Maps
Wolfenstein: Enemy Territory Maps for Downloads.
1043 files
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italyremake_tnt.pk3 and waypoints
By Lenovo
About This File
players times to times crashes with silent mod
Supported Gametype : Multiplayer
Map Size (suggested) : 16-24 : Large Map
Chanelog :
FIXED:
- dynamite issues
- looping sounds
- Jeep clipping
- wallhacking in the tower
- some light leaks
- mortar issues
- Mercedes glass transparency
- black lines on the sky
ADDED:
- Jeep stops few meters before barriers, to prevent repairing
instead of arming dynamite
- Command Post is a additional spawn for both teams
- Jeep stops in the middle of tunnel, and is awaiting gold there
- cracked wall in tower can be destroyed with satchel/dynamite
- some roofs are unclipped now
- Health/Ammo cabinets near Market Square
- MG42 near CP
- primary Axis house is bigger,and they spawn more inside to
prevent SK
- ladder to the roofs
- constructable ladder to the balcony (for Allies)
- fixed some brush problems...
Objective info :
Allies:
1. Escort the Jeep
2. Destroy the Market Gate
3. Destroy the Jeep Barrier
4. Construct 2 Ramps
5. Steal the Gold from the Tower
6. Get the hell out of city!
OPTIONAL: Build CP
OPTIONAL: Construct Ladder
OPTIONAL: Destroy the Tower Wall
Axis:
1. Destroy the Jeep
2. Defend the Market Gate
3. Construct the Jeep Barrier
4. Don't let them construct Ramps.
5. Protect the Gold
6. Don't let them run away!
OPTIONAL: Build CP
======================================================================
Features :
- custom escortable vehicle (Willy Jeep)
- over 170 new custom textures
- over 50 new custom sounds
- custom sky
- chickens!
- nicely made map with unique atmosphere
Contents of this Package :
italyfp2.pk3
italyfp2_mods.pk3
italyfp2_README.txt
======================================================================
Installation Instructions:
Put italyfp2.pk3 into your etmain directory.
Put italyfp2_mods.pk3 into your mod (etpro, noquarter etc)
directory to fix icons appearing outside compass.
Construction Time : Over 2 months
Custom Content : Textures
: Shaders
: Audio
: Models
Credit to Other Authors :
Pazur - thanks for everything! It would be a pure deathmatch
map without your help, and effort Niech Ci Bog w
dzieciach wynagrodzi
Isbowhten - for awfull scripting, but at least it's working
(so far) Thanks for adding objectives to the map.
Detoeni - jeep model
{SSF}Sage - banana model
Th0rn3 - melon, orange, chicken, street lamp models
BlackRayne - trash bag model
Activision - 2 models
SplashDamage forum - for the help I've found there
SplashDamage - for using early ET VO sounds
Project S - I was unable to contact him. This map is based on
his SOF2 conversion.
Special thanks to beta testers and people that gave me some
some suggestions:
- Sunny, Anak!n, Irata [*], Pella, Jim :O, .$k@d0n, Magic,
Bricktop, BrightIs
What's New in Version 1.0.0 See changelog
Released November 5, 2017
No changelog available for this version.
italyremake_tnt waypoints.rar
406 downloads
(0 reviews)Updated
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ET maps the_moskeeb1 and waypoints
By Lenovo
About This File
// Axis Objective Descriptions
1 "Primary Objective:**Stop the Allies from blowing the Axis Tank Door Garage."
2 "Primary Objective:**Disable or obstruct the Allied Tank to prevent it reaching the Bank Courtyard."
3 "Primary Objective:**Prevent the Allies from using the Tank to blow open the Back Moskee Doors."
4 "Primary Objective:**Stop the Allies from stealing the Gold Bars from the Moskee Vault."
5 "Primary Objective:**Stop the Allies from escaping with the Gold via a Boat in the sub_bunker."
6 "Secondary Objective:**Set up a Command Post inside the sub_bunker to gain a respawn point. DONT BUILD IT TO FAST BECAUSE YOU WILL LOST THE TANK DEPOT RESPAWN!!!"
