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Wolfenstein: Enemy Territory Maps for Downloads.

1048 files

  1. avalanche

    I was inspired by Day of defeat's map called Avalanche to create it map for wolfet. the original map was a territory capture control map. But I made this a capture the docs map instead.

    There are other objectives like, destroy the gate and wooden barrier that protects the docs.

    But other than that, this map is almost the same as Avalanche.

    Enjoy!

    Download map here at mediafire: https://www.mediafire.com/file/xg97u...anche.pk3/file

    201 downloads

       (2 reviews)

    Updated

  2. erdenberg ga v6 - erdenberg_ga_v6.pk3 and waypoints 0.9

    ******** Information on Erdenberg Greater Access ********
    Authors: Pimm
    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 @ Quakenet

    ******** 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
    > CP

    Allies are attacking.
    Respawntimes are 20/30
    Timelimit is 12 minutes.

    ******** Tools used ********

    GTKRadiant 1.5
    Notepad/++
    Adobe Photoshop CS2
    WinRAR

    ******** Mapping resources ********
    SplashDamage http://www.splashdamage.com/forums
    2Bit http://www.pythononline.co.uk/et/tutorial.htm
    Quake3World http://www.quake3world.com/forum/portal.php
    Chrucker's http://games.chruker.dk/enemy_territory/default.php
    Shader manual http://members.lycos.co.uk/quakeroats/q3map2/shader_manual/contents.html

    Rayban's airplane prefab
    View: http://www.splashdamage.com/forums/showthread.php?t=16177#16
    Download: http://raybanb.googlepages.com/chute_test2.pk3

    Zefan's Flak88 cannon
    http://wolfmap.de/details.php?file_id=2948

    ******** Thanks to ********

    Hemuli(FI) A lot of support and planning during the whole project
    Eley(NL) Testing and great suggestions

    niSmO(UK) Testing and giving out ideas
    ORDER Banana For map testing & ideas
    w0bble
    No Teamplay
    "Finns"


    ******** Changelog ********

    b3 -> t2

    This is basically the t1 version with improved performance.

    b3 -> t1

    Here's a newly edited version of it,
    removed most of what was added in b3
    and edited a bunch of other stuff.
    It's a first test version, not intended for public servers.

    b2 -> b3

    = Designed the garage a bit
    = Reworked the flag hall
    = Blended the road textures
    + Added 2 new axis spawns
    + Added MG Nest
    + Added a damn rock behind the trench
    = Open/closed windows
    + Added a rebuildable side door


    b1 -> b2

    = Lifted and moved the trench
    + Added some fence to Upper road
    - Ruins 1st floor wall removed
    - Side door is fully removed, side route fully re-done
    = Center building 1st floor reordered
    = A window at East Flak88 is now a doorway, another window is now closed
    - Gap in the wooden fence is removed
    + Flak88 "legs" are clipped (a bit)
    = East Flak88 platform and outside yard are extended
    = Axis spawnroom is extended
    = The alley is wider
    ? Something else possibly.....

    94 downloads

       (0 reviews)

    Submitted

  3. Santa's Delivery beta1 pk3 and waypoints

    ==========================================================================
    Santa’s Delivery - A Wolfenstein: Enemy Territory Map Remake
    ==========================================================================
    Map Name: Santa’s Delivery
    Author: Drempa?
    Version: Beta 1
    Release Date: December 2025
    Game: Enemy Territory Legacy
    Bspname: santas_delivery_b1.bsp
     
    Official map announcement: https://fearless-assassins.com/forums/topic/135128-nuclear-delivery-santas-delivery
    Nuclear Delivery official map announcement: https://fearless-assassins.com/forums/topic/133597-special-delivery-nuclear-delivery
    ---
    Map Description:
    Santa’s Delivery is a festive Christmas remake of my Nuclear Delivery map (ETL Special Delivery originally). 
    The objectives remain the same, but the environment has been transformed into a snowy, holiday-themed battleground. 
    Snow falls across icy caves, festive lights flicker, and decorated trees brighten the battlefield. 
    The missile itself has been reskinned with Christmas vibes, turning the high-stakes mission into a seasonal showdown. 
    Will the Allies succeed in delivering Christmas cheer, or will the Axis sabotage the holiday?
    ---
    Installation Instructions:
    1. Place santas_delivery_b1.pk3 in your etmain.
    2. Launch ETLegacy and open the console (~).
    3. Type `/map santas_delivery_b1` to start the map manually.
    ---
    Objectives:
    Allies:
    - Construct the door controls and steal the Dynamites
    - Construct the bridge
    - Destroy the truck barrier
    - Construct the Command Post
    - Construct the Nuclear-Launch Generator
    - Press the Launch Button and stop Axis from aborting the launch for 15 seconds.
    Axis:
    - Prevent the Allies from constructing the door controls and stealing the Dynamites
    - Destroy the bridge
    - Construct the truck barrier
    - Destroy the Command Post
    - Destroy the Generator
    - Press the Abort Button to stop the launch
    ---
    Credits:
    Original map by: Apple & GW  
    TE version by: jump3r, eiM & Snake  
    Overhaul by: Aciz (thanks for providing etl_special_delivery map source files)  
    Prefabs:
    Truck + barrier from uje clan prefab generator https://www.ujeclan.com/  
    Missile from mlb_daybreak  
    Command post from https://www.ujeclan.com/  
    Engineer model from https://www.moddb.com/games/quake-iii-arena/downloads/q3-games-model-tool-v160  
    Big thanks to phir0x Hannu meli Aardappel jEnzi kemon Weezal and everyone that helped with testings and ideas 
    Special thanks to TomekKromek for omnibots waypoints.
    BIG HUGE THANKS to mAw for working on models
    ETM Discord community https://discord.gg/TFu2F3kz
    ETLegacy Discord community https://discord.gg/UBAZFys
    ---
    Contact and Feedback:
    Found a bug or have suggestions? https://fearless-assassins.com/forums/topic/135128-nuclear-delivery-santas-delivery
    ---
    IMPORTANT: HunkAllocate Error Fix for ET 2.6b users (with default com_hunkmegs settings 56)
    Some players using Wolfenstein: Enemy Territory 2.6b may experience a Hunk_AllocateTempMemory error when loading Santa’s Delivery. This happens when the game's memory allocation is too low for large maps.  
    How to Fix the Issue:  
    1. Open the console (~) in ET before joining the server.  
    2. Type: `/com_hunkmegs 128` and press Enter.  
    3. Restart your game and try loading the map again.  
    Alternatively, you can use ETLegacy, which automatically handles memory limits better and improves overall performance. Download it here: https://www.etlegacy.com  
    ---
    ==========================================================================
    Enjoy the holiday battle, and let’s see if Christmas cheer is delivered!
                      Lets keep ET alive!
    ==========================================================================

    139 downloads

       (1 review)

    Updated

  4. etl_bergen_v9.pk3

    // ======================================================================
    // 'Bergen, by Detoeni'
    // September 2022
    // Cedric 'kemon' Easton
    // http://www.etlegacy.com
    // http://www.github.com/realkemon
    // ======================================================================
    This map is an overhaul of the original Bergen map created by Detoeni and the Wolf Project.
    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.
    Please refer to the original_bergen_readme.txt for information, credits and contacts of the original map.

