Maps
Wolfenstein: Enemy Territory Maps for Downloads.
1001 files
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FastFrag b3 - FastFrag_b3.pk3 and waypoints
By Vindstot
_/_/_/_/_/_/_/_/
_/ _/
_/ FastFrag _/
_/ _/
_/_/_/_/_/_/_/_/
Most textures are not made by me and are ripped from other maps.
I do not allow changes in this map.
I used Purefrag as my example.
Special thanks to Anfi and Yodh, without them this would have been a box with 2 spawns.
Map created by 'Just!ce. This is my first map.
Contact:
MSN: antonh_8@hotmail.com
Xfire: antonh1
fastfrag_b3.way
264 downloads
Updated
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Distillery
By Achilles90
Another incredible map from HeX|Fate
Another very big map requiring the latest ETJump for best results
Raise your /com_hunkmegs to 192 if you can
included readme:
255 downloads
Submitted
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Refinery
By Achilles90
The incredible refinery from HeX
Best run with the latest ETJump
I do believe a higher /com_hunkmegs is required to run this map
A tour of the ore mines and ore refinery. A very long and complex trickjump map
Allies is the hard side and very long
Axis is the easy side with a time run
Included readme:
272 downloads
Submitted
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Italy map
By DoubleDragon
Renamed all files that need to be renamed to fix the pk3
.bsp is now named fa_italy_b3_fixed in order to fix the source directly including all the files needed to make it complete
Sound paths were fixed sound/fa_italy_b3 was renamed to just italy to fix ambient sounds to properly auto play including music
Sounds were added for gold crates because ETL is suppressing pk0.pk3 source file
There should only be warning of sound files not being 22050kbs stereo1 when it has to be mono ignore they are directly out of C:\Program Files (x86)\Wolfenstein - Enemy Territory\etmain\pak0.pk3 and not from ETL source only shows in developer mode shouldn't make any difference
298 downloads
Updated
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AjB Jumps 2
By Achilles90
A quite lovely map that came out in 2018 by the great AjB
A great easy side of 27 jumps
as well as a considerably harder side made of maybe 50 more jumps
A unique map with interesting jumps and ramp styles
Very enjoyable to play and quite nicely done.
eT|SpeeD running the easy side of this map:
252 downloads
Updated
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Rockeyes Beta 2 - -rockeyes_b2pk3 and waypoints
By Arkinder
(the readme file)
--------------------------------------------------------------------------
README for Rock Eyes beta2
made by zedd 29/06/2008
--------------------------------------------------------------------------
* General Information
This is my first map on Enemy Territory. I've made a map for Quake 3
several years ago, not released, based on a custom map from HalfLife
(called Darn). Making this map was interesting and a great learning time
(damn T-junction bug by the way ). I hope it will be good to play
For bugs, comments, ... send a mail at zedd.mapping@free.fr
and visit http://zedd.mapping.free.fr
* Technical Information
Near 9000 brushes, 1000 entities, hand made terrain.
A few custom textures, most of them are modified ones from the game.
First ideas for the map on 08/2007, first brushes on 12/2007,
first playable beta on 04/2008 (sooooo long ), 2nd beta on 06/2008.
Compile time : ~1 min meta, ~20 min vis, ~1h light (fast samples2 filter bounce8)
Compile machine : Athlon XP 2800+, 1Go RAM
* Changelog
25/04/2008 : beta 1, first release.
29/06/2008 : beta 2, second release.
. map size reduced on second part
. new paths from bottom base to ramp and from main base to north radar
. spawn at main base is only at one side of base
. more cover
. lots of clips added
. some aesthetic work
. ramp is now single stage
. main gate use less tois
. fixed spawn times (30s allies / 20s axis)
. ambiant sounds (sound script was missing on b1)
. etpro commandmap shader provided in a separate pk3
* Known bugs
You can get crushed by truck and the materials behind (need bigger clips ??)
* Thanks
Splash Damage - for the game and forums
Chruker - for his site http://games.chruker.dk
Tram Design - for the site http://tramdesign.planetwolfenstein.gamespy.com
2bit - for the site http://www.pythononline.co.uk/et
Hirntot Community - these guys simply rock -> http://www.hirntot.org
rockeyes_b2 waypoints.rar
245 downloads
Updated
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Base 55 Final and waypoints
By Arkinder
(the readme file)
BASE 55
===================
base55
Base55 is an Enemy Territory Multiplayer Map.
