 3 versions of the FP:
-Spawning positions are heavily changed and new ones added
-New spawntimes and roundlimit
-2 new houses added
-First 2 caves, the start of the map and the journey between barrier1-barrier2 are shortened
-A lot of other minor changes to balance, fix bugs and glitches etc.
Beta 1
-Quite a lot different changes. Can be hard to spot.
-For example some parts are scaled
-bugs fixed
-some new details
-smaller gameplay changes
-vo's added
Beta 2
-2 megs smaller pk3
-Added cave spawn for Allies
-Roundlimit starts with 10 mins and +5 mins at each stage (total 30)
-Radio transmitting time doubled
-New spawntimes
-Barriers now require +50% chargebar to be constructed
-Moved the city spawn few meters further away from Barrier1
-Moved Barrier2 few meters closer to allies
-Moved CP house few meters closer to Airport
-Some small changes to improve access
-Little mountain edit at the map start
-Radio trigger is easier to press
-Added some lights
-Closed down a house at Airport
-Improved palm clipping
-Rocks have 100% accurate clipping
-Some new details
-Added little variety on terrain
-Added a wooden bridge over barrier1 to fight trickplanting
Beta 3
-Some minor bug fixes
-More signs for navigation (+moved antenna near radio)
-Changed objective numbers
-Roundlimit starts with 15 mins, get 15 min more after barrier2
-Radio transmitting time is now 45 secs
-Radio button improved
-Fixed tank road mine bug
-Greater roof access
-Removed a couple doors
-Greater radio room access
Beta 4
-Shortened many sound, shader and model names to save few configstrings on networking
-Ladders on water tanks
-Inside light and detail pass
-Tank sound bug fixed
-Antenna and radio light when transmitting
-Improved signs
Beta 5
-Improved FPS in general
-FPS boosts when staying on ground and behind houses
-Less vertices for GFX card to draw
-Less entities for game to load
-Little lighter networking by shortening configstrings
-More players before lagging
-Fixed Radio button
-Shortened Allied map start a bit
-Moved Axis City spawnhouse a bit
-Barriers chargebar 150%->125%
-Added details and lights
-Possibility to fly with the plane to the sky
-Edited VO's at airport
-Some Airport houses are edited
-Closed some houses windows to improve FPS
-Remade most of the houses (without visual difference)
-Moved the tank spot that enables building CP 5 meters further
-Command house doors are regular doors now
-Axis Default spawn Garage before CP is built
-Bigger doorways in last Axis Spawn
-Fixed small bugs
-Many other small changes202 downloads
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