Maps
Wolfenstein: Enemy Territory Maps for Downloads.
1000 files
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TNT Intrusion | TNT_intrusion.zip and waypoints
TNT*|Cinco has released his nice map TNT Intrusion
Description:
Allies: The allies have to storm the bunker from where the axis are transmitting information to headquarters.
Axis: The Axis must defend the antenne controls to continue broadcasting.
Neutral: The allies have taken the town and besieged the bunker from where the axis transmit information to the staff.
160 downloads
Updated
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ES Alamo Sniper + waypoints
New Map |ES|Alamo Sniper made by |ES|LoRenz - If any of you know the real story about Alamo, I think you already guess, this must be a circular map. And, it is. I do not remember seen a circular sniper map before. This is a total new concept.
Allies are located in center of map, (Church of Alamo) surrounded by Axis on all sides. Axis have cannons on their side, wich can shot against Allies.. and you can partly shot down Allies building (Church of Alamo). But ofcource, you need to find the cannon, wich can fire. Good luck.
For both teams, repeated rifle fire will partly destroy buildings too. Axis side of map is of course bigger than allies side, becouse its a circular map. But |ES|LoRenz took care of that too. On each side of Axis side, you will find transporters, wich will move you to any side of the map.
The concept of circular snipermap is brand new. But I think, its no trouble after a few minutes, to find your way around map. Its not harder, than playing one of the old fashion ET maps.
140 downloads
Updated
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Heart of Gold DT (Beta 12) - HoG_b12_dt.pk3 and waypoints
By nani*
Download pk3 name: HoG_b12_dt.pk3
Map name: HoG_b12_dt.bsp
Description
Allies are searching for the “Heart of Gold”, a famous gold ingot stolen in Paris. The Resistance informed the Allies that the Axis are keeping it in “Boissaint”, a French village in the Alps waiting for reinforcement coming from Bergheim.
Allies have to steal the gold and escape from the village with the truck before reinforcement’s arrival.
Objectives
ALLIES:
1. Steal the gold and bring it back to the truck.
2. Destroy the Gate.
3. Raise the switch.
4. Escape with the gold loaded in the truck.
5. Construct the command post to gain a new spawn point.
AXIS:
1. Protect the Gold and construct the door.
2. Protect the Gate.
3. Lower the switch.
4. Construct the command post to gain a new spawn point.
6. Stop the truck, and prevent the Allies to escape from the city with the gold.
Note:
- The truck won’t go beyond the barrier without the gold.
- The gold can be stolen and brought to the truck right from the beginning of the map.
- If the axis construct the command post, it creates a new spawn point for them.
*Changes*
In this version the only difference is that the truck is destructible.
hog_b12_dt waypoints.rar
173 downloads
Updated
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The River 2
By jaie
mp_theriver_2nd.pk3
mp_theriver_2nd.bsp
//--------------------------------------------------------------
//-------------- README for TheRiver II final release ----------
//--------------------------------------------------------------
>>> TABLE OF CONTENT
------------------------------------------------
A - General info, credits, acknowledgements
B - Installing and playing the map, known bugs
C - Recommended Settings (Admins read this)
D - Thanks
E - Copyright
F - Story and map features (text for advertising the map)
G - testing history
//----------------------------------------------
A - General info, credits, acknowledgements
//----------------------------------------------
>>> Contents of the zipfile
------------------------------------------------
In this zipfile you find
- the readme
- the map (mp_theriver_2nd.pk3 >> put it into etmain-folder)
- the shader for the commandmap icons
(mp_theriver_2nd_etprocmshader.pk3 >> put it into ETPRO-folder)
- a list with the spawnpoints u can use for your spawnscript
>>> About the map
------------------------------------------------
Map: The River II
pk3: mp_theriver_2nd.pk3
mapped by ]UBC[ McNite (McNite@ubcclan.com)
first day of mapping: July 6th 2004
day of release: Nov 21st 2004
>>> original map for RtCW
------------------------------------------------
pk3: mp_TheRiver.pk3
mapped by TanyaCheex
All credits for gamelayout and objectives of the 2nd stage to go TC!
Tanya if you ever read this, you made the best custom map for RtCW ever!
>>> credits for models
------------------------------------------------
truck Opel Blitz models by Detoeni (www.planetwolfenstein.com/detoeni/)
>>> credits for command map
------------------------------------------------
command map by Schaffer
>>> credits for graphics:
------------------------------------------------
- poster "Schlachtschiffe im Atlantik" taken from cover of
Kriegsbücherei der deutschen Jugend, Heft 102
- unicorn-emblem is after emblem of U1195 (www.uboat.net)
//----------------------------------------------
B - playing the map, known issues and bugs
//----------------------------------------------
>>> To play the map on a server
------------------------------------------------
1.) put the mp_theriver_2nd.pk3 into your etmain folder
2.) put the mp_theriver_2nd_etprocmshader.pk3 into your ETPRO folder
3.) run ET
4.) join the server
5.) have FUN!
>>> To play the map alone
------------------------------------------------
1.) put the pk3 into your etmain folder
2.) run ET
3.) go to HOST GAME
4.) set it to STOPWATCH
5.) choose "The River II" from the list of the maps
6.) start and have a look around
In case you can't see the map you might be having too many .pk3-files
in your etmain-folder and need to delete some.
>>> Known Bugs & issues
------------------------------------------------
- lift won't move when a body is sinking through its platform
- tram: occasionally a player might get crushed, but its very rare
- villa: not so good as a building, but hey, its not very important for gameplay
- from certain spots on villa roof looking to allies first spawn parts of the map disappear
- FPS: might drop to 35 in some places where you can see almost all of the terrain
Bugs: there shouldn't be too many left. So if you find any, plz report them to
McNite@ubcclan.com or post them in this thread:
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=10418&sid=c3b0e833a350ec592c72f4f40c18e06b
//----------------------------------------------
C - recommended settings
//----------------------------------------------
>>> gametypes available
------------------------------------------------
Stopwatch, Campaign, Objective (no LMS)
>>> playerloads
------------------------------------------------
This map is playable for 3on3, 6on6 and medium playerloads on publics.
