Maps
Wolfenstein: Enemy Territory Maps for Downloads.
1043 files
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Rommel GA Final - rommel_ga.pk3 and waypoints
By Unknown
rommel_ga waypoints.rarMap type: OBJ
Map size: Large
Objectives:
Allied Objectives
1. Breach West Gate
2. Breach East Gate
3. Capture the Forward Spawn
4. Steal the Key Card
5. Transit thru the Tank Depot
6. Construct the Command Post
7. Use CP to Change the Team Door
8. Spawn at the CP-Controlled Spawn
9. Deliver Key Card to Cistern
10. Destroy the Cistern Controls
Gameplay Notes
# Map is designed for 12-28 players
# Allies are on offense
# Allies can gain access to the cistern before access card is delivered but cistern controls cannot be blown up unless key card has been capped
# If the allies build the CP, the team door by the Tank Depot becomes accessible to everyone and the allies gain a 5 second respawn advantage
# Once West Gate has been blown, the forward spawn point becomes a permanent allied spawn
rommel_ga waypoints.rar
668 downloads
(0 reviews)Updated
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Base 47 Final - base47.pk3 and waypoints
By Unknown
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Map Story
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At Base 47 everything is normal, the Axis are unaware of the Allied plans to attack the base tonight. A truck has broken down in the main access tunnel leaving the gate open. Will Axis defend Base 47 or will Allies defeat them?
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Map Objectives
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Allied Objectives
Primary objectives:
*Steal the Secret War Documents and transmit them at the radio room.
*Destroy the Radar Tower in the Base.
Secondary Objectives:
*Destroy the Sewer Door for an extra route into the base.
*Construct the Command Post.
Axis Objectives:
Primary objectives:
*Stop the Allied forces from stealing the Secret War Documents documents from the office.
*Prevent the Allies from destroying the Radar Tower.
Secondary objectives:
*Stop the Allied forces from detroying the Sewer Entrance Door.
*Construct the Command Post.
---------------------
base47 waypoints.rar
650 downloads
(0 reviews)Updated
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JFF Playground - jff_playground_b1.pk3 and waypoints
By Unknown
##################### GENRAL INFO #############################
MAP Name: JFF_Playground_b1
Game: Enemy Territory
Version: beta 1
Author: papaschlumpf [JFF]
Date: 04.01.2006
website: http://www.jff-funclan.de/
###############################################################
##################### MAP DESCRIPTION ###########################
English:
Both sides have to steal the enemys gold and build the one command post
in the church. Only the side wich have stolen the gold and build
the command post can win the match. There is no default way, to steal
the gold and build the command post. You can first build the command post
and then steal the gold or invert.
#################################################################
Objectives:
-> Allies and Axis:
-> Attack:
.) Steal the enemys gold.
.) Build the command post
-> Defend:
.) Defend the gold
.) Don't let the enemy build the command post
#################################################################
#################################################################
jff_playground_b1waypoints.rar
374 downloads
- playground
- jff
- (and 1 more)
(0 reviews)Updated
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MLB Bergheim (Beta 9) - mlb_bergheim_09.pk3 and waypoints
By schNee
Map Description:
-----------------
The battle front is constantly advancing within german lands.
Allies have reached the small town of Bergheim that they need to take over in order to have an advanced
settlement. It's a strategic position for the outcome of the war.
Allied:
"Capture the Fortress flag and defend it."
Axis:
"Defend at all costs the Fortress!"
Neutral:
"Allies have reached the small town of Bergheim that they need to take over in order to have an advanced settlement.They have to capture the Fortress flag."
mlb_bergheim_09 waypoints.rar
428 downloads
(0 reviews)Updated
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City of Lost Children Final 2 - lostchildren.pk3 and waypoints
By Ann!b@l
Title : city of lost children
BSP Name : lostchildren
Author : Here
Game : wolfmp
Description : a map based on the movie
* MAP Information *
New Textures : none
New sounds : none
* Construction *
Base : none
Build programs : q3map
Editor used : q3radiant!
Other programs : bspc-gui
Known Bugs : none
Axis:
The Axis powers go at this map on the defensive! By all means that are available on the Axis powers they need to protect valuable papers. it must Between the narrow waterways and corridors the Allies under no circumstances be able to gain the upper hand and the blockades Freizusprengen. Did the Allies broke through the house wall there is retreat to the ship, so that the Allies are not able to forward the papers by radio to their headquarters.