    -----Changelog-----
    v9:
    * Improved texture alignment across differently angled walls. Thank you Aciz for suggesting the NetRadiant feature.
    * Improved player collision at wall generators in generator room.
    v8:
    * Fixed flying brushes at all generator door panels. Thank you Aciz for reporting.
    * Removed fauly texture/shader path (Radiant/Notex) near Side Entrance (only visible in noclip). Thank you Aciz for reporting.
    * Fixed missing clips at grates in generator room. Thank you Aciz for reporting.
    * Added clip missile to catwalk below Axis spawn. Thank you Aciz for reporting.
    * Removed versioning from pk3 contents. Thank you bystry and Aciz for suggesting.
    * Adjusted lighting settings for improved performance. Thank you Aciz for suggesting.
    v7:
    * Fixed command map icons appearing outside of compass. (Thank you spyhawk for reporting)
    * Fixed sounds active at map start in second round after /map_restart.
    * Added unique ids for spawn slots to prepare this feature.
    * Fixed glass shader on trucks.
    * Adjusted projection axis and scaling of terrain textures.

    v6:
    * Fixed spawnslot getting stuck in forward flag spawn. (Thanks to ETc.Jay for reporting)
    * Adjusted clipping at side entrance to prevent players camping above the door.
    * Reworked system to secure flag to be less complex and more easily understandable. Allies now only need to hold the flag for 30s.

    v5:
    * Renamed targetname south_door_closed0 to south_door_closed to fix game crash. (Thanks to Kate for reporting)
    * Fixed sounds and remapshaders active at map start in second round after /map_restart. (Thanks to WuTangH for reporting issue on 'Supply Depot, by ginc')
    * Provided option to toggle tank invulnerable through mapscript (vulnerable by default). (Thanks to Ensiform for explanation)
    * Increased amount of spawn slots from 16vs16 to 32vs32.
    * Fixed surfaceparm grasssteps to add missing sounds when walking on grass. (Thanks to WuTangH for reporting issue on 'Supply Depot, by ginc')
    * Removed deprecated alarm sounds.

    v4:
    •    Simplified geometry for cleaner player collision
    •    Replaced colour coded wires with colour coded bunker trim and command map for more subtle implementation
    •    Replaced side entrance terrain with artificial pier to prevent walljumping
    •    Reverted V1 Rocket back to airplane
    •    Improved lighting and terrain
    •    Added skylights to generator room and Axis spawn to simplify spectator/shoutcaster movement

    v3:
    •    Fixed caulk in terrain at forward bunker and northern courtyard. Thank you ryven for reporting.
    •    Fixed side entrance being unplantable when footbridge was constructed. Thank you Harlekin for reporting.
    •    Fixed missing footbridge related VO sound for Axis
    •    Fixed bug where sound wouldn't play when main entrance got destroyed
    •    Fixed 3 terrain spots where it was possible for the player to either get stuck or be obstructed in their way. Thank you Harlekin for reporting.
    •    Added cabinet marker in the command map. Thank you IR4T4 and Ensiform for reporting.
    •    Added lights in forward bunker. Thank you Ensiform for reporting.
    •    Added audible feedback to generator door levers when generator is destroyed.
    •    Added base alarm sounding whenever the transmitter area gets breached. This replaces the simple text announcement. Thank you ryven and WuTangH for debugging.
    •    Added ambient sounds (capturable flag, crickets in nature and birds in trees). Thank you IR4T4 for reporting.
    •    Adjusted trigger_hurt of v1 rocket to cover entire explosion area. Thank you Harlekin for reporting.
    •    Adjusted terrain at side entrance to prevent the easiest TJs. Thank you Aciz and ryven for extensive feedback.
    •    Adjusted MG murderhole at side entrance to reduce shooting against the insides. Also adjusted its varc. Thank you ryven for reporting.
    •    Adjusted tree at side path to no longer be partially inside the cliff. Thank you Harlekin for reporting.
    •    Replaced generator command map icon with standard icons to clarify mission objective. Thank you Harlekin for reporting.
    •    Replaced tree between forward bunker and allied mg blocking line of sight. Thank you Mateos for reporting.
    •    Removed little tree at side path blocking movement and visibility. Thank you Harlekin for reporting.
    •    Reduced brushcount of terrain significantly and added hills between forward bunker and rear base to increase VIS blocking and performance. Thank you Aciz and ryven for reporting.

    to original:
    •    VO announcements have been adapted by Radar. 
        -- As long as both Main and Side Entrance are active VO is: "defend/destroy entrances"
        -- As soon as one has been breached VO is: "defend/destroy the side OR main entrance"
    •    VO announcements for the Footbridge have been added.
    •    Alarm now sounds in the entire base when either the Side- or Main Entrance have been breached instead of separated alarms.
    •    The snapping of the tank at certain view-angles has been fixed
    •    If the Allies hold both the Forward Bunker flag and the CP, the flag is "temporarily secured" until the CP is lost again.
    •    The Forward Door (before Transmitter Door 3) is now linked to the generator.
    •    Spectator limbo cam has been fixed (was inside of terrain).
    •    Construciton materials have been made in the style of original maps.
    •    Teleporter and secret room have been removed.
    •    Axis rear spawn has been restructured to allow for faster exit.
    •    Plane shooting down the tank has been replaced with a V1 Rocket to create narrative link to V1_Rocket map by FireFly.
    •    Entity count has been reduced from 568 to 519.
    •    Structural mesh and VIS blocking have been improved by adjusting vertical differences of the floors.
    •    Visual changes have been made.

    AXIS OBJECTIVES
    Primary Objective:        Stop the Allies from destroying the Transmitter.
    Secondary Objective:    Prevent the Allies from repairing the Generator.
    Secondary Objective:    Set up a Command Post inside the submarine pen.
    Secondary Objective:    Prevent the Allies from gaining a foothold in the Forward Bunker.
    Secondary Objective:    Prevent the Allies from destroying the Side Entrance.
    ALLIED OBJECTIVES
    Primary Objective:        Destroy the Transmitter.
    Secondary Objective:    Repair the Generator.
    Secondary Objective:    Set up a Command Post in the submarine pen to secure the forward bunker.
    Secondary Objective:    Capture the Forward Bunker.
    Secondary Objective:    Destroy the Side Entrance.

     
    etl_bergen.way etl_bergen_goals.gm etl_bergen.gm

    96 downloads

       (0 reviews)