The original proved to be HUGE fun with 18 players.
Tests have been successful with 24 players (no suffering in FPS noticeable).
Maximum playerload is 40 (20 spawnboxes per team and spawn).
Be aware that with lots of players the FPS might suffer because its a huge open map.
>>> spawntime
------------------------------------------------
Standard settings are: Allies 15 secs, Axis 20 secs which is slightly offense-bias.
This is a fast map (where u can die fast too) so especially for publics short spawntimes
are preferable.
These spawntimes have been tested for wars too (thx fr34k). They require good timing on
offense but are well playable. Very long spawntimes enable a team to set up
defense/crossfire too easily.
>>> map playtime
------------------------------------------------
This is a very fast map. 15 Minutes is the original playtime of the RtCW map and
proved to be still the right time when we playtested the map.
A good team (or a lucky one) can win the map in less than 3 Minutes.
>>> restrictions on player classes & promotions
------------------------------------------------
I strongly recommend rtcw.no settings or even more restrictive ones for
- Field Ops: because too much Artillery can block Allies in the castle too easily
- Medics: full revive should be at 140XP because it makes defending at the documents too easy
- Soldier: should not be able to get 2 stars, the first star shouldn't be too easy to reach
>>> restrictions on weapons
------------------------------------------------
Heavy Weapons: too many MG in the open areas and Panzerfaust in the castle can nip
Allied offense in the bud. I recommend max. 2 Panzerfausts/MGs with restrictions on the promotions.
Rifle Grenade: This is a very open map, and as rifle grenades are a weapon you can't really defend
against it might be a good idea to limit them (max 1-2 per team).
I wouldn't disable them though cuz engs need something to defend with against medic-whores ;-)
//----------------------------------------------
D - THANKS
//----------------------------------------------
]UBC[ Enyo<>Phaz, ]UBC[bigCockapottamus and ]UBC[ TicTac who gave me my first
trashings on TheRiver on 4Netplayers... those were great games.
All the other ]UBC[s and players that played along with me and made me have a
lot of good times on TheRiver on RtCW and on ET.
>>> Help with mapping and scripting the whole mess:
--------------------------------------------------------
michi.be, Ron007, asw for running www.leveldesigner.de and doing that whole lot of fantastic tutorials (keep up the great work!!!)
the SD crew for running the SD mapping forum
all the helpful ppl that answered my posts on www.splashdamage.com and www.leveldesigner.de
DemonEye, asw, Gringo Starr for looking at my map or helping me with problems
Schaffer for the command map and help with command map icons
>>> discussion & feedback about gameplay
------------------------------------------------
]UBC[ Aber (thx, ur suggestions made it a lot better)
fr34k, JEDI*anakin, *bio* Sphere
>>> design supervisor
------------------------------------------------
]UBC[ $taTiK
>>> hosting and testing the map
------------------------------------------------
M8D Nephelim, M8D DrStock @ www.M8D.org
{TibeT} SPudGun, {TibeT} Rock @ www.thetibetclan.com/index.html
.AT* 13THKnight @ http://www.alliedteam.de/
the clans (in no particular order)
]UBC[, M8D, lpk, NOOS, CoS, .AT*, {TibeT}
and all the players who participated in one or more of the numerous playtests
keep up the game, you guys are THE GAME
//----------------------------------------------
E - COPYRIGHT
//----------------------------------------------
Copyright © 2004 Matthias "McNite" Neiss all rights reserved
This level may be electronically distributed only at
NO CHARGE to the recipient in its current state. It must
include this .txt file.
NOBODY is allowed to
a) decompile this map
modify this map in ANY way
c) distribute this map on CD-ROM or any other media without prior written permission
d) use any custom textures/ sounds/ brushwork of this map without prior written permission.
By safing this map on your harddisk/webspace/whatever-storage-from you accept these conditions.
contact: McNite@web.de
-------------------------------------------------
//------------------------------------------------------------
F - Story and map features (text for advertising the map)
//------------------------------------------------------------
Castle Silbereck, built in 1547, protected the local silver mine.
Abandoned in the 18th century, renovated by an eccentric Austrian
aristocrat in 1852 adding a tram but no bridge in order to better
enjoy his insanity in solitude...
Now Axis forces occupy the castle and have reactivated the old mine,
using it as a bunker complex to hoard treasure looted from
occupied Europe...
The Allies in an attempt to learn the secrets of the castle, launch
a daring raid to steal the treasure manifest, turning Castle
Silbereck into a place of furious battle..."
Map Features:
--------------------
Fast and adrenalin-packed 2-stage map with a long document-run.
Challenging fighting in various environments:
Close quarter combat in tunnels, caves, stairs and a castle/bunker setting
as well as mid- and long-range fighting in open terrain.
Several access routes to the primary objectives offer tactical variation.
