Maps
Wolfenstein: Enemy Territory Maps for Downloads.
1000 files
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erdenberg ga v5.1 - erdenberg_ga_v5.1.pk3 and waypoints
By papywolf
******** Information on Erdenberg Greater Access ********
Authors: Pinn
Release dates: V1: 15/12/2023
V2: 24/12/2023
V3: 08/01/2023
V4: 15/01/2023 maybe
Email: etmapping@pinickitty.co.uk
******** Map information ********
"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."
Objective:
>Flag > Main Gate > Flak88 cannons East and West
> Command Post
> Axis West Flak Spawn Flag and Constructible Door
> Health and Ammo Cabinets West Flak
Allies are attacking.
******** Tools used ********
GTKRadiant 1.5
NetRadiant Custom
Topaz Gigapixels image upscaler
Notepad ++
GIMP
WinRAR
******** Textures used models ********
Majority of textures are from t2 but were upscaled manually by 2x using Topaz.
Some new textures added from open source texture packs or in the case of the doors from praetoria M1. I just loved the look
with only a slight colour change.
Models and some textures were also obtained from the Teuthing mapping source pack.
******** Changes from T2 included changes in both V1 and V2 of greater access ********
Sky changed to horizon sky and was downgraded to a smaller size in V2 using Topaz. Took approx 10mb off the compressed pk3 file size in V2.
removed entity func_leaky
made triggers for both guns smaller to prevent trick plants. new area defined with a decal.
created a new area on level 1 of the buildings surrounding East Flak including new ladders and a staircase.
most existing doors made accessible mainly to axis/cvops
replaced fence near west flak with brush models.
All windows made explodable.
Near route between Axis second spawn and main gate added.
spawn point added in new route
small area behind new route added
explodable/constructible added to new route
ammo health added to room below axis new spawn
door added on new route.
bunker on west flak made a fully functioning room
added small ledge under top windows overlooking westflak
added mg42 in bunker near allied first spawn
added mushrooms
added flag above main gate
added a room and door under the new staircase near eastflak
redesigned outside and inside of garage to make it higher and larger with a new functioning door added
outside of garage now matches inside.
added brush model as wooden explodable near west flak hole in wall
******** Changes made in V3 of greater access ********
added new route from garage to first floor east flak
moved mg42 on allied spawn to face gate
added some more mushrooms and other general furniture aand objects
added the roof brushes to buildings around east and west flak. just because I could then raise the clip ceiling allowing for possible TJ onto broken roof
fixed some object positioning
made garage door back everyone access
small texture alignment and scaling changes
added small ledges to outside of windows overlooking west flak
added a small room and door directly under the east flak.
******** Changes made in V4 of greater access ********
made garage door back to axis/cvops
fixed the jump from highest window to broken roof.
fixed script for axis west spawn flag
a few door fixes including a new door texture with axis logo
added flak voice overs (cheeps UIPS and DKill)
fixed windows in westflak bunker. no longer explodable but now block bullets...phew
added some new axis and neutral door textures (wooden hill400 and blue door from praetoria) with the help from UIPS.
fixed allied spawn flag allowing axis access to forward bunker from spec
******** Changes made in V5 of greater access ********
doorway activated above axis final spawn and made axis/cvops to prevent allies surrounding east flak
stairway added to axis final spawn to make it easier for axis to cover east flak
added to rope ladders to the broken house so that both sides can access the only playable roof and not just from TJ from highest window in attic
added a security camera just for a bit of fun
******** Thanks to ********
All this that tested some of the early ideas like Cranog and John Doe and huge thanks
to eG Aimex for first putting it on the server as V1 and also for nominating the map for MOTY. 2nd is great but really felt Beach and Braundorf
should have won in 2023 but maybe Grotli is a worthy winner as the only original map in the nominations.
Also a big thanks to all those on TM Muppet ETL server who also provided lots of feedback on both V2 and V3. Too many to mention of course but UIPS has been really outstanding in checking things
and making sure every little bug is fixed.
Also a big thanks to UIPS and DKill for providing the flak destroyed/dyn voice over files and also TM for who ever fixed the general vo scripts. I was lazy yes and just used the t2 version adjusted.
And must mention Kemon and Matteos for all the help and guidance along the way along with all the other ET Mapping discord members who answered my many questions.
Great to be able to test on both nitmod and ETL
******** Original Information from T2 ********
Authors: sani (Mapping & Creation)
Hukk (Plans & Layout)
Hemuli (Consultant?!)
