Maps
Wolfenstein: Enemy Territory Maps for Downloads.
1000 files
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UJE_00_xmas and waypoints
By Stavros
Axis must repair and steal the tank in Boozaka Town
They have an initial 15 minutes to complete the task.
There is a spawnflag inside the barbershop. Any team can capture the flag..
Players from any team will spawn in Boozaka Town when their team owns the flag inside the barbershop.
When the Axis have escorted the tank into the tunnel,
the spawns at Boozaka Town will be forced Axis, and the flag will disappear.
The Axis will also gain 10 minutes of extra mission-time when they have escorted the tank into the tunnel.
For the Allies it is crucial to hold the flag at Boozaka Town for as long as they can.
The Axis must escort the tank to the Ammo/Fuel-building at the other end of the tunnel.
The tank will start loading ammo when it reaches the Ammo/Fuel-building; This will take 30 seconds to complete.
The tank needs to be refueled with 8 fuelcans.
There are 3 locations where a total of 8 fuelcans are stored (3+3+2).
All fuelcans have to be delivered inside the Ammo/Fuel-building.
Hint: Use your map to locate the 3 fuelcan-stations (press "G"). If a station is empty, it will not be shown on the map.
When all fuelcans have been delivered at the Ammo/Fuel-building, The Axis gain 15 minutes extra mission-time.
The fuelcans will be used to refuel the tank.
The refueling of the tank takes about 48 seconds to complete.
You can see a fuelcan disappear every 6 seconds until the storage is empty
Hint: The Axis can destroy a wall to get easy access to the inner of the Spinner-fortress.
After refueling -¹-, the tank must be escorted to the river outside Spinnertal.
The Allies can build a barricade to force the tank to take a different route to the river.
There are actually 2 paths the tank can take.
It depends on the construction of the barricade which route the tank decides to take.
The long route. The shorter route:
There is a spawnflag at the Old Skool. Any team can capture this flag during the entire mission.
When the tank reaches the river, Axis must build a 3-stage bridge , and escort the tank into Braboheim.
Hint: The bridge can NOT be destroyed when the tank is on the bridge.
ThGatgets
Free drinks and games at the [uJE]Cafe
Be careful on the birds..
Pyranhas are not always hungry
Speedboat for fast transport from dock to dock
Analog clock
Tank-MGnest locking (tunnel & bridge)
About This File
set g_missileSpeed 0
g_missileSpeed
Description Sets the speed a panzer/bazooka missile travels at. Set to 0 or 2500 to enable default speed. Values over 300 are ignored if Guided Rockets are enabled. Parameters Type: integer Default: 0
uje_00_xmas waypoints.rar
250 downloads
Updated
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River Port - river_port.pk3 and waypoints
By Stavros
Map Type: OBJ Map Size: Medium Map Theme: Regular Attacker: Allies
// Mapname : River Port B1
// BSPname : river_port
// Released: November 2016
// Version : Beta1 /// 7th Version
Story:
Allied intelligence have found out about Axis testing V2 missile in one of their Submarines. While the missile could be launched underwater it would be devastating to New York, London and other Allied Capitals. A group of Allies special forces are sent to sabotage the mission and use the Axis weapon against theirselves.
Objectives:
Allies:
1] Escort the M8 Greyhound to the road facing their Headquarter
2] Destroy their Anti-Tank Gun
3] Destroy their Tank Barrier
4] Breach the Headquarter Entrace with the M8 Greyhound
5] Send a false command for the Axis U-boat to come to port
6] Steal the V2 Launch Code and secure it into the U-boat Controls
7] Construct a V2 launch hack at the U-boat Controls
8] Launch the V2 missile from the U-boat Controls
Axis:
1] Stop them from escorting their Tank
2] Defend the Anti-Tank Gun
3] Build a Tank Barrier to prevent them getting over the Bridge
4] Protect the Headquarter
5] Don't let them use the Radio
6] Protect the V2 plans
7] Deconstruct any hacks at the U-boat
8] Don't let them use the U-boat
river_port waypoints.rar
520 downloads
Updated
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CTF Toxic
By Stavros
Map Type CTF Map Size: Large Map Theme: Other
Game : Wolfenstein: Enemy Territory
Title : ctf_toxic
Filename : ctf_toxic_b3.pk3
Release date : 26/01/2010
Decription : This is a Capture the Flag map.