Game-layout is offense bias and offers both fast wins in less than 3 mins and
successful defense.
first stage:
Allies have to get a forward spawn by repairing a broken engine control panel (Axis defends)
second stage:
Allies need to steal the treasure manifest (documents) and take them to the waiting
escape truck (Axis better prevents this)
The documents can be stolen by Allies without getting the forward spawn.
secondary objectives:
Capturable Flag as forward spawn for Allies (recapturable)
Destructible Objectives (Allies): a wall for easy access/escape and
bridge controls which will lower the bridge for access/escape
Neutral Command Post
//----------------------------------------------
G - TESTING HISTORY & CHANGES
//----------------------------------------------
>>> testing history
release of 6th play test - testversion 9: Nov 7th 2004 - M8D & TibeT testing
release of 5th play test - testversion 8: Oct 6th 2004 - M8D & Allied Team & TibeT testing
release of 4th play test - testversion 7: Sept 19th 2004 - M8D testing
release of 3rd play test - testversion 6: Sept 10th 2004 - Allied Team testing
release of 2nd play test - testversion 5: Sept 4th 2004
release of 1st play test - testversion 4: August 16th 2004
release of single person test 2: August 13th 2004
release of single person test 1: August 8th 2004
>>> final version
------------------------------------------------
- removed the 2nd ladder at bridge
- mines disabled on most of the terrain
- small tunnel above Axis first spawn closes when Axis falls back
- changes on the roof above Allied Castle Flag: whole wing accessible; this will
encourage the use of snipers and require good teamplay, the area is not large
enough to enable axis camping and dominating the map from up there (this is a result
of fr34ks 5on5 testing under comp gaming settings)
>>> public testversion 9
------------------------------------------------
- a 2nd ladder at the bridge leading up to the bridge controls (tryout)
- changes on the shed below allied flag in castle for more cover for allies
- mines disabled again
>>> public testversion 8
------------------------------------------------
- destroyed the stonebridge (axis needs at least 17 secs to engine now -
and no trickjump possible)
- moved allied first spawn towards villa (allies need 17-19 secs to engine now)
- changed the lower access to the engine room into a hidden cave with large break
in the wall, both walls to be destroyed with fewer nades
- allowed mines all over the grass (for testing of its effect on gameplay)
>>> public testversion 7
------------------------------------------------
- decreased the health of the 2 doors leading to the room of the tram engine
- changed axis spawn to add about 2-3 secs of additional way to the docs room
- widened the gap that s left after parts of the stonebrigde are destroyed
- water of The River is now opaque
>>> public testversion 6
------------------------------------------------
- closed the tunnel that leads straight into the engine-room with destructable doors
for better defense situation at start of the map
- added a neutral command post in the radio room above allied flag in castle
- moved the ammo cabinet in the castle yard to the ground next to the truck
for better reachability
>>> public testversion 5
------------------------------------------------
- the stone bridge from tram station to escape truck got arches for additional cover
but is still destructable
- set up a hut at first axis spawn for cover
- 2 mineable areas in the terrain (dark green patches)
- general simplification of the buildings to make the gameplay more fluent
>>> public testversion 4
------------------------------------------------
- changes at the back part of the castle yard (ppl will die when they jump off
the narrow passages that lead from axis spawn to lift and from axis spawn
to room at river stairs; this leaves fewer ways in and especially out)
>>> public testversion 2
------------------------------------------------
in general:
- added trees in the open terrain for cover
castle east wing:
- east wing tower is slippery, not usable by players (one wrong step and you end up
as grease several floors down)
- it takes defenders 20 secs to reach the east wing roof from spawn
castle west wing:
- roof is not slippery but can only be reached with the help of a teammate
terrain at east rope bridge:
- added a shed (partly destroyable) for cover
- added several trees for blocking of view
160 downloads
Updated
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Wolfsrudel 3 Fixed - wolfsrudel3_final.pk3 and waypoints
By jaie
wolfsrudel_3_v3_fixed.pk3
wolfsrudel3_final.bsp
ENGLISH VERSION
===================
Wolfsrudel 3 FINAL (Fixed Version)
Channel Log
Wolfsrudel 3 is an Enemy Territory Multiplayer Map.
Supported Gametypes: Campaign, Objective, Stopwatch
Mapname: wolfsrudel3_final
Overview:
April, 1940, the allied troops have found a radar base near the city of Narvik.
The German Submarines in the North Atlantic seem to be commanded by this base and
to be supplied with orders. The Mobile Emitters must be stolen and the Main radiomast
destroy. The Axis troops shouldn´t be able to send new orders to their submarines.
Timelimit: 20 min
Axis respawntime: 25 sec
Allies respawntime: 10 sec
Allies Target
1. Dynamite the Maingate
2. To disable the Radarstation steal both of the Radarparts and bring it to the escape truck.
3. Destroy the Main Axis Radio Mast with dynamite.
4. Capture the Forward Bunker from the Axis.
5. Dynamite the Sidewall to get into the Base.
6. Dynamite the Bunker sidewall
7. Build a Command Post and stop the Axis from constructing a Command Post.
Axis Target
1. Defend the Maingate.
2. Prevent both Radarparts from being stolen.
3. Prevent the Allies for destroying the Main Radio Mast.
4. Defend the Forward Bunker.
5. Defend the Sidewall for breaching.
6. Prevent the Allies for breach the Bunkersidewall
6. Build a Command Post and stop the Allies from constructing a Command Post.
Change to the previous version
- Texturfixing
- Teamdoor Fixing
- Insert Soundevents
- change trees
To start the map on ET server put the line
set d1 "set g_gametype 2; map wolfsrudel3_final; set nextmap vstr d1"
in your mapfile for obj mode
DEUTSCHE VERSION
=================
Wolfsrudel 3 FINAL (Fixed Version)
Change Log
Wolfsrudel 3 ist eine Enemy Territory Multiplayer Map.
Unterstützte Gamearten: Campaign, Objective, Stopwatch
Mapname: wolfsrudel3_final
Überblick:
April, 1940, die alliierten Truppen haben in der Nähe der Stadt Narvik eine kleine Radarbasis ausfindig gemacht.
Es hat den Anschein das die deutschen Uboote im Nord Atlantik von dieser Basis aus kommandiert und mit Befehlen
versorgt werden. Die mobilen Emitter müssen gestohlen und der Haupt Radiomast zerstört werden.
Die Achsenmächte sollten danach nicht mehr in der lage sein ihre Uboote mit Befehlen zu versorgen.