Supported Gametypes: Campaign, Objective, Stopwatch
Mapname: base55
Overview:
August 1943. The allied troops have found a secret Axis Base.
It seems that some prototypes of V2 are inside this base.
The task of today is to penetrate into the base, steal the
secret architect's plans of the V2.
In addition the V2 Control must be destroyed.
Timelimit: 20 min
Allies Target
- Dynamite the Maingate.
- Steal the secret docs.
- Send the docs from the small radiostation
- Destroy the V2 controlpanel with dynamite.
- Destroy the Depot Defenses to get into the Control Bunker.
- Dynamite the Sideentrance.
- Destroy the Axis Command Post.
- Build a Command Post.
Axis Target
- Defend the Maingate.
- Defend the secret docs.
- Stop the Allies before sending the docs
- Prevent the Allies for destroying the V2 controlpanel.
- Build the Depot Defenses to protect the Control Bunker.
- Defend the Sideentrance.
- Build a Command Post.
- Destroy the Allied Command Post.
Change to the previous version
- last modifications
- texture fitting
- adding Allied CP Spawn
- changing the controlpanel
- new flakgunbrushwork
- tanks full clipped
- Opel Blitz full clipped
To start the map on ET server put the line
set d1 "set g_gametype 2; map base55; set nextmap vstr d1"
in your mapfile for obj mode
SPECIAL THANKS TO
==================
Berzerkr (http://www.wolfmap.de) for support, textures and great ideas
All guys for testing and the great feedback.
base55 waypoints.rar
252 downloads
Updated
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Pantherbase Beta 1 - pantherbase_b1.pk3 and waypoints
By Arkinder
(the readme file)
Our english isn't so good - read at your own risk
***
Kai "Tigerpanzer2003" & Ralph "Dr.Diode"
[East_Germany]
presents
~ Pantherbase ~
Wolfenstein - Enemy Territory Multiplayer Map
>>> BETA v 1.0 <<<
*
Game Story
Summer 1944 ... some days after D-Day.
In a German supply depot of the west front a train is loaded with tanks and ammunition.
These tanks are needed urgently at the 2nd armored division to hold back the American troops
moving forward in the direction of the Avranches.
*
Objectives
Axis:
- Prevent the Allies from destoying the ammo-elevetor-control.
- Protect and escort the tank to the ammo-station.
- Protect and escort the tank to load it on the train. Removing possible obstacles along the route.
- Built the Loading Ramp.
- Switch the departure signal freely.
- Prevent the Allies from establishing a Command Post.
- Set up a Command Post.
***
Allied:
- Destroy the ammo-elevator-control.
- Prevent the Axis-Tank from reaching the ammo-station.
- Prevent the Axis-Tank from reaching the train. Building obstacles along the route to stopping the tank.
- Destroy the Loading Ramp.
- Prevent the Axis from switching the departure signal freely.
- Establish a Command Post.
- Prevent the Axis from fortifying their position with a Command Post.
*
Map Information
Filename:
pantherbase.pk3
Mapping:
Tigerpanzer2003
Scripting & Sound:
Dr.Diode
Release Date:
07.02.2004
Installation:
copy the pantherbase.pk3 in your etmain folder
Total Brushes:
12.273
Total Entities:
1.108
Built Time:
Days, Weeks, ...we haven't looked at the watch
Programms:
Gtk Radiant 1.3.8-ET, EasyGen, Crimson Editor
Beta Compile Status:
-vis -light -fast -faster -samples2
Beta Compile Time:
ca. 30 min.
Compile Machine:
AMD XP2400, 512 MB Ram
*
Thanx to
- all members of http://www.level-designer.de/ for the help
- http://www.lexikonderwehrmacht.de/ for the extensive pic-archive as help to the "Tiger" and "Elefant" building.
pantherbase waypoints.rar
236 downloads
Updated
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US Radar Beta 2 - us_radar_b2.pk3 and waypoints
By Arkinder
(the readme file)
MAP: US RADAR
CREATOR: Higgins
CONTACT: atomic_killer_rooster@hotmail.com
ABOUT USING THE PK3: You may use tis pk3 to play the map only,
do not decompile the map for your own uses, that is, DO NOT! decompile.
us_radar_b2 waypoints.rar
237 downloads
Updated
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Tundra Beta 4a - et_tundra_beta4a.pk3 and waypoints
By Arkinder
(the readme file)
Wolfenstein: Enemy Territory Map
================================================================
Title : ET Tundra
Version : Beta 3
Release Date : 12/24/03
Filename : et_tundra_beta3.bsp
Author : Tom "Menzel" Haskins
Converted to ET by: ChumChum
Email Address : thaskins@snet.net
homepage : http://www.farmingtonco.com/ro
Description : The Allies have orders to lay seige on an Axis held outpost near the coast, infiltrate
the Axis compound and destroy the power grid. Once the power is disabled allied
forces can advance further inland.