7 "Secondary Objective:**Prevent the Allies from establishing a Command Post and build your from fortifying your position with a Command Post."
// Allied Objective Descriptions
1 "Primary Objective:**Blow The Tank Door to steal a Tank from the Axis garage."
2 "Primary Objective:**Protect the Tank and escort it to the Moskee valley, clearing any obstructions along the route."
3 "Primary Objective:**Escort the Tank into position to blow the Moskee Back Doors open to reach the 2 goldcrates."
4 "Primary Objective:**Steal two crates of Gold from the Moskee Vault and escort it to the boat."
5 "Primary Objective:**Escape with the crates of Gold using the Boat in the sub_bunker."
6 "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post inside the sub_bunker ."
7 "Secondary Objective:**Establish a Command Post at foward garage door."
Very special thanks to the following people. Without them this would still just be a bad idea in my head.
Lead-Mapper - i just pretend to map - masterkiller(QC)
Testing/Ideas - tons of bugs/ideas - CED and his Brother,Tony,fred, tipou and more friend. (thanks guys)
Help - pakalatak and psylopat (from easymapping)
The goldrush source
web ressource:
http://easymapping.free.fr/html/
http://etmapping.goldzoneweb.info/tuto.php
http://www.enemyterritory-stuff.com/
http://www.drakir.tk/
http://www.gamedesign-online.com
http://www.splashdamage.com/forums/
http://user.tninet.se/~fzo823r/
http://www.pythononline.co.uk/et/tutorial.htm
http://members.lycos.co.uk/quakeroats/q3map2/shader_manual/
http://www.wolfensteinx.com/surface/tutorials.html
http://hackerteam.free.fr/
Any suggestions/bugs/thoughts/for the final version can be done in this topic
http://easymapping.free.fr/html/modules/newbb/viewtopic.php?topic_id=1209&forum=4
http://easymapping.free.fr/html
24/06/07
By Masterkiller(QC)
the_moskeeb1 waypoints.rar
392 downloads
(0 reviews)Updated
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ET maps mp base - mp_base.pk3 and waypoints
By Lenovo
What's New in Version pk3
Allien version
// Axis Objective Descriptions
1 "Objective:**Dynamite the Allied Quick Access Bridge"
2 "Objective:**Defend the Axis Tunnel Gate Door"
3 "Objective:**Defend the Door on North Radar 1"
4 "Objective:**Defend the Door on South Rader 2"
5 "Primary Objective:**Protect the North Radar Tower 1."
6 "Primary Objective:**Protect the South Radar Tower 2."
7 "Primary Objective:**Stop the Allies from stealing the Baby Alien!!"
8 "Primary Objective:**Stop the Allies from taking the Baby Alien to their Radio room!!"
// Allied Objective Descriptions
1 "Objective:**Construct the Allied Quick Access Bridge and blow the Allied Door"
2 "Objective:**Dynamite the Axis Tunnel Gate Door"
3 "Objective:**Dynamite the Door on Radar 1"
4 "Objective:**Dynamite the Door on Radar 2"
5 "Primary Objective:**Destroy the North Radar 1 Controls."
6 "Primary Objective:**Destroy the South Radar 2 Controls."
7 "Primary Objective:**Steal the Baby Alien "
8 "Primary Objective:**Take the Baby Alien to the Allied Radio Room!!"
mp_base waypoints.rar
406 downloads
(0 reviews)Updated
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Et maps op lucky a2 - op_lucky_a2.pk3 and waypoints
By Lenovo
op_lucky_a2 waypoints.rar
368 downloads
(0 reviews)Updated
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Total tank race Beta 3 and waypoints
By DFighter
Basic Information
Author : Kent "Loffy" Lofgren, Sweden Email address : loffyswe@yahoo.se
Map Information
Game : Return to Castle Wolfenstein: Enemy Territory
Title : total_tankrace_beta3
Filename : total_tankrace_beta3.pk3
Release date : Autumn/winter 2005
Program : SD Radiant 1.4.0
Compile time : 1 hours.
Compile machine : Dell Dimension 8200, 2.0 Ghz Pentium 4, 512mb.