Allied:
The Allies must especially rely on Enge kidneys because they have to blow up the many blockages in this Map. Also command centers and MGs must be built with the help of pliers. Is the path to the documents / papers forced open and have broken through the house wall with dynamite, the documents are retrieved and are brought safely to the ship. The ship is in the harbor behind to erupting house wall. In the ship itself, the path is not as wide, since the papers have to be brought to the top floor and transmitted by means of the radio. If the documents are on target, the Allies have won the match.
Special features of the Map:
Well what is special about this Map. First of the map has been drawn up by the French. Filmmaker JP Geunet after the movie "city of lost children". Who plays this map should therefore be reflected in the Kullisse the film. It is striking that the map is divided into two zones. One zone is in the documents, between the narrow streets. The other zone is behind to erupting house wall. To understand this it is best times on ingame to the house wall and beyond this. Now if you go Duch going to the other side, you should understand what I mean.
Graphic implementation:
The graphic implementation is actually fine. the red house walls can use the map in a "blush" appear. The sky is dark with brownish elements and fits well with the general design. unfortunately lacks a little variety in detail. It seems as if every corner of the same, especially because there are narrow streets you see after some time only red tiles. The blast end of the Allies Hauswand would ach may be a little more details tolerated. In the next version so takes a little more love be plugged into detail.
playability:
The map is not only with a large 17.7 MB map but also on the wide forth. To empfelen this map is for many players (at least 12) since otherwise hurtling only through the alleys. the more players, the slower will be the match for the many alleys and recesses give good coverage for campers. Is the path to the documents only forced open, it will be difficult to bring the documents on this long way to the ship. In whole, it makes be fun this map to play with many players.
lostchildren waypoints.rar
402 downloads
(0 reviews)Updated
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CTF Staatsschutz Frag Arena (Final) and waypoints
By jdiawthos
Both teams need to capture 8 enemy flags to win!
ctf_ss.gm ctf_ss.way ctf_ss_goals.gm
664 downloads
(0 reviews)Updated
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Tank Race Beta 1 and waypoints
By daredevil
Rating ENABLED for this map. Map Type: OBJ Map Size: Small Map Theme: Other Attacker: Both
Description:
(the readme file)
-------------------------------------------------
Basic Information
-------------------------------------------------
Author : Frank "WeeBull" Helling
-------------------------------------------------
Textures missed were fixed by:|WF|Doofy|
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Map Information
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Game : Return to Castle Wolfenstein: Enemy Territory
Title : Tankrace_b1
Filename : tankrace_b1.pk3
Release date : 24-11-2005
Description : my first playable map.
Program : SD Radiant 1.4.0
Build time : Couple of months...way too long
Compile time : 10 minutes
Compile machine : AMD Athlon 1200 mHz, 512mb, GeForce 4 MX 4000 128 mb
Installation : Place the tankrace_b1.pk3 to your etmain folder, find a server running the map or
bring down the console and type: map tankrace_b1.
New Textures : Yes, 7 home made + a home made sky set.
New Sounds : Yes, all VO's, 38 in total.
New Models : Nope
-------------------------------------------------
Info!
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#. Version info:
First Beta version
Like Drakir said: "There is no such thing as a final version!"
How to play!
Axis:
#. Stop the Allies from repairing their Tank.
#. Disable the Allied Tank to prevent it from being escorted one round.
#. Repair your team's Tank.
#. Protect the Tank and escort it one round.
#. Prevent the Allies from building the Command Post inside the tower.
#. Build the Command Post inside the tower.
Allies:
#. Repair your team's Tank.
#. Protect the Tank and escort it one round.
#. Stop the Axis from repairing their Tank.
#. Disable the Axis Tank to prevent it from being escorted one round.
#. Build the Command Post inside the tower.
#. Prevent the Axis from building the Command Post inside the tower.
tankrace_b1 waypoints.rar
tankrace_b1.gm tankrace_b1.way tankrace_b1_goals.gm
736 downloads
(3 reviews)Updated
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Canyon Depths beta 7 - canyon_depths_b7.pk3 and waypoints
By Buckwild
Canyon Depths beta 7 - Public
=============================
For testing purpose, feel free to distribute ❤️
Please send bug reports to itekimasu@gmail.com (mail, msn).