Release dates: B1: 5/8/2010
B2: 27/11/2010
B3: 1/11/2011
Email: sani@fubr-gaming.com
IRC: #w0bble @ Quakenet25 downloads
Updated
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et operation b3 - et_operation_b3.pk3 and waypoints
By papywolf
This map was ported over from my map Operation on RTCW.
With many thanks and patience from Kemon and Pinn it is now also playable on ET.
Have fun:)
No information on the map
26 downloads
Submitted
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ETL Supply V13
By kajto3
That's the 13th version of etl_supply overhaul by Kemon, ETLegacy team.
Similar to other ETL overhauls, this map includes a neatly written mapscript with various customization options.
Waypoints from previous versions should work properly, they can also be found here https://app.assembla.com/spaces/omnibot/subversion/source/HEAD/Enemy-Territory/0.8/et/nav
Here's the full changelog including all changes from version 1-13:
83 downloads
Updated
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Submitted
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purefrag_funv2
By papywolf
Map: purefrag_funv2
New name: purefrag_funv2-nmfix
Latest Update: 25/02/2021
By Don3 downloads
Submitted
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etl braundorf v2 - etl_braundorf_v2.pk3 and waypoints
By papywolf
works correctly with Enemy Territory
// ======================================================================
// 'Braundorf, by Brevik'
// November 2023
// Cedric 'kemon' Easton
// http://www.etlegacy.com
// http://www.github.com/realkemon
// ======================================================================
This map is an overhaul of the original Braundorf map from ET created by Brevik.
As part of the ET: Legacy asset creation effort certain maps are being overhauled.
Those maps have been selected for their stable gameplay, even in a competitive environment.
// AXIS
Primary Objective: Prevent the Allies from blowing the City Gate and permanently capturing the Factory District.
Primary Objective: Prevent the Allies from destroying the Bunker Controls and winning the battle.
Secondary Objective: Prevent the Allies from blowing the Castle Gate and gaining another route to the Bunker Controls.
Secondary Objective: Prevent the Allies from capturing the Factory District spawn point.
Secondary Objective: Build the Command Post for faster charge times.
Secondary Objective: Build and defend the Rear Entrance to the bunker.
// ALLIES
Primary Objective: Destroy the City Gate and permanently capture the Factory District.
Primary Objective: Destroy the Bunker Controls to win the battle.
Primary Objective: Destroy the Castle Gate to gain another route to the Bunker Controls.
Primary Objective: Capture the Factory District spawn point.
Secondary Objective: Build the Command Post for faster charge times and a new spawn point.
Secondary Objective: Destroy the Rear Entrance to the bunker.136 downloads
Updated
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supplydepot3_xmas - supplydepot3_xmas.pk3 and waypoints
By TomekKromek
Original Map Author: Ginc
Secondary Author/modder: EB EMAIL: etmaps@gmail.com
Supplydepot3 map for Enemy-Territory
To use: Place the .pk3 file into your etmain folder.
_______________________________________________________________
**Changes**
Winter look w/ some slight cave brush-manipulation & surfaceparms for steps added to ground level shaders.
Changed crane controls and moved them so they are no longer able to be satcheled through the wall
scripting fixes added
Back window by crane is larger to see through but plated with glass
Truck must go slightly further into the garage that has been added
**Added**
Health and ammo cabs @ command post ( when allies construct )
Axis 2nd spawn rear exit building for aesthetics
spotlights
a garage - winning allied truck exit
allied 1st spawn now contains an mg nest
1 new sound file for the radio @ flagged checkpoint
binocsimple shader remapped to infrared-type focal
[other small changes may have been forgotten to be flagged here]
_______________________________________________________________
Additionaly changed by me:
Changed 'ginc.wav' and 'ginc2.wav' (music played by two radios) with 'Santa ClausStuck.wav' and 'santatown.wav' taken from UJE xmas maps to add more xmas vibe.
1474 downloads
Submitted
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1944 Nordwind 2.1- 1944_Nordwind21.pk3 and waypoints
By TomekKromek
About This File
Download pk3 name: 1944_Nordwind2.pk3
Map name: 1944_nordwind2.bsp
Author(s): +KOMMANDO+, Mateos
Mateos has released a newer version of 1944 Nordwind called "1944 Nordwind 2".