This gametype does not exist in ET so it is fully scripted in the map script.
The team with the most caps when the time runs out wins!
If there is no timelimit then the first team to 100 caps wins.
Note: You can only gain a point by bringing the enemies flag to your own,
if your teams flag has been taken by the enemy you have to return it
before you can make a point
So there is a good reason to defend your flag too
Programs used : NetRadiant 1.5.0
Photoshop CS3
Wordpad / Notepad
Compile Time : 743 seconds
Compile Machine : i7 CPU 920 @ 2.67GHz
12 GB RAM @ 2000mhz
Brushes : 11754
Entities : 286
Installation : Place the ctf_toxic.pk3 in your etmain folder, select it from the Host Game-menu or
bring down the console and type:
/map ctf_toxic
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Server Admin Info:
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- Map has 32 physical spawns per team, but the map probably can't handle 32 v 32 gameplay wise.
- Minimum amount of players for a good game: 8 v 8
- Maximum amount of players for a good game: 25 v 25
The maximum is a rough estimate, tested with a 15v15 and it wasn't very chaotic at all.
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Mappers Info:
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- If you want to make a CTF map be sure to check out my prefab here:
http://www.wolfmap.de/details.php?file_id=3489
(Also includes scoreboard system)
- Like the effects? Be sure to check out the shader file and read the manual
http://www.heppler.com/shader/
Tried to minimize the download by using effects on default textures.
You can even change the color of a default texture!
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Changelog:
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- B3 : Lightgrid fixed
Fixed some brushes / lights that weren't touching the roof
Worked on the FPS hit @ flags
Added "yeehaa" sound trigger when jumping from broken side
Turned toxic into func_group @ flags and middle area
- B2 : Adjusted map time from 15 - 20 minutes
Added more objdata
Adjusted Arena file
Adjusted Readme
- B1 : Initial Private release to test gameplay
260 downloads
Submitted
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Alps Trail Final - Alps_trail.pk3 and waypoints
By Stavros
Alps trail
Axis escort map
Made by Thunder
credits to:
- Teuthis for help on terrain shading
- Mateos for help on waypointing questions
- Macchute for help on finding wintertree models
- Kuna for his HUT prefab
well the whole twt crew really with informative feedback.
This is the only version I will release of this map, bugs or no bugs!
BUT, Source of the map will soon be released in our download section and therefore free to modify in any way you like..
Story line:
Axis forces needs to get the truck to the ammo depot and get the ammo onto the truck and further to the base on the other side of the alps.
meanwhile Allied forces has comed by ski to a nearby hut to sabotage the mission at any means.
Have fun and a really merry Christmas!
================================
updated version 25 dec 2015
changelog fixed:
-fixed script errors
-moved materials on 2nd bridge
-added wall at 1st bridge
-changes to tunnel and cave spawn
-clip so you cant run over mountain at tentspawn.
alps_trail waypoints.rar
280 downloads
Updated
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[UJE] Temple X-Mas - UJE_xmas_maps.pk3 and waypoints
By Stavros
'UJE Temple X-Mas' is part of 'UJE Xmas Maps' mappack.
Several snowmen, christmas trees and another xmas decorations added.
Bsp name: UJE_temple_xmas.bsp
Pk3 size: 32,5 MB
Allies objectives:
• Primary: Build the Tank Bridge and escort The Tank.
• Primary: Destroy the 1st Tank Barrier.
• Primary: Destroy the 2nd Tank Barrier.
• Primary: Escort The Tank and destroy The Temple Doors.
• Primary: Destroy Wooden Barrier in the sarcophagus room.
• Primary: Steal the Gold Crate and deliver the Gold Crate to Tank.
•• Secondary: Capture The Flag at the Ruins of the Church.
•• Secondary: Construct the Command Post.
