Maps
Wolfenstein: Enemy Territory Maps for Downloads.
1008 files
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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
578 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
=======================================================
Description:
=======================================================
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
387 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.
294 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
599 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
354 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
354 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
314 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
284 downloads
Submitted
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Piyo-FunJumps_R2
By Shana
Trickjump map.
Allies:
-Easy jumps, great for starters.
-Medium jumps, for those who know how to trickjump.
Axis:
-Insane & Something, for those who like challenge.
Strafing/Ice/vertical walls
346 downloads
Updated
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Teuthonia Final - teuthonia_final.pk3 and waypoints
By Unknown
The final version of Teuthonia has now been released by Teuthis.
=== New Map Features ===
- A second bank entrance has now been created
- There are more obstacles to provide cover at both axis spawns
- There's a new tunnel system
- A new balcony near axis the spawn to allow sniping (but just a bit)
- Texture and script errors have been fixed
- Lots of new models added too
"I do not plan to come up with another version as I wanna close this chapter in order to move on with some new map projects. Nevertheless, I appreciate feedback, either positive or negative, it doesn't matter." - Teuthis
----------------------------------------->
| Objectives:..
| Allies:..
| 1:..Repair the tank
| 2:..Escort the Tank and destroy the tank barriers
| 3:..Escort the Tank into position to blow up the bank door
| 4:..Steal the gold and bring it to a nearby truck
| 5:..Escort the truck
| 6:..Build a Command Post for faster charge times
| 7:..Stop the Axis from constructing a Command Post
|----------------------------------------->
| Axis:..
| 1:..Prevent the Allies from repairing the tank
| 2:..Build up the tank barriers
| 3:..Prevent the Allies from blowing up the bank door
| 4:..Stop the Allies from stealing the gold
| 5:..Stop the Allies from escaping with the gold
| 6:..Stop the Allies from constructing a Command Post
| 7:..Build your Command Post for improved charge times
|----------------------------------------->
teuthonia_final waypoints.rar
595 downloads
Updated
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ET-Assault Beta 4 - et_assault_beta4.pk3 and waypoints
By Unknown
Rating ENABLED for this map. Map Type: OBJ Map Size: Large
This map was inspired by the map mp_Assault of Return To Castle
Wolfenstein by Id/Nerve.
In the beginning this map was just thought as some kind of test
map for Enemy Territory Editing for myself. But when progress
went on people who have seen the map convinced me to finish it
and make it official.
The map and pk3 include a few textures and models taken from
rtcw, hope nobody will be too mad about me using them, but
actually i'm not having the neccessary knowledge of making my
own models.
Thanks to everbody who helped me out when i had some ugly
problems/bugs and thanks to n0Lame for beta testing
et_assault_beta4 waypoints.rar
472 downloads
- assault
- et-assault
- (and 3 more)
Updated
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rocketrace_final2 pk3 and waypoints
By Syroox
Axis:
Primary objective:
- Steal ALL construction materials for the Rocket stages and escape
with it to the room behind the MG Wallhole near Command Post
Secondary Objective:
- Construct a command post
- Take the forward spawn for a shorter way to construction materials
Allies:
Primary objective:
- Steal ALL construction materials for the Rocket stages and escape
with it to the room behind the MG Wallhole near Command Post
Secondary Objective:
- Construct a command post
- Take the Forward spawn for a shorter way to construction materials
*Screenshots are coming soon*
rocketrace_final2.way
275 downloads
Updated
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monkey_island and waypoints
By hobbit
-------------------------------------------------
Basic Information
-------------------------------------------------
Author : Rolator
Email address : kaffeejunkie@gmx.de
Webpage : http://www.rolator.de.vu
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Map Information
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Game : Return to Castle Wolfenstein: Enemy Territory
Title : Monkey Island Final
Filename : monkey_island.pk3
Release date : 2004-04-01
Decription :
Program : SD Radiant 1.4.0-rc2
q3map2 parameter: (Final) BSP -meta, -vis, -light -fast - filter -samples 2 -bounce 8
Build time : (with breaks) 5month
Compile time : 20 minutes
Compile machine : AMD Athlon XP2800, 512mb
Installation : Place the monkey_island.pk3 to your etmain folder, select it from the multiplayer->create server menu or
bring down the console and type: map monkey_island.
Custom Textures : no
Sounds : the monkey;)
Custom Models : no
Patrol Points : yes
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Info!
-------------------------------------------------
Release note Final:
It`s done... the f***in fog-bug (kick and cab u know what i mean) had waste a lot of time and nerves.
Release note b6:
Due to some suggestions and some practical (thx to my clan "blackSheeps" for server hosting) i have chanced the
ammo cabinets to medic cause its a small fun-trainingsmap and the most players dont chose a medic for 1on1. if u like the
ammo cabinets take the version b4!
This is a small fun map for 6 players at most I think
I was bored of little "fun" maps (i play to have fun;) without objectives, that makes ET for me attractive! So the flag holding team
spawns right away and wins at the end of the roundtime!
