Maps
Wolfenstein: Enemy Territory Maps for Downloads.
1000 files
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UJE_2_towns_b2
By papywolf
About This File
Map made by [UJE]Niek and [UJE]ischbinz
09-02-2010
The Allies must blow up an axis monument to get acces to an
underground trainstation.
There they have to blow up the secret weapons the axis transport from
there.
Axis: Defend the Town monument
Defend the secret weapons
Allied: Destroy the axis monument
Destroy all the secret weapons
Special stuff
*ischbinz trains
More [UJE] maps:
You can see the info about our other maps on our website
-----------------------------------------------------------------
[UJE]Clan site www.ujeclan.com
you can get omnibot waypoint files from our site by [UJE]map info
for campaigncycles the map is called UJE_2_towns
Credits
Too all who keep this game alive
220 downloads
Submitted
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UJE_01_vip_b3 + waypoints
By papywolf
OBJECTIVES (ALLIES):
1 "Primary Objective:Protect the V.I.P."
2 "Primary Objective:Don't let them repair the floatplane."
3 "Secondary Objective:Destroy the Axis Command-Post."
4 "Secondary Objective:Construct a Command-Post."
OBJECTIVES (AXIS):
1 "Primary Objective:Rescue the V.I.P.
Escort him to the floatplane at the beach."
2 "Primary Objective:Repair the floatplane."
3 "Secondary Objective:Construct a Command-Post."
4 "Secondary Objective:Destroy the Allied Command-Post."
232 downloads
Updated
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mml_Helmsdeep Beta 4
By papywolf
Description:
---------------------------------------
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.
---------------------------------------
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.
241 downloads
Submitted
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midnight_b3
By papywolf
About This File
Author: Chris Turner
Email: turnerc03(AT)hotmail.com
Map name: Midnight
Map version: Beta 3
***MAP INFO***
The Allies are attempting to take out
a strategic Axis outpost on the North
German coast that has thus far prevented
all bombing raids from the North.
***OBJECTIVES***
Allies:
* Capture the forward spawn from the Axis.
* Dynamite the main entrance.
* Construct the bridge to gain access to the side entrance.
* Stop Axis engineers from building the command post.
* Destroy the West Anti-Aircraft Gun using the explosive charges.
* Destroy the East Anti-Aircraft Gun using the explosive charges.
Axis:
* Defend the forward spawn from invading Allied forces.
* Prevent the Allies from destroying the main entrance.
* Defend the side entrance from Allied engineers.
* Stop Allied engineers from building the command post.
* Defend the West Anti-Aircraft Gun.
* Defend the East Anti-Aircraft Gun.
206 downloads
Submitted
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nemo_v115
By papywolf
About This File
Title Nemo
File name Nemo_v115.pk3
Map name Nemo
Version 1.1.5 (Created August 2007, updated 10th September 2007)
cenario: The axis and allies are fighting for control over the small Harbor Town of Nemo.
Victory Conditions: In order to win, the teams have to capture the three flags at the three different
locations and hold them for one minute. Alternativly, the team with most flags at the end of round wins.
Special thanks goes to 2bit @ tibetclan.com for all his patience, awesome tutorials and help.
Without his help this map would never have come to be.
Version Updates:
- v115
.Added A ladder by the health and ammo kits to add an alternative attack rute from the archives.
.Thanks to 2bit for fixing and improving the nemo.script file.
.Everytime a flag is captured it is announced which team has how many flags.
.Added the door sounds to the iron doors.
.Updated the Command map.
.Made it easier to climb the Harbor flag rocks.
.Made the sewer entreance destroyable by a satchel. Only the axis can destroy it now.
.Made the main gates destroyable only by axis.
- v110
.Added another floor to the archive building.
.The archive flag has now been moved to the 2nd floor of the building.
.Up to 4 allies and 4 axis are now able to spawn in the archives, the spawnarea is the same.
.Added a sewer entreance to the map. The Allies are able to access the archive area by
dynamiting the sewer grates.
.The main archive gates are now only destroyable by the axis
.Added an axis teamdoor next to the main archive gates.
.Added a wooden plank on the roof of the harbor storage in order for player to access the
harbor roofs.