Axis objectives:
• Primary: Construct 1st Tank Barrier.
• Primary: Construct 2nd Tank Barrier.
• Primary: Construct the Wooden Barrier in the sarcophagus room.
•• Secondary: Construct the Command Post.
•• Secondary: Construct MG Nest at 2nd Tank Barrier.
==============================================================================
README File:
Xmas maps pack
This pack is made for xmas to have a nice feeling with these days
Maps in this pack are:
*UJE_Oasis_xmas
*UJE_goldrush
*UJE_temple_xmas
If you use these mappack then i hope you have fun with it.
Thanks to all original makers of these maps and for making these .maps public.
Also thanks to all model makers like ischbinz and berzerkr for textures.
Keep the game alive guys and girls.
uje_xmas_maps.rar
266 downloads
Updated
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Chicken Bucket final - bucket_v2.pk3 and waypoints
By Ann!b@l
Name: Chicken Bucket final2*
File Name: chicken_bucket_v2.zip
Info:
OBJECTIVES (ALLIES):
1 "Primary Objective:Don't let the Axis control the jukebox."
2 "Primary Objective:Play the Allied song on the jukebox."
3 "Secondary Objective:Don't let the Axis construct a Command Post."
4 "Secondary Objective:Build a Command Post to reduce the time between reinforcements."
OBJECTIVES (AXIS):
1 "Primary Objective:Keep the jukebox playing with the Axis song."
2 "Primary Objective:Don't let the Allies take over the jukebox."
3 "Secondary Objective:Construct a Command Post to reduce the time between reinforcements."
4 "Secondary Objective:Prevent the Allies from constructing a Command Post."
- Overview: what was supposed to be a peaceful meeting at a popular fast food place turned into a warground over the jukebox, given the conflicting musical tastes. After both sides constructed a Fort Concrete, the fight was on to see who will be the Bucket Masters!
- Map Information:
Filename: bucket_v2
Menu Name: Chicken Bucket
Gametypes: wolfmp wolfsw
Players: Up to 32 per team is supported
Chicken Bucket by Tasian
bucket_v2 waypoints.rar
360 downloads
Updated
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Transmitter Final - transmitter.pk3 and waypoints
By Unknown
Map type: OBJ
Map size: Large
Attacker: Allies
*Story:
Civilians manipulated by the Volksempfänger's propaganda program are resisting the allied forces.
To break the resistance, Allies have to overtake a local Transmitter, which is amplifying the master-signal from Berlin for local receivers.
They have to manipulate the transmission-frequency by installing a radio Modification Kit on the Transmitter.
The Allies also have to rotate the Antenna towards their pirate sender.
*Objectives:
ALLIES
------
- Construct the Bridge.
- Carry the Modification Kit to the Transmitter-Station inside the Castle complex.
- Rearrange the Antenna towards our pirate sender.
- Infiltrate through the Tunnel Grate.
- Capture the Forward Hut from the Axis.
- Destroy the Serpentine Barricade to secure the Forward Hut.
- Stop the Axis from constructing a Command Post in the Forest Hut.
AXIS
----
- Prevent the Allies from building the Bridge.
- Don't let the Allies carry the Modification Kit to the Transmitter.
- Prevent the Allies from rearranging the Antenna towards their pirate sender.
- Defend the Forward Hut from the Allies.
- Defend the Serpentine Barricade from Allied sabotage attempts.
- Stop the Allies from constructing a Command Post in the Forest Hut.
[iMPORTANT NOTE]
Serveradmins might raise their HUNKMEG configuration. In some cases, the server may crash with custom maps. oO? Ours didn't.
Hunkusage of Transmitter (may vary): 49.689.216 Byte (Client) 45.419.616 Byte (Server)
[/iMPORTANT NOTE]
This map is not built with competitive gaming in mind. Its built for public fun.