Timelimit: 20 min
Axis respawntime: 25 sec
Allies respawntime: 10 sec
Alliierten Ziele
1. Sprengen des Haupttors
2. Beide mobilen Emitter stehlen und zum Fluchttruck bringen
3. Die Hauptantenne mit Dynamit sprengen.
4. Vorgezogenen Bunker von den Achsen einnehmen.
5. Sidewall mit Dynamite sprengen.
6. Bunkersidewall sprengen um in die Base zu gelangen
7. Einen Komandoposten errichten und die Achsen daran hindern selber einen zu bauen.
Axis Ziele
1. Haupttor verteidigen.
2. Beide mobilen Emitter verteidigen.
3. Hauptantenne verteidigen.
4. Vorgezogenen Bunker halten.
5. Sidewall verteidigen.
6. Bunkersidewall verteidigen
7. Einen Komandoposten errichten und die Alliierten daran hindern selber einen zu bauen.
Änderungen zur Vorversion
- Texturfixing
- Teamdoor Fixing
- Soundevents
- Bäume angepasst
Zum Starten der Map auf eurem Server einfach die folgende Zeile in eure map.cfg eintragen
set d1 "set g_gametype 2; map wolfsrudel3_final; set nextmap vstr d1"
Beispiel für OBJ Modus
wolfsrudel3_final waypoints.rar
138 downloads
Updated
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V2 Base TE - v2base_te.pk3 and waypoints
By jaie
v2base_te.pk3
v2base_te.bsp
-| V2 Base Tournament Edition for Enemy Territory |-
Release date: 2004-05-04
Author: SteelRat
Map Name: V2 Base TE
BSP name: v2base_te
Gametypes supported: Objective and Stopwatch
Gametime: 20 Minutes
-----------------------------------------------
Modifications in Tournament Edition of V2 Base:
-----------------------------------------------
Docs now have the "clipboard" - not the orange missing texture.
2 doors removed in War room
2 windows added to walls in war room (for allies to have a chance to estimate what they are facing)
Fixed some clipping in the war room "office" where you could see hinding player models thru the wall.
Missing light texture in cieling downstairs is fixed.
Silent door near axis spawn is fixed.
Added a small shed near Allied spawn as a place to take cover in.
Added a small house ruin near the main entrance of fortress.
Added another underground passage that ends up in the small house in the V2 Base yard.
Added some crates and barrels to the V2 Base yard to take cover behind.
Fixed the spawnpoints so that they show up on the command map and are selectable.
Added some trees and dragonteeth outside the fortress.
You can still jump the base wall, but that barbwire has got a nasty touch now.
Reduced game time to 20 minutes.
Axis got 5 seconds longer spawn time.
Removed the tower spawn MG42.
Added some trees near Allied spawn.
Added wooden fence near Allied spawn and moved the door.
Added truck near Allied spawn.
Created some new shaders.
Added 2 new sounds.
Added some clips where needed.
---------------------
Background
---------------------
I recieved requests from the community to make a new version of my V2 Base that I originally designed for RtCW, after giving it some thought
I decided to remake the map for ET as it was originally intended to be. This was not possible for RtCW for several reasons but mainly due to
me not having the level design skills required at that time.
I have added a couple new passages and still sticking to the general design of the original version, mostly to make it a little bit easier for
Allies to get into the fortress and I also added another way out from the underground bunkers.
I have also added a number of constructibles such as command posts and field MG42's, it is also possible to plant mines on the terrain.
---------------------
Map Story
---------------------
Axis have captured an old fortress and built a V2 Base test facility to evaluate the new V2 rockets, Allied forces have intercepted this information and are trying to steal the secret V2 Rocket design blueprints.
---------------------
Map Objectives
---------------------
Allied Objectives
Primary objectives:
*Steal the V2 Rocket blueprints from the Axis base.
*Transmit the blueprints using the base radio.
*Destroy the Base Wall to get free passage into the V2 Base.
Secondary Objectives:
*Capture the Fortress Tower Spawn.
*Destroy the basement storage wall for additional access route.
*Construct the command post.
*Construct the Fortress ladder for optional route into the base
*Construct the field and spawn MG42's
Axis Objectives:
Primary objectives:
*Prevent the Allied forces from stealing the V2 Rocket blueprints (When stolen sirens turns on globally).
*Prevent the Allied forces from transmitting the documents using the base radio.
*Prevent the Allied forces from destroying the Base Wall.
Secondary objectives:
*Construct the command post.
*Destroy the Fortress ladder (if constructed by Allies)
*Destroy the field MG42's (if constructed by Allies)
---------------------
Installation
---------------------
Put the v2base.pk3 file in your \etmain directory. The mapname is v2base_te if you want to add it to any script.
---------------------
Thanks
---------------------
Special thanks to Ringa who helped me with details, icons, command map and good ideas.
Thanks to everybody who has been helping with the testing and all the regular players at the SteelRat's Cage ET server.
Thanks to Drakir for providing Health and Ammo Cabinet prefabs.
Thanks to all the helpful people at Splash Damage's Level Design Forum!
Thanks to Unter Elite for selecting V2 Base TE as a tournament map!
---------------------
Contact info
---------------------
Website: www.srcgaming.com
e-mail: steelrat@mail.ip-only.net
IRC channel @ Quakenet: #srcgaming
v2base_te waypoints.rar
203 downloads
Updated
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rifletennis_te2
By jaie
rifletennis_te2.pk3
rifletennis_te2.bsp
This mapidea was originally created by KoB Clan for nade and rifletraining but now remade by eiM as an tournament edition.
Try to kill as many enemys as possible with nades an riflegrenades.
This map is thought to be played in 1on1 or 2on2.