Other info : This is a modified version of the original Tundra Outpost from RTCW. This version is designed for
use in Wolfenstein: Enemy Territory. Major changes from the original are:
- The first wall is now open instead of needing tnt to blow
- The flag has been moved out from the tunnel closer to the first wall
- The allied spawn associated with the flag is now in the barracks in the front.
- Removed the MG42 above the front barracks
- The sewers no longer need to be blown
- The house near the ice now contains a CP that either team can build but only the Allies gain a spawn point there when its built
- Added health and ammo racks in the house near the ice and the axis barracks inside the compound
- The compound gate is no longer open and requires tnt
- Next to the compound gate is an axis only door
- I put some boxes in front of the compound wall to allow a boost into the compound. These may get removed since there is now an axis-only door
- I added another sewer entrance just in front of the axis compound
- Added another ladder to get from the ground to the second level of the compound
- Moved the Axis spawn inside into 2 seperate rooms
- Added some boxes here and there for cover
- Made the MG42s at the front of the compound buildable
- Made a weak looking command map
- Allowed for mines to be placed on terrain
- Some other things you won't notice
Additional Credits : Det Pak (http://detpak.tripod.com) for custom sounds.
Special Thanks to : Menzel for creating a kick ass map to begin with and helping me with the conversion
Everyone on the Splash Damage mapping forums
Hummer for always helping with any mapping question I have
Everyone who gave input about the map either positive or negative
TWL and CAL Admins, players, mappers and all the individuals who've been actively promoting
the use of custom maps for use in RTCW and ET league play.
================================================================
--- Installation ---
Extract the et_tundra.pk3 file to your "X:Enemy Territory/etmain"
directory. Where X: is the root directory you installed Enemy Territory in.
--- Play Information ---
Game : Wolfenstein: Enemy Territory
Level Name : ET Tundra
Game Type(s) : MP mode/SW mode
Single Player : No
New Sounds : Taken from original Tundra
New Graphics : Taken from original Tundra
Copyright / Permissions
-----------------------
This level is copyrighted by Tom Haskins 2003.
Authors may use and/or modify this level as a base to build additional levels.
You are NOT allowed to commercially exploit this level, i.e. put it on a CD
or any other electronic medium that is sold for money without my explicit
permission.
You MAY distribute this BSP through any electronic network (internet,
FIDO, local BBS etc.), provided you include this file and leave the archive
intact.
et_tundra_beta4a waypoints.rar
256 downloads
Updated
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1v1 Garage Final and waypoints
By Arkinder
(from the readme)
=============================================
============= 1v1 Matrix Readme =============
=============================== by Th0rn3 ===
=============================================
Map name: 1v1 Matrix
BSP name: 1v1_matrix
Type: Deathmach
Version: ESL mapping contest First Playable (V1.0)
Date: 2009-02-01
Spawns: 12 for each team
Credits:
Map maker: Th0rn3
Testers: Th0rn3
Thunder-=pwn=-
Dr.Smurf-=pwn=-
REAPLY-=pwn=-
IndyJones
Pegasus
Note: This map is fun to play 1v1, but also it's fun
to play 3v3, or even 5v5. Columns are breakable.
Set g_gravity 500 for more matrix fun
Bugs, suggestions, anything? Just email:
rytis.tekorius@gmail.com
I am always willing to help at Splash Damage:
th0rn3
1v1_garage.way 1v1_garage_goals.gm
246 downloads
Updated
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Württemberg Beta 4 - wurttemberg_b4.pk3 and waypoints
By Arkinder
(the readme file)
wurttemburg.pk3
spaffdog
-----------------------------
Objective(s)
-----------------------------
- Allies spawn slightly further away from the tank than axis. it's a rush to either build or setup for a defense.