    Submitted

  5. Trigger or Treat? pk3 file

    ==========================================================================
    Trigger or Treat? - A Wolfenstein: Enemy Territory Legacy Map
    ==========================================================================
    Map Name: Trigger or Treat?
    Author: Drempa?
    Release Date: October 2025
    Version: Beta 2
    Game: Enemy Territory Legacy
    Bspname: trigger_or_treat_b2.bsp
    Official map announcement:
    ---
    Map Description:
    October 31st, 1944. A cursed village long lost to time has reappeared under a blood moon. At its center stands a towering monolith pulsing with unnatural energy — a transmitter unlike any known to man. Both Axis and Allied forces have received the same cryptic signal: *“Send it to the sky.”*
    Now, each team must race through haunted ruins, reach the tower, and activate the transmission by holding the control button for 20 seconds. Every successful activation scores a point. But the village is not empty. Whispers echo through the fog, shadows move without light, and something ancient stirs beneath the earth. This is no ordinary battle — this is a ritual.
    ---
    Installation Instructions:
    1. Place trigger_or_treat_b2.pk3 in your etmain folder.
    2. Launch ETLegacy and open the console (~).
    3. Type `/map trigger_or_treat_b2` to start the map manually.
    ---
    Objectives:
    Axis & Allies:
    - Reach the haunted tower at the center of the map
    - Hold the activation button for 20 seconds to transmit
    - Each successful transmission scores a point
    - Prevent the enemy team from activating the tower
    ---
    Special thanks:
    Big thanks to Meli<3, Phir0x, Maw, Jenzi, Hannu, , Aardappel, razjee:[ and everyone that helped with testing and ideas.
    ETM Discord community https://discord.gg/TFu2F3kz  
    ETLegacy Discord community https://discord.gg/UBAZFys
    ---
    Contact and Feedback:
    Found a bug or have suggestions? https://fearless-assassins.com/forums/topic/134858-map-release-trigger-or-treat
    ---
    IMPORTANT: HunkAllocate Error Fix for ET 2.6b users
    Some players using Wolfenstein: Enemy Territory 2.6b may experience a Hunk_AllocateTempMemory error when loading Trigger or Treat?. This happens when the game's memory allocation is too low for custom maps.
    How to Fix the Issue:
    1. Open the console (~) in ET before joining the server.
    2. Type: `/com_hunkmegs 128` and press Enter.
    3. Restart your game and try loading the map again.
    Alternatively, use ETLegacy for better performance and memory handling: https://www.etlegacy.com
    ==========================================================================
    Happy haunting. May your transmissions reach the sky.
    ==========================================================================

    134 downloads

       (1 review)

    Updated

  6. Midnight Breach?

    ==========================================================================
    Midnight Breach? - A Wolfenstein: Enemy Territory Legacy Map
    ==========================================================================
    Map Name: Midnight Breach?
    Author: Drempa?
    Release Date: September 2025
    Version: Beta 1 (test version)
    Game: Enemy Territory Legacy
    Bspname: midnight_breach_b1.bsp
    Official map announcement:
     
    ---
    Map Description:
    The year is 1945. Under the cover of darkness, Axis forces launch a surprise assault on a remote Allied base hidden deep in the mountains. 
    Their mission: breach the facility, activate a classified transmission and extract top-secret documents before reinforcements arrive.
    Allied troops must hold the line, defend critical infrastructure and prevent the Axis from escaping with the intel that could change the course of the war.
    ---
    Installation Instructions:
    1. Place midnight_breach_b1.pk3 in your etmain folder.
    2. Launch ETLegacy and open the console (~).
    3. Type `/map midnight_breach_b1` to start the map manually.
    ---
    Objectives:
    Axis:
    - Steal the keycard to unlock the tank route
    - Escort the tank to destroy the Allied antenna
    - Destroy the tank barrier
    - Construct the bridge to advance
    - Escort the tank to breach the Allied base gate
    - Activate the radio sequence and defend it for 30 seconds
    - Steal the secret documents and deliver them to the helicopter
    Allies:
    - Prevent the Axis from stealing the keycard
    - Defend the antenna from tank destruction
    - Build and protect the tank barrier
    - Prevent the Axis from constructing the bridge
    - Stop the tank from breaching the base gate
    - Abort the Axis radio transmission
    - Protect the documents and prevent Axis extraction
    ---
    Credits:
    prefabs: 
    - tank script + barrier + bar + pizza models + disco from ujeclan.com
    - toilet models from kotnascher map
    - piano + hookah + skateboards from oasi map 
    - helicopter from helicopter assault map
    - keycard + generator from bremen map
    - cans models from jailbus map
    - radio + documents from capuzzo map
    - skybox from etl_beach map
    - forklift from missile map
    - Tank from dingenskirchen map
    - cricket models from rayban
    - alcohol + ciggies from szico_bloodrayne
    Special thanks:
    Aciz and Kemon for answering all my stupid questions.
    Big thanks to Meli<3, Phir0x, Maw, Jenzi, Hannu, Mateos, Aardappel, Pinn, razjee:[, TomekKromek and everyone that helped with testings and ideas.
    ETM Discord community https://discord.gg/QcmNECnmdZ
    ETLegacy Discord community https://discord.gg/UBAZFys
    ---
    Contact and Feedback:
    Found a bug or have suggestions?
     
    ---
    IMPORTANT: HunkAllocate Error Fix for ET 2.6b users
    Some players using Wolfenstein: Enemy Territory 2.6b may experience a Hunk_AllocateTempMemory error when loading Midnight Breach. This happens when the game's memory allocation is too low for custom maps.
    How to Fix the Issue:
    1. Open the console (~) in ET before joining the server.
    2. Type: `/com_hunkmegs 128` and press Enter.
    3. Restart your game and try loading the map again.
    Alternatively, use ETLegacy for better performance and memory handling: https://www.etlegacy.com
    ==========================================================================
    Enjoy the moonlit battle. Let’s keep ET alive!
    ==========================================================================

    141 downloads

       (0 reviews)

    Submitted

  7. panzerarena - panzerarena.pk3 and waypoints

    panzerarena
    | 05.Apr.05 |
    |-----------------------------------------]
    | title        : O's Panzer Arena        
    | fileName    : panzerarena.bsp 
    | Version    : 0.07       
    |-----------------------------------------]
    | author    : Mark "Occisor" Androschuk
    | url        : www.hkfclan.com   
    | email        : occisor@shaw.ca     
    |-----------------------------------------]
    | Type          : Objective, Campaign
    | Spawn Points  : supports up to 10 players, 5 per side
    |-----------------------------------------]
    | Copyright  :..
    |            :..Copyright (c) 2005 Mark Androschuk
    |-----------------------------------------]
    | Permissions:..You may not include or distribute this map in any sort of commercial product without permission from the author. You may not mass
    |            :..distribute this level via any non-electronic means, including but not limited to compact disks, and floppy disks. You may not
    |            :..Redo/reproduce/update this map in any way without permission from the author.
     

    78 downloads

       (0 reviews)

    Updated

  8. q3dm7 et v1 - q3dm7_et_v1.pk3 and waypoints

    A big thank you to Pinn for the work he has done
    No information from this map

    91 downloads

       (1 review)

    Updated

  9. et brewdog b6 - et_brewdog_b6.pk3 and waypoints 0.9

    This is a conversion of RTCW map mp_base to a new documents running map by crumbs, ported to Enemy Territory by x0rnn.
     
    Axis Objectives:  
    Primary Objective: Defend the Quiz Answers.
    Secondary Objective: Defend the Bunker Door.
    Secondary Objective: Defend the Inner Compound.
     
     
    Allied Objectives:
    Primary Objective: Steal the Quiz Answers.
    Secondary Objective: Destroy the Bunker Door.
    Secondary Objective: Capture the Inner Compound.