Musics used :
Desert : Yoko Kanno - Digging My Potato
Castle : Django Reinhardt - Montmartre
Caves : Saint Seya - Zodiac Theme
08/2007 - 02/2011
By Yatta_Yatta-O_o
mappa.yatta@gmail.com
Thanks to :
- the ET mappers community at splashdamage.com forums,
- the ETF team for sharing their server for 2011 tests - special thanks to Nosi and RazorSword,
- Chrucker for his ET scripting reference/tutorial website,
- the CFB and ROP teams for older tests and for their patience with crippled early versions,
- Google for searching documentation, help & resources
Canyon Depths is a huge ET map that uses more space than most.
The mapper took advantage of the fact that maps are a large cube.
It starts outside, high in the cube.
Tank breaks through underground and winds down underneath the path...
Since It's so large, Clients and servers need to raise Their com_hunkmeg setting to at least 90(default 50).
Axis spawn at the tank, But It won't move till fuel is stolen from fort and tank refueled.
Axis must escort tank(no driving) past fort and barrier, Then tank needs 5 fuel cans and
2 objectives(hidden nearby) to continue. Then tank needs mobile bridge driven to water so
It can cross. Then tank breaks through underground for a long journey to break into keycard
objective that opens path to garage door switches. Once opened, Tank proceeds...Then Axis
need to sneek through base to throw 2 switches so tank can proceed. Once tank crashes...
Then They can go for final objective.
canyon_depths_b7 waypoints.rar
653 downloads
(1 review)Updated
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Tower Beta (23)
By Kurdich
Axis and allies must try to win there are points who stay more up hes gonna win on that up up thing xd and there is a system counting who is gonna stay up there 999point idk i think every 10-20point is 1-2sec.
429 downloads
(0 reviews)Submitted
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Springfield_pb and waypoints
By DFighter
Description
wm_mapdescription allied "Steal the plutonium from the powerplant"
wm_mapdescription axis "Stop the allies from stealing the plutonium from the powerplant"
wm_mapdescription neutral "Allies have to steal the plutonium from the powerplant"
Allied objectives
1 "Primary Objective: Steal the Truck from the Simpsons House."
2 "Primary Objective: Escort the Truck."
3 "Primary Objective: Blow the way free to reach Moes Tavern."
4 "Primary Objective: Steal the Plutonium."
5 "Primary Objective: Escape with the plutonium."
6 "Secondary Objective: Establish a Command Post inside the Simpsons House"
7 "Secondary Objective: Prevent the Axis from fortifying their position with a Command Post inside the Simpsons House."
Axis objectives
1 "Primary Objective: Don't let the Allies steal the Truck."
2 "Primary Objective: Stop the Truck."
3 "Primary Objective: Don't let the Allies destroy the blockades."
4 "Primary Objective: Protect the Plutonium."
5 "Primary Objective: Don't let the Allies escape with the Plutonium."
6 "Secondary Objective: Prevent the Allies from establishing a Command Post inside the Simpsons House."
7 "Secondary Objective: Set up a Command Post inside the Simpsons House."
springfield_pb.gm springfield_pb.way springfield_pb_goals.gm
394 downloads
(0 reviews)Updated
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Byzantine Beta2 and waypoints
By DFighter
Description:
(the readm
Long Name: Byzantine
Short Name: Byzantine
Summary:
Byzantine is a large, dual-objective, city-themed map. The original inspiration was the city of Istanbul, but it has since changed to a point where it no longer bears any resemblance to that city, save for a couple of place names.