- once the allies have repaired the tank the axis spawn now becomes the allies spawn and forces teh axis back to the factory.
- The allies must continue to move the tank forward towards the factory gates
- Allies must repair the bridge to advance to the factory gates
-Blow the factory gates
- advance the tank to the side and blast through the wall
- allies cp spawn upon repair/construction
- H/A crates available near teh allies cp to help with the push towards the gates and ultimately inside
- once the gate and the side wall have been blown it's time to steal teh docs and run them back to the transmitter (in an abandonded house near the intitial tank start.
-----------------------------
Changes
-----------------------------
- fixed the HUGE second tank explosion bug
- Completely reworked the texturing. looks a lot better (imo)
- re-did the lighting from scratch. was either uber bright or dark depending on your config, should be much better now - obviously looks best on stock config **my monitor has it's brightness up so might still be too dark - easy fix**, lots of the brick detail is lost on really high gamma and pic mip)
- added cushions to the spawn points so you no longer lose health dropping down
- redid the clipping on the trucks after it was found proning underneath them was possible
- added various props and things, truck inside the latter area buildings and various other additions
- blocked the spawn camping building next to allies initial spawn
- BETA 4: tank has been moved, textures and build fixes as well as lighting fixes
probably more but can't remember
wurttemberg_b4 waypoints.rar
81 downloads
Updated
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The River II -Redux- Final - theriver2redux.pk3 and waypoints
By Arkinder
(the readme file)
//--------------------------------------------------------------
//-------------- README for TheRiver II REDUX release ----------
//--------------------------------------------------------------
Why Redux?
Because it's the Director's Cut.
>>> TABLE OF CONTENT
------------------------------------------------
A - General info, credits, acknowledgements
B - Installing and playing the map, known bugs
C - Recommended Settings (Admins read this)
D - Thanks
E - Copyright
F - Story and map features (text for advertising the map)
//----------------------------------------------
A - General info, credits, acknowledgements
//----------------------------------------------
>>> Contents of the zipfile
------------------------------------------------
In this zipfile you find
- the readme
- the map (theriver2redux.pk3 >> put it into etmain-folder)
- the shader for the commandmap icons
(theriver2redux_etproonly.pk3 >> put it into ETPRO-folder)
>>> About the map
------------------------------------------------
Map: TheRiver II Redux
pk3: theriver2redux.pk3
mapped by ]UBC[ McNite & ]UBC[ Kach-->
first day of mapping: sometime in spring 2005
day of release: Oct 21st 2005
>>> original map for RtCW
------------------------------------------------
pk3: mp_TheRiver.pk3
mapped by TanyaCheex
All credits for gamelayout and objectives of the 2nd stage to go TC!
Tanya if you ever read this, you made the best custom map for RtCW ever!
>>> credit for models
------------------------------------------------
truck Opel Blitz model by Detoeni (www.planetwolfenstein.com/detoeni/)
>>> credit for paintings
------------------------------------------------
3 paintings in the castle by ]UBC[ Kach-->
//----------------------------------------------
B - playing the map, known issues and bugs
//----------------------------------------------
>>> To play the map on a server
------------------------------------------------
1.) put the theriver2redux.pk3 into your etmain folder
2.) put the theriver2redux_etpro.pk3 into your ETPRO folder
3.) run ET
4.) join the server
5.) have FUN!
>>> To play the map alone
------------------------------------------------
1.) put the pk3 into your etmain folder
2.) run ET
3.) go to HOST GAME
4.) set it to STOPWATCH
5.) choose "TheRiver II Redux" from the list of the maps
6.) start and have a look around
In case you can't see the map you might be having too many .pk3-files
in your etmain-folder and need to delete some.
>>> Known Bugs & issues
------------------------------------------------
- fog: new nvidia cards with certain drivers and fastsky 0 seem to make the fog very transparent
and the map looks cut off then; fastsky 1 fixes it
- lift won't move when a body is sinking through its platform
- tram: occasionally a player might get crushed, but its very rare
- FPS: Players with old gfx-cards (ge2 MX and g3 MX) will have real low FPS in the central area
Bugs: there shouldn't be too many left.
//----------------------------------------------
C - recommended settings
//----------------------------------------------
>>> gametypes available
------------------------------------------------
Stopwatch, Campaign, Objective (no LMS)
>>> playerloads
------------------------------------------------
This map is well playable for 8 and more players and is best playable with medium
playerloads.