So please, don't start moaning that it might be unbalanced. We tried to balance it as good as possible, providing alternative routes.
transmitter waypoints.rar
440 downloads
Updated
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Rommel GA Final - rommel_ga.pk3 and waypoints
By Unknown
rommel_ga waypoints.rarMap type: OBJ
Map size: Large
Objectives:
Allied Objectives
1. Breach West Gate
2. Breach East Gate
3. Capture the Forward Spawn
4. Steal the Key Card
5. Transit thru the Tank Depot
6. Construct the Command Post
7. Use CP to Change the Team Door
8. Spawn at the CP-Controlled Spawn
9. Deliver Key Card to Cistern
10. Destroy the Cistern Controls
Gameplay Notes
# Map is designed for 12-28 players
# Allies are on offense
# Allies can gain access to the cistern before access card is delivered but cistern controls cannot be blown up unless key card has been capped
# If the allies build the CP, the team door by the Tank Depot becomes accessible to everyone and the allies gain a 5 second respawn advantage
# Once West Gate has been blown, the forward spawn point becomes a permanent allied spawn
rommel_ga waypoints.rar
416 downloads
Updated
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Base 47 Final - base47.pk3 and waypoints
By Unknown
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Map Story
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At Base 47 everything is normal, the Axis are unaware of the Allied plans to attack the base tonight. A truck has broken down in the main access tunnel leaving the gate open. Will Axis defend Base 47 or will Allies defeat them?
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Map Objectives
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Allied Objectives
Primary objectives:
*Steal the Secret War Documents and transmit them at the radio room.
*Destroy the Radar Tower in the Base.
Secondary Objectives:
*Destroy the Sewer Door for an extra route into the base.
*Construct the Command Post.
Axis Objectives:
Primary objectives:
*Stop the Allied forces from stealing the Secret War Documents documents from the office.
*Prevent the Allies from destroying the Radar Tower.
Secondary objectives:
*Stop the Allied forces from detroying the Sewer Entrance Door.
*Construct the Command Post.
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base47 waypoints.rar
311 downloads
Updated
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JFF Playground - jff_playground_b1.pk3 and waypoints
By Unknown
##################### GENRAL INFO #############################
MAP Name: JFF_Playground_b1
Game: Enemy Territory
Version: beta 1
Author: papaschlumpf [JFF]
Date: 04.01.2006
website: http://www.jff-funclan.de/
###############################################################
##################### MAP DESCRIPTION ###########################
English:
Both sides have to steal the enemys gold and build the one command post
in the church. Only the side wich have stolen the gold and build
the command post can win the match. There is no default way, to steal
the gold and build the command post. You can first build the command post
and then steal the gold or invert.
#################################################################
Objectives:
-> Allies and Axis:
-> Attack:
.) Steal the enemys gold.
.) Build the command post
-> Defend:
.) Defend the gold
.) Don't let the enemy build the command post
#################################################################
#################################################################
jff_playground_b1waypoints.rar
254 downloads
- playground
- jff
- (and 1 more)
Updated
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MLB Bergheim (Beta 9) - mlb_bergheim_09.pk3 and waypoints
By schNee
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."
mlb_bergheim_09 waypoints.rar
298 downloads
Updated
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City of Lost Children Final 2 - lostchildren.pk3 and waypoints
By Ann!b@l
Title : city of lost children
BSP Name : lostchildren
Author : Here
Game : wolfmp
Description : a map based on the movie
* MAP Information *
New Textures : none
New sounds : none
* Construction *
Base : none
Build programs : q3map
Editor used : q3radiant!
Other programs : bspc-gui
Known Bugs : none
Axis:
The Axis powers go at this map on the defensive! By all means that are available on the Axis powers they need to protect valuable papers. it must Between the narrow waterways and corridors the Allies under no circumstances be able to gain the upper hand and the blockades Freizusprengen. Did the Allies broke through the house wall there is retreat to the ship, so that the Allies are not able to forward the papers by radio to their headquarters.
Allied:
The Allies must especially rely on Enge kidneys because they have to blow up the many blockages in this Map. Also command centers and MGs must be built with the help of pliers. Is the path to the documents / papers forced open and have broken through the house wall with dynamite, the documents are retrieved and are brought safely to the ship. The ship is in the harbor behind to erupting house wall. In the ship itself, the path is not as wide, since the papers have to be brought to the top floor and transmitted by means of the radio. If the documents are on target, the Allies have won the match.