    Axis spawntime: 30
    Allied spawntime: 25

    Axis spawn lower: Barracks
    Allied spawn back: Sniper Hill
    et_brewdog.gm

    110 downloads

       (0 reviews)

    Updated

  10. Nuclear Delivery beta3 + waypoints

    ==========================================================================
    Nuclear Delivery - A Wolfenstein: Enemy Territory Map Remake
    ==========================================================================
    Map Name: Nuclear Delivery 
    Author: Drempa?
    Version: Beta 3 (January 2026)
    Release Date: May 2025
    Game: Enemy Territory Legacy
    Bspname: nuclear_delivery_b3.bsp
    Official map announcement: https://fearless-assassins.com/forums/topic/133597-special-delivery-nuclear-delivery
    ---
    Map Description:
    In Nuclear Delivery, the Allies must infiltrate the Axis bunkers, construct the door controls, steal the dynamites and escort the truck through enemy territory to a military base.
    However, the Axis have set up defenses to stop the mission.
    The Allies must first construct the bridge to allow the truck to cross the river, construct the Command Post and destroy the barricade blocking the final path.
    Once the truck reaches its final destination, the nuclear launch sequence begins. 
    The Axis can interrupt the launch by pressing the abort button or destroying the generator, forcing the Allies to repair it before trying again.
    This map is a remake of the classic ETL SP Delivery, bringing new mechanics, objectives, and nuclear destruction. Will the Allies succeed in launching the missile, or will the Axis stop the nuclear strike?
    ---
    Installation Instructions:
    1. Place nuclear_delivery_b3.pk3 in your etmain.
    2. Launch ETLegacy and open the console (~).
    3. Type `/map nuclear_delivery_b3` to start the map manually.
    ---
    Objectives:    
    Allies:
    - Construct the door controls and steal the Dynamites
    - Construct the bridge
    - Destroy the truck barrier
    - Construct the Command Post
    - Construct the Nuclear-Launch Generator
    - Press the Launch Button and stop Axis from aborting the launch for 15 seconds.
    Axis:
    - Prevent the Allies from constructing the door controls and stealing the Dynamites
    - Destroy the bridge
    - Construct the truck barrier
    - Destroy the Command Post
    - Destroy the Generator
    - Press the Abort Button to stop the launch
    ---
    Credits:
    Original map by: Apple & GW
    TE version by: jump3r, eiM & Snake
    Overhaul by: Aciz (thanks for providing etl_special_delivery map source files)
    Prefabs:
    Truck + barrier from uje clan prefab generator https://www.ujeclan.com/
    Missile from mlb_daybreak
    Command post from https://www.ujeclan.com/
    engineer model from https://www.moddb.com/games/quake-iii-arena/downloads/q3-games-model-tool-v160
    and special thanks to Kemon, Meli, Phir0x, Mateos, Chimtea, Vice86, Chuu, Aardappel, Pinn, Razjee, Hannu, TomekKromek, Ashuyai, Maw, jEnzi, Nolles and everyone that helped with testing and ideas.
    ETM Discord community https://discord.gg/TFu2F3kz
    ETLegacy discord community https://discord.gg/8cCvwqmH
    ---
    Contact and Feedback:
    Found a bug or have suggestions? https://fearless-assassins.com/forums/topic/133597-special-delivery-nuclear-delivery
    --- 
    IMPORTANT: HunkAllocate Error Fix for ET 2.6b users (with default com_hunkmegs settings 56)
    Some players using Wolfenstein: Enemy Territory 2.6b may experience a Hunk_AllocateTempMemory error when loading Nuclear Delivery. This happens when the game's memory allocation is too low for large maps.  
    How to Fix the Issue:  
    1. Open the console (~) in ET before joining the server.  
    2. Type: `/com_hunkmegs 128` and press Enter.  
    3. Restart your game and try loading the map again.  
    Alternatively, you can use ETLegacy, which automatically handles memory limits better and improves overall performance. Download it here: https://www.etlegacy.com  
    -- 
     
    beta 2 updates:
     
    1. fixed shader/texture mix up with other map.
    2. entrance to cave was bugged due to invisible mesh - fixed.
    3. added extra 5 seconds to launch countdown.
     
     
    beta 3 updates:
     
    1. lower water level in cave + smoother path.
    2. added door to block access to command post, can be breached by requesting airplane only (to prevent cp rushing).
    3. barrier construction materials removes when truck starts moving.
    4. generator construction material triggerbox is extended, allies engineers can contstruct while proning.
    5. cp roof is accessible once cp is constructed.
    6. more space behind jeep garages in axis base.
    7. destroying command post will abort launch countdown.
    8. progressive time, starting with 20 minutes and extra 10 minutes after dynamites delivery.
    few more things to improve map performance + flow and bug fixes.
    ==========================================================================
    Enjoy the battle, and let’s see if nuclear destruction awaits!
                      Lets keep ET alive!
    ==========================================================================
     

    493 downloads

       (1 review)

    Updated

  11. winterbase esc beta6 -winterba se_esc_beta6.pk3 and waypoints and script

    No information on map , 
    A big thank you to pinn for the bots and script file
     
     

    140 downloads

       (0 reviews)

    Updated

  12. Krobsdorf Tram Assault

    Krobsdorf Castle, 1943.
     
    The Allies seek a set of secret documents hidden in the castle. To get them, they must repair the tram controls to advance up the mountain, break into the castle, and make it back to the village.
     
    Allied Objectives:
    Repair the Tram Controls Dynamite the Main Doors Dynamite the Side Door Escape with the Secret Documents Capture the Mountain Hut Construct the Command Post  
    Axis Objectives:
    Stop the Allies from repairing the Tram Controls, or disable them Stop the Allies from dynamiting the Main Doors Stop the Allies from dynamiting the Side Door Stop the Allies from escaping with the Secret Documents Capture the Mountain Hut Construct the Command Post  
    This map is a love-letter to the original mp_tram, with a new mechanic of the tram mechanism being constructable/destroyable. If the Axis can damage the controls while the Allies are on board, the only way is down...
     
    Full thanks and pre-amble in the readme. Designed for ET:Legacy, but works in vanilla ET. Supports all 64 plays, probably plays best with around 12 per team. Basic waypoint file included.
     
    PK3: v2_tram_01.pk3
    BSP: v2_tram_01
    Author: PPrefect (pprefect@proton.me, also lurking in the FA Discord)
    Version 1.0, Initial Release
    v2_tram_01.gm v2_tram_01.way v2_tram_01_goals.gm

    191 downloads

       (1 review)

    Updated

  13. Thud in the grass pk3 and waypoints.

    All rights reserved to the original map maker -)A(-WuTang**
    main idea for remaking this map is giving allies more boost at the first stage.
    some few adjustments, changed dark and sandy atmosphere to sunny spring weather.
    2 portals in the first stage to new areas (not accessible by foot).
    Special thanks to:

    Meli<3
    Phir0x.
    Razjee:[
    Rendel
    Chuu:3
    Kurre
    Kemon
    Pinn
    Hannu
    Nolles
    Cloudy
    Element
    White raven
     
    Prefabs + models :
    Command Post - UJE clan prefab generator
    screamingjet/F15 - prefab by Loffy
    Alcohol corner + bulldozer + forklifts - models by szico bloodrayne
    Water fountain - river_port map
    Helicopter - Teuthonia map
     
    ETM Discord server - really helpful community for mappers :
    https://discord.gg/X6Pc2Tj5
     
    Official map annoucenment: 
    https://fearless-assassins.com/forums/topic/132917-thud-in-the-sand-thud-in-the-grass
    Lets keep ET alive!
     
    dded shots

    398 downloads

       (1 review)

    Updated

  14. et operation b7 - et_operation_b7_fixed.pk3 and waypoints

    A big thank you to PINN for creating the bots files for us .
     