Overview:
- Dual objective
- City themed
- Built for 20+ players (minimum)
- Both sides must cap two objectives
- One objective is behind a dynamitable door, the second objective is behind a constructable wall/fence and must be disassembled (1.5 chargebar) first in order to uncover the returnable objective
- 2 level command map
- Overview graphic is included in .zip file or can be found at: http://planetwolfenstein.com/4newbies/maps/byzantine-summary.jpg
Recommended Player Load: 20+ players, large map. Has been tested on a 60-slot server and seems to hold up under a lot of people
Gameplay Notes:
- There is a passage thru the middle from the Docks to the Mosque, which has a team door on either end. Therefore, this can only be used if you have a covert with a uniform
- The command post and forward spawn are near the Mosque. The only midfield East-West route is via the Mosque courtyard. The forward flag is placed halfway between the spawn points and the objectives for each side
- Ammo and health cabinets are in seperate stores in the middle of the Covered Market (Kapali Carsi)
- Stairwells into cistern level are labeled as Yerabatan Saray (Basilica Cisterns) and Cemberlitas Hamami (Cemberlitas Baths)
Known Issues:
- There are some spots where spectators can see over the tops of buildings and will see either the lightmap or will see untextured faces. I tried to minimize this as much as possible without adding new geometry to the map
Thanks:
- Everyone on the Splash Damage mapping forums for putting up with a lot of n00b questions
- Mean Mr. Mustard for helping me figure out why my scripts weren't working
- Drakir for a fabulous forward spawn point prefab w/ script as well as a couple other prefabs- highly recommend this (www.sikstrom.nu/rikard/prefabs.htm)
- Hummer for making the trans_red version of the secret docs model, and making both versions of the gold
- Seven_DC for a great neutral command post prefab w/ script (voima.dyndns.org/~seven/prefabs_neutralcommandpost.zip) - highly recommend this
- ^WJ|Apple for some of his Dubrovnik textures (edits of some mediterranean textures from mapcenter.com)
- Team Wolfjaeger for lots of creative input
- Team Charter's Phalanx for additional input and for putting the map up on their server
- Sock and his Simland site for some of the Egyptsoc_ textures
- trh.searchturkey.com/iznik_tiles/ for graphics of Iznik tiles used on the mosque and in the market
- Art from Subverse (mapcenter.com)
- MG42 prefabs by Deathstick (available from www.sikstrom.nu/rikard/prefabs.htm)
- A few posters by Dawg
- Trash models and textures from Black Rayne
- Feedback, comments, and suggestions from a ton of people. For those who took the time to provide meaningful feedback, I tried to tastefully work your name into the map somewhere.
- Thanks to Rogue, shaky, and Stickboy for lots of super bug finding and gameplay assistance all the way through this project ... thereby helping to keep me sane
Additions since last release:
- Broke up the skyline somewhat (b3)
- Added signage (b3)
- Fixed the .sps file (b3)
- Added the tracemap (b3)
- Added clutter to the streets (b3)
- Replaced all the windows (b3)
- Created some more second story sections (b5)
- Added 2 constructable machineguns (b5)
- Revamped the two-teamdoor passage (b5)
- Eliminated one major passageway along the east side of the map, the one which allowed teams moving from their spawn points to totally miss each other (b5)
- Seperated Axis and Allied spawns into 2 seperate selectable spawn points each. (b5)
- Added period posters at random spots in the map. Unfortunately, couldn't find any in Turkish (b5)
- Clipped the crap out of a bunch of building tops (b7)
- Changed the texture on the mosque from marble to white stucco. Should make it less bright for those who max out their competition brightness settings (b7)
- Added ladder access from market interior to upper passage (b8)
- Retextured cisterns and baths (b8)
- Replaced models (normal and trans_red) and command map icons for radio codes and axis gold (b8)
- Replaced construction crate command map icons for the radio/radar cabinets (b8)
- Improved edge of map, by water (b8)
- Opened up top of market (b8)
- Added store fronts to outside of market (b8)
- Started axis safehouse and dock warehouse doors constructed at game start (b8)
- Open up more access to the roof of the covered market (b8)
- Added storefronts to the outside of the covered market (b8)
- Added more signage (b8)
- Added more lighting (b8)
- Fixed some light leakage in the German Embassy and the two rooms overlooking the Mosque Courtyard (b8)
- Added a ramp of clip material in the baths to address issue of people getting hung up on the bottom stairs (b8)
- Edited the objdata file to make it more apparent that this map is dual-objective and that each side has two objectives to capture and secure. You will see this when you are a spectator and open the limbo menu (b8)
- Moved Allied constructible MG forward a bit (b9)
- Added some more lighting and fixed light leakage (b9)
- Added garbage cans and park benches (models from Black Rayne) (b9)
- Significantly lowered the clip ceiling, at about the 3-story level (final2)e file)
byzantine waypoints.rar
808 downloads
(0 reviews)Updated
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bremen_truckmod - bremen_truckmod.pk3 and waypoints
By Buckwild
Forever, Axis have been complaining that They can't win.