Description: The Axis are launching a surprise attack on Allied forces. The Allies, during the last fight, brought back an Axis Jagdpanther in a Tank Depot. Axis plan to steal it back in order to open the Truckyard Wall, where two Allied gold crates are protected!**Map created by +KOMMANDO+.**Version 2 & 2.1 by Mateos.**Special thanks Tfate and all other beta testers.
Version 2.1 - improved lighting.
296 downloads
Submitted
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Grotli winter edition + waypoints
By b4fun
//===================================================================================================>>>
// Mapname : Grotli winter
// BSPname : grotli_winter
// Released: 23.11.2023
// Version : Final (This is the winter edition of the original map Grotli)
//
// Map made by: o-0._.0-o
//
// Website: www.bunker4fun.com
//===================================================================================================>>>
Story:
The Allies must blast their way through the Grotli tunnel and bring the gold back home.
=======================================================
Objectives:
Allied:
Primary Objectives:
1] Destroy the main gate.
2] Destroy the tank gate and steal the tank.
3] Escort the tank to the Axis base.
4] Destroy the tank barriers.
5] Destroy the vault door.
6] Grab the gold and bring it to the Allied base.
Secondary Objectives:
7] Once inside the Grotli tunnel, capture the forward spawn point.
8] Destroy the side entrance.
Axis:
Primary Objectives:
1] Protect the main gate.
2] Protect the tank gate and don't let them steal the tank.
3] Don't let the tank go to the Axis base.
4] Don't let the Allies destroy the tank barriers.
5] Don't let the Allies destroy the vault door.
6] Protect the gold.
Secondary Objectives:
7] Don't let them use the forward spawn point inside the Grotli tunnel.
8] Protect the side entrance.
=======================================================
212 downloads
Updated
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twc fraglax v2 - twc_fraglax_v2.pk3 and waypoints
By papywolf
No information on the map
A big thank you to UgC'Pinn for the waypoint files
2 downloads
Submitted
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etl braundorf - etl_braundorf_v1.pk3 and waypoints 0.9
By papywolf
PLEASE NOTE THIS MAP DOES NOT WORK ON TERRITORY ENEMY JUST WORKS ON ETLEGACY.
// ======================================================================
// 'Braundorf, by Brevik'
// November 2023
// Cedric 'kemon' Easton
// http://www.etlegacy.com
// http://www.github.com/realkemon
// ======================================================================
This map is an overhaul of the original Braundorf map from ET created by Brevik.
As part of the ET: Legacy asset creation effort certain maps are being overhauled.
Those maps have been selected for their stable gameplay, even in a competitive environment.
// AXIS
Primary Objective: Prevent the Allies from blowing the City Gate and permanently capturing the Factory District.
Primary Objective: Prevent the Allies from destroying the Bunker Controls and winning the battle.
Secondary Objective: Prevent the Allies from blowing the Castle Gate and gaining another route to the Bunker Controls.
Secondary Objective: Prevent the Allies from capturing the Factory District spawn point.
Secondary Objective: Build the Command Post for faster charge times.
Secondary Objective: Build and defend the Rear Entrance to the bunker.
// ALLIES
Primary Objective: Destroy the City Gate and permanently capture the Factory District.
Primary Objective: Destroy the Bunker Controls to win the battle.
Primary Objective: Destroy the Castle Gate to gain another route to the Bunker Controls.
Primary Objective: Capture the Factory District spawn point.
Secondary Objective: Build the Command Post for faster charge times and a new spawn point.
Secondary Objective: Destroy the Rear Entrance to the bunker.
87 downloads
Updated
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ho chi minh trail - ho_chi_minh_trail.pk3 and waypoints 0.9
By papywolf
new waypoint files to use with omnibot 0.9
HO CHI MINH TRAIL
created by Thunder
****THIS IS AN ETNAM MOD MAP**********
bsp name:ho_chi_minh_trail
longname in server list: ho_chi_minh_trail
story:
Allies attempt to get a truck thru the trail with supplies, Charlie wil do anything to stop them
map made in gtk radiant 1.6.4
compiled in gtk 1.6.4 64bit
credits to:
SD- for their prefabs ripped from original maps
2bit- for tutorial and prefabs
all other who have prefabs in this map that I cant remember 😄
kic-for his trees (wonderful job kic)
And special credits goes to:
AcQu
Mateos
Axis Objective Descriptions
1 "Primary Objective:**prevent the truck from getting thru"
2 "primary Objective:**Prevent the Allies from building bridge1 or destroy if built"
3 "primary Objective:**Prevent the Allies from building bridge2 or destroy if built"
4 "primary Objective:**Prevent the Allies from building bridge3 or destroy if built"
5 "Secondary Objective:**Establish a Command Post."