Installation
Place the total_tankrace_beta3.pk3 in your etmain folder, select it from the Host Game-menu, or bring down the console and type: /map total_tankrace_beta3 (not total_tankrace_beta3.pk3 or total_tankrace_beta3.map, just total_tankrace_beta3) and hit ENTER.
Description
This map has identical bases, tanks, trucks and gold-boxes for Axis and Allies. It is a mirrored map. The objective for both teams is to dynamite the tank garage, steal the tank, drive it to through two steel gates, reach the bank, park the tank, and get access to the bank. The tank will blast the bank door, but it is also possible to gain access to the gold by dynamiting a bank-door. This door is re-buildable. The main objective is to steal two boxes of gold (while stopping the enemy from doing the same). Both boxes must be carried to the team's truck, and the truck must be driven to victory.
Each team will receive 1 point for the following (in any order): - tank through first steel gate
- tank through second steel gate
- first gold box is secured on truck
- second gold box is secured on truck
- truck passes first truck-barrier
- truck passes second truck-barrier
- truck reaches its goal (a tunnel).
All in all, 7 points. There are score-boards all over the map so you can keep track of who is in the lead at any given time.
To win, a team must:
a) drive truck (with both gold boxes) to its goal (the tunnel), or b) be in the lead when the timelimit is reached. Timelimit: 30 minutes.
In other words, if the score is Axis 4 - Alies 2 when the game is over, Axis will win.
Note
- If the score is tied (0-0, 1-1, 2-2 et cetera), when the game is over, it will be a draw.
You do not need 7 points to win: All it takes, is driving the truck to its goal.
Special thanks:
Map made by me alone (Loffy) based on an original design by P4nth3r and after discussions with other mappers at www.splashdamage.com/forums (SD), for example WeeBull. I also want to thank server admins around the globe who constantly support and host custom maps, and all others who have given their input to me. // Loffy
Improvements since last version (beta 2):
- improved frames-per-second.
- improving visual design, more ww2 feeling. - more spawn-boxes (so players do not spawn inside each other). - made map bigger.
- moved first spawns to the right/left, i.e. away from each other. - improved voice commands (e.g. "Repaired the tank!"). - moved construction boxes closer to the objects that are built. - put more space between barriers and the next point (wall/gate). - put a score board near the bank.
- made it impossible to reach gold until the tank has been escorted to the bank.
Copyright
total_tankrace_beta3 waypoints.rar
355 downloads
(0 reviews)Updated
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fa goldrush b1 - fa_goldrush_b1.pk3 and waypoints
By Lenovo
Big thanks to:
Vindstot
Leatherface
Cito
Patrick
Cheepheep
Achilles
Destiny
Changes:
- Added side door to tank compound so it's harder for allies to flank. Side door can be opened by covert ops or by constructing the Southern CP.
- Changed lightning to a more "warm" feel, with that I changed skybox.
- Moved 2nd Truck Barrier, 2nd Tank Barrier and 1st Tank Barrier's construction materials to give axis more cover.
- Made tunnel connecting supply cabinets at Long to 3rd Arch Way.
- Changed balcony completely. Big tower removed. South CP moved on top of new balcony area.
- Bank Courtyard completely overhauled. More cover, more roof access etc.
- Axis 2nd spawn roof changed, (compared to GALS it's easier to get to roof now.)
- Added another exit out of Axis 2nd spawn to cool down on blocking.
- Gold in Bank moved forward.
- Added another entrance into Bank for allies to attack.
- West of Bank Courtyard I opened up a house, again to help allies capture gold.
- *Lots* of clipping removed, I'd say +50%. This gives a way more open feel for the player and more spots are accessible.
- Entities 2720 -> 1702
- MG near old 2nd Truck Barrier removed. Same goes to the one near 2nd Tank Barrier.
- Supply cabs in axis spawn moved to back alley near Bank.
fa_goldrush_b1 waypoints.rar
405 downloads
(0 reviews)Updated
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ET maps fa_italy_b1 and waypoints
By Lenovo
fa_italy_b1 Remake by =F|A=Smiley.
Big thanks to:
Prof. Tony
Vindstot
Lightray
B1 Changes:
- More roof access.