.Added a ladder next to the allied harbor barricades so that the allies have an quicker
access to the towncenter flag if they have built their barricades.
.Changed the axis respawn time from 15 to 17
.Changed the allied respawn time from 10 to 15
\\
The Map:
The axis and allies are fighting for control over the small Harbor Town of Nemo. In order to win, the teams have to capture the three flags at the three different locations and hold them for one minute. Alternativly, the team with most flags at the end of round wins. Every flag captured provides new spawn points.
Map durration: 20 minutes
Axis respawn: 15 seconds
Allied respawn: 15 seconds
Command Map explanation:
1: Axis main spawn
2: Allied main spawn
3: Town Center flag (provides an alternative spawn for one (1) axis or one (1) ally)
4: Harbor flag (provides an alternative spawn for two (2) axis or two (2) allies)
5: Archives flag (provides an alternative spawn for four (4) axis or four (4) allies)
6: Axis harbor barricades
7: Allied harbor barricades
8: Neutral command post
9: Axis checkpoint construction
10: Gates (can only be destroyed by the Axis)
11: Window grates, start the map being built. Only allies are able to destroy them. Axis can rebuild them.
12: Health and Ammo supply
13: Allied Archive barricades
232 downloads
Submitted
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UJE_demolished_b2
By papywolf
About This File
large map
[UJE]Demolished [12-10-2020]
Made by [UJE]Niek
Axis objective map:
After some bombardments of the axis the city is in ruins,
still allies have set up a command station in the church
that Has remained safe, the axis will start a ground offensive
with a tank to get to the church and destroy everything on it's way,
allies have to stop the tank at all costs.
Axis objective
* Escort tank to the Chruch
* Destroy Command station.
* Destroy the Wall
* Build the bridge
* Build the Commandpost
Allied objective
Stop the Tank
* Prevent the Axis from blowing up the Command station
* Defend the Wall
* Build commandpost
* Prevent the axis from building the Bridge
-----------------------------------------------------------------
More [UJE] maps:
You can see the info about our other maps on our website
-----------------------------------------------------------------
[UJE]Clan site www.ujeclan.com
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for campaigncycles the map is called UJE_demolished
----------------Credits-------------------------------------------
My Credits go to the people who keep the game alive like the players
that keep on playing on our Teamplay server for years now.
Thanks guys for keeping the game alive.
// Axis Objective Descriptions
1 "Primary Objective:**Destroy the tank obstruction."
2 "Primary Objective:**Destroy the Command station in the Church."
3 "Primary Objective:**Escort the Tank."
4 "Primary Objective:**Build the Commandpost."
5 "Secondary Objective:**Destroy the Commandpost."
6 "Secondary Objective:**Build the Bridge."
// Allied Objective Descriptions
1 "Primary Objective:**Defend the Wall."
2 "Primary Objective:**Defend the Command station in the Church."
3 "Primary Objective:**Stop the tank."
4 "Primary Objective:**Destroy the Commandpost."
5 "Secondary Objective:**Build the Commandpost."
6 "Secondary Objective:**Destroy the Bridge."238 downloads
Updated
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Updated
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coldfortb1 and waypoints
By papywolf
About This File
==========
Description
Axis is attacking.
Axis Objectives:
* Capture the Forward Flag
* Destroy the Main Gate
* Destroy the Side Wall
* Construct Neutral Command Post
* Destroy(if constructed) Allied Fence
* Open Objective Door
* Bring the Gold to the truck
Allies Objectives:
* Defend the Forward Flag
* Defend the Main Gate and Side Wall
* Construct the Allied Fence
* Construct the Neutral Command Post
* Defend(if opened, close) the Objective Door
* Defend the Gold
228 downloads
Updated
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mlb_bergheim_09 and waypoints
By papywolf
File Name: MLB Bergheim (Beta 9)
File Submitter: schNee
File Submitted: 15 Sep 2016
File Category: Maps
Map Description:
-----------------
The battle front is constantly advancing within german lands.
Allies have reached the small town of Bergheim that they need to take over in order to have an advanced
settlement. It's a strategic position for the outcome of the war.
Allied:
"Capture the Fortress flag and defend it."
Axis:
"Defend at all costs the Fortress!"