    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

    127 downloads

       (0 reviews)

    Submitted

  15. (new version) MountainPass finale - MountainPass_finale.pk3 and waypoints

    TITLE                   : Mountain Pass finale
    AUTHOR                  : Devils Right Hand
    DATE                    : 23.12.2024 started
    TYPE                    : OBJECTIVE
    bug report feedback     : discord Devils Right Hand#2240
    Release date FINALE     : 06/01/2025
    Attacking            : allies Objective
    Timelimit            : 25 min
    Spawntimes              : Axis 10 / Allies 10
    ================================================================================

    The objective: Allies must steal a brand-new action figure hidden in the snowy mountains and make a daring escape. A festive twist on classic gameplay, packed with holiday vibes and action-packed fun!  
      objective
    Allies
    1- Destroy the truck protection grilles.
    2 Bring both figures into the truck . Axis  
    1-Defend truck protection grilles.
    2-stop the advance of the allies and prevent them from placing the objectives in the truck . 
     
    Distribution / Copyright / Permissions

    Copyright (c) 2025  Devils Right Hand
    All rights reserved

    Authors MAY NOT use this level as a base to build additional levels.

    This level is not to be used, replicated or edited for any other Mod, Total Conversion, Game
    or Game Engine.  



    155 downloads

       (0 reviews)

    Updated

  16. mountainpass finale - mountainpass_finale.pk3 and waypoints

    TITLE                   : Mountain Pass finale
    AUTHOR                  : Devils Right Hand
    DATE                    : 23.12.2024 started
    TYPE                    : OBJECTIVE
    bug report feedback     : discord Devils Right Hand#2240
    Release date FINALE     : 01/01/2025
    Attacking            : allies Objective
    Timelimit            : 25 min
    Spawntimes              : Axis 10 / Allies 10
    ================================================================================
    * LEVEL DESCRIPTION *
    somewhere in the mountains is a new actionfigure,the allied heard of that new actionfigure and want a copy of that actionfigure
    ================================================================================
      = CONSTRUCTION  
    MAP BASE : new Map
    EDITOR(S) USED : netradiant 1.5 custom x64
    COMPILE MACHINE : amd ryzen 7 3700x 8x 3.5 ghz ,16 gb ram ddr4,Asus ROG Strix-RX580-O8G,win10 x64
    COMPILE TIME : -bsp 7 sec -vis 1 sec? -light 18 min
    COMPILE version : [q3map2] -meta -samplesize 8 -altsplit -leaktest -threads 8 "[MapFile]"
    : [q3map2] -vis -threads 8 "[MapFile]"
    : [q3map2] -light -samples 4 -thresh 0.5 -shade -dirty -dirtdepth 256 -samplesize 8 -threads 8 -patchshadows "[MapFile]"
    BRUSHES : 11715
    PATCHES : 154
    INGAME ENTITIES : 57
    TOTAL ENTITIES : 259
    MISC_MODELS : 173
    info_player_deathmatch : 15vs15
    worldspawn : _blocksize 0 0 0 - gridsize 80 80 128
    ================================================================================
    Distribution / Copyright / Permissions

    Copyright (c) 2025 Devils Right Hand
    All rights reserved

    Authors MAY NOT use this level as a base to build additional levels.

    This level is not to be used, replicated or edited for any other Mod, Total Conversion, Game
    or Game Engine.

    125 downloads

       (0 reviews)

    Submitted

  17. decoder beta4 - decoder_beta4.pk3 and waypoints

    Decoder (Beta 4)
      Description


    Axis:
    "Objective: Protect the real decoder and the document that reveals its location"
    Allied:
    "Objective: Locate and destroy the real decoder"
    Neutral:
    "The axis have stolen the decoder the allies are using for secret comunication in the North-Atlantic. The allies are are desperatly trying to find and destroy the real decoder before the axis figures out how it works"  
      Objectives
      Allied objectives

    1 "Primary Objective:
    Capture flag and forward spawn"
    2 "Primary Objective:
    Destroy the research stations main door"
    3 "Primary Objective:
    Locate and destroy the real decoder unit"
    4 "Secondary Objective:
    Build the ramp so you can outflank the axis defences"
    5 "Secondary Objective:
    Gain entry to the research station through the sewers"
    6 "Secondary Objective:
    Find the document the reveals the location of the real decoder"
      Axis objectives

    1 "Primary Objective:
    Protect the forward spawn area"
    2 "Primary Objective:
    Defend the research stations main door"
    3 "Primary Objective:
    Defend the real decoder unit"
    4 "Secondary Objective:
    Don't allow the allies to outflank you using the ramp"
    5 "Secondary Objective:
    Guard the entry through the sewers"
    6 "Secondary Objective:
    Protect the document the reveals the location of the real decoder" decoder_beta4.gm decoder_beta4.way decoder_beta4_goals.gm

    122 downloads

       (0 reviews)

    Updated

  18. decoder beta2 - decoder_beta2.pk3 and waypoints

    Decoder (Beta 2)
      Description

    Axis:
    "Objective: Protect the real decoder and the document that reveals its location"
    Allied:
    "Objective: Locate and destroy the real decoder"
    Neutral:
    "The axis have stolen the decoder the allies are using for secret comunication in the North-Atlantic. The allies are are desperatly trying to find and destroy the real decoder before the axis figures out how it works"  
      Objectives  
      Allied objectives  

    1 "Primary Objective:
    Capture flag and forward spawn"
    2 "Primary Objective:
    Destroy the research stations main door"
    3 "Primary Objective:
    Locate and destroy the real decoder unit"
    4 "Secondary Objective:
    Build the ramp so you can outflank the axis defences"
    5 "Secondary Objective:
    Gain entry to the research station through the sewers"
    6 "Secondary Objective:
    Find the document the reveals the location of the real decoder"  
      Axis objectives
    1 "Primary Objective:
    Protect the forward spawn area"
    2 "Primary Objective:
    Defend the research stations main door"
    3 "Primary Objective:
    Defend the real decoder unit"
    4 "Secondary Objective:
    Don't allow the allies to outflank you using the ramp"
    5 "Secondary Objective:
    Guard the entry through the sewers"
    6 "Secondary Objective:
    Protect the document the reveals the location of the real decoder"  
     




    98 downloads

       (0 reviews)

    Updated

  19. canyon3 - canyon3.pk3 and waypoints

    Large map
      Both sides have to dynamite a vault door in the other's base, capture and secure the documents. Construct bridges for fast access to forward spawnflags. The lower route is blocked by a constructible/dynamitable Allied Dam and Axis Gate.


      // Axis Objective Descriptions

    1     "Primary Objective:**Dynamite the Allied Vault Door and Steal the Allied Docs."

    2    "Primary Objective:**Bring the Allied Docs to the Control Room."