Alpha version: Truck can be damaged, Also: No landmines.
Game : Wolfenstein: Enemy Territory
Reworked by : Sid & Etch
=======================================================
Description:
=======================================================
Allied spies undercovered details of an Axis plan
to transport a fortune in gold to a more secure location.
The Allies have planned an attack to intercept the gold
during its stopover in Bremen.
Axis objectives:
- Stop the Allies from stealing the gold.
- Stop the Allies from destroying the Main Entrance.
- Hold the forward spawn.
- Stop the Allies from constructing a command post, or destroy it if it has been made.
- Be alert, the Allies may attempt attack through a side door. Don't let them satchel the side door.
- Stop the allies from powering up the generator. Defend the keycard.
- Don't let the Allies steal the truck.
- Build the truckbarriers to hinder the Allied escape.
Allied objectives:
- Steal the truck with its load of gold.
- Blow open the Main Entrance to push through the city.
- Take control of the forward spawn.
- Construct the command post to activate a forward spawn.
- Satchel the side door to gain additional access.
- Use the keycard to power up the generator.
- Repair and steal the truck.
- Don't let the Axis hold up the truck with a truck barrier.
Spawntimes:
Axis 30
Allies 20
bremen_truckmod waypoints.rar
471 downloads
(0 reviews)Updated
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Decay_b2
By Dynasty
here is a video of the map
http://plays.tv/s/Kk-2uwNbRJcp
and screenshots
http://imgur.com/a/o4Eci/all
OBJ for allies
- transmit docs to secure forward flag spawn and open main gate.
- destroy side gate and build CP for an additional spawn point.
- dynamite the generator to access gold crates in the vault.
- deliver 2 gold crates to the truck and win.
OBJ for axis
- defend forward spawn flag and do not let allies transmit the secret docs.
- defend side gate and build CP to prevent allies from having an aditional spawn point.
- defend the generator.
- defend the gold and do not let allies deliver the gold crates to the truck.
372 downloads
(1 review)Submitted
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F|A Base v2 and waypoints
Second version of the F|A Base - Enemy Territory map
Bugs fixed, new things added.
INFO: http://fearless-assassins.com/topic/78635-re-publishing-fa-base
fabase.gm fabase.way fabase_goals.gm
691 downloads
(0 reviews)Updated
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Teutoburg Forest Final - teutoburg_forest.pk3 and waypoints
By AnG3L
Storyline
The Allies have surrounded the famous Teutoburg forest, an impervious forest in northwest Germany. The Axis are hiding a substantial amount of gold in the forest. The Axis are trying to escape from the forest with the gold. The Allies are trying to prevent this for all costs.
Story short and punchy:
Axis are trying to escape from the forest and Allies have to prevent this.
Objectives:..
Axis:..
1:..Escort the truck with the gold to the nearby train station
2:..Destroy the main entrance
3:..Escort the truck over the bridge
4:..Load the gold on the Train
5:..Escape with the gold from the forest
Allies:..
1:..Prevent the Axis from reaching the train station with the gold
2:..Prevent the Axis from destroying the main entrance
3:..Prevent the Axis from escorting the truck over the bridge
4:..Prevent the Axis from loading the gold on the train
5:..Prevent the Axis from escaping with the gold from the forest
Written by JoNny 1th Feb 2016
teutoburg_forest waypoints.rar
435 downloads
(0 reviews)Updated
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1944 Huertgen Forest and waypoints
By (Snake)
1944: Huertgen Forest was thickly wooded, cut by steep defiles and trails. The Axis built deep, artillery-proof bunkers, surrounded by fighting positions.
AXIS - The Allies are attempting to steal valuable supplies from the Axis Truckyard, stop them at all costs!
ALLIES - The Axis Truckyard contains valuable supplies. We must secure them to claim victory in the Forest!
1944_huertgen_final2 waypoints.rar
445 downloads
(0 reviews)Updated
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Circle Jump
By Shana
Trickjump map
It's quite big map and contains lot's of jumps
Allies
-first jump is great to train starting.
-easier jumps
Axis
-harder jumps
air Strafing/Ice/wall verticals/curved walls
421 downloads
(0 reviews)Submitted
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Neko Jump 4
By Shana
Trickjump map.
