Maps
Wolfenstein: Enemy Territory Maps for Downloads.
1004 files
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Wolfenstein ET - Map Source Files
By Smileyyy
ZIP file containing 6 original maps' source files.
- Battery
- Fueldump
- Goldrush
- Oasis
- Radar
- Railgun
Have fun!
403 downloads
- wolfenstein ET
- ET
- (and 2 more)
Submitted
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Capuzzo and waypoints
By Smileyyy
//===================================================================================================>>>
// Mapname : Capuzzo Airport
// BSPname : capuzzo
// Released: 26.04.2015
// Version : Final version
//
// Map made by: -SSF-Sage and Pegazus from SM-Mapping
//
// Contact Sage : ssf.sage at gmail dot com //-SSF-Sage @ splashdamage.com/forums (prefered)
// Contact Pegazus : Fruity12 at hot dot ee // Pegazus @ splashdamage.com/forums (prefered)
// SM-Mapping site: http://www.hot.ee/smmapping/
//===================================================================================================>>>
Please contact us for any feedback, suggestions, constructive critisism, bug report etc.
=======================================================
Story:
January 1943 - The war in Africa is finally coming to an end. The Allied intelligence has discovered
a group of Axis engineers planning a new super plane in Capuzzo Airport. Allies are attempting to
break into the airport, steal the blueprints and escape with a Supermarine Seafire.
=======================================================
Objectives:
Allies:
1] Escort the Tank past the Tank Tarrier #1
2] Escort the Tank past the Tank Tarrier #2
3] Construct the Command Post after the tank has passed a certain spot to gain a spawnpoint at the command post
4] Destroy the Command House wall, the enemy aircraft with the tank
5] Send a message (takes 45 seconds) for the pilot to land in
6] Steal the blueprints and secure them into the Seafire, which has to be repaired in order to be able to secure
Axis:
1] Prevent the Tank from passing the Tank Tarrier #1
2] Prevent the Tank from passing the Tank Tarrier #2
3] Construct the Command Post to prevent Allies from spawning in there after they have passed a certain spot
4] Stop the Allied tank from breaking into the Command House and from destroying the planes in the airport.
5] Prevent the Allies from sending a signal for their pilot
6] Prevent the Allies from stealing the blueprints and escaping with them
=======================================================
capuzzo waypoints.rar
408 downloads
Updated
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Vesuvius_rev - (No Earthquakes) - vesuvius_rev.pk3 and waypoints
By Smileyyy
Removed the stupid earthquake from the map.
Download pk3 name: vesuvius_rev.pk3
Map name: vesuvius_rev.bsp
Objectives
Axis
1 Prevent the Allies from stealing the gold urn
2 Prevent the Allies from stealing the truck
3 Prevent the Allies from breaching the South gate
4 Prevent the Allies from breaching the second South gate
5 Prevent the Allies from building the bridge over the gorge
6 Prevent the Allies from construction the ruins access rope
7 Prevent the Allies from breaching the North ruins gate
8 Capture the forward flag in the church
Allied
1 Steal the urn from the excavated ruins
2 Get away with the truck
3 Breach the South gate
4 Breach the second South gate
5 Construct the bridge over the gorge
6 Construct the ruins access rope
7 Breach the North ruins gate
8 Capture the forward flag in the church
vesuvius_rev waypoints.rar
464 downloads
- vesuvius
- no earthquake
- (and 1 more)
Updated
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Erdenberg t1 - erdenberg_t1.pk3 and waypoints
By Mufasa
The axis are holding a small town of Erdenberg as one of their headquarters. With the power of two Flak88 cannons they are shooting down the Allies supply planes. The Allies are now sending a special crew to disable the enemy cannons and take over the town in order to continue their battle.
erdenberg_t1 waypoints.rar
426 downloads
Updated
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Venice (NE4) - venice_ne4.pk3 and waypoints
By Smileyyy
| May 23rd 2007
|-----------
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Version NE4
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UPDATE for this Version: NE4
------------
Remove the Scripting for the AT-GUN and the Functionality, AT-GUN Model is still in the map (non-functional).