And as a special feature: Patrol Points. Stay 15 sec on the roof-top of ur bunker and dislock a medic cabinet. The First time i tryed
this.... i think a nice feature.
I hope u enjoy playin this map.
Play fair and cheating sucks!
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Thanks to:
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ydnar for the shaderlab_1337 pak
G0-Gerbil for his exellent PatrolPoint SampleMap
http://theburrow.fragland.net/tutorials/downloads/patrolpoints.zip
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Special thanks and Credits to:
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KaschZappa for test´in and hardware;)... "bS.cab","bS.em@cs","bS.dr4z43l","bS.K!ck" and the rest of my clan
And all the Guys @ www.level-designer.de specally: michi.be,Ron-007,asw,BeoWulf...
--> Good Job! Without them I would never start to make Maps.
-------------------------------------------------
Copyright © 2004 "Rolator" all rights reserved
This level may be electronically distributed only at
NO CHARGE to the recipient in its current state, MUST
include this .txt file, and may NOT be modified IN
ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE
DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR
WRITTEN PERMISSION.
-------------------------------------------------
monkey_island.way
313 downloads
Updated
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Monte Cassino (Final 2) and waypoints
Mission:
Italia 1944, The Allies have to steal the secret Documents, we located them in a Monastery Monte Cassino
Axis objectives
1 "Primary Objective:
Stop the Allies from stealing the Gold Bars from the Monastery Monte Cassino."
2 "Secondary Objective:
Stop the Allies from escaping with the Gold Bars from the Monastery Monte Cassino."
3 "Secondary Objective:
Prevent the Allies from constructing an Assault Ramp up the West and East side of the Mountain."
4 "Secondary Objective:
Defend the Main Entrance."
5 "Secondary Objective:
Defend the Side Entrance."
6 "Secondary Objective:
Capture the Forward Bunker in a Church."
7 "Secondary Objective:
Stop the Allies from constructing a Command Post."
8 "Secondary Objective:
Prevent the Allies from establishing a Water Pump."
Allied objectives
1 "Primary Objective:
Steal two crates of Gold from the Monastery Monte Cassino."
2 "Secondary Objective:
Escape with the crates of Gold to the Alliies Startpoint."
3 "Secondary Objective:
Construct an Assault Ramp up the West and East side of the Mountain."
4 "Secondary Objective:
Destroy the Main Entrance."
5 "Secondary Objective:
Destroy the Side Entrance."
6 "Secondary Objective:
Capture the Forward Bunker in a Church."
7 "Secondary Objective:
Stop the Axis from constructing a Command Post."
8 "Secondary Objective:
Repair the Water Pump."
monte_cassino waypoints.rar
monte_cassino.gm monte_cassino.way monte_cassino_goals.gm
523 downloads
Updated
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Adlernest Roof B1 - adlernest_roof_b1.pk3 and waypoints
By MorpHDoC
Adlernest Roof B1
Modified with DerSaidin's permission.
Alternations:
- Roof access added from CP spawn and axis spawn after the controls are blown
- Added access to the abyss with rope exit leading to under axis spawn
- Bug jump on the roof removed
- Added rocket launcher (can be used once only), which creates a hole in the roof (near the ammo packs)
- Removed walls next to the ammo packs
Modified by KiSsMySeXyAsS a.k.a. MorpHDoc
adlernest_roof_b1 waypoints.rar
384 downloads
Updated
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El Kef Final - el_kef_final.pk3 and waypoints
By Unknown
Map Type: OBJ
Map Size: Medium
Attacker: Allies
Map Description:
-----------------
El Kef is a city taken over by the Axis forces in order backup and cover the Tunisian coast.
An allied squad is sent over to El Kef to rob a radio transmitter so Axis forces can receive the
crypted messages of Axis defense points.
The map is split in 2 main sections:
- A first section where the aim is to rush for a forward spawn flag and destroy a main entrance
gate. This section is similar to the first part of oasis because the flag and objective are close
and a team door allows an attacking team covert ops to open a direct access to the final objective
- A second section where the aim is to steal an objective and return it to a truck. There are several
ways of reaching this objective, and an important one is a command post which provides an advanced spawn
for the team that sets it up.
Map Contents:
-----------------
- 1 neutral command post
- 3 different spawns for allies, 2 for axis
- 1 objective to rob (radio transmitter)
- 1 extraction point (truck)
- 2 constructible defenses for the defending team (satchel breakable)
- 1 health & ammo rack
el_kef_final waypoints.rar
420 downloads
Updated
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Caen 4 Final - caen_4.pk3 and waypoints
By Unknown
Instructions:
-------------
Place caen_4.pk3 into you "Wolfenstein - Enemy Territory/etmain" directory.
Gamemodes supported:
--------------------
Objective, stopwatch. LMS not supported
OBJECTIVES (ALLIES):
1 "Primary Objective:Defend the town."