Its is also a challenging map for 6on6.
The River II (the predecessor) has been running on servers with 54 players and
was still playable.
>>> spawntime
------------------------------------------------
Standard settings are:
Allies 15 secs, Axis 20 secs which is slightly favouring Allies.
This is a fast map (where u can die fast too). Short spawntimes
keep the game tight and ongoing.
For matches these spawntimes require good timing on offense but are well playable.
Very long spawntimes enable the defending team to set up defense/crossfire too easily.
>>> map playtime
------------------------------------------------
This is a very fast map. 15 Minutes is the original playtime of the RtCW map and
is still the right time.
A good team (or a lucky one) can win the map in less than 3 Minutes.
>>> restrictions on weapons
------------------------------------------------
Just the usual maximum on panzerfausts and riflenades will do well.
//----------------------------------------------
D - THANKS
//----------------------------------------------
my clan for tons of good times playing ET and River
Kach--> for mapping with me
$taTiK for feedback whenever i needed some
Duke for his cool voice
]UBC[ Enyo<>Phaz, ]UBC[BigCockapottamus and ]UBC[ TicTac who gave me my first
trashings on TheRiver on 4Netplayers... those were great games.
>>> Help with mapping and the whole mess:
--------------------------------------------------------
decoy for lots of feedback and 2 textures
all the helpful ppl that answered my posts on www.splashdamage.com
the folks that run www.level-designer.de and doing that whole lot of fantastic tutorials (keep up the great work!!!)
>>> design supervisor
------------------------------------------------
]UBC[ $taTiK
>>> testing the map
------------------------------------------------
M8D DrStock @ www.M8D.org
the clans (in no particular order)
]UBC[, M8D, TWR, TFA
and all the players who participated in one or more of the numerous playtests
keep up the game, you guys are THE GAME
//----------------------------------------------
E - COPYRIGHT
//----------------------------------------------
Copyright © 2005 Matthias "McNite" Neiss all rights reserved
This level may be electronically distributed only at
NO CHARGE to the recipient in its current state. It must
include this .txt file.
NOBODY is allowed to
a) decompile this map
b) modify this map or parts (= .script too) of it in ANY way without prior written permission
c) distribute this map on CD-ROM or any other media without prior written permission
d) use any custom textures/ sounds/ brushwork of this map without prior written permission.
By saving this map on your harddisk/webspace/whatever-storage-from you accept these conditions.
contact: McNite@web.de
-------------------------------------------------
//------------------------------------------------------------
F - Story and map features (text for advertising the map)
//------------------------------------------------------------
Spring 1945: Allied Intelligence reports that the Axis is using Castle Silbereck
and its old silver mines as a bunker complex to hoard treasure looted from
occupied Europe...
The Allies launch a daring raid to steal the treasure list and escape to a
waiting truck.
Axis forces located in a guard house and the bunker complex defend the
Tram Station and the Castle bunker.
this turns Castle Silbereck into a place of furious battle...
Map Features:
--------------------
Fast and adrenalin-packed 2-stage map with a long document-run.
Challenging fighting in various environments:
Close quarter combat in tunnels, caves, stairs and a castle/bunker setting
as well as mid- and long-range fighting in open terrain.
Several access routes to the primary objectives offer tactical variation.
Game-layout is offense bias and offers both fast wins in less than 3 mins and
successful defense.
First stage:
Allies have to get a forward spawn by repairing a broken Engine Control Panel.
Second stage:
Allies capture the Bunker Flag to get a spawn close to the documents.
Then they need to steal the documents and take them to the waiting
Escape Truck.
List of Objectives for Allies:
1st Primary: Repair the Engine Panel which gives the forward spawn in the Tram Station.
2nd Primary: Steal the Treasure List and take it to the Escape Truck.
Secondary: Destroy the Tunnel Barrier for a 2nd route to the Tram Station.
Secondary: Capture the Bunker Flag for a forward spawn.
Secondary: Destroy the Bridge Controls to lower the Bridge.
Secondary: Blow up the Front Wall for easy access/ escape to and from the yard.
Secondary: Build the Command Post.
List of Objectives for Axis:
1st Primary: Defend the Tram Station, don't let Allies repair the Engine Panel.
2nd Primary: Defend the Treasure List.
Secondary: Defend or repair the Tunnel Barrier.