Allies
-easier jumps, and they are getting harder with each next jump(part)
-after allies finish all their jumps, they can go through harder jumps from axis.
Axis
- Hard jumps from start, they don't have to make all allies easier jumps.
Strafing/Ice/Vertical walls
395 downloads
(0 reviews)Submitted
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Piyo-FunJumps_R2
By Shana
Trickjump map.
Allies:
-Easy jumps, great for starters.
-Medium jumps, for those who know how to trickjump.
Axis:
-Insane & Something, for those who like challenge.
Strafing/Ice/vertical walls
437 downloads
(0 reviews)Updated
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Teuthonia Final - teuthonia_final.pk3 and waypoints
By Unknown
The final version of Teuthonia has now been released by Teuthis.
=== New Map Features ===
- A second bank entrance has now been created
- There are more obstacles to provide cover at both axis spawns
- There's a new tunnel system
- A new balcony near axis the spawn to allow sniping (but just a bit)
- Texture and script errors have been fixed
- Lots of new models added too
"I do not plan to come up with another version as I wanna close this chapter in order to move on with some new map projects. Nevertheless, I appreciate feedback, either positive or negative, it doesn't matter." - Teuthis
----------------------------------------->
| Objectives:..
| Allies:..
| 1:..Repair the tank
| 2:..Escort the Tank and destroy the tank barriers
| 3:..Escort the Tank into position to blow up the bank door
| 4:..Steal the gold and bring it to a nearby truck
| 5:..Escort the truck
| 6:..Build a Command Post for faster charge times
| 7:..Stop the Axis from constructing a Command Post
|----------------------------------------->
| Axis:..
| 1:..Prevent the Allies from repairing the tank
| 2:..Build up the tank barriers
| 3:..Prevent the Allies from blowing up the bank door
| 4:..Stop the Allies from stealing the gold
| 5:..Stop the Allies from escaping with the gold
| 6:..Stop the Allies from constructing a Command Post
| 7:..Build your Command Post for improved charge times
|----------------------------------------->
teuthonia_final waypoints.rar
800 downloads
(1 review)Updated
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ET-Assault Beta 4 - et_assault_beta4.pk3 and waypoints
By Unknown
Rating ENABLED for this map. Map Type: OBJ Map Size: Large
This map was inspired by the map mp_Assault of Return To Castle
Wolfenstein by Id/Nerve.
In the beginning this map was just thought as some kind of test
map for Enemy Territory Editing for myself. But when progress
went on people who have seen the map convinced me to finish it
and make it official.
The map and pk3 include a few textures and models taken from
rtcw, hope nobody will be too mad about me using them, but
actually i'm not having the neccessary knowledge of making my
own models.
Thanks to everbody who helped me out when i had some ugly
problems/bugs and thanks to n0Lame for beta testing
et_assault_beta4 waypoints.rar
560 downloads
- assault
- et-assault
- (and 3 more)
(0 reviews)Updated
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rocketrace_final2 pk3 and waypoints
By Syroox
Axis:
Primary objective:
- Steal ALL construction materials for the Rocket stages and escape
with it to the room behind the MG Wallhole near Command Post
Secondary Objective:
- Construct a command post
- Take the forward spawn for a shorter way to construction materials
Allies:
Primary objective:
- Steal ALL construction materials for the Rocket stages and escape
with it to the room behind the MG Wallhole near Command Post
Secondary Objective:
- Construct a command post
- Take the Forward spawn for a shorter way to construction materials
*Screenshots are coming soon*
rocketrace_final2.way
347 downloads
(1 review)Updated
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monkey_island and waypoints
By hobbit
-------------------------------------------------
Basic Information
-------------------------------------------------
Author : Rolator
Email address : kaffeejunkie@gmx.de
Webpage : http://www.rolator.de.vu
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Map Information
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Game : Return to Castle Wolfenstein: Enemy Territory
Title : Monkey Island Final
Filename : monkey_island.pk3
Release date : 2004-04-01
Decription :
Program : SD Radiant 1.4.0-rc2
q3map2 parameter: (Final) BSP -meta, -vis, -light -fast - filter -samples 2 -bounce 8
Build time : (with breaks) 5month
Compile time : 20 minutes
Compile machine : AMD Athlon XP2800, 512mb
Installation : Place the monkey_island.pk3 to your etmain folder, select it from the multiplayer->create server menu or
bring down the console and type: map monkey_island.