Neutral:
"Allies have reached the small town of Bergheim that they need to take over in order to have an advanced settlement.They have to capture the Fortress flag."
233 downloads
Updated
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dingenskirchen b7 - dingenskirchen_b7.pk3 and waypoints
By papywolf
About This File
Dingenskirchen B7
Release Date: MARCH 2020
This map started as a collaboration between phisherman and me and was created as a tribute to the good old times of RtCW.
We hope it will bring back some memories to the old-schoolers among you.
NOTE: Dingenskirchen beta 3, 4, 5 and 6 were semi-private releases for playtests on UJE, which is why they were skipped in the public release versioning.
-----Story-----
December 1944: The noose tightens around the Reich's neck as Allied forces threaten to cross the Siegfried Line and advance into Germany.
In a strategy meeting in an Eifel castle, Kraut high command has worked out plans on how to repel the invaders.
Allied intelligence wants these plans destroyed before they can be distributed to the front line.
-----Beta 7-----
• One area of complaints about the second beta were still low FPS in certain areas, which rendered the map unplayable with larger player counts.
Due to the initial openness of the map, a substantial rework of the basic layout and terrain was necessary.
It was an intentional design choice to keep the castle visible in both outer parts of the map. The castle Bergfried has been closed off, because players would have terrible performance on top of it.
• The castle interior has received another complete makeover to streamline the gameplay flow further.
• We have also received complaints about the Nazi symbolism in the map.
While it was a design decision to keep them in the first two beta versions, we have decided to remove swastikas in this beta.
The red banners have been replaced with red curtains, which hopefully preserve some of the original atmosphere.
-----Thanks to-----
• The UJE clan for play-testing beta 1, 2 and 3 and 4 on their server and substantial feedback.
• acQu for his most amazing blender model tool enabling the display of the officers in the conference room.
• ryven, acQu and thunder for helping debug the officer models.
• WuTangH for his superb suitcase and light models.
• Mateos for omnibot waypoints.
• ryven and hatcher for gameplay feedback.
• hatcher for support for 'floodlight' map lighting.
• ischbinz for direct support and his most awesome Tiger Tank.
• Backsnipe for his eagle model + direct support in beta1, suggestions & feedback.
• FireFly for direct support in beta1 + textures.
• Gordon 'digibob' Biggans [SD] for his purely magical MD3-to-TAG tool.
• Detoeni for the animated Tiger tag from Breakout 2.
• hipshot for his "stormy days" skybox.
• WL6 for textures.
• McNite for textures.
• Diego for textures.
• The {WeB} clan for play-testing beta 1 and 2 on their server.
• Everyone else who played previous betas, gave feedback and suggestions or helped in any other way. You made this map possible!
248 downloads
Updated
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nQ_Chartow_Beta2 (with 2020) + waypoints
By FILIPE
-Some textures have been changed
-Objects have been translated into English
251 downloads
Updated
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UJE_pass_b4
By papywolf
About This File
1-10-2017
By [UJE]Niek
B2 version 22-3-2018
Allies have to escort a truck through a green pass.
They have to go through 2 axis bases and destroy theire gates.
When coming into the final area they have to steal some gold
and escort it back.
Allied objective
* Escort the truck
* Blow up the 2 front doors
* Build the Commandpost
* Get the gold and escort the truck back
Axis objective
* Stop the truck
* Defend the first Bunker Door
* Defend the second Bunker Door
* Defend the gold
More [UJE] maps:
You can see the info about our other maps on our website
[UJE]Clan site www.ujeclan.com
for campaigncycles the map is called UJE_pass
221 downloads
Submitted
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et carentan - et_carentan.pk3 and waypoints
By papywolf
About This File
I. A brief history
II. Creation
III. Map & objectives
IV. Credit
V. Thanks
VI. Contact
VII. Further links
VIII. Extra and known issues
IX. Copyright
I. A brief history
------------------------------
This et_carentan was originally conceived as a complete and perfect reconstruction of Carentan, in order to pay tribute to this celebrated Call of Duty multiplayer map. In the mapping process, and with the consent of VS, the idea got adapted in honor of the alliance between SLUT and VS.