Secondary: Defend the Bunker Flag or recapture it.
Secondary: Defend the Bridge Controls.
Secondary: Defend the Front Wall.
Secondary: Build the Command Post.
theriver2redux waypoints.rar
257 downloads
Updated
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Great Pyramid Beta 1 - greatpyramid.pk3 and waypoints
By Arkinder
(the readme file)
Fix to end in Tie at end of round by me Jecoliah.
This is Not my map.
I only modified the script to end the game if neither Team completes the Objectives.
---------------------
Added the missing textures and included all fixes into the pk3.
greatpyramid waypoints.rar
266 downloads
Updated
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ET Tower Beta 27j - tower_b27j.pk3 and waypoints
By Arkinder
Description:
(the readme file)
Tower -- Allies and Axis battle to control the roof of a tower. Why? Who knows?!
Scoring
-------
Scoring is as follows -- the team scores one point per second for each player
on the roof. Scoring is doubled at the tip of the antenna. An annunciator
sounds every 10 points, and each team has a unique sound.
The current score for each team is displayed at two corners of the map -- first
team to 500 points wins... this can happen faster than you think!
NOTE: All versions with a 'j' suffix are tuned for the newer physics as featured
in JayMod. You can use them in non-JayMod versions of ET, but you will have
to work a bit harder to score.
Changes
-------
Version b27j:
- Adjusted main doors of both spawn bunkers. Instead of a single door facing north/south, there
are double doors facing diagonally towards the center of the map. This should encourage players
to use both the main jump-pads about equal from each bunker.
Version b26j:
- Made adjustments for new physics engine in JayMod 2.1.7 (do not use otherwise).
Version b26:
- Restructured roof around base of tower.
- Fixed Allied spawn points to spawn on main level, then overflow to lower level (liked Axis spawn)
- Added a defensive feature to the hail-mary hallways and jump-pad pits.
Version b25:
- Fixed trees so they are more easily climbed.
- Adjusted some wall heights
- Restructured roof around base of tower and made it slippery.
Version b24:
- Added unbreakable glass windows to health/ammo bunkers to prevent snipe-camping, etc.
- Added down-chutes at opposing corners of the tower's ring deck.
- Made the Spawn bunker roof-awnings slippery.
- Made the health/ammo bunker roofs harder to climb on.
- Restructured insides of spawn bunkers.
Version b23:
- Relocated Allied command-post to be positioned more like Axis CP
- Added rustling sound when you go into trees
- Added trap to make tunnels to bunker jump-pads unusable
- Restructured around the base of the tower a bit
- Added a rock to block through-the-base visibility to the Allies
construction materials
Version b2x:
- Added Hail-Mary jump-pads at each bunker. Building the CP opens
a door to them. There are view-screens to give you a birds-eye
view of the tower just before you commit yourself to a high-risk
jump.
Version b19:
- added more trees/rocks
- adjusted the lighting a bit
- integrated fixes for the compass map
- fixed up trees so you have to jump to start climbing... makes running
around without getting stuck on the trees easier.
- the main scoring area (1 pt/second) now extends almost to the very
tip of the antenna.
Version b18
- first public release (of sorts)
History
-------
The map concept originated for Action Halflife (AHL) / Halflife DeathMatch. When
Halflife 2 came out, the map was also ported to that engine. A few years later
when I started playing ET, I ported the concept to that game. Each version is
a bit different than the others ... each adjusted to conform to game engine
constraints or game play mechanics.
Mapper
------
Bulletbait @yahoo.com
tower_b27j waypoints.rar
372 downloads
Updated
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UJE_classroom_sniper_b1 - UJE classroom sniper b1.pk3 and waypoints
By Vindstot
Map by [UJE]Niek
It is Snipertime.
This time in a huge Classroom
You can cross by leaving the classroom and
hope the teacher won't see it.