Special features of the Map:
Well what is special about this Map. First of the map has been drawn up by the French. Filmmaker JP Geunet after the movie "city of lost children". Who plays this map should therefore be reflected in the Kullisse the film. It is striking that the map is divided into two zones. One zone is in the documents, between the narrow streets. The other zone is behind to erupting house wall. To understand this it is best times on ingame to the house wall and beyond this. Now if you go Duch going to the other side, you should understand what I mean.
Graphic implementation:
The graphic implementation is actually fine. the red house walls can use the map in a "blush" appear. The sky is dark with brownish elements and fits well with the general design. unfortunately lacks a little variety in detail. It seems as if every corner of the same, especially because there are narrow streets you see after some time only red tiles. The blast end of the Allies Hauswand would ach may be a little more details tolerated. In the next version so takes a little more love be plugged into detail.
playability:
The map is not only with a large 17.7 MB map but also on the wide forth. To empfelen this map is for many players (at least 12) since otherwise hurtling only through the alleys. the more players, the slower will be the match for the many alleys and recesses give good coverage for campers. Is the path to the documents only forced open, it will be difficult to bring the documents on this long way to the ship. In whole, it makes be fun this map to play with many players.
lostchildren waypoints.rar
264 downloads
Updated
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CTF Staatsschutz Frag Arena (Final) and waypoints
By jdiawthos
Both teams need to capture 8 enemy flags to win!
ctf_ss.gm ctf_ss.way ctf_ss_goals.gm
313 downloads
Updated
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Tank Race Beta 1 and waypoints
By daredevil
Rating ENABLED for this map. Map Type: OBJ Map Size: Small Map Theme: Other Attacker: Both
Description:
(the readme file)
-------------------------------------------------
Basic Information
-------------------------------------------------
Author : Frank "WeeBull" Helling
-------------------------------------------------
Textures missed were fixed by:|WF|Doofy|
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Map Information
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Game : Return to Castle Wolfenstein: Enemy Territory
Title : Tankrace_b1
Filename : tankrace_b1.pk3
Release date : 24-11-2005
Description : my first playable map.
Program : SD Radiant 1.4.0
Build time : Couple of months...way too long
Compile time : 10 minutes
Compile machine : AMD Athlon 1200 mHz, 512mb, GeForce 4 MX 4000 128 mb
Installation : Place the tankrace_b1.pk3 to your etmain folder, find a server running the map or
bring down the console and type: map tankrace_b1.
New Textures : Yes, 7 home made + a home made sky set.
New Sounds : Yes, all VO's, 38 in total.
New Models : Nope
-------------------------------------------------
Info!
-------------------------------------------------
#. Version info:
First Beta version
Like Drakir said: "There is no such thing as a final version!"
How to play!
Axis:
#. Stop the Allies from repairing their Tank.
#. Disable the Allied Tank to prevent it from being escorted one round.
#. Repair your team's Tank.
#. Protect the Tank and escort it one round.
#. Prevent the Allies from building the Command Post inside the tower.
#. Build the Command Post inside the tower.
Allies:
#. Repair your team's Tank.
#. Protect the Tank and escort it one round.
#. Stop the Axis from repairing their Tank.
#. Disable the Axis Tank to prevent it from being escorted one round.
#. Build the Command Post inside the tower.
#. Prevent the Axis from building the Command Post inside the tower.
tankrace_b1 waypoints.rar
tankrace_b1.gm tankrace_b1.way tankrace_b1_goals.gm
476 downloads
Updated
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Canyon Depths beta 7 - canyon_depths_b7.pk3 and waypoints
By Buckwild
Canyon Depths beta 7 - Public
=============================
For testing purpose, feel free to distribute ❤️
Please send bug reports to itekimasu@gmail.com (mail, msn).