PREVIOUS UPDATES:
------------
Added back the Music.
Made the FootBridge Non-Constructible and removed scripting for it.
Removed Boat Splines 10,12,14,16,18,20,22,24,26,28,30,32,34, 36 and changed the scripting.
-------------
Permission was given by Chavo One the Original Map Maker to Decompile and Recompile the map in order to Try to Fix the Max_GameState_Chars_Exceeded Error.
I am not the Creator of this map, i am just a mapper that is attempting to get rid of the Error.
I spent many hours just fixing everything that the Decompile Messed up.
Then i removed 166 Entities (87 Corona's and 79 Lamp misc_gamemodels).
I replaced the Lamp Models with custom made Normal Brushes.
After removing 166 entities and testing the map we still got the Max_GameState_Chars_exceeded Error so i made more changes.
I made all three Constructible MG's just regular MG positions that are not Constructible.
Also Removed Both the Allied and the Axis Command Posts.
Removed the scripting for the above as well.
---------------------------------------
Contat Info: Jeco_ET_Mapping@yahoo.com
---------------------------------------
venice_ne4 waypoints.rar
331 downloads
Updated
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UJE Goldendunk Converted - goldendunk_a2.pk3 and waypoints
By Smileyyy
Less entities compared to original goldendunk so less chance of crash.
File Size: 4.9 MB
goldendunk_a2.gm goldendunk_a2.vis goldendunk_a2.way
246 downloads
Updated
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fa_egypt
By Smileyyy
Remake by =F|A=Smiley.
=======================================================
Special Thanks To
=======================================================
Shana
Daredevil
Ackenar
Phoenix
Everyone who playtested.
=======================================================
Change Log (b1)
=======================================================
-Enhanced performance
-Texture changes
-Small changes
-Secret room removed
-F|A touch added
225 downloads
Submitted
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fa_2tanks - fa_2tanks_b1.pk3 and waypoints
By Smileyyy
File type Map for "Wolfenstein - Enemy Territory"
Title =F|A= 2tanks
File name fa_2tanks_b1.pk3
BSP name fa_2tanks_b1
Version b1 (Created April 2018)
Remake by =F|A=Smiley (www.fearless-assassins.com)
Description Both teams have the same objective:
Get your tank to the Fuel Dump before the enemy gets his there
In this version there are no fuel cans to be delivered.
If the time limit expires the winning team is the one which has made the most
progress with their tank.
Game features The ambulance truck dispenses first aid when it stops by the rail track. Once a
tank starts moving the ambulance will return to the Fuel Dump and stay there. At this
time it becomes possible to build the tank barriers, which are located just outside
the Fuel Dump.
Don't enter the rooftop V-1 launch hangar, the residual fumes are poisonous.
If your team has at least one Command Post built, it enables fire support
from your tank: that is, your tank may fire at enemy troops in its path while
on the move. The tank will try to avoid inflicting casualties on friendly troops
but this cannot be guaranteed.
Gamemodes Objective, Stopwatch.
Thanks to
Shana
Daredevil
And everyone that playtested.
fa_2tanks_b1 waypoints.rar
321 downloads
Updated
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fa_temple
By Smileyyy
Remake by =F|A=Smiley. and =F|A= Shana
=======================================================
Special Thanks To
=======================================================
Shana
Daredevil
Everyone who playtested.
=======================================================
Change Log (b1)
=======================================================
-Enhanced performance
-Texture changes
-Wider doors
-Blocking objects removed
-Secret room removed
-F|A touch added
233 downloads
Submitted
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fa_bremen
By Smileyyy
Waypoints by Buckwild:
Remake by =F|A=Smiley.