    3    "Secondary Objective:**Capture Allied Spawn 2."

    4    "Secondary Objective:**Hold the Forward Spawn."

    5    "Secondary Objective:**Defend Axis Spawn 2."

    6    "Primary Objective:**Defend the Axis Vault Door and Protect Docs."

    7    "Primary Objective:**Prevent Allies from delivering Docs."

    8    "Secondary Objective:**Build the Command Post."

      // Allies Objective Descriptions

    1     "Primary Objective:**Defend the Allied Vault Door and Protect Docs."

    2     "Primary Objective:**Prevent Axis from delivering Docs."

    3     "Secondary Objective:**Defend Allied Spawn 2."

    4     "Secondary Objective:**Hold the Forward Spawn."

    5     "Secondary Objective:**Capture Axis Spawn 2."

    6     "Primary Objective:**Dynamite the Axis Vault Door and Steal the Axis Docs."

    7     "Primary Objective:**Bring the Axis Docs to the Control Room."

    8     "Secondary Objective:**Build the Command Post." canyon3.gm canyon3.way canyon3_goals.gm

    77 downloads

       (1 review)

    Updated

  20. Drempuzzo Xmas (Capuzzo remake) and waypoints

    Drempuzzo.pk3 and omnibot waypoints.
    All rights reserved to the original map makers -SSF-Sage and Pegazus from SM-Mapping "Capuzzo Airport"
    Shoutout to UJE clan for the amazing models + textures.

    After 10 years of releasing the "final" capuzzo version i decided to make some modifications for the upcoming christmas holidays.
    Hope you enjoy it, Lets keep ET alive!

    Special thanks to:
    Phir0x.
    Meli<3
    Razjee:[
    Chuu:3
    Vice86
    Rendel
    D1M_

    Official map annoucenment https://fearless-assassins.com/forums/topic/132301-capuzzo-airport-drempuzzo-xmas  

    ===================================================================================================>>>
    // Mapname : Drempuzzo Xmas final
    // BSPname : drempuzzo_xmas_final
    // Released:
    // Version : Final version
    //
    // Map made by: -SSF-Sage and Pegazus from SM-Mapping
    // Remake by: =F|A=Drempa? 
    //
    // Contact Sage   : ssf.sage at gmail dot com //-SSF-Sage @ splashdamage.com/forums (prefered)
    // Contact Pegazus : Fruity12 at hot dot ee // Pegazus   @ splashdamage.com/forums (prefered)
    // SM-Mapping site: http://www.hot.ee/smmapping/
    //===================================================================================================  
    Story:
    January 1943 - The war in Africa is finally coming to an end. The Allied intelligence has discovered
    a group of Axis engineers planning a new super plane in Capuzzo Airport. Allies are attempting to
    break into the airport, steal the blueprints and escape with a Supermarine Seafire.

    =======================================================
      Objectives:  
      Allies:

    1] Escort the Tank past the Tank Tarrier #1
    2] Escort the Tank past the Tank Tarrier #2
    3] Construct the Command Post after the tank has passed a certain spot to gain a spawnpoint at the command post
    4] Destroy the Command House wall, the enemy aircraft with the tank
    5] Send a message (takes 45 seconds) for the pilot to land in
    6] Steal the blueprints and secure them into the Seafire, which has to be repaired in order to be able to secure
      Axis:

    Axis:
    1] Prevent the Tank from passing the Tank Tarrier #1
    2] Prevent the Tank from passing the Tank Tarrier #2
    3] Construct the Command Post to prevent Allies from spawning in there after they have passed a certain spot
    4] Stop the Allied tank from breaking into the Command House and from destroying the planes in the airport.
    5] Prevent the Allies from sending a signal for their pilot
    6] Prevent the Allies from stealing the blueprints and escaping with them

    =======================================================

    Performance:

    FPS boost is based on your height position. Using doublejump or climbing hills might lower your FPS. But even if you do, FPS is still better than before.

    On NQ mod use /g_doublejumpheight 1.15 or less to remain better performance.

    On other mods use /r_showtris 2 and see how high you can doublejump before the house draws what is behind it.


    Recommendations:


    Use b_moverscale 1 (default value) or otherwise the plane sounds will not work correctly.
    The tank moves a bit faster than normally, so there is no reason to use higher values anyway.

    For german servers:

    According to research we and many others did, the signs on the planes can be shown on german servers.

    Disclaimer:

    We can not be held responsible for anything.

    =======================================================

    Credits:

    Bradburger
    Base for the seafire sounds

    JillianCallahan
    Base for the seafire stopping sounds

    Jesters-Ink & Buglord
    Base for the Fw-190 texture

    Jester, Robo, Kristorf and FBS
    Base for the Seafire texture

    Emel
    Base for the Bf-109 texture

    =======================================================

    Map testing:

    //////Big thanks to testing
    ///We owe you guys for all the help, testing and feedback!


    Members and players from:


    Bunker Community
    http://bunker.aaxxss.com/

    EFT Clan
    http://www.eft-clan.com/

    Slut Clan
    http://slutforum.forumcircle.com/

    UJE Clan
    http://www.ujeclan.com/

    Fearless Assassins Community
    http://fearless-assassins.com/

    Dark Alchemy Community
    http://www.dark-alchemy.com/

    {WeB} Clan
    http://webclan.freeforums.org/


    Special thanks to:


    o-0._.0-o from |>B<| Community

    Avoc from eft// Clan

    Shagileo from [Slut] Clan

    Niek from [UJE] Clan

    Daredevil from =F|A= Community

    Old-Owl from DA Community

    GANG$TA from {WeB} Clan

    =======================================================
    Installation:

    Put the pk3 file into your Etmain folder.


    Uninstallation:

    Delete the pk3 file from your Etmain folder.
    =====================================================


    Changelog:


    In the 3 versions of the FP:

    -Spawning positions are heavily changed and new ones added
    -New spawntimes and roundlimit
    -2 new houses added
    -First 2 caves, the start of the map and the journey between barrier1-barrier2 are shortened
    -A lot of other minor changes to balance, fix bugs and glitches etc.

    Beta 1

    -Quite a lot different changes. Can be hard to spot.
    -For example some parts are scaled
    -bugs fixed
    -some new details
    -smaller gameplay changes
    -vo's added

    Beta 2

    -2 megs smaller pk3
    -Added cave spawn for Allies
    -Roundlimit starts with 10 mins and +5 mins at each stage (total 30)
    -Radio transmitting time doubled
    -New spawntimes
    -Barriers now require +50% chargebar to be constructed
    -Moved the city spawn few meters further away from Barrier1
    -Moved Barrier2 few meters closer to allies
    -Moved CP house few meters closer to Airport
    -Some small changes to improve access
    -Little mountain edit at the map start
    -Radio trigger is easier to press
    -Added some lights
    -Closed down a house at Airport
    -Improved palm clipping
    -Rocks have 100% accurate clipping
    -Some new details
    -Added little variety on terrain
    -Added a wooden bridge over barrier1 to fight trickplanting

    Beta 3

    -Some minor bug fixes
    -More signs for navigation (+moved antenna near radio)
    -Changed objective numbers
    -Roundlimit starts with 15 mins, get 15 min more after barrier2
    -Radio transmitting time is now 45 secs
    -Radio button improved
    -Fixed tank road mine bug
    -Greater roof access
    -Removed a couple doors
    -Greater radio room access