Musics used :
Desert : Yoko Kanno - Digging My Potato
Castle : Django Reinhardt - Montmartre
Caves : Saint Seya - Zodiac Theme
08/2007 - 02/2011
By Yatta_Yatta-O_o
mappa.yatta@gmail.com
Thanks to :
- the ET mappers community at splashdamage.com forums,
- the ETF team for sharing their server for 2011 tests - special thanks to Nosi and RazorSword,
- Chrucker for his ET scripting reference/tutorial website,
- the CFB and ROP teams for older tests and for their patience with crippled early versions,
- Google for searching documentation, help & resources
Canyon Depths is a huge ET map that uses more space than most.
The mapper took advantage of the fact that maps are a large cube.
It starts outside, high in the cube.
Tank breaks through underground and winds down underneath the path...
Since It's so large, Clients and servers need to raise Their com_hunkmeg setting to at least 90(default 50).
Axis spawn at the tank, But It won't move till fuel is stolen from fort and tank refueled.
Axis must escort tank(no driving) past fort and barrier, Then tank needs 5 fuel cans and
2 objectives(hidden nearby) to continue. Then tank needs mobile bridge driven to water so
It can cross. Then tank breaks through underground for a long journey to break into keycard
objective that opens path to garage door switches. Once opened, Tank proceeds...Then Axis
need to sneek through base to throw 2 switches so tank can proceed. Once tank crashes...
Then They can go for final objective.
canyon_depths_b7 waypoints.rar
328 downloads
Updated
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Tower Beta (23)
By Kurdich
Axis and allies must try to win there are points who stay more up hes gonna win on that up up thing xd and there is a system counting who is gonna stay up there 999point idk i think every 10-20point is 1-2sec.
269 downloads
Submitted
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Springfield_pb and waypoints
By DFighter
Description
wm_mapdescription allied "Steal the plutonium from the powerplant"
wm_mapdescription axis "Stop the allies from stealing the plutonium from the powerplant"
wm_mapdescription neutral "Allies have to steal the plutonium from the powerplant"
Allied objectives
1 "Primary Objective: Steal the Truck from the Simpsons House."
2 "Primary Objective: Escort the Truck."
3 "Primary Objective: Blow the way free to reach Moes Tavern."
4 "Primary Objective: Steal the Plutonium."
5 "Primary Objective: Escape with the plutonium."
6 "Secondary Objective: Establish a Command Post inside the Simpsons House"
7 "Secondary Objective: Prevent the Axis from fortifying their position with a Command Post inside the Simpsons House."
Axis objectives
1 "Primary Objective: Don't let the Allies steal the Truck."
2 "Primary Objective: Stop the Truck."
3 "Primary Objective: Don't let the Allies destroy the blockades."
4 "Primary Objective: Protect the Plutonium."
5 "Primary Objective: Don't let the Allies escape with the Plutonium."
6 "Secondary Objective: Prevent the Allies from establishing a Command Post inside the Simpsons House."
7 "Secondary Objective: Set up a Command Post inside the Simpsons House."
springfield_pb.gm springfield_pb.way springfield_pb_goals.gm
271 downloads
Updated
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Byzantine Beta2 and waypoints
By DFighter
Description:
(the readm
Long Name: Byzantine
Short Name: Byzantine
Summary:
Byzantine is a large, dual-objective, city-themed map. The original inspiration was the city of Istanbul, but it has since changed to a point where it no longer bears any resemblance to that city, save for a couple of place names.