Credits to KoB Clan and eiM. Contact @ #reVeal.et
l.et
108 downloads
Submitted
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Assault RC1 Final - mp_assault_rc1.pk3 and waypoints
By jaie
Assault RC1 Final
mp_assault_rc1.pk3
mp_assault_rc1.bsp
map: mp_assault_rc1longname: Assault_rc1Briefing:The Allied forces have taken over and secured what was once anAxis Communications Tower.Allies:Primary:- Defend the Communication Tower- Defend the Warehouse Door- Defend the Gate Hatch- Hold the Gate AreaAxis:Primary:- Destroy the Communication Tower- Destroy the Warehouse Door- Breach the Gate Hatch- Capture the Gate Area mp_assault_rc1 waypoints.rar
532 downloads
Updated
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Lost Paradise Final - lostparadise.pk3 and waypoints
By jaie
Lost Paradise Final 1.0 lostparadise.pk3 lostparadise.bsp zip file contains map, waypoints, screenshots, and readme this is version 1.0 of the LostParadise map ++++++++++++++++++ look at: >>> http://home.vrweb.de/dahlrima/lostparadise <<< for: - Updates, another Version or maybe the editor-file of the map, - Screenshots - the Omnibot waypoint file "lostparadise.way" // Made with Omnibot ver 7.1 // included in this pk3, too ++++++++++++++++++ INFO LostParadise map is a tropical island. After its colonization, there was build some military structure. In the natur, the buildings, the towers and the airport you can find some good Sniperspots. Conquer one of the rockets for a flight to the spacestation and have a better view over the large terrain. ++++++++++++++++++ Changes since Beta 0.9 -Some structures added, like the houses, the spacestation, some in the tunnels and more. -added interaktivity to the rockets. -added some lights for the darker rooms. -inside the greater bushes are clipshots now, so you are save behind them. ++++++++++++++++++ send an email to the mapper at tipptapptopp@web.de Lostparadise is mapped by Robert Dahlenburg lostparadise waypoints.rar
267 downloads
Updated
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Updated
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Lighthouse 2 - lighthouse2.pk3 and waypoints
By jaie
Lighthouse2.pk3
Lighthouse2.bsp
Lighthouse: October 2007
Note - first release of lighthouse2 was on 9.11.07
Thing is I forgot something and had to recompile.
Rerelease was on Saturday 10.11.07.
So if the version you have doesnt have this readme it's the wrong one!
Basically the pk3 updated on the 10 is the right one
email: neilrid@googlemail.com
Map details:
Allies have set up a radar command centre on a small chalkstone island,housing a lighthouse off the South coast of England.
Axis are attempting to dissable it.
Objectives:
1. Blow up Light at the top of the lighthouse tower
2. Blow up command bunker comms room
3. Blow up anti ship gun emplacement
There are also 3 entrances that need to be breached.
1. The lighthouse compound wall
2. The main entrance
3. The compound gate
Constructibles:
1. 2 Ropes for scaling the West and south cliff
2. Ropes for scaling the tower
3. Neutral Command Post
There are 32 player slots on each team although half this number of players is more than enough for this map as it is small
Many changes since last supposed 'final' version (ooops) - Main Changes are:
More cover outside for axis team
Cover fire positions made for axis covering fire
1 more set of cliff climbing ropes
New route to light tower via mast
Taken out the 'vent' route into bunker from gun area. Now axis need covert ops. to
access new passageways in.
New allied only route from allied spawn building directly to command bunker.
Whole bunch of other physical changes.
Credits:
Thanks are in order to many - to the developers/creators of RTCW, ET, RADIENT, EASY GEN
.... a long list. Thanks all for the brilliant work, resulting toys and tools.
Thanks again to those from the Splash Damage ET level design forum for their patience and help.
Many thanks again to Nick aka. Schaffer who kindly made the lighthouse Command Map...
To all the server admins and players that have tested the versions and to players who have demanded another version of the map - cheers!!
legal:
As far as copyright goes all I can say is that nearly all of this map is made using assets from ET - textures, models, sounds etc. and these belong their rightful owners.
However, the actual map is a creation of mine - so please DO NOT alter it without asking me first.
The map is also free for all those in the online gaming community and should not be used in any way for commercial gain.
Anyhow - I Hopy you enjoy it
Mrfin aka. Neil
lighthouse2 waypoints.rar
188 downloads
Updated
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Elevated Transport - greenlee_et.pk3 and waypoints
By jaie
greenlee_et.pk3 greenlee_et.bsp map: greenlee_et longname: Elevated Transport Briefing: The Axis have fortified a Tram station that leads to a communications tower high atop the mountain. Allies must blow the fuel pump that supplies fuel to the Tram generator to prevent access to the communications tower. If the Allied forces fail to destroy the fuel pump thousands will die as the Allied team marches into Germany. Allies: Primary: - Destroy the entrance to the Center Complex to advance your spawn point - Dynamite the Axis Fuel Pump Secondary: - Breach the South wall to ease your advance on the fuel pump - Construct and defend your command post Axis: Primary: - Prevent the Allies from destroying the entrance to the Center Complex - Prevent the Allies destroying the fuel pump Secondary: - Prevent the Allies from blowing the Southern wall or risk giving them your fuel - Construct and defend your command post greenlee_et waypoints.rar
151 downloads
Updated
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Goldfinger-snow - goldfinger-snow.pk3 and waypoints
By jaie
goldfinger-snow.pk3
goldfinger-snow.bsp
map: goldfinger-snow
longname: Goldfinger-snow Final
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STATUS: Final
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Änderungen gegenüber Goldfinger-final (normale Version):
Hauptänderungen:
+ 360° Search light hinzugefügt
+ Neue Winter Sky-Textur "graveyard" von Sock s.u.