2 "Primary Objective:Prevent the Axis from repairing the tank."
3 "Primary Objective:Stop the tank from crossing the river."
4 "Primary Objective:Don't let them break into Battalion HQ."
5 "Primary Objective:Protect the maps."
6 "Primary Objective:Do not let the Axis get away with our maps."
7 "Secondary Objective:Establish a Command Post inside the town hall."
8 "Secondary Objective:Prevent the Axis from fortifying their position with a Command Post."
OBJECTIVES (AXIS):
1 "Primary Objective:Take control of the town."
2 "Primary Objective:Repair the tank."
3 "Primary Objective:Escort the tank across the river."
4 "Primary Objective:Break into the Allied Battalion Headquarters."
5 "Primary Objective:Steal the maps."
6 "Primary Objective:Escape with the maps."
7 "Secondary Objective:Prevent the Allies from establishing a Command Post."
8 "Secondary Objective:Set up a Command Post inside the town hall."
Change log
###################
If you do not want to add additional filesize to server,
use the non-pk3 version (caen_fixes.zip). If you want some visual/acoustic improvements, use the pk3.
caen_4 waypoints.rar
604 downloads
- caen 4 final
- caen
- (and 1 more)
Updated
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Adlernest HNS - adlernest_hns.pk3 and waypoints
By Unknown
Changes from Adlernest final:
Added elevator from abyss to corridors and roof
Ladder access to the roof from CP
Clipped mountains and gaps
Removed a wall and added a door near ammo racks
Added holes into walls around abyss
Added rock steps from abyss to the bridge
adlernest_hns waypoints.rar
486 downloads
- hns
- hide and seek
- (and 2 more)
Updated
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Barroca's Base Beta 8 and waypoints
By Unknown
Rating ENABLED for this map. Map Type: OBJ Map Size: Medium
barrocas_base_b8 waypoints.rar
337 downloads
Updated
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AA-Guns Final and waypoints
By Unknown
Map Description:
----------------
The axis forces are retreiving in hurry from north africa
and are gathering the ammo storaged in a bunker.
The allied forces are about to destroy this low guarded axis
ammunition bunker.
Objectives:
----------------
1. Destroy / protect the Axis north bunker door
2. Destroy / protect the Axis southbunker door
3. Destroy / protect the Axis ammo storage
4. Build command post
Map Features:
--------------------
- command post
- Ammo and health cabinets
- some custom textures
- custom shaders
aa-guns waypoints.rar
337 downloads
Updated
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Norwegian Battery b6 and waypoints
By Belo
Story: its the late summer of 1943 and the axis are loosing control over the north sea. The allied has noticed that and a new power is growing in the allied forces. The allied high comand has desided to use the new mobility over the north sea to attack german bases in norway.
But before they can start the offensive they need to destroy a battery so they can get close into the rocky beaches with their battleships..
Mission: the allies need to unlock the battery with a keycard and then destroy the guncontrols.
Map by oVe - TheWolfTeam.
norwegian_battery_b6 waypoints.rar
340 downloads
Updated
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F|A Base
F|A Base map for et, made by DeathBringer
http://fearless-assassins.com/topic/60015-publishing-fa-base/
327 downloads
Submitted
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Norwegian_battery
Norwegian battery b5
Story: its the late summer of 1943 and the axis are loosing control over the north sea, a new power is growing in the allied forces and they are now aout to attack the german bases in norway as they got good mobility over the north sea. But they need to destroy a battery firts, before they can get closer with their ships.
Mission: the allies must steal a keycard and unlock the doors of the battery.
Then they need to destroy the guncontrols
Special: 2h/a cabinets + totally new section + a target show where the allies must steal and deliver the keycard + there are now 4 entrences to the battery to avoid ultra-camping.
source: http://www.thewolfteam.org/download.php?view.97
416 downloads
Updated
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The Shrine Beta 3 and waypoints
This is a new Axis-attack map created by Thunder.
~~~The Storyline~~~
Allied command has intercepted some secret radio transmissions sent between Axis forces, where there has been talk of an ancient Egyptian shrine which is located deep inside a pyramid. This ancient artifact is said to possess great powers, so the Allied forces hurry to try and to defend the pyramid in order to make the shrine safe. Unfortunately for the Allies, an Axis attack force is already closing in on them.
the_shrine_beta3 waypoints.rar
696 downloads
Updated
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Sniper From Mars - sniper_from_mars.pk3 and waypoints
LoRenz released his new ET Map - Sniper From Mars
This map is about an horror sci-fi movie, and also a tribute to Star Trek.
Two Vulcan starships, Shran class, after a space battle, fall on Mars.
The hull is broken, corrosion begins, but we must continue the fight.
The snipers come into play!
Crossing is possible, easy on terrain, but hard to go into enemy starship. Atmosphere is set to 320.
sniper_from_mars.gm sniper_from_mars.way sniper_from_mars_goals.gm
344 downloads
Updated
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