6 "secondary objective:**destroy enemy cp"
7 "secondary objective:**build barricade1 "
8 "secondary objective:**build barricade2 "
Allied Objective Descriptions
1 "Primary Objective:**Get the truck thru the path and into base"
2 "primary Objective:**build bridge 1."
3 "primary Objective:**build bridge 2."
4 "primary Objective:**build bridge 3."
5 "destroy the enemy comandpost"
6 "Secondary Objective:**Establish a Command Post."
7 "secondary objective:**make sure to destroy barricade1 if built"
8 "secondary objective:**make sure to destroy barricade2 if built"
3 downloads
Updated
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Submitted
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ETL Beach V2 + waypoints
By kajto3
// ======================================================================
// 'Beach Invasion, by Nerve Software'
// July 2023
// suber
// http://www.etlegacy.com
======================================================================
This map is a new conversion of the original RtCW map, mp_beach. It uses a modified version of the script created for et_beach and features the same
objectives and basic gameplay.
The main focus has been on improving the quality of the map with many fixes, the restoration of original assets, plus new decorations and visual
improvements. A small number of changes have also been made to help improve the balance of the map.
-----Changelog-----
v2
• Added a timer to permanent spawn option for Allies in Forward Bunker (can be disabled via mapscript, enabled by default)
• Added an option to spawn each of the MG42s (can be disabled via mapscript, enabled by default)
• Relocated rock by Sea Wall to fix exploit
• Fixed "SV_SetBrushModel: NULL" error
• Restored original terrain geometry near roof of Forward Bunker
• New terrain texturing with improved dotproduct2 blending
• Reduced size of radio objective trigger box
• Modified terrain by South Bunker to allow Allies to bypass ladder via hillside
• New rock terrain texture and matching rock model texture
• Added new Allied Supply Bunker spawn, enabled by building CP (can be disabled via mapscript, enabled by default)
• Modified Axis Barracks spawn, enabled by building CP (Can be disabled via mapscript, enabled by deault)
• Rearranged Axis Main Bunker spawnpoint layout
• Fixed misnumbered Axis spawnpoint ID
• Renumbered various spawnpoint IDs
• Rearranged order of "team_WOLF_objective" entities to assign spawn location numbers sequentially (1 to 6)
• New spawnpoint layout reference images
• New sky shader with a moon and world lighting improvements
• Reworked interior and exterior lighting
• Added new searchlights and AA guns
• Added new grass foliage
• Added more rocks and bushes
• Added more props and decorations in various rooms within the bunkers
• Fixed texturing of barbed wire on Sea Wall
• Added supports to barbed wire on Sea Wall
• Added the correct footstep sounds for grass and sand
v1 (to original et_beach):
• Added new command map
• Improved Sea Wall door icon
• Added ammo and health cabinet map icons
• Added missing ammo cabinet icon
• Improved lighting of command post
• Improved lighting in trench dugout
• Added new wall light on upper south level of the bunker
• Fixed issue with players being killed by clipping the command post while constructing
• Fixed Allied objective status for capturing Forward Bunker
• Added all objectives to limbo menu
• Spelling and grammar corrections
• Fixed all objective limbo cameras
• Added missing mortar sound effects
• Added new VO announcements
• Removed duplicate UI pop-up announcements
• Altered bot .gm file to match new UI pop-up announcements
• New sky
• Restored original terrain textures
• Restored original sea textures and animation
• Added rocks and vegetation
• Fixed missing radar dish
• Added Pak 40 gun emplacements
• Added many additional props throughout the map
• Minor adjustments to trench geometry and texture alignment
• New trench wood texture
• Minor adjustments to trench dugout geometry
• Fixed Allied side spawn
• Increased number of spawn points
• Adjusted spawn point locations
• Removed upper level MG42 to improve team balancing
• Minor adjustments to forward bunker terrain geometry
• Expanded interior space of forward bunker
• Added a ladder and hatch to the forward bunker (can be disabled via mapscript, enabled by default)
• Added a separate spawn location for Axis in barracks (can be disabled via mapscript, enabled by default)
• Added a permanent spawn option for Allies in Forward Bunker (can be enabled via mapscript, disabled by default)
• Fixed triggering of alarm sound
• Fixed various texture alignment issues
• Made wall boards, light switches and light mounts non-solid to prevent obstruction of player movement
• Fixed invisible back sides of lights mounted on antenna
• Added metal shutters to windows in the main bunker (can be enabled via mapscript, disabled by default)
-----Credits-----
- Original script: SEKoner
- Searchlight model: FireFly
- Stained paper textures: Majcher Arcana, https://majcher.itch.io/tea-stained-paper-textures
- Technical drawings: https://drawingdatabase.com/
- Thanks to kemon for the inspiration, guidance and feedback
- Thanks to Mateos for improving the bot waypoints
- Thanks to uips for feedback, suggestions and assisting with the scripting
- Thanks to c0rnn for feedback and suggestions
ETL Discord https://discord.gg/UBAZFys
-----Distribution-----
All included files may be freely shared and modified.