The map was to be subject to a complete transformation, ultimately attempting to give the map a Vietnamese war atmosphere. Hence, the map's name became a mere "vietnamization" of Carentan: "Kha Ran Than". Evidently, the map featured the VS Vietnam mod textures and sounds. Also, beside the original Carentan setting, the map was enlarged with a beach landing and a town plaza to better suit the 40 slot VS server.
In an initial phase, Kha Ran Than was to be provided exclusively to the VS clan to use on their VETERAN SOLDIERS-VIETNAM server. Later on it would, independently of the VS Vietnam mod, be made public for others when adapted to the original CoD Carentan setting, preserving the said enlargments.
II. Creation
------------------------------
et_carentan was created by [SLUT] manwhore and [SLUT] Shagileo.
More info about them can be found on their clan's website: www.slutclan.tk or on the [SLUT] Forum: www.slutforum.tk
In the process, they received a great deal of help from other distinguished mappers, who will be thanked and credited later on in this readme.
The entire concept took about a year of weekend work to become reality, from somewhere in September 2008 to September 2009.
IMPORTANT NOTE: It must be emphasized the final result was achieved without ever decompiling anything from the original CoD map or any other map from any other game. Also, out of respect of the original creation, the map is provided with completely different textures than the CoD version.
Map structure and idea by [SLUT] manwhore
Shaders and (re-)texturing by [SLUT] manwhore
Scripting by [SLUT] Shagileo
Mapped on a:
Intel Pentium 4 ; 2.40 GHz ; Windows XP SP3 ; NVidia Gforce 4 MX 420
Radiant : 1.4
III. Map & objectives
237 downloads
Updated
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UJE skull fight b1 - UJE_skull_fight_b1.pk3 and waypoints
By papywolf
About This File
[UJE]Skull fight
Map changed by [UJE]Niek
14-10-2018
Halloween kinda map , set in a spooky ambience.
Get the skull and score at the opposite side.
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More [UJE] maps:
You can see the info about our other maps on our website
-----------------
[UJE]Clan site www.ujeclan.com
-----------------
for campaigncycles the map is called UJE_skull_fight
240 downloads
Updated
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decay_b7 + waypoints
By papywolf
Author :Dynasty
The latest version of decay!
B7 Changelog
Fixed the hunkmegs. Total hunkmegs in use is now 44mb instead of 52mb. It should be good for any player to connect on the server while the map is on.
back to 15 minutes total
Added new settings for lighting and should make a difference for those complaining it was too dark.
New waypoints available.
B6 Changelog
- Lighting has been completely reworked and optimized.
- Changed the skybox.
- Map is now 20 minutes instead of 15
- Added ambient war sound at outdoor locations.
- New temporary barrier at Flag entrance. Will go down by arty and nades and is not reconstructable.
- Side gate location was retextured, added a new axis team door and more cover.
- New route to gold room for allies. Accessible after the generator is blown up or by a coverops in disguise.
- New health and ammo cabinets located between new route and gold room.
- More cover added at truck location and small bunker roof top is now easily accessible.
- Axis spawn room made a bit larger and spawn entity were spaced out.
- Many other minor fixes and details
___________________
Axis Objective Descriptions
1 "Primary Objective:**Protect the access codes"
2 "Primary Objective:**Don't let the Allies Transmit the access codes to open the main gate"
3 "Primary Objective:**Hold the forward spawn"
4 "Primary Objective:**The Allies may attempt an attack through the Side Entrance. Don't let them destroy the side gate."
5 "Primary Objective:**Defend the command post."
6 "Primary Objective:**Stop the allies from destroying the generator. Defend the vault."
7 "Primary Objective:**Defend the gold crates"
8 "Primary Objective:**Prevent Allies from securing the gold crates"
Allied Objective Descriptions
1 "Primary Objective:**Steal the access codes"
2 "Primary Objective:**Transmit the access codes to open the main gate"
3 "Primary Objective:**Take control of the forward spawn"
4 "Primary Objective:**Blow open the Side Entrance to gain additional access."
5 "Primary Objective:**Construct the command post to activate a forward spawn."
6 "Primary Objective:**Blow up the generator to open the vault doors."