+ Terrain jetzt mit Schnee-Textur (pong-shading)
+ Prenumbra shadows im Skybox-Shader hinzugefügt
+ Bäume angepaßt (Winter-Bäume)
Kleinere Änderungen:
+ Text in der .arena-Datei angepaßt
+ Vorschau-Bild (levelshot-screen) aktualisiert
+ Map mit patchshadows, _lightmapscale 0.125 und lightmapsize 512 compiliert
+ Shader file goldfinger-snow_ccmap in goldfinger-snow_levelshots umbenannt
+ goldfinger-snow.objdata angepaßt
+ objectives und limbo cameras angepaßt
+ /maps/goldfinger-snow/lm_xxxx.tga files hinzugefügt
(Diese fehlten in "normaler" Goldfinger.pk3)
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Briefing:
North Sweden, 1943. The Axis have stolen two Gold crates.
The Allied ones must steal these Gold crates and escape with them
to the Truck.
Axis Objective Descriptions
1 "Primary Objective:**Protect the Gold"
2 "Primary Objective:**Construct a Command Post."
3 "Secondary Objective:**Prevent Allies Construct a Ladder to Roof."
4 "Secondary Objective:**Prevent Allies Construct a Ladder to Gold."
5 "Secondary Objective:**Prevent Allies Construct a Stair to Gold."
6 "Secondary Objective:**Construct a Guard Fence to Gold."
7 "Secondary Objective:**Construct a Guard Wall for entry on roof"
Allies Objective Descriptions
1 "Primary Objective:**Steal the Gold"
2 "Primary Objective:**Construct a Command Post."
3 "Secondary Objective:**Construct a Ladder to Roof."
4 "Secondary Objective:**Construct a Ladder to Gold."
5 "Secondary Objective:**Construct a Stair to Gold."
6 "Secondary Objective:**Prevent Axis Construct a Guard Fence to Gold."
7 "Secondary Objective:**Prevent Axis Construct a Guard Wall for entry on roof"
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German Language (Deutsch):
Situation:
Nord Schweden, 1943. Die Axis haben 2 wertvolle Goldbarren in
ihren Besitz gebracht. Die Allierten müssen diese Goldbarren unbedingt
in ihren Besitz bringen und mit dem Gold zum LKW entkommen.
Axis Objective Beschreibungen
1 "Primary Objective: Es sind 2 Goldbarren vor den Allies zu schützen"
2 "Primary Objective: Konstruiere eine Command Post."
3 "Secondary Objective: Verhindere Konstruktion der Leiter zum Dach."
4 "Secondary Objective: Verhindere Konstruktion der Leiter zum Gold."
5 "Secondary Objective: Verhindere Konstruktion der Treppe zum Gold."
6 "Secondary Objective: Konstruiere ein Schutzgitter zum Goldraum."
7 "Secondary Objective: Konstruiere eine Schutzwand vor dem Dacheingang."
Allies Objective Descriptions
1 "Primary Objective: Entwende die 2 Goldbarren und trage sie in den LKW."
2 "Primary Objective: Konstruiere eine Command Post."
3 "Secondary Objective: Konstruiere eine Leiter zum Dach."
4 "Secondary Objective: Konstruiere eine Leiter zum Gold."
5 "Secondary Objective: Konstruiere eine Treppe zum Gold."
6 "Secondary Objective: Verhindere die Konstruktion des Schutzgitters zum Gold."
7 "Secondary Objective: Verhindere die Konstruktion der Schutzwand vor dem Dacheingang"
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Special thanks:
- Many thanks to Sock for his wonderful skybox "graveyard"
URL: http: www.planetquake.com/simland
contact: eMail: FischCommander(AT)arcor.de
Download/Infos/Screenshots: http: agent-de.org/ET/
goldfinger-snow.gm goldfinger-snow.way goldfinger-snow_goals.gm
125 downloads
Updated
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Gold Days v4 - golddays_v4.pk3 and waypoints
By jaie
Download pk3 name: golddays_v4.pk3
Map name: golddays_v4.bsp
Author(s): die die
~~-------------------------------------------------
Basic Information
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Author : die die
Email address : rasmuss99 at yahoo.com
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Map Information
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Game : Return to Castle Wolfenstein: Enemy Territory
Title : golddays
Filename : golddays_v4.pk3
Release date
v2 : 2006-01-04
v3 : 2006-15-02
v4 : 2006-09-11
Program : Gtkradiant 1.4
Build time : about 1 week,another week for the final
Compile time : 25 min with the built in compiler, 8 min for v3 with the newest q3map2
: full compile on v3 1 hour 30 mins
: full compile on v4 40 mins
Compile machine : AMD 64 xp3200, 1500mb ram,x800 gto
compile machine v4: amd 64 x2 xp4400 4 gig ram x800 gto
Installation : Place the golddays_v4.pk3 to your etmain folder, select it from the multiplayer->create server menu or
bring down the console and type: map golddays_v4
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Info!
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#. Version BETA 1 info:
my first map is done, well the beta is done.
BETA 1, is as ready as i can do it right now, so i am looking for bugs, misses and gameplay issues in this release.
Please report any bugs or if you have ideas on how to improve the map to rasmuss99@yahoo.com
#. Version B2-B3 info:
too long ago to remeber:P
#. Version v1 info:
finaly got back into mapping and spent a week fixing my first map, so i can get on with more maps:)
might release V2 of this map if its needed
#. Version v2 info:
after a hasty release of v1 and to little sleep..i found out i had some texture problems:(
#. Version v3 info:
loads of small bugfixes,doors open both ways now.the tunnel has been fixed..it looks less impressive,
but its better on the fps.secret weapon removed,
#. Version v4 info:
fixed the mine issue
#. Objectives
: Get/Defend the gold.
: Build/Destroy the Commandpost.
: Dynamite/Defend the the door n ladder.