Have fun.
bsp name of this map is UJE_classroom_sniper
1028 downloads
Updated
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Goetterdaemmerung beta3 - gtterdmmerung_beta3.pk3 and waypoints
* LEVEL DESCRIPTION *
After the army test center Peenemünde had been bombed 1943,Minister of Defense Albert Speer decided to transfer the German rocket production in Kohnstein near Nordhausen an underground rocket factory where they produce V1/V2 missile and the Projekt Amerika a A10/A4b winged two-stage supersonic-glide missile and a A10/A9 non winged two-stage hypersonic-glide missile,where can reach usa to hit new york and there allies,allies send a team into the mountain to destroy the missiles
goetterdaemmerung.rar
241 downloads
Updated
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BIOHAZARD_beta3.1
* LEVEL DESCRIPTION *
July 24th 1998 Raccoon City A series of bizarre murders have occurred on the outskirts of Raccoon City Each victim is attacked by a group with signs of cannibalism on the victims remains The Raccoon Police Departments,Special Tactics And Rescue Service,are assigned to investigate the murders,Special Tactics And Rescue Service,is divided into two teams Alpha and Bravo,Bravo Team is sent first but after contact with them is lost Alpha Team is sent to investigate both the grisly murders and find their disappearance of Bravo Team
222 downloads
Submitted
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syphonfilter_beta3 and waypoints
* LEVEL DESCRIPTION *
1999 Erich Rhoemer an international german terrorist is the leader of the Black Baton terrorist,Erichs evil scientists develop a virus called syphonfilter a bioweapon,Erich claims the whitehouse to transfer 100 million dollar on his account or he start a missile on washington,we located Erich in a old soviet base in kazahkhstan rozovka our spy sattelite have pinpoint the exact location,the agency send their best agents to stop the missile
syphonfilter waypoints.rar
229 downloads
Updated
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toxic_fabric_beta1.2
Team Deathmatch/Deathmatch map
* LEVEL DESCRIPTION *
some professors found in some ancient ruins in greece a couple books with some unknown letters,after they decode some letters they go to rainforest in brasil and nortpole to investigate some meteorite crystals what are written in the books,the professors use there toxic facility where they work to gain access to the generators for there power to open a time vortex for the Stroggs ,that they come in our time
original tread http://forum.splatterladder.com/index.php?showtopic=15827
218 downloads
Submitted
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Raid (compressed) - raid_final.pk3 and waypoints
By Smileyyy
/// ------------------------------------------------------------------------------------------------------------- ///
/// Compressed textures and removed some ambient sounds from the map to ///
/// lower pk3 size from 27 to 20MB. ///
/// ------------------------------------------------------------------------------------------------------------ ///
README:
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Raid final : Objectives
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Author : Magic
Email : janerikstorseth@gmail.com
Release : 17-04-2016
Website : www.magics-territory.com
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Game Information.
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Game : Return to Castle Wolfenstein: Enemy Territory
File name : raid_final.pk3
BSP name : raid_final
Menu name : Raid
Game modes : wolfmp wolfsw.
Players : 6-8 per team
Version : final
Attacking : Allies
Timelimit : 25
Spawntimes : Axis : 20 / Allies : 15
Install : Put the pk3 file into the etmain folder.
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Story :
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Axis are holding the library as their HQ -
Allies has decided to do a raid for the axis gold -
Escort the truck and force your way through the town to the library -
Steal the gold and escape
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Thanks to :
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Splashdamage
d00d
Neil aka mrfin
Denny aka Firefly
Kemon
Niek
Ailmanki
Sage
Irata
Loffy
Dude
Avoc
Mongo
Sir John
Bunker community
Splashdamage community
1491 downloads
Updated
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=F|A= Goldrush and waypoints
By Smileyyy
B2 Changelog
Truck starting position changed. CP position changed to back of bank. When built by axis, they gain healing and supply station next to the CP. When built by axis Tank Depot's Side Door gets removed. Inside of Bank has completely been changed to combat camping around the corners. 2nd Tank Barrier's buildable has changed position to grant more cover to Axis engineers. Map has been made a little bit less orange, to ease on the eyes a bit. Side Wall to Bank has been added. Minor texture changes. More changes.
bspname: fa_goldrush_b2
Map by =F|A=Smiley.
1443 downloads
- goldrush
- =F|A=Goldrush
- (and 2 more)
Updated
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=F|A= Egypt
By Smileyyy
FA_egypt_B2 Changelog:
Increased performance throughout the whole map. Changed the 2 bridges at the start of the map. Enlarged 1st Axis Spawn. Removed Secret Room. Added stairs to the Western side of the floodgate building. Removed some clips off mountains for a more "free" gameplay. Minor lighting changes. Fixed temple door bug. (thanks @Buckwild) Other minor gameplay changes.
Known issue at the moment are the missing sound files.
bspname: fa_egypt_b2
Map by =F|A=Smiley.