Overview:
- Dual objective
- City themed
- Built for 20+ players (minimum)
- Both sides must cap two objectives
- One objective is behind a dynamitable door, the second objective is behind a constructable wall/fence and must be disassembled (1.5 chargebar) first in order to uncover the returnable objective
- 2 level command map
- Overview graphic is included in .zip file or can be found at: http://planetwolfenstein.com/4newbies/maps/byzantine-summary.jpg
Recommended Player Load: 20+ players, large map. Has been tested on a 60-slot server and seems to hold up under a lot of people
Gameplay Notes:
- There is a passage thru the middle from the Docks to the Mosque, which has a team door on either end. Therefore, this can only be used if you have a covert with a uniform
- The command post and forward spawn are near the Mosque. The only midfield East-West route is via the Mosque courtyard. The forward flag is placed halfway between the spawn points and the objectives for each side
- Ammo and health cabinets are in seperate stores in the middle of the Covered Market (Kapali Carsi)
- Stairwells into cistern level are labeled as Yerabatan Saray (Basilica Cisterns) and Cemberlitas Hamami (Cemberlitas Baths)
Known Issues:
- There are some spots where spectators can see over the tops of buildings and will see either the lightmap or will see untextured faces. I tried to minimize this as much as possible without adding new geometry to the map
Thanks:
- Everyone on the Splash Damage mapping forums for putting up with a lot of n00b questions
- Mean Mr. Mustard for helping me figure out why my scripts weren't working
- Drakir for a fabulous forward spawn point prefab w/ script as well as a couple other prefabs- highly recommend this (www.sikstrom.nu/rikard/prefabs.htm)
- Hummer for making the trans_red version of the secret docs model, and making both versions of the gold
- Seven_DC for a great neutral command post prefab w/ script (voima.dyndns.org/~seven/prefabs_neutralcommandpost.zip) - highly recommend this
- ^WJ|Apple for some of his Dubrovnik textures (edits of some mediterranean textures from mapcenter.com)
- Team Wolfjaeger for lots of creative input
- Team Charter's Phalanx for additional input and for putting the map up on their server
- Sock and his Simland site for some of the Egyptsoc_ textures
- trh.searchturkey.com/iznik_tiles/ for graphics of Iznik tiles used on the mosque and in the market
- Art from Subverse (mapcenter.com)
- MG42 prefabs by Deathstick (available from www.sikstrom.nu/rikard/prefabs.htm)
- A few posters by Dawg
- Trash models and textures from Black Rayne
- Feedback, comments, and suggestions from a ton of people. For those who took the time to provide meaningful feedback, I tried to tastefully work your name into the map somewhere.
- Thanks to Rogue, shaky, and Stickboy for lots of super bug finding and gameplay assistance all the way through this project ... thereby helping to keep me sane
Additions since last release:
- Broke up the skyline somewhat (b3)
- Added signage (b3)
- Fixed the .sps file (b3)
- Added the tracemap (b3)
- Added clutter to the streets (b3)
- Replaced all the windows (b3)
- Created some more second story sections (b5)
- Added 2 constructable machineguns (b5)
- Revamped the two-teamdoor passage (b5)
- Eliminated one major passageway along the east side of the map, the one which allowed teams moving from their spawn points to totally miss each other (b5)
- Seperated Axis and Allied spawns into 2 seperate selectable spawn points each. (b5)
- Added period posters at random spots in the map. Unfortunately, couldn't find any in Turkish (b5)
- Clipped the crap out of a bunch of building tops (b7)
- Changed the texture on the mosque from marble to white stucco. Should make it less bright for those who max out their competition brightness settings (b7)
- Added ladder access from market interior to upper passage (b8)
- Retextured cisterns and baths (b8)
- Replaced models (normal and trans_red) and command map icons for radio codes and axis gold (b8)
- Replaced construction crate command map icons for the radio/radar cabinets (b8)
- Improved edge of map, by water (b8)
- Opened up top of market (b8)
- Added store fronts to outside of market (b8)
- Started axis safehouse and dock warehouse doors constructed at game start (b8)
- Open up more access to the roof of the covered market (b8)
- Added storefronts to the outside of the covered market (b8)
- Added more signage (b8)
- Added more lighting (b8)
- Fixed some light leakage in the German Embassy and the two rooms overlooking the Mosque Courtyard (b8)
- Added a ramp of clip material in the baths to address issue of people getting hung up on the bottom stairs (b8)
- Edited the objdata file to make it more apparent that this map is dual-objective and that each side has two objectives to capture and secure. You will see this when you are a spectator and open the limbo menu (b8)
- Moved Allied constructible MG forward a bit (b9)
- Added some more lighting and fixed light leakage (b9)
- Added garbage cans and park benches (models from Black Rayne) (b9)
- Significantly lowered the clip ceiling, at about the 3-story level (final2)e file)
byzantine waypoints.rar
441 downloads
Updated
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bremen_truckmod - bremen_truckmod.pk3 and waypoints
By Buckwild
Forever, Axis have been complaining that They can't win.