7 "Primary Objective:**Steal the gold crates"
8 "Primary Objective:**Secure the gold crates at the getaway Truck"
269 downloads
Updated
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Updated
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Submitted
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cm Funk Haus1 - cm_funkhaus1.pk3 and waypoints
By Blurdecai
A map I just remembered from a clan I was in a few years ago, fortunately I had it on my ET folder still, from 2016.
Small straightforward objective map, allies attack, there is a constructible for each team to assist objective(barricade/ramp), a neutral command post for faster charge times, a gate that has to be blown to get to the main objective or alternatively use a covert ops to get past the team door.
It is unknown to me if it has working waypoints, AFAIK we had bots working back then, but it should require testing.
cm_funkhaus1.gm cm_funkhaus1.way cm_funkhaus1_goals.gm
273 downloads
Updated
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Heart of Gold B12 - hog_b12.pk3 and waypoints
By BlackWolf
Heart of Gold B12.
hog_b12 waypoints.rar
262 downloads
Updated
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MP Sub (fixed) - mp_sub_rc1.pk3 and waypoints
By BlackWolf
ET version of mp_sub from RtCW.
This version has been modified from the original to ensure it is not downloaded by every client connecting to the server, even when the map is not running.
mp_sub_rc1 +waypoints.rar
313 downloads
Updated
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nQ_Chartow
By Xiahou Dun
So I've received this map from a guy named FILIPE. He said that he made this map from scratch for NoQuarter servers and he would like to sumbit it. He hardly speaks English, so he asked if I can submit it. So I figured, why not, someone might check it out.
A map based loosely on goldrush, with tank moving objective. No omnibot waypoints.
309 downloads
Submitted
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Decay_b7
By Dynasty
The latest version of decay!
B7 Changelog
Fixed the hunkmegs. Total hunkmegs in use is now 44mb instead of 52mb. It should be good for any player to connect on the server while the map is on.
back to 15 minutes total
Added new settings for lighting and should make a difference for those complaining it was too dark.
New waypoints available.
Thank you @Smileyyy for helping me out testing and fixing it.
B6 Changelog
- Lighting has been completely reworked and optimized.
- Changed the skybox.
- Map is now 20 minutes instead of 15
- Added ambient war sound at outdoor locations.
- New temporary barrier at Flag entrance. Will go down by arty and nades and is not reconstructable.
- Side gate location was retextured, added a new axis team door and more cover.
- New route to gold room for allies. Accessible after the generator is blown up or by a coverops in disguise.
- New health and ammo cabinets located between new route and gold room.
- More cover added at truck location and small bunker roof top is now easily accessible.
- Axis spawn room made a bit larger and spawn entity were spaced out.
- Many other minor fixes and details
OBJ for allies
- transmit docs to secure forward flag spawn and open main gate.
- destroy side gate and build CP for an additional spawn point.
- dynamite the generator to access gold crates in the vault.
- deliver 2 gold crates to the truck and win.
OBJ for axis
- defend forward spawn flag and do not let allies transmit the secret docs.
- defend side gate and build CP to prevent allies from having an aditional spawn point.
- defend the generator.
- defend the gold and do not let allies deliver the gold crates to the truck.
598 downloads
Updated
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UJE Fueldump CP and waypoints
By Smileyyy
--UJE_fueldump --
This is an adjusted version of Fueldump. Because the map couldn't be played on no quarter.
Ambient is changed to summer ,trees are replaced and alot of patch brushes are deleted. Also a door at the fueldump is added and commandpoast spawn is there.
// Axis Objective Descriptions
1 "Primary Objective:**Prevent the Allies from constructing and reinforcing a Bridge over the frozen river."
2 "Primary Objective:**Prevent the Allied Tank from destroying the Tunnel Doors."
3 "Primary Objective:**Disable the Allied Tank before it can blow open the Depot Gates."
4 "Primary Objective:**Defend the Depot Fuel Dump."
5 "Secondary Objective:**Defend the damaged Side Wall."
6 "Secondary Objective:**Build your Command Post for improved charge times."
7 "Secondary Objective:**Stop the Allies from constructing a Command Post."
// Allied Objective Descriptions
1 "Primary Objective:**Construct and reinforce a Bridge over the frozen river."