251 downloads
Updated
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=F|A= Italy b3 - fa_italy_b3.pk3 and waypoints
By Smileyyy
B3 Changelog
Completely removed fog from map. Improved performance. Fixed some lights. Overall brightness of map increased slightly. Fixed cause of crash. bspname: fa_italy_b3
Map by =F|A=Smiley. & =F|A=C!t0
fa_italy_b3 waypoints.rar
887 downloads
- fa_italy_b3
- italy
- (and 1 more)
Updated
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Stiglitz b1 - stiglitz_b1.pk3 and waypoints
By Smileyyy
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Stiglitz B1
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Release Date: 31/08/2018
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This map is intended as an entry for the Trackbase, TWT, Wolfwatch map-contest 2018.
I would like to thank all of the organizers for setting up the contest. It has been a valuable experience creating a map on a fixed schedule.
-----Concept-----
First of all, unfortunately due to the fixed time schedule, which didn't necessarily go hand in hand with the personal free time of phisherman and me (kemon), we had to make some cuts on the planned objectives.
All objectives are in the map, but they are not necessarily implemented the way they were originally intended to be.
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This map is intended as a new kind of objective map with a unique mechanic: escorting a script_mover freely without it being fixed to a spline path.
This can partly be seen in "shield-b1". For this to function properly a LUA script is necessary.
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Both the LUA script and the restricted personal time during the contest lead to the decision to opt for a standard escortable along a spline path.
However, beta2 is definitely planned and will include all those shiny mechanics.
-----Layout-----
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:
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-----------------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.
-----Story-----
July 1943:
Local resistance reported a branch of Deathshead’s X-Labs in a small remote village.
Stiglitz, an OSA agent, has been sent to infiltrate the facility and gather intel of Deathshead’s activities.
Communication broke up some days ago and Stiglitz is suspected to have been spotted and is soon to be executed.
-----Objectives-----
This map has one primary objective (extracting Stiglitz), one secondary objective (Command Post) and two flag spawns.
Stiglitz: Stiglitz can be escorted by both teams along the spline path. Allied forwards and Axis backwards.
CP: Aside from the usual CP benefits, the command post is also responsible for showing Stiglitz on the command map. If you do not own the command map, you don't see his position.
Already in this version this is a rather big advantage, but with free escort movement this will basically be game deciding.
Flags: The flags are located on each of the middle islands and make team communication necessary to avoid enemies falling into your back.
-----Specs-----
Author: keMoN & phisherman
Brush count: 35.541
Entity count (total): 3.292
Entity count (ingame): 847
Development time: contest time frame -> 7 months
Compile parameters: [q3map2] -meta -v -mv 1024 -mi 6144 "[MapFile]"
[q3map2] -vis -saveprt -v "[MapFile]"
[q3map2] -light -samples 4 -samplesize 8 -v -thresh 0.05 -patchshadows -dirty -dirtdepth 256 -external -lightmapsize 512 -shade -bounce 2 -bouncegrid "[MapFile]"
-----Notes-----
The mapfile is included. We kindly ask that you contact us before releasing any maps based on Stiglitz_b1.
Once beta2 is released this map will act as some sort of tutorial map with an extensively documented script and if possible a tutorial video series.
By doing so, we hope that we can spark a new genre of objective maps to bring some fresh wind to ET.
-----Thanks to-----
Direct support:
• ryven for extensive support during debugging of the script_mover.
• WuTangH for the broken tree model acting as bridge from Nature to Industry and the modified head model for Stiglitz to fix a visual glitch.
• Everyone on the TWT Discord for helping out in one form or another.
Indirect support:
• Jon Swenson (=N4RC= Smokey) and Chris Swenson (Hobbie) for Axis Lab. The forwards and backwards movement of Stiglitz is highly inspired by Axis Lab.
• Gordon 'digibob' Biggans [SD] for his purely magical MD3-to-TAG tool
• C and Npherno for their wonderful model tools respectively
• hipshot for his "miramar" skybox from http://www.custommapmakers.org/skyboxes.php
• RtCW for models + textures
• Detoeni for his submarine and truck models
• ischbinz for textures
• FireFly for his Hanomag model
• RayBan for his treeline textures
• Everyone else who provided info, feedback, ideas or helped in any other way.
stiglitz_b1 waypoints.rar
263 downloads
Updated
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