Alpha version: Truck can be damaged, Also: No landmines.
Game : Wolfenstein: Enemy Territory
Reworked by : Sid & Etch
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Description:
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Allied spies undercovered details of an Axis plan
to transport a fortune in gold to a more secure location.
The Allies have planned an attack to intercept the gold
during its stopover in Bremen.
Axis objectives:
- Stop the Allies from stealing the gold.
- Stop the Allies from destroying the Main Entrance.
- Hold the forward spawn.
- Stop the Allies from constructing a command post, or destroy it if it has been made.
- Be alert, the Allies may attempt attack through a side door. Don't let them satchel the side door.
- Stop the allies from powering up the generator. Defend the keycard.
- Don't let the Allies steal the truck.
- Build the truckbarriers to hinder the Allied escape.
Allied objectives:
- Steal the truck with its load of gold.
- Blow open the Main Entrance to push through the city.
- Take control of the forward spawn.
- Construct the command post to activate a forward spawn.
- Satchel the side door to gain additional access.
- Use the keycard to power up the generator.
- Repair and steal the truck.
- Don't let the Axis hold up the truck with a truck barrier.
Spawntimes:
Axis 30
Allies 20
bremen_truckmod waypoints.rar
331 downloads
Updated
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Decay_b2
By Dynasty
here is a video of the map
http://plays.tv/s/Kk-2uwNbRJcp
and screenshots
http://imgur.com/a/o4Eci/all
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.
242 downloads
Submitted
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F|A Base v2 and waypoints
Second version of the F|A Base - Enemy Territory map
Bugs fixed, new things added.
INFO: http://fearless-assassins.com/topic/78635-re-publishing-fa-base
fabase.gm fabase.way fabase_goals.gm
538 downloads
Updated
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Teutoburg Forest Final - teutoburg_forest.pk3 and waypoints
By AnG3L
Storyline
The Allies have surrounded the famous Teutoburg forest, an impervious forest in northwest Germany. The Axis are hiding a substantial amount of gold in the forest. The Axis are trying to escape from the forest with the gold. The Allies are trying to prevent this for all costs.
Story short and punchy:
Axis are trying to escape from the forest and Allies have to prevent this.
Objectives:..
Axis:..
1:..Escort the truck with the gold to the nearby train station
2:..Destroy the main entrance
3:..Escort the truck over the bridge
4:..Load the gold on the Train
5:..Escape with the gold from the forest
Allies:..
1:..Prevent the Axis from reaching the train station with the gold
2:..Prevent the Axis from destroying the main entrance
3:..Prevent the Axis from escorting the truck over the bridge
4:..Prevent the Axis from loading the gold on the train
5:..Prevent the Axis from escaping with the gold from the forest
Written by JoNny 1th Feb 2016
teutoburg_forest waypoints.rar
290 downloads
Updated
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1944 Huertgen Forest and waypoints
By (Snake)
1944: Huertgen Forest was thickly wooded, cut by steep defiles and trails. The Axis built deep, artillery-proof bunkers, surrounded by fighting positions.
AXIS - The Allies are attempting to steal valuable supplies from the Axis Truckyard, stop them at all costs!
ALLIES - The Axis Truckyard contains valuable supplies. We must secure them to claim victory in the Forest!
1944_huertgen_final2 waypoints.rar
300 downloads
Updated
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Circle Jump
By Shana
Trickjump map
It's quite big map and contains lot's of jumps
Allies
-first jump is great to train starting.
-easier jumps
Axis
-harder jumps
air Strafing/Ice/wall verticals/curved walls
263 downloads
Submitted
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Neko Jump 4
By Shana
Trickjump map.
Allies
-easier jumps, and they are getting harder with each next jump(part)
-after allies finish all their jumps, they can go through harder jumps from axis.
Axis
- Hard jumps from start, they don't have to make all allies easier jumps.
Strafing/Ice/Vertical walls
233 downloads
Submitted
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