~~~www.fearless-assassins.com~~~
=======================================================
Special Thanks To
=======================================================
CheepHeep
Buckwild
Shana
Daredevil
Vindstot
Kiba
Hipkat
Masa
Macchute
Niek
Wutangh
Mateos
Kemon
=======================================================
Change Log (b1)
=======================================================
Major Changes:
- Added extra exit out of 1st Axis Spawn to reduce blocking.
- Made building South of 1st Axis Spawn accessible.
- Made balcony East of 1st Axis Spawn easily accessible with small corridor.
- Made house accessible to help both allied in first stage and axis in last stage.
- With that, I made exit out of house easier.
- Added area to help axis during last stage.
- Added room with ladder to first floor in house opposite to CP room.
- Extended house opposite to CP room to come out next to keyroom.
- Added room West to CP room.
- Made stairs wider and created hole.
- Added second door frame to CP again for less blocking. Also made North Western door frame wider.
- Made courtyard easier to go about.
- Re-did lower level of house North East of keyroom.
- Lightened up corridor East to Truck and removed weird shape of it.
- Removed gate South to Truck and added back alley that comes out in Axis 2nd Spawn.
- Made truck room more balanced.
- Added stairs all around keyroom to create a "more open feel".
Minor Changes:
- Removed clip from rooftop of middle house.
- Removed hole from floor of middle house.
- Added low wall to second floor middle house.
- Raised wall looking over garage a bit in middle house.
- Made balconies accessible.
- Added Wooden Cover to arch.
- Removed useless background effects for improved performance.
- Replaced some spawns for both allied and axis.
- Added clipping to stairs and unregular surfaces.
- Added window to crossover above Main Gate.
- Lowered table and moved rubbel for statisfying jump.
- Moved wall a bit next to stair CP room.
- Re-textured roofs, doors and some walls.
- Lowered wall in hole to generator to not get stuck.
- Removed useless clutter in keyroom.
- Moved 1st Truck Barrier a bit.
- Removed door in Western Wall of truck room.
- Smoothened truck route.
- Added small detail.
- Caulked invisible faces of brushes for better performance.
- Made door under bridge team door for axis.
- Removed useless entities for better performance.
- Re-textured CP room.
- Changed loading picture.
=======================================================
Change Log (b2)
=======================================================
Major Changes:
- Added corridor connection house North East of keyroom to corridor East of truckroom.
- Bot waypoints added.
Minor Changes:
- Small bug fixes.
- Changed clipping.
- Added extra clipping to irregular surfaces.
- Moved box in garage a tiny bit.
- Tweaked mine spots all around the map.
- Fixed texture load errors.
- Readme file added.
=======================================================
Change Log (b3)
=======================================================
- BSP name changed to more fitting one.
- F|A touch given.
- Barrels replaced with better looking ones.
- 2 doors changed to teamdoors.
- More optimizing
- Changed ledge to fence.
- Made window at MG42 smaller.
- Door removed at new corridor.
- Construction materials at 2nd truck barrier moved to other side of road.
- Other small changes.
251 downloads
Updated
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Thehouse - thehouse.pk3 and waypoints
By Smileyyy
File Size 5.8 MB
******** 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.
thehouse.gm thehouse.way
261 downloads
Updated
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kunfugrip_converted and waypoints
By Smileyyy
File Size: 9.8 MB
kungfugrip_converted.gm kungfugrip_converted.way kungfugrip_converted_goals.gm
284 downloads
Updated
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Mario final - mario_b3.pk3 and waypoints
By Smileyyy
File Size: 10.5 MB
Objectives: Secure 8 Objectives
Each Team have there Own castle, They have to Invade each other Castle to Secure as Much Objectives as they, It be Similar to Capture the Flag.
mario_b3 waypoints.rar
301 downloads
Updated
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UJE hospital sniper - uje_hospital_sniper.pk3 and waypoints
By Smileyyy
This is a first playable beta version of hospital.
After the war the wounded were stationed in a hospital for
recovering their wounds but.....
An invasion of enemy snipers started so now they've got to defend
their own hospital for falling down..