All original files remain property of Nerve Software LLC and SplashDamage Ltd.
Copyright © 2002 Nerve Software LLC, © 2003 SplashDamage Ltd. and © Activision Publishing inc. All rights reserved.
928 downloads
Submitted
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Grotli final + waypoints
By b4fun
//===================================================================================================>>>
// Mapname : Grotli
// BSPname : grotli
// Released: 04.10.2023
// Version : Final
//
// Map made by: o-0._.0-o
//
// Website: www.bunker4fun.com
//===================================================================================================>>>
Story:
The Allies must blast their way through the Grotli tunnel and bring the gold back home.
=======================================================
Objectives:
Allied:
Primary Objectives:
1] Destroy the main gate.
2] Destroy the tank gate and steal the tank.
3] Escort the tank to the Axis base.
4] Destroy the tank barriers.
5] Destroy the vault door.
6] Grab the gold and bring it to the Allied base.
Secondary Objectives:
7] Once inside the Grotli tunnel, capture the forward spawn point.
8] Destroy the side entrance.
Axis:
Primary Objectives:
1] Protect the main gate.
2] Protect the tank gate and don't let them steal the tank.
3] Don't let the tank go to the Axis base.
4] Don't let the Allies destroy the tank barriers.
5] Don't let the Allies destroy the vault door.
6] Protect the gold.
Secondary Objectives:
7] Don't let them use the forward spawn point inside the Grotli tunnel.
8] Protect the side entrance.
=======================================================
215 downloads
Updated
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de_nuke De Nuke CS1.6 Map - de_nuke.pk3 Basic waypoints included
By UgC'Pinn
The base, high in the mountains of southern Germany, is a meeting location for the Axis High Command. The allies have launched a midnight attack on the base. The Allies are attempting to destroy two nukes in the Axis base!!"
Allied attack on the base and set off some nukes and destroy the missile!! The First Nuke can be found on ground level near the yellow hut. The second Nuke is on the basement level.
Beta1_1
11/06/2023 added support for last man standing
if any bugs or issues please send them to denuke@pinickitty.co.uk or indeed if you have suggestions for improvements.
184 downloads
Updated
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nightcrawlers - nightcrawlers.pk3 and waypoints
By papywolf
Allied objectives
1 "Primary Objective:
Destroy the main entrance."
2 "Primary Objective:
Steal the breifcase from the bunker."
3 "Primary Objective:
Transmit the secret information from the briefcase to the base."
Axis objectives
1 "Primary Objective:
Defend the main entrance."
2 "Primary Objective:
Defend the bunker and the safe."
3 "Primary Objective:
Destroy the radio transmiter."
83 downloads
Submitted
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mp beach - mp_beach.pk3 and waypoints
By papywolf
____________________________
==; MP - Beach Invasion ;==
---------------------------------------------
--------------------------
Basic information
--------------------------
Author: Nerve
Release date: 2004-02-10
Filename: mp_beach.pk3
Program: GTK-Radiant
--------------------------
Map information
--------------------------
Game: Return to Castle Wolfenstein - Enemy Territory
Original Map and Design by Nerve
Long name: MP - Beach Invasion
Short name: mp_beach
Map time: 20 minutes
--------------------------
Installation
--------------------------
Place the et_beach.pk3 in your *instaldiretmain folder, select it from the multiplayer->create
server menu or bring down the console and type: map mp_beach. The in zip file included et_beach_bobota1.pk3 is only needed 4 BoBot Alpha 1 Support
Map Description
It is like the legendary original Map from RTCW , the objectives and design has not changed.