: Build/dynamite the second entrance to the house
: Build/destroy the sniper tower
: Build/destroy the the allied basement wall
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Special thanks and Credits to:
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Drakir for prefabs n some scripts
Bubba for prefabs
tbh Bloodwire for some scripts
everyone at the sd forum http://www.splashdamage.com/
sd for compost n misc texture and making this incredible game:D
everyone thats not a noob at arctic warfare server 129.242.80.58
http://www.student.uit.no/~paalde/games/aw/forums.php
anyone i`ve forgot
golddays_v4 waypoints.rar
171 downloads
- Objective Map
- Medium Map Size
- (and 3 more)
Updated
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Fun Beach 2 - fun_beach2.pk3
By jaie
Download pk3 name: fun_beach2.pk3
Map name: fun_beach2.bsp
Funbeach 2 Final
Fun_beach2.pk3
fun_beach2.bsp
Author: Marko
Allies:Fight your way up FUN beach, break into the ventilationsystem of the basement to reach the radar base, thendestroy the Axis radar.Primary:- Destroy the ventilation power generator- Destroy the Axis radarSecondary:- Breach the front bunker door- Breach the lower bunker door- Capture the beach bunkers' flag- Construct the assault ramp- Invade the Axis base by breaching the base wall. Axis:Annihilated the Allied assault on FUN beach & protect thebase back radar.Primary:- Defend ventilation the power generator- Defend the radarSecondary:- Don't let Allies breach the front door- Don't let Allies breach the lower bunker door- Defend the beach bunkers' flag- Don't let Allies build the assault ramp- Protect the Axis base wall breach- Defend the back base security door150 downloads
- Objective Map
- Medium Map Size
- (and 4 more)
Updated
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Duel Site Final - duel_site.pk3
By jaie
Download pk3 name: duel_site.pk3
Map name: duel_site.bsp
Author(s): {SSF}Sage
Duel Site final
Duel_site.pk3
Duel_site.bsp
//===========================================>>
// Mapname: Duel Site
// Released: Final Version, 19th January 2008.
// Map made by: {SSF}Sage
// Contact Sage @ ssf@netti.fi
//===========================================>>
Introducion:
Duel Site is a small valley, with 2 cottages and a destroyed concrete building between them.
The cottages are team spawnpoints. The map has been designed for duel
(1vs1) but it can be used just to fool around with even 3vs3.
Ideas behind the map:
To produce nice look with good atmosphere on good fps. You'll be the judge.
A little more practise on making a terrain by hand.
To give both teams no advantage, the reason why it's so symmetric.
Little map with a few trickjumps..
And the most important: to have fun.
Objective system is quite simple: kill the enemy..
Tips:
Use the rocks, bushes and trees to hide your self. Rocks are good for cover.
Use the concrete building. It's a good place to go around the corners,
go in and shoot from there etc.
Credit:
Rayban for the foliage models
]UBC[ McNite and Obsidian for shader help
SD for the game etc.
139 downloads
- Frag Map
- Small Map Size
- (and 3 more)
Updated
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CTF Face Beta 1 - ctf_face_b1.pk3 and waypoints
By jaie
Download pk3 name: ctf_face_b1.pk3
Map name: ctf_face_b1.bsp
Author(s): UTR Team: ==Troy==, Broloi, Flippy
~~///////////////////////////////
// CTF_FACE_B1 README FILE //
///////////////////////////////
Basic Information
----------------- ~~
Map makers: The UTR-team:
- ==Troy== / !TROY
- Broloi / (THC)KingBroloi
- Flippy / reT!reD.Nick
Email:
- UTR team: UTR.Mapping@gmail.com
----------------------------------------
Map Information
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Game: Wolfenstein - Enemy Territory
Mods: Any mod currently popular (etmain, etpro, etpub, etc)
Title: CTF_Face (b1) (^1C^7T^4F^3_^2Face^3_b1)
Filename: ctf_face_b1.pk3
BSP Name: ctf_face_b1.bsp
Version: beta 1
Release date: 27-05-2007
Players: Up to about 20 for optimized play (max 64, 32 per team).
Spawntimes: 15 seconds
Round time: 20 minutes
Installation:
Clients: Place the file 'ctf_face_b1.pk3' inside your etmain folder.
Server admins: Place the file 'ctf_face_b1.pk3' inside your server's etmain folder.
Load the map by using "/map ctf_face_b1"
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Map Description
---------------
+
This map is a remake of 'CTF-Face' from the original Unreal Tournament game.
It features fully functional Capture The Flag style of play and a realtime scoreboard
on the compass. It does not require any additional mods and will work under all
currently popular mods. (etpro, etpub, etmain etc)
---------------------------------------------
Objectives
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1. Capture the opposing team's flag and bring it back to your own!
The first team to reach a score of 4 wins the map.
At expiration of roundtime, the team which is ahead wins the map.
A draw is possible.
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Bug Fixes in Beta1
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* Fixed the flag bug, where the flag is being returned, but never respawns. (IMPORTANT)
* Fixed some texture bugs.
+ Gravity changed to 500 by default
+ Fire is coloured accordingly to the colour of the team
+ Teleporters are now animated
+ Sound and light added to teleport activation event.
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Word of thanks
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Special thanks to:
- TopSun: For creating the original flag models.
- RayBan: For his work on the CTF script and his compass scoreboard.
Also edited the flag models.
- SplashDamage forum: For it's always helpful members. www.splashdamage.com/forums
- theXclamation clan: For testing the map, suggesting improvements, providing several textures
and giving overall motivation. www.thexclamation.com
Also thanks to chester, pokeybit, and several good tutorials including the 2BIT mapping tutorial (http://www.pythononline.co.uk/et/tutorial.htm)
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Compass scoreboard
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If you wish to use the compass scoreboard, you are free to do so.
Note that you need to include the following files in your PK3 file for it to work:
- scripts/compass_scoreboard.shader
- gfx/2d/numbers/ (entire directory)
- gfx/2d/scoreboard/ (entire directory)
The scoreboard does not use any mods and can be used in any mod that is currently popular (etpro, etpub etc.)
It works by simply changing the texture of the compass using a script command.
For more information visit www.splashdamage.org/forums and search for 'compass scoreboard'.