    Beta 4

    -Shortened many sound, shader and model names to save few configstrings on networking
    -Ladders on water tanks
    -Inside light and detail pass
    -Tank sound bug fixed
    -Antenna and radio light when transmitting
    -Improved signs

    Beta 5

    -Improved FPS in general
    -FPS boosts when staying on ground and behind houses
    -Less vertices for GFX card to draw
    -Less entities for game to load
    -Little lighter networking by shortening configstrings
    -More players before lagging
    -Fixed Radio button
    -Shortened Allied map start a bit
    -Moved Axis City spawnhouse a bit
    -Barriers chargebar 150%->125%
    -Added details and lights
    -Possibility to fly with the plane to the sky
    -Edited VO's at airport
    -Some Airport houses are edited
    -Closed some houses windows to improve FPS
    -Remade most of the houses (without visual difference)
    -Moved the tank spot that enables building CP 5 meters further
    -Command house doors are regular doors now
    -Axis Default spawn Garage before CP is built
    -Bigger doorways in last Axis Spawn
    -Fixed small bugs
    -Many other small changes  

    243 downloads

       (2 reviews)

    Updated

  21. goldrush by fog 200 - goldrush_by_fog_200.pk3 and waypoints

    Warning does not work with the Nitmod mod
     
    ---------------------------------------------------------------------------------------------------
    Basic Information
    ---------------------------------------------------------------------------------------------------
    ORIGINAL MAP : SPLASHDAMAGE / ACTIVISON
    Modifier       : (F.O.G) Clan (Hungary)
    Site       : http://fogfighters.atw.hu

    ---------------------------------------------------------------------------------------------------
    Basic Information  
    ---------------------------------------------------------------------------------------------------
     
    Game : Wolfenstein: Enemy Territory
    Title : Goldrush by FOG v2.0
    Filename : goldrush_by_fog_200.pk3
    Version        : 2.00
    Release date : 17/04/2010
     

    Installation : Place the goldrush_by_fog_200.pk3 into your etmain folder
     Start game and choose HOST GAME and this map or start game and bring the
     consol then type /sv_pure 0 (enter)
      /devmap goldrush_by_fog_200 (enter)


    ---------------------------------------------------------------------------------------------------
    TS Torch Map Model
    ------------------

    Author: : Michel "The-Shadow-TS" Duhaime
    Email: : The-Shadow-TS@Rogers.com
    ICQ: : 4479835
    ---------------------------------------------------------------------------------------------------
    Briefings

    The Axis are guarding a hoard of gold in the Tobruk Central Bank. The Allies must steal an Axis
    Jagdpanther to blow the bank open, steal the gold bars and drive them to safety in a Truck.

    A N met er k a Tobruki K zponti Bankban riznek egy felhalmozott aranyk szletet. Az Amerikai
    csapatnak el kell elk tni a N metek tankj t, s el kell vinni az els tank barrik dig. Ekkor m r
    van lehet s g az aranyk szlet megszerz s re, de a tank v gig mehet az eredeti tvonalon is s
    bel heti a bank ajtaj t. Szerezd meg az aranyrudakat s helyezd biztons gba a Teheraut
    seg ts g vel!
    ---------------------------------------------------------------------------------------------------
    What's New :
    Rules of this map

    When the tank reaches the first barrier, a new spawnarea can be found in the castle. All teammates
    leave from there automatically if one of the teams pin his flag up there. The bank's safety doors
    become openable at the same time. (There are 3 doors) Through these Allies a team's members may get
    into the bank and it may be got the objectives, that is the gold crates, before the tank would
    explode the main entrance yet. An alarm signals it if are Allies within in the bank, facilitated
    with this Axis players' thing. After the tank exploded the bank's main entrance, then this sound
    signal does not work already starting.

    --------------------------------------------------------------------------------

    Why was there need for these changes?

    It is necessary to recognise it, that if there is a player who uses the heavy artillery for the form
    of the scoring on the server, can block the allies' attack certainly. Furthermore where only a
    solution exists, and both halves are aware of this, it that's right heavy to realise. Several new
    passages and two elevators were being made in the interest of the easier playing. This there was need
    for latter ones because of that, because if it would have been necessary to solve the arrival by
    stairs from one of the levels onto the other one, it much more Brush would be produced, and he
    managed to attain it so these his maximum value. The German team was in a big trouble then, when the
    allies pressed they one single Spawnarea, like this for them and a leeway was made. This alternative
    version came into existence so well. We hope for it you receive it with enthusiasm how the makers
    worked on the transformation of the orbit then.

    ---------------------------------------------------------------------------------------------------
    This is the 2.00 version of the remake of the original Goldrush made By Splashdamage/Activision ,
    please report any bugs/Suggestions in our mailbox: fogfighters@freemail.hu goldrush_by_fog_200.gm goldrush_by_fog_200.way goldrush_by_fog_200_goals.gm

    94 downloads

       (0 reviews)

    Updated

  22. adlerhorst te - adlerhorst_te.pk3 and waypoints 0.9

    Adlerhorst TE (Final)
      Description

    Axis:
    Protect the documents in the Adlerhorst: demolish any Allied assault bridges and immobilize their armoured vehicles with Panzerfausts or grenades.

    Allied:
    Escort a Sherman M4A3 tank to the Adlerhorst and steal the secret war documents. Construct a bridge, protect and repair the Sherman and smash your way through to victory.

    Neutral:
    The Allies are attacking the Adlerhorst and must escort their Sherman M4A3 Tank as it blasts through the defences. The Axis can disable and delay the Tank with Panzerfausts, grenades, mines or explosives.  
      Objectives
      Allied objectives
    1 "Primary Objective:
    Steal the secret War Documents."
    2 "Primary Objective:
    Transmit the secret War documents."
    3 "Primary Objective:
    Construct a Bridge over the lake."
    4 "Primary Objective:
    Cover the Tank as it destroys the Gate."
    5 "Secondary Objective:
    Dynamite the Bunker Wall."
    6 "Primary Objective:
    Dynamite the Elevator Control Room Door."
    7 "Secondary Objective:
    Dynamite the Stairs Door."
      Axis objectives

    1 "Primary Objective:
    Prevent the Allies from stealing the secret War Documents."
    2 "Primary Objective:
    Prevent the Allies from transmitting the secret War documents."
    3 "Primary Objective:
    Prevent the Allies from constructing a Bridge over the river."
    4 "Primary Objective:
    Disable the Allied Tank before it can blow open the Gate."
    5 "Secondary Objective:
    Defend the Bunker Wall."
    6 "Primary Objective:
    Defend the Elevator Control Room Door."
    7 "Secondary Objective:
    Defend the Stairs Door."

    108 downloads

       (0 reviews)

    Submitted

  23. exhumed_finalfix2 and waypoints

    axis  
    Steal the tank, drive to the pyramid door, and use the tank to blow up that door! Then steal the mummie and the papyrus, and escape with the truck.
      allies
    Do not let the Axis steal our tank, drive it to the pyramid door, and use the tank to blow up that door! Further, do not let the Axis steal the mummie and the papyrus, and take that to the truck !
      neutral
    The Allied Forces are defending their tank. The Axis plan to steal it, drive it to the pyramid door, and destroy that door. Inside the pyramide, there is a very important mummie and a papyrus. The Axis want to steal that and take it to the truck. The Allies must stop them !

