Maps
Wolfenstein: Enemy Territory Maps for Downloads.
1000 files
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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
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Remove the Scripting for the AT-GUN and the Functionality, AT-GUN Model is still in the map (non-functional).
PREVIOUS UPDATES:
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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.
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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.
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Contat Info: Jeco_ET_Mapping@yahoo.com
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venice_ne4 waypoints.rar
298 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
226 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
206 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
287 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
213 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.
232 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
238 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
261 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
276 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
242 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
242 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.261 downloads
Submitted
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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
356 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
223 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
620 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.
658 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
251 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.
529 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
351 downloads
Updated
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UrbanTerritory 44 - urbanterritory44.pk3 and waypoints
By schNee
The Axis have to destroy the Safe, steal the Combat Maps and bring them to the Truck!
urbanterritory44 waypoints.rar
246 downloads
Updated
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Minelabs Beta 1 Full fixed version - minelabs_b1.pk3 and waypoints
By DFighter
Story:
The germans has built a laboratory in an old mine since they discovered a copper-carbon based superconductor with the molar mass 666g/mol**The mineral offers exceptional magnetic features and this is now used in an anti aircraft prototype gun. It can launch time fused shell at 2 mach. this makes the gun extremely hard to avoid as pilot. The allies must destoy the prototype and transmitt the documentation.
Objectives:
*The allies have to steal a key and unlock a gate
*Then destroy an anti tank pak75 gun
*The tank will then enter the map from the forest and will require escortation to the minelabs
*Once the tank reaches the minelabs it will create an entrence and the allies will be able to destroy the prototype and transmitt the documentation.
Changelog since alpha 3 fix:
*The gate that previously gave the axis instant acces to the delivery point of the key in the first stage of the map is now closed until the key is delivered forcing the axis to either take a longer route or push through the commanders room where the key is found in order to stack on the delivery point. this will make teamwork and communication more vital in the first stage.
*An opel blitz with mg42 is added outside the forest route near the headquarters to give axis more control of the middle hill in the first stage.
*The compound where the ammunition supply is has been mirrored and turned to increase the distance that the axis have to travel to the anti tank gun, this will make it easier for allied field ops to prevent the axis from defusing the dynamite once it's planted (using air strikes). furthermore a tunnel has been added to give the allies a protected route to capture the ammunition supply in the second stage as well as to sabotage the axis commandpost.
*Once the tank reaches the house with the commandpost the axis can no longer spawn in the commandpost house no matter if they have constructed it or not.
*The clip of the tank is now correct and custom command voices is now added, proudly recorded and created by Finn and Fabi.
minelabs_b1 waypoints.rar
239 downloads
Updated
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Todliche_final -todliche_final .pk3 and waypoints
By Barn!e
Todliche map final
todliche_final waypoints.rar
248 downloads
Updated
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MML Church V1 - mml_church_et_v1.pk3 and waypoints
By Barn!e
MML Church map
Description:
(the readme file)
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- Wolfenstein: Enemy Territory Map - MML_CHURCH_ET_V1 -
-------------------------------------------------------
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Installation instructions:
---------------------------------------
Place MML_CHURCH_ET_V1.PK3 in your Enemy Territory's ETMAIN/ directory.
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Story:
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It is the Autumn of 1944.
The Axis powers are in retreat - the German War Machine having pushed beyond it's limits.
The Italians have already crumbled, and the Allies are pushing north through Italy.
The Germans are getting desperate for any means to hold back the enemy.
During all this, German scientists become aware of a powerful ancient relic, supposed to hold
terrifying powers that would enable them to stop the Allied advance, and destroy them once and for
all.
Allied code-breakers scanning the radio-waves intercept, through the terrible interference, a message
encoded using a top secret encryption code. It is seemingly of the utmost importance to the Axis:
'You ... get ... Relic ... all costs.
Prio(-ity) for ... (m-)ission comes ... ... Fuhrer ...
... available troops ... ... be sent ... ... abandoned chur(-ch) where ... relic is belie(-ved) to ...
This ... is ... in the ... (m-)ountains, south of ...'
Although unable to decipher the location, spotter planes have become aware of many Axis forces moving
towards a central point, located in the mountains. It is believed they are responding to the urgent
mission.
The Allies have to move quickly - the deserted church is ahead of the front line, and few troops are
available to get there in time. No-one knows how serious the Axis are about this, it might well be a
decoy - hence reinforcements will only be sent as they are needed.
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Level info:
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This map is designed for smallish teams, from 1 to 6 players.
It is small, and has a lot of vertical layers.
It has a new feature - an alarm that Allies can switch on and Axis can switch off, that shortens the
Allied respawn time.
There are a couple of easter eggs in there just for the bored (two ghosts to discover)
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Playing instructions:
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To join a server playing this map:
1) Join as normal - ET will load the map up automatically (assuming you have installed it correctly).
To set up a server:
1) Load up ET in MP mode.
2) Choose 'Host Game'.
3) Find MML Church (V1) in the list of SW / MP maps.
4) Set server options according to how you wish them to be.
5) Choose 'Accept'.
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Level technical info:
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Name: MML_CHURCH_ET
Type: MP / SW
Stage: Final
Revision: 5
Time taken: 3 weeks
Compile: BSP -meta, -vis, -light -fast -filter -samples 2
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Author info:
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Author: [MML]Gerbil / zero.Gerbil
Real name: Barry Swan
WwW: http://www.theburrow.com
Wolf WWW: http://theburrow.rtcwfiles.com
Clan WWW: http://www.clangroundzero.com
E-mail: gerbil@theburrow.co.uk
mml_church_et_v1 waypoints.rar
264 downloads
Updated
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