Allied forces are attempting to steal top secret war documents from an Axis beach
installation and transmit it to her base.
Map Objectives
Allied objectives:
*Destroy the Sea Wall
*Steal the War Documents
*Transmit the War Documents
Optional:
*Capture the Forward Bunker
*Destroy the Side Entrance
*Construct a Command Post
Axis objectives:
Defend the Sea Wall
*Defend the War Documents
*Stop the Allies from Transmitting
Optional:
*Hold the Forward Bunker
*Defend the Side Entrance
*Construct a Command Post
--------------------------
Changes since 1.0
--------------------------
- Mapname changed 2 et_beach
- Beach texture changed
- Terrain failure fixed
- Missing doc-board texture added
- Light-Bug fixed
- BoBot Alpha1 support added (et_beach_bobota1.pk3)
- 9-Map Campaign file removed
--------------------------
Special thanks
--------------------------
Thanks to Gray Matters for their Beach Invasion map in Return to Castle Wolfenstein.
(The original Map can be tested in the MP-Demo!)
Thanks to SplashDamage for their mapping documentation and their support in the forum.
(Disable the "complain after friendly mine" in the next patch pleeeeeaase)
Thanks to ID Software for their engine and their support in community.
--------------------------
Distribution
--------------------------
Copyright 2002 Nerve, 2003 SplashDamage and Activision. All rights reserved!
You may electronically distribute this file freely as long as this readme file is included and that
no fee is payed by the reciever.3 downloads
Submitted
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UJE baserace sniper b2 - UJE_baserace_sniper_b2.pk3 and waypoints
By papywolf
UJE Baserace Sniper (Beta 2, Sniper)
Description
Allied:
"Its a race, to build your base! Steal and secure construction materials from your enemy's base to build your own!"
Axis:
"Its a race, to build your base! Steal and secure construction materials from your enemy's base to build your own!"
Neutral:
"Check out the Online Baserace Guide at http://www.planetwolfenstein.com/battlefield"
Objectives
Allied objectives
6 "Synergy Hint: Level 4 Engineering + Level 2 Spawn = Outpost"
7 "Synergy Hint: Level 1 Tactical + Level 2 Armory = Covert Weapons"
5 "Baserace Hint: Avoid Rocketgun fire by traveling in the trenches."
4 "Baserace Hint: The Ruined Tower can be scaled with the Wall Jump ability."
3 "Baserace Hint: Jump on box tops to avoid triggering the enemy's underbase alert."
2 "Baserace Hint: Plant all your teams landmines before activating the landmine sentry."
1 "Baserace Hint: Disguised Covert-Ops can open the enemy's Supply Chests as well as Teamdoors."
Axis objectives
6 "Synergy Hint: Level 4 Engineering + Level 2 Spawn = Outpost"
7 "Synergy Hint: Level 1 Tactical + Level 2 Armory = Covert Weapons"
5 "Baserace Hint: Avoid Rocketgun fire by traveling in the trenches."
4 "Baserace Hint: The Ruined Tower can be scaled with the Wall Jump ability."
3 "Baserace Hint: Jump on box tops to avoid triggering the enemy's underbase alert."
2 "Baserace Hint: Plant all your teams landmines before activating the landmine sentry."
1 "Baserace Hint: Disguised Covert-Ops can open the enemy's Supply Chests as well as Teamdoors."
New waypoint files
uje_baserace_sniper.gm uje_baserace_sniper.way uje_baserace_sniper_goals.gm
4 downloads
Updated
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warmup final - warmup_final.pk3 and waypoints
By papywolf
Mapname: warmup_final
Status: final
Mapper: CyburK
released: beta1 03.08.2006/// final 20.08.2006
contact: cyburk@gmx.de
website: www.cyburk.net
This is a very small dual Objective Map i made to get warm with mapping again. beta 1 was made in 3 Days. Again this Map is really small i havent tested
it yet but i guess the fun limit may be reached with 20 players.
Install:
put the warmup_final.pk3 in your Wolfenstein - Enemy Territory/etmain folder and play.
If you have a ton of maps in your etmain folder its possible you cant run the map with the
ingame "host-game" option. In this case open the console with "^" and type "/g_gametype 2"
hit enter and then type "/map warmup_final" hit enter again and check it out.
Objectives for Allies/Axis - Destroy the Enemys Safe.