    // Axis Objective Descriptions

    1 "Steal the tank and destroy the pyramid door with the tank!"

    2 "Steal the mummie and the papyrus and deliver that to the truck!"

    3 "Escape with the truck!"

    // Allied Objective Descriptions

    1 "Protect the tank and the pyramid door!"

    2 "Protect the mummie and the papyrus inside the pyramide!"

    3 "Stop the truck!"  
     
     
     
     
     
    exhumed_final.gm exhumed_final.way exhumed_final_goals.gm
    exhumed_final.gm exhumed_final.way exhumed_final_goals.gm

    203 downloads

       (1 review)

    Updated

  24. ETL Adlernest v4 - etl_adlernest_v4.pk3 and waypoints

    // ======================================================================
    // 'Adlernest, by Dersaidin'
    // September 2022
    // Cedric 'kemon' Easton
    // http://www.etlegacy.com
    // http://www.github.com/realkemon
    // ======================================================================
    This map is an overhaul of the original Adlernest map from ET created by Dersaidin.
    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.

    -----Changelog-----
    v4:
    * Improved texture alignment across differently angled walls. Thank you Aciz for suggesting the NetRadiant feature.
    v3:
    * Fixed brush not being aligned correctly above Axis spawn canyon window. Thank you Aciz for reporting.
    * Extended 'flying' health and ammo trigger to the ground for Allied cabinets.
    * Removed flying pipe support at Main Door generator. Thank you Aciz for reporting.
    * Extended slick brushes in canyon to prevent players from sitting there. Thank you Dmxj for reporting.
    * Removed versioning from pk3 contents. Thank you bystry and Aciz for suggesting.
    * Adjusted lighting settings for improved performance. Thank you Aciz for suggesting.
    v2:
    * Adjusted position of bunk beds in Axis spawn to allow hiding behind again. Thank you zenixje for reporting.
    * Adjusted terrain near Allied spawn exit to allow hiding behind rock again. Thank you zenixje for reporting.
    * Fixed Allied CP not being autospawn. Thank you ryven and <=TM=>Flo for reporting.
    * Added missing clip brush to right-most radio of transmitter equipment.
    v1:
    * Added targetname and scriptname to nearly all in-game entities to enable server admins to build custom scripts if desired.
    * Extended map skywards to allow for free shoutcaster/spectator movement.
    * Added unique ids for spawn slots.
    * Comprehensive rework of structural mesh to improve on VIS.
    * Removed player collision from noticeboards, picture frames, lying doors etc.
    * Colour-coded bunker sections for easier call-outs.
    * Dispersed spawn points to declutter mass spawn events.
    * Increased player count to 32v32.

    // AXIS
    Primary Objective: Defend the documents.
    Primary Objective: Prevent the allies from transmitting the documents.
    Secondary Objective: Stop the allies from constructing a command post, or destroy it if it has been made.
    Secondary Objective: Protect the door controls in the basement level and prevent allies from gaining access to the upper complex.
    Additional Objective: Keep the main blast door closed to hinder the allies progress.
    // ALLIED
    Primary Objective: Steal the documents.
    Primary Objective: Transmit the documents at the transmitter.
    Secondary Objective: Construct the command post to activate a forward spawn.
    Secondary Objective: Dynamite the door controls located in the basement level.
    Additional Objective: Open the main blast door to gain additional access.
     
     
     
     
    etl_adlernest.gm etl_adlernest_goals.gm etl_adlernest.way

    275 downloads

       (0 reviews)

    Submitted

  25. fragginhart v4 - fragginhart_v4.pk3 and waypoints beta

    Fragginhart a map for Wolfenstein Enemy-Territoy.

    Map by ( Remasters  )  in close collaboration with U!ps
    https://www.splashdamage.com/games/wolfenstein-enemy-territory/
    https://www.etlegacy.com/
    https://et.trackbase.net/map/9158
      Map Objectives
    1. Activate the generator.
      - Build Allied CP to enable allied spawn.
    2. Destroy the Depot Gate Controls.
      - Destroy the Side wall.
      - Capture the forward bunker flag.
    3. Steal the Documents.
      - Build the assualt ramp.
      - Take the Documents to the Transmitter


    v4 change log
    - Added route from middle spawn to lower barracks. ( requested by U!ps )
    - Changed generator switch.
    - Changed the switches at main gate.
    - Lowered the wall at axis middle spawn MG. ( requested by U!ps )
    - Clipped roof at middle and gen spawn areas.
    - Added new textures.
    - Added "props".
    - Reworked the Terrian/Road.
    - Reworked the flag section (forward bunker).
    - Added new route from sidewall to flag.
    - Reworked Allies villa spawn.
    - Changed the skybox.
    - Updated levelshot on map load screen. (image created by U!ps)
    - Added obj dropped sound for axis.
    - Updated location data.


    V3 change log
    - Fixed missing brush above main gate.
    - Fixed cov_door_Depot_Gate bug.
    - Added route from transmitter to sidewall area. ( requested by U!ps )
    - Added custom textures. ( provided by U!ps )
    - Reworked door at assualt ramp, added button inside docs room.
    - Removed keycard to fix map breaking bug ( reported by ETc|nick )
    - Changed generator activation to "repair" or "switch".
    - Generator activation type can be changed by server admin via mapscript (default set to switch).
    - Allied CP room now longer, moved Allied CP location in the room. ( requested by U!ps )
    - Added new route at generator axis spawn. ( requested by U!ps )
    - Fixed FPS drops. ( reported by kevlar )
    - Added limbo cams. ( requested by [eG] johnd0eafk )
    - Updated location data.
    - Improved the command map. ( requested by [eG] johnd0eafk )*
    - Added wm_addteamvoiceannounce sounds.
    - Allies can no longer access the sidewall before the generator has been activated. ( requested by U!ps )
    - Axis can no longer access the north middle spawn exit before the generator has been activated. ( requested by U!ps )
    - Main and Depot gates now open slower. ( requested by U!ps )

    V2 Change log
    - BSP name now has no version suffix. (for easier server administration moving forward)
    - reworked allied villa spawn
    - New allied CP spawn.
    - New axis generator spawn.
    - Reworked old allied CP building.
    - Moved axis CP.
    - Added cov door at axis CP.
    - Increased doorway size and headroom on most indoor sections and doors.
    - Changed cov doors on main and depot gate sections. (will now auto open for axis)
    - Blocked the holes in the floor of axis final spawn and added alternative routes.
    - Moved documents to table.
    - Some cosmetic changes to terrain.
    - Assualt ramp moved to front of document building with build activated doors.
    - Added Basement spawn for axis. (set as disabled)
    - swaped position of sidewall hole with sidewall cov door.
    - moved barracks corridor outside exit, added ramp where there was a step.
    - added location data
    - added option to block the middle spawn / forward bunker archway. (set as hidden)
    - depo gate switch removed from axis side.
     

    230 downloads

       (0 reviews)

    Updated


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