2 "Primary Objective:**Escort the Tank over the Bridge to destroy the Tunnel Doors."
3 "Primary Objective:**Cover the Tank as it destroys the Axis Depot Gates."
4 "Primary Objective:**Dynamite the Axis Fuel Dump."
5 "Secondary Objective:**Escort the Tank to destroy the Side Wall to the rear of the Depot."
6 "Secondary Objective:**Stop the Axis from constructing a Command Post."
7 "Secondary Objective:**Build a Command Post for faster charge times."
606 downloads
Updated
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=F|A= Oasis - fa_oasis_b3.pk3 and waypoints
By Smileyyy
/////////////////////
// FA oasis //
/////////////////////
B1
- Changed lighting.
- Changed skybox.
- Retextured garrison.
- Retextured various brushes.
- Added tons of clipping to smoothen movement.
- Closed hole in wooden floor.
- Added wooden planks for easier access near patched up wooden floor.
- Removed wall West of flag to minimize blocking.
- Removed various entities.
- Added side gate at last stage.
- Removed MG near flag.
- Removed MG at garrison.
- Moved boxes around near flag.
- Removed and adjusted numerous brushes to smoothen movement.
- Smoothened terrain when comming out of cave.
- Fixed weapon clips for canopies.
- Raised floor of cave to stop water from hindering movement.
- Changed spawn positions Axis Garrison.
- Added forward spawn for allies connected to CP.
- Removed various clip brushes to allow access to new spots.
- Added an Allied Cave Entrance spawn to allow faster route through caves.
- Moved first Allied spawn closer to "the action".
- Opened up room near new Axis Garrison spawn with health and ammo cabinets.
- Added hatch under turret arches.
- Added boxes to make window in little room next to City Wall useable.
- Added ropes to climb to new area near first allied spawn.
Thank you,
@Cheep - Moral Support, giving input on lighting and many other things.
@Dynasty - Giving input on retexturing garrison.
@TheWolfTeam Discord Channel - Map related input.
Many others helping with playtesting the maps!
COMPILE OPTIONS:
-meta -mv 1024 -mi 6144 "
-vis -saveprt
-light -fast -samples 2 -filter -exposure 200 -gamma .8 -bounce 8 -external -lightmapsize 256
fa_oasis_b3 waypoints.rar
785 downloads
Updated
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eagles 2ways b3 - eagles_2ways_b3.pk3 and waypoints
By Buckwild
eagles_2ways_b3 ET Map
-------------------------------------------------
Basic Information
-------------------------------------------------
Remake in March 2006 by Loffy, of Drakir's map "Eagles" from April 2004.
Original author:
Rikard "Drakir" Lindgren (lindgrenrikard@hotmail.com), web-page : http://www.drakir.tk.
Game:
Return to Castle Wolfenstein: Enemy Territory.
The map's title:
Eagles 2 ways beta 2 (filename: 'eagles_2ways_b3.pk3').
Release date:
March, 2006.
Program:
SD Radiant 1.4.
Installation:
Place the eagles_2ways_b3.pk3 in your etmain folder, select it from the menu or
bring down the console and type: /map eagles_2ways_b3 (then hit ENTER).
-------------------------------------------------
Map Information
-------------------------------------------------
The Allies attack, and the Axis defend.
The main objective for the Allies is to steal 1 document, take it to the bus
, drive the bus over a bridge and dynamite the bridge.
Allies must:
a) steal document,
b) steal the Bus Fuel (Both fuel and docs are up in the castle.),
c) take document and fuel to the bus,
d) build the bridge (near airfield),
e) drive bus to airfield,
f) take another fuel-can (more fuel!) to the plane, and
g) dynamite the hangar (to escape with the plane).
Axis will fight hard to prevent all this.
The bus can be damaged.
-------------------------------------------------
Special thanks and Credits to:
-------------------------------------------------
In the 2004 version of this map (eagles beta 1), Drakir thanked the two clans 'M8D International' and 'CSC' and Shaffer.
In this March-2006-b3-version, I want to thank the admins and the players at the server Tonto's Place, for playtesting and great fun.
//Loffy
eagles_2ways_b3 waypoints.rar
271 downloads
Updated
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