Custom Textures : no
Sounds : the monkey;)
Custom Models : no
Patrol Points : yes
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Info!
-------------------------------------------------
Release note Final:
It`s done... the f***in fog-bug (kick and cab u know what i mean) had waste a lot of time and nerves.
Release note b6:
Due to some suggestions and some practical (thx to my clan "blackSheeps" for server hosting) i have chanced the
ammo cabinets to medic cause its a small fun-trainingsmap and the most players dont chose a medic for 1on1. if u like the
ammo cabinets take the version b4!
This is a small fun map for 6 players at most I think
I was bored of little "fun" maps (i play to have fun;) without objectives, that makes ET for me attractive! So the flag holding team
spawns right away and wins at the end of the roundtime!
And as a special feature: Patrol Points. Stay 15 sec on the roof-top of ur bunker and dislock a medic cabinet. The First time i tryed
this.... i think a nice feature.
I hope u enjoy playin this map.
Play fair and cheating sucks!
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Thanks to:
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ydnar for the shaderlab_1337 pak
G0-Gerbil for his exellent PatrolPoint SampleMap
http://theburrow.fragland.net/tutorials/downloads/patrolpoints.zip
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Special thanks and Credits to:
-------------------------------------------------
KaschZappa for test´in and hardware;)... "bS.cab","bS.em@cs","bS.dr4z43l","bS.K!ck" and the rest of my clan
And all the Guys @ www.level-designer.de specally: michi.be,Ron-007,asw,BeoWulf...
--> Good Job! Without them I would never start to make Maps.
-------------------------------------------------
Copyright © 2004 "Rolator" all rights reserved
This level may be electronically distributed only at
NO CHARGE to the recipient in its current state, MUST
include this .txt file, and may NOT be modified IN
ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE
DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR
WRITTEN PERMISSION.
-------------------------------------------------
monkey_island.way
398 downloads
(0 reviews)Updated
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Monte Cassino (Final 2) and waypoints
Mission:
Italia 1944, The Allies have to steal the secret Documents, we located them in a Monastery Monte Cassino
Axis objectives
1 "Primary Objective:
Stop the Allies from stealing the Gold Bars from the Monastery Monte Cassino."
2 "Secondary Objective:
Stop the Allies from escaping with the Gold Bars from the Monastery Monte Cassino."
3 "Secondary Objective:
Prevent the Allies from constructing an Assault Ramp up the West and East side of the Mountain."
4 "Secondary Objective:
Defend the Main Entrance."
5 "Secondary Objective:
Defend the Side Entrance."
6 "Secondary Objective:
Capture the Forward Bunker in a Church."
7 "Secondary Objective:
Stop the Allies from constructing a Command Post."
8 "Secondary Objective:
Prevent the Allies from establishing a Water Pump."
Allied objectives
1 "Primary Objective:
Steal two crates of Gold from the Monastery Monte Cassino."
2 "Secondary Objective:
Escape with the crates of Gold to the Alliies Startpoint."
3 "Secondary Objective:
Construct an Assault Ramp up the West and East side of the Mountain."
4 "Secondary Objective:
Destroy the Main Entrance."
5 "Secondary Objective:
Destroy the Side Entrance."
6 "Secondary Objective:
Capture the Forward Bunker in a Church."
7 "Secondary Objective:
Stop the Axis from constructing a Command Post."
8 "Secondary Objective:
Repair the Water Pump."
monte_cassino waypoints.rar
monte_cassino.gm monte_cassino.way monte_cassino_goals.gm
760 downloads
(1 review)Updated
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Adlernest Roof B1 - adlernest_roof_b1.pk3 and waypoints
By MorpHDoC
Adlernest Roof B1
Modified with DerSaidin's permission.
Alternations:
- Roof access added from CP spawn and axis spawn after the controls are blown
- Added access to the abyss with rope exit leading to under axis spawn
- Bug jump on the roof removed
- Added rocket launcher (can be used once only), which creates a hole in the roof (near the ammo packs)
- Removed walls next to the ammo packs
Modified by KiSsMySeXyAsS a.k.a. MorpHDoc
adlernest_roof_b1 waypoints.rar
459 downloads
(0 reviews)Updated
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