------------------------------------------------
Copyright © 2007
This level may be electronically distributed only at
NO CHARGE to the recipient in its current state, MUST
include this .txt file, and may NOT be modified IN
ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE
DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR
WRITTEN PERMISSION.
You may USE the script and compass scoreboard for your own
map, as long as you give credit to the original author (RayBan)
ctf-face-fp1 waypoints.rar
184 downloads
- CTF Map
- Medium Map Size
- (and 4 more)
Updated
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Valhalla Station TE - te_valhalla.pk3 and waypoints
By jaie
Download pk3 name: te_valhalla.pk3
Map name: te_valhalla.bsp
Valhallla Station
Conversion from the rtcw map of Valhalla Station.
Done by DSky Myrkky
(IRC) #d-skyline @ Qnet
Have fun and Good luck
1vs1 to 3vs3 map
te_valhalla waypoints.rar
237 downloads
- Deathmatch Map
- Small Map Size
- (and 3 more)
Updated
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Vesuvius - vesuvius.pk3 and waypoints
By Buckwild
Download pk3 name: vesuvius.pk3
Map name: vesuvius.bsp
Author(s): Neil aka. Mrfin & Denny aka. Firefly
Enemy Territory map Vesuvius
title Vesuvius
filename Vesuvius.bsp
version final
authors : Neil aka. Mrfin & Denny aka. Firefly
type Objective
spawn points supports up to 64 players, 32 per side
story 1944 Bay of Naples – Allies are advancing through a town where
Axis have been excavating Roman ruins under the streets in search of legendary relics.
Allies need to steal the discovered Urn relic from the excavations.
Meanwhile Mount Vesuvius has started erupting.
Objectives
Axis
1 Prevent the Allies from stealing the Urn.
2 Prevent the Allies from stealing the truck.
3 Prevent the Allies from breaching the South Valley Gate.
4 Prevent the Allies from breaching the East Street Gate.
5 Prevent the Allies from building the Truck Ramp over the lava flow.
6 Prevent the Allies from construction the Ruins Access Rope.
7 Prevent the Allies from breaching the West Ruins Gate.
8 Capture the Forward Flag.
Allied
1 Steal the Urn from the excavated ruins.
2 Get away with the Truck.
3 Breach the South Valley Gate.
4 Breach the East Street Gate.
5 Construct the Truck Ramp over the lava.
6 Construct the Ruins Access Rope.
7 Breach the West Ruins Gate.
8 Capture the Forward Flag
Credits
Thanks Schaffer for the command map
to Detoeni for the light model
Kenny for the Mary model
Thanks also for the playtests – hope you enjoy
Copyright © 2007 Denny & Neil
vesuvius waypoints.rar
189 downloads
- Objective Map
- Large Map Size
- (and 3 more)
Updated
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CTF Well - ctf_well.pk3
By SunLight
Download pk3 name: ctf_well.pk3
Map name: ctf_well.bsp
Author(s): Trash
Small capture the flag map for Enemy Territory
readme.txt
163 downloads
- CTF Map
- Small Map Size
- (and 3 more)
Updated
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Whoverops Pyra Beta 1 - whoverops_b1_clean.pk3
By slenderman
Download pk3 name: whoverops_b1_clean.pk3
Map name: whoverops115a.bsp
Author(s): peyote
Other issues: No objective in limbo menu and no icons on command map. Objective very unclear.
The attacking team is determined by whoever captures the flag first. They must then proceed to snatch the Book of the Dead and take it to the truck located outside. The defending team must prevent this happening at all costs.
134 downloads
- Objective Map
- Medium Map Size
- (and 3 more)
Updated
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Stronghold Beta 1 - stronghold_b1.pk3
By slenderman
Download pk3 name: stronghold_b1.pk3
Map name: stronghold_b1.bsp
Other issues: No objective in limbo menu and no objective markers on command map.
Allies must steal secret documents and Axis have to prevent this.
123 downloads
- Objective Map
- Medium Map Size
- (and 3 more)
Updated
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Quotidian Beta 1 - quotidian_b1.pk3 and waypoints
By slenderman
Download pk3 name: quotidian_b1.pk3
Map name: quotidian_b1.bsp
Author(s): Avoc and Sage
allies must capture a train station and destroy a few objectives such as fuel trucks
Readme.txt
quotidian_b1 waypoints.rar
148 downloads
- Objective Map
- Large Map Size
- (and 4 more)
Updated
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Ramelle Beta 1 - Ramelle_b1.pk3 and waypoints
By slenderman
Download pk3 name: Ramelle_b1.pk3
Map name: ramelle_b1.bsp
Axis are attacking the small town of Ramelle after it was taken from them by allied paratroopers in the days following D-day. Almost completely based on the final battle scene from the movie "Saving Private Ryan".
Both teams must fight to capture all 4 areas of the city, the team with the most areas at the end of the map wins. If at the round end both teams have only 2 flags it will end in a tie.
The map is made almost completely with custom textures.
ramelle_b1 waypoints.rar
163 downloads
- KOTH Map
- Small Map Size
- (and 5 more)
Updated
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Goldrush Easter Beta 1 - g0ldrush_b1.pk3 and waypoints
By slenderman
Download pk3 name: g0ldrush_b1.pk3
Map name: goldrushtest.bsp
Author(s): Zer0Cool
There are number of eggs in the map (in this case 20) which can be taken by both teams and have to be brought to the nests of the teams. After all 20 eggs have been taken 3 new spawn randomly. Every time when one of the 3 eggs is captured, a new one spawns, so there are always 3 eggs in the map till map ends. There can be taken up to 120 eggs per team atm. The team with the most eggs in the end wins.
readme.txt
goldrushtest.gm goldrushtest.way goldrushtest_goals.gm
152 downloads
- CTF Map
- Medium Map Size
- (and 5 more)
Updated
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