Maps
Wolfenstein: Enemy Territory Maps for Downloads.
1043 files
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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
360 downloads
(0 reviews)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."
346 downloads
(0 reviews)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!
352 downloads
(0 reviews)Updated
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nQ_Chartow_Beta2 (with 2020) + waypoints
By FILIPE
-Some textures have been changed
-Objects have been translated into English
363 downloads
(0 reviews)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
348 downloads
(0 reviews)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
391 downloads
(0 reviews)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.
----------------
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
350 downloads
(0 reviews)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"
401 downloads
(0 reviews)Updated
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(0 reviews)
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(0 reviews)
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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
606 downloads
(0 reviews)Updated
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Heart of Gold B12 - hog_b12.pk3 and waypoints
By BlackWolf
Heart of Gold B12.
hog_b12 waypoints.rar
591 downloads
(0 reviews)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
436 downloads
(0 reviews)Updated
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nQ_Chartow-beta2 and waypoints
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.
nq_chartow_beta2.gm nq_chartow_beta2.way nq_chartow_beta2_goals.gm
632 downloads
(0 reviews)Updated
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Decay_b7 and waypoints
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.
decay_b7.gm decay_b7.way decay_b7_goals.gm
1073 downloads
(0 reviews)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."
1111 downloads
(0 reviews)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
1692 downloads
(0 reviews)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
483 downloads
(1 review)Updated
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Lays Of Schwarzwald B1 + Waypoints
By Smileyyy
||==================================================================
||Map name: Lays of Schwarzwald
||pk3 and its files names: lays_of_schwarzwald_b1
||Author: -)A(-WuTang**
||Version: Beta 1 (B1)
||Released: 31st August
||==================================================================
||Contacts:
|| Email: panprezident789@gmail.com
|| Discord: WuTangH#7270
|| Websites: www.moddb.com - user WuTangH
|| www.splashdamage.com - user WuTangH
||==================================================================
--------------------------------------------------------------------
============================================================================================================
About:
Lays of Schwarzwald is a custom ET map situated in the middle of nice, famous region of Blackwood (schwarzwald..)forests.
Story:
Information about advanced progress of Axis in the Rocketbomb research were true.
Allies are on a mission to ambush their Weapon factory in the middle of huge Schwarzwald forest and destroy everything whats worth.
Objectives:
Allies:
Primary Objective: Escort the Tank through the Village and destroy the Tunnel Gate.
Primary Objective: Escort the Tank through the tunnels to parmanently push Axis to the Rocket Base.
Primary Objective: Bring all four Explosion Materials to the Rocket.
Primary Objective: Build the Detonator to blow up the Rocket Base.
Primary Objective: Blow up the Rocket Base using the constructed Detonator.
Secondary Objective: Do not let Axis construct the Tank Barrier.
Secondary Objective: Construct the Command Post to take partial control over the tunnels.
Axis:
Primary Objective: Prevent Allies from completing their objective.
Secondary Objective: Construct the Tank Barrier.
Secondary Objective: Construct the Command Post.
============================================================================================================
Programs used:
GTKRadiant 1.5
Notepad++
Adobe Photoshop CC2017
Blender 2.79
MilkShape 3D
Audacity
============================================================================================================
Credits & such:
Textures: dirt_m03icmp_brown.tga - from ET:L texturepack made by Kemon.
Missing images to original ET shaders were found in custom packs..
Other than that, textures were downloaded for free, or made by me.
Websites: https://www.textures.com/
http://texturer.com/
http://mb3d.co.uk/mb3d/maxTextures_Home_-_Free_Seamless_and_Tileable_High_Res_Textures.html
Models: Rocketbomb, trees and foliage models - made by me.
Big dynamite - made by MLB guys.
Sounds: Sounds included in pk3 are made out of ET original sounds.
You can use all textures and models from this pack. Those downloaded are free, and those made by me are totally free too.
Thanks to C from UJE Clan for their tank generator.
Special thanks for help and feedback:
Kemon, Mateos, Thunder, [UJE]Niek, Ray, Loffy, Macchute, ryven, Ensiform, Aranud, Aciz, hatcher, JoNny, Old-Owl and others.
------------------------------------------------------------------------------------------------
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.
This will change after map source file will be released to public.
------------------------------------------------------------------------------------------------
lays_of_schwarzwald_b1.gm lays_of_schwarzwald_b1.way lays_of_schwarzwald_b1_goals.gm
lays_of_schwarzwald_b1 waypoints 0.9.rar
13336 downloads
(0 reviews)Updated
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map The House Final and waypoints
By excedo
Additional Credits to : id software and Splash Damage
Beta testing: BOMBERMAN, *TDS*BERG, SPACEKEES
Also thnx to BOMBERMAN for giving some good ideas for the stuff in some rooms (especially the gallery and the bar).
================================================================
******** Play Description ***********
Operation: The House
BACKGROUND:
After a hard work of investigations the Allies found out, that the Axis captured a very strange house.