Have real fun on this map
File Size: 8.9 MB
uje_hospital_sniper waypoints.rar
262 downloads
Updated
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UJE_flat_sniper_fun and waypoints
By Smileyyy
Crossing version of UJE flat sniper.
File Size: 13.2 MB
uje_flat_sniper.gm uje_flat_sniper.way uje_flat_sniper_goals.gm
264 downloads
Updated
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Submitted
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fa_bremen_b2 fa_bremen_b2 + waypoints
By Smileyyy
bremen_b3 remake by =F|A=Smiley.
Read the readme.txt file for more changes and special thanks.
Bot Waypoints
Changes:
Added corridor connecting house North East of keyroom to corridor East of truckroom. Custom waypoints added. Added extra exit out of 1st Axis Spawn to reduce blocking. Made building South of 1st Axis Spawn accessible. Made balcony East of 1st Axis Spawn easily accessible with small corridor. Made house accessible to help both allied in first stage and axis in last stage. With that, I made exit out of house easier. Added area to help axis during last stage. Added room with ladder to first floor in house opposite to CP room. Extended house opposite to CP room to come out next to keyroom. Added room West to CP room. Made stairs wider and created hole. Added second door frame to CP again for less blocking. Also made North Western door frame wider. Made courtyard easier to go about. Re-did lower level of house North East of keyroom. Lightened up corridor East to Truck and removed weird shape of it. Removed gate South to Truck and added back alley that comes out in Axis 2nd Spawn. Made truck room more balanced. Added stairs all around keyroom to create a "more open feel". Removed clip from rooftop of middle house. Removed hole from floor of middle house. Added low wall to second floor middle house. Raised wall looking over garage a bit in middle house. Made balconies accessible. Added Wooden Cover to arch. Removed useless background effects for improved performance. Replaced some spawns for both allied and axis. Added clipping to stairs and unregular surfaces. Added window to crossover above Main Gate. Lowered table and moved rubbel for statisfying jump. Moved wall a bit next to stair CP room. Re-textured roofs, doors and some walls. Lowered wall in hole to generator to not get stuck. Removed useless clutter in keyroom. Moved 1st Truck Barrier a bit. Removed door in Western Wall of truck room. Smoothened truck route. Added small details. Caulked invisible faces of brushes for better performance. Made door under bridge team door for axis. Removed useless entities for better performance. Re-textured CP room. Changed loading picture. Small bug fixes. Changed clipping. Added extra clipping to irregular surfaces. Moved box in garage a tiny bit. Tweaked mine spots all around the map. Fixed texture load errors.283 downloads
Submitted
-
Updated
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Saberpeak - saberpeak_final.pk3 and waypoints
By DFighter
*********************MAP DESCRIPTION***********************************
A small secluded beach resort proved to be the ideal place for the axis
to establish a secret docking station for their u-boats. Surrounded by
very tall cliffs, the small Saberpeak gulf is well hidden from prying
eyes and unwelcome visitors.
A small group of allied forces were sent on a mission along the coast
to find the secret base and destroy any u-boats in its hangar. This will
prove quite difficult since the axis have heavily fortified the resort
turning it into an impenetrable fortress. To make things even worse an
ammo shipment sent to supply the allies assault boat was intercepted by
the axis leaving the allies severely weakened.
RECOMMENDED NUMBER OF PLAYERS:
The map has a lot of open spaces and it was meant to be played with a
large number of players. Personally I recommend a minimum of 15 and a
maximum of whatever your server can handle before it goes up in flames.
That being said however, it's up to you.
OBJECTIVES:
ALLIES:
Primary:
1)Escort the assault boat to the old dock.
2)Steal the ammo from the truck and load it onto the boat.
3)Escort the boat to the resort gates and use the boat cannons to destroy the entrance.
4)Destroy the submarine.
Secondary:
1)Destroy the side wall
2)Construct the command post
AXIS:
1)Don't let the allies steal the ammo.
2)Stop the boat from destroying the resort gates.
3)Protect the submarine.
Secondary
4)Construct the command post.