- Steal the Secret Documents
- Build and Defend your Command Post
- Bring the Enemys Documents to your Command Post.
thanks and greetings
all people at level-designer.de / etmaps.de / M8D Nephilm / M8D clan /Northerner /Shazam /Pitsbrgparatrpr
/ Berserker from wolfmap.de / splash-damage / macbeth / MerCuryRisIng / nullskillz for his nice forum post/tutorial on the dual objective /
speedy (http://speedy.planetquake.gamespy.com//) for the nice mountain enviroment.
...............enjoy91 downloads
Submitted
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TE Escape 2 Fixed - te_escape2_fixed.pk3 and waypoints
By kajto3
TE Escape 2 - one of the most popular competitive maps nowadays.
pk3 readme:
fixed readme:
150 downloads
Submitted
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ETL Ice V12 - etl_ice_v12.pk3 and waypoints
By kajto3
ETL Ice version 12. Minor changes compared to V11. Using waypoints from v3 version with removed _v suffix as bsp name is now etl_ice.
477 downloads
Updated
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Rocket2 + Waypoints
By John Mullins
Major Quality of Life improvements of mp_rocket from Return to Castle Wolfenstein for ET
Spawntimes: 20 Allies / 30 Axis
Timelimit: 10:30
Changes from mp_rocket to Rocket2:
Added: Ladder from First Cave Flag to catwalk
Added: New Lower Train Room Stairway that connects to the new hallway up above
Added: New hallway that connects the Store Room to the West Stairwell area and the new Lower Train Room Stairway
Added: Closable metal window at Override Key room
Change: Wider Axis upper spawn
Change: Rocket Bay balcony ladder is now climbable
Change: Higher support beam locations at Override Key area
Change: Emergency Rocket Bay Door is now an Axis team door (it can still be destroyed with a dynamite)
Change: The ladders at the Lower Train Room are now Elevators
Change: Capping the objective will now trigger a 30 seconds countdown that can be Aborted/Started with the press of a button (same thing as mp_password2 but it requires a key)
Removed: Tunnel Cave-in secondary objective
Removed: The annoying train that circles around the map lower
Removed: Loud announcers
Special thanks to [UJE]Niek for the omnibot waypoints
find a bug? or have a suggestion regarding the map? contact me on discord @ John_Mullins#8799
282 downloads
Updated
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Sub2 + Waypoints
By John Mullins
Reimagining of mp_sub from Return to Castle Wolfenstein for ET
Spawntimes: 20 Allies / 30 Axis
Timelimit: 10 Minutes
Changes from mp_sub to Sub2:
Change: Main Door is destroyed at the start of the map
Change: The Axis Submarine now requires two dynamites to be planted in order for the allies to win
Change: Wider hallways
Change: The Axis Submarine is bigger in size hence the room is also bigger and way less cramped
Added: Path from Central Access Room (Above Flag) to the Axis Workshop
Added: Two new rooms inside the axis spawn Office and Workshop that has a team door that can be destroyed by a satchel and rebuilt by the axis
Added: Dropdown from axis spawn to filtration
Added: Filtration Hallway that leads to the back of the Axis Submarine
Added: Spiral stairs at the back of the submarine pen that connects the first, second floor and the crane balcony
Added: The room overlooking the submarine from RTCW's singleplayer (third floor)
_b2 fixes: removed some models and entities reduced lightmapsize to fit the default com_hunkmegs 56 limitation. Changed the map coordinates for omnibot
special thanks to [UJE]Niek for the omnibot waypoints
find a bug? or have a suggestion regarding the map? contact me on discord @ John_Mullins#8799
8610 downloads
Submitted
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uje battersea b2 - uje_battersea_b2.pk3 and waypoints
By papywolf
Map by [UJE]Niek
2-2-2023
B2 version 4-3-2023
The Axis are invating battersea where the weapons for all allies are made for the war,
Axis are trying to destroy the rocket that is on the train on his way to be transported
to the battlefield, Allies will try to prevent this.
Axis objective
*Destroy the Traincart entrance
*Steal the keycard and bring it to the armory on the top floor
*Get 5 charges to the rocket and arm the bomb
*Destroy the side door
*Build the Commandpost
Allied objective
*Defend the Traincart entrance
*Defend the keycard
*Protect the Rocket
*Defend the side door
*build commandpost
[UJE]Clan site
http://www.ujeclan.com
bsp name of this map is UJE_battersea
Like always the credits also go to everyone who keeps this game alive.
24 downloads
Updated
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