There is a Lab, with which the Axis produce some secret fluids.
Also a legend tells, that in this house there is a Power stone, which gives the Axis a lot of health.
MISSION:
Allies: Infiltrate the house and get the forward spawn in the living room. Find your way in the house using
all kind of secret ways. Don't hesitate to kill all Axis, who bars yours way.
Search for the keys, which will open you some doors for easier access the lab and the room with the power stone.
Destroy finally this lab and this power stone, so that the Axis have no benefit from them anymore.
If you have time, enjoy yourself in the swimming pool, in the labyrinth and in the gallery.
Maybe you wonna take a drink in the bar?
*Primary Objectives
1) Destroy the Power Stone with dynamite.
2) Dynamite the lab.
*Secondary Objectives
1) Capture the forward spawn.
2) Take the key 1 and open with it door 1.
3) Take the key 2 and open with it door 2.
4) Build your own Command Post in the library.
5) Blow up every other door and the shield to the basement.
- Construction -
Base : New level from scratch
Editor(s) used : Q3Radiant
Known Bugs : None.
- Copyright / Permissions -
This level is (c) 2005 highfighter.
You may not include or distribute this map in any sort of commercial product without
permission from the author.
You may not Redo/reproduce/update this map in any way without permission from the author.
thehouse waypoints.rar
474 downloads
(0 reviews)Updated
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Green Room
By Young Fox
Hi all.
For anyone wishing to make photo or video montages, and needing a green background, I offer a "mini map" that I created, which represents a green room, specially designed for montages.
Can be read in Host or on dedicated Server.
//-----------------------------------------------//
Installation
Host game:
-Download "studio.pk3"
-Move the file to: C :/Program(x86)/Wolfenstein Enemy Territory/etmain
-Start the game
-In the console, type: /map studio
On dedicated server:
-Just add it to your maps folder
For freecam:
-Download this version of etpro: https://www.moddb.com/mods/etpro/downloads/etpro-326-last-releas
-And launched the map from ETPro mode
For delete the 2D text and HUD :
- seta cg_draw2d 0/1
Enjoy :)!
390 downloads
(0 reviews)Updated
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Canyon_Depths_FINAL and waypoints
By -=HipKat=-
Canyon Depths Final - Downloaded from https://www.wolffiles.de/index.php?filebase&fid=4778
Other versions - https://www.wolffiles.de/index.php?Filebasesearch
This is a new and improved realease of the famous Axis-attack map, created by Yatta, Canyon Depths Final.
Storyline
A large, mysterious and heavily-armed Allied outpost has been spotted in North Africa. Rumors say there's something here the Allies want to keep secret at any cost. Unfortunately for them, Axis forces are already aware of the outpost's existence and are determined to launch their attack.
However, the German Panzer Division, sent to assault the outpost, gets caught in a vicious sand storm just before their attack, sparing only a single, supplyless Jagdpanther. There's now no other option for the Axis Assault Troops who are left, there's no way back, attack is the only option, as they fight to re-supply and fuel their last remaining tank, all the way to the bitter end.
Thanks to
Yatta would like to thank the following people:
Aimbrosia, Happykillmore, Zacky, Blord, Alex and Blackbyte for all their encouragement. The ETF community & GoC clan for testing - special thanks to Nosi and RazorSword.
The CFB and ROP clans for their tests of the crippled, early versions. The ET mappers community at the splashdamage.com forums and Chrucker for his ET scripting reference/tutorial website.
Please send any feedback regarding the map to itekimasu[at]gmail.com
Source: splatterladder.com | Yatta
canyon_depths_final waypoints.rar
497 downloads
(0 reviews)Updated
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Mad Bunker Enemy Territory Maps - 3 Versions and waypoints
By Buckwild
Mad Bunker Enemy Territory Maps - 3 Versions
madbunker.way
747 downloads
(0 reviews)Updated
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UJE Hell's Gate Beta 2 - UJE_hells_gate_b2.pk3 and waypoints
By ElEl
Download pk3 name: UJE_hells_gate_b2.pk3
Map name: UJE_hells_gate.bsp
Download includes bot waypoint files.
Map by [UJE]Niek
The Axis are trying to open a gate to hell and call Satan! For this they have to invade the forest with their tank to blow up the entrance to the Holy Cave Cemetery which is in control of the Allies.
uje_hells_gate waypoints.rar
735 downloads
- Objective Map
- Medium Map Size
- (and 4 more)
(0 reviews)Updated
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UJE Halloween Beta 3 - UJE_halloween_b3.pk3 and waypoints
By ElEl
Download pk3 name: UJE_halloween_D.pk3
Map name: UJE_halloween_D.bsp
Objective:
Allies must steal 2 radar parts from the top of a Halloween ghost ride and take them to the truck.
Map made by [UJE]Niek.
uje_halloween_d waypoints.rar
569 downloads
- Objective Map
- Medium Map Size
- (and 5 more)
(0 reviews)Updated
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