***********************************************************************
**************************KNOWN ISSUES*********************************
1) There is a small bug where if the boat gets damaged while it is
destroying the boulder blocking the side path and an allied player is
on the boat during this time, the boat will not be repairable even though
it is damaged. To fix this bug the allied players have to get off the boat
until the boat becomes repairable (which should take about 1 or 2 seconds).
2) Because the map is so big there are certain limitations imposed by the
game. These have to do with the maximum distance a projectile can travel
which is 8192 game units. Although this distance is very large, there are
certain points in the map where you can see this far (and probably more)
which means that if you shoot at a player further than 8192 units your
bullets simply wont reach. This restriction doesn't apply to scoped weapons.
saberpeak_final waypoints.rar
389 downloads
Updated
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ctf_ocelotl map + waypoints
By Buckwild
ctf_ocelotl
Small capture-the-flag arena map for Enemy Territory.
Mapscript made by RoeltjE. Modified by Skorpio.
Axis and allies are trying to win the favor of the forgotten Aztec god Quakalotl.
They have to capture 20 ritual flags in the ancient Ocelotl arena to win.
******Made by Skorpio.
Axis_respawntime 10 Sec
Allied_respawntime 10 Sec
Timelimit 20 Min
242 downloads
Updated
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tram_et(mp_tram).pk3 and waypoints
By Buckwild
tram_et(mp_tram).pk3
It's a RTCW converted map(Like et_beach and others).
PK3 can actually run in either Enemy Territory or Return to Castle Wolfenstein.
Start Spawntimes:
Axis_respawntime: 20 Seconds
Allied_respawntime: 15 Seconds
Timelimit: 30 Minutes
Spawntimes change as either team does objectives:
Command Post or Bridges-Built or Destroyed.
tram_et.gm tram_et.way tram_et_goals.gm
656 downloads
Updated
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TC Base by Alienz - mp_base.pk3 and waypoints
By Barn!e
TC base by Alienz is a map mod of the classic RTCW map TC Base. Adding a spliff smoking alien to the objectives and opening more routes through the map. including the grate pipe that featured in RTCW.
716 downloads
Updated
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Fragmaze - fragmaze_fixed.pk3 and waypoints
By Vindstot
Download pk3 name : fragmaze_fixed.pk3
Map name : fragmaze_fixed.bsp
Objective: Collect 10 goldbars to win.
fragmaze_fixed waypoints.rar
271 downloads
Updated
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Arta B1 + waypoints
By DFighter
Objectives:
Allies:
1] Cross the Bridge.
2] Breach the Underground Base Main Door.
3] Destroy the Plane Prototype.
4] Destroy the Jet Engine Prototype.
5] Steal their Project Files! Use the Command Post to transmit it.
6] Establish a Command Post.
7] *Secondary* Destroy the Generator to cut power from Dam sidedoor.
8] *Secondary* Blow a secondary route through an Air Inlet.
9] *Secondary* Construct an Assault Ramp to weaken Axis Choke point.
Axis:
1] Prevent the Allies from crossing the Bridge.
2] Prevent the Allies from entering the Underground Base.
3] Protect the Plane Prototype.
4] Protect the Jet Engine Prototype.
5] Protect the Project Files. Do not let them Transmit it!
6] Prevent Allies from establishing a Command Post.
7] *Secondary* Don't let them destroy Generator to cut power from Dam sidedoor.
8] *Secondary* Stop them from entering the Base through an Air Inlet.
9] *Secondary* Don't let them construct an Assault Ramp.
579 downloads
Updated
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Treetop Final - treetop_final.pk3 and waypoints
By Buckwild
treetop_final created by FrankieDuck
with additions by S.S.Kurai Samurai Command Map by ScubaDuck
The Axis must retake the Missile Base in the forest that the allies have captured.
They must make their way down into the subterranean base via the walkways in the trees.
They must prep the missile for launch and launch at its target, CANADA!!
treetop_final waypoints.rar
380 downloads
Updated
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