- 2nd entrance to flag courtyard.
- CP has been moved to avoid fall damage when leaving old CP spawn area.
- Axis spawn completely changed.
- Supply cabinets added at exit of Axis Spawn.
- Fences removed.
- New pathway from axis spawn to tower.
- 2nd hole will open when destroying tower wall.
- Flag courtyard cleaned up.
- Changed appartements.
- Secret room is now easily accessible.
- Removed a lot of clutter for more smooth gameplay.
fa_italy_b1.gm fa_italy_b1.way fa_italy_b1_goals.gm
411 downloads
(0 reviews)Updated
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fa bremen final - fa_bremen_final.pk3 and waypoints
By Lenovo
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.
fa_bremen_final waypoints.rar
810 downloads
(0 reviews)Updated
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mp sillyctf - mp_sillyctf.pk3 and waypoints
By Mufasa
The aim for this map has been to create a fast fun map and not spend time on inventing a new look, it has a classic base feel over it and has been inspired from mp_ctfmultidemo, wich even if it's ugly as hell and just a demonstration of how to implement ctf in rtcw, has a lot of good and fun action for 1on1 play. This map however is aimed for a higher player count, 3 per side is great fun but works well with 2on2 also. So here it is, Silly CTF, hopefully you will find this map a lot of fun to play with up and close battles. Best played without air strikes, artillery strikes and panzerfausts.
mp_sillyctf waypoints.rar
374 downloads
(0 reviews)Updated
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(0 reviews)
Submitted
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ctf_multi
By Mufasa
>>> Basic Information <<<
Author : Sierpik
Email address : Sierpik@KGB.pl
Irc : #wolfpl @ polska.irc.pl & irc.quakenet.org
>>> Map Information <<<
Game : Wolfenstein: Enemy Territory
Title : CTF Multi
Filename : ctf_multi.pk3
Release date : 2004-01-07
Decription : One of the most played maps in Return to Castle Wolfenstein,
thanks to which one can improve his skill. The objecitve is
simple - get the Radar Parts from your enemies respawn and
bring it to your own gates!
Program : SD Radiant 1.3.8
Build time : 3 days
Compile time : few seconds
Compile machine : AMD Athlon Thunderbird 1400, 256mb
>>> Info <<<
I decided to make this remake with reason of requesting many people which
played on this map in RTCW and wanted play on this map also in ET.
I made remek tkis map myself alone from the bases, after the example ctf_multidemo.
I think, you will enjoy of this map too!
I enclose olso orginal readmy file from ctf_multidemo -> mp_ctfmultidemo.txt
>>> Special thanks and Credits <<<
Clavish for technical help & testing
realIP for permission to release this remake his map
Sorry for my english, Greetings Sierpik
464 downloads
(0 reviews)Submitted
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(0 reviews)
Submitted
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UJE Italy - uje_italy.pk3 and waypoints
By Cumquat
About This File Required
Description:
(the readme file)
uje_italy waypoints.rar
359 downloads
(0 reviews)Updated
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uje_fueldump UJE_Fueldump - uje_fueldump.pk3 and waypoints
By CheepHeep
bspname: uje_fueldump
Briefing: The Allies are attacking an Axis fuel depot and must escort their Churchill AVRE Demolition Tank as it blasts through the defenses. The Axis can disable and delay the Tank with Panzerfausts, grenades, mines or explosives
uje_fueldump waypoints.rar
390 downloads
(0 reviews)Updated
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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!
780 downloads
- wolfenstein ET
- ET
- (and 2 more)
(0 reviews)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
598 downloads
(0 reviews)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
621 downloads
- vesuvius
- no earthquake
- (and 1 more)
(0 reviews)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
758 downloads
(0 reviews)Updated
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Venice (NE4) - venice_ne4.pk3 and waypoints
By Smileyyy
| May 23rd 2007
|-----------
------------
Version NE4
------------
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
450 downloads
(0 reviews)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
367 downloads
(0 reviews)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
359 downloads
(0 reviews)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
663 downloads
(0 reviews)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
359 downloads
(0 reviews)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.
386 downloads
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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
397 downloads
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