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Wolfenstein: Enemy Territory Maps for Downloads.

1043 files

  1. El Kef Final - el_kef_final.pk3 and waypoints

    Map Type: OBJ
    Map Size: Medium
    Attacker: Allies
     
    Map Description:
    -----------------
     
    El Kef is a city taken over by the Axis forces in order backup and cover the Tunisian coast.
    An allied squad is sent over to El Kef to rob a radio transmitter so Axis forces can receive the
    crypted messages of Axis defense points.
     
    The map is split in 2 main sections:
     
    - A first section where the aim is to rush for a forward spawn flag and destroy a main entrance
    gate. This section is similar to the first part of oasis because the flag and objective are close
    and a team door allows an attacking team covert ops to open a direct access to the final objective
     
    - A second section where the aim is to steal an objective and return it to a truck. There are several
    ways of reaching this objective, and an important one is a command post which provides an advanced spawn
    for the team that sets it up.
     
    Map Contents:
    -----------------
     
    - 1 neutral command post
    - 3 different spawns for allies, 2 for axis
    - 1 objective to rob (radio transmitter)
    - 1 extraction point (truck)
    - 2 constructible defenses for the defending team (satchel breakable)
    - 1 health & ammo rack
    el_kef_final waypoints.rar

    508 downloads

       (0 reviews)

    Updated

  2. Caen 4 Final - caen_4.pk3 and waypoints

    Instructions:
    -------------
    Place caen_4.pk3 into you "Wolfenstein - Enemy Territory/etmain" directory.
     
     
    Gamemodes supported:
    --------------------
    Objective, stopwatch. LMS not supported
     
    OBJECTIVES (ALLIES):
    1 "Primary Objective:Defend the town."
    2 "Primary Objective:Prevent the Axis from repairing the tank."
    3 "Primary Objective:Stop the tank from crossing the river."
    4 "Primary Objective:Don't let them break into Battalion HQ."
    5 "Primary Objective:Protect the maps."
    6 "Primary Objective:Do not let the Axis get away with our maps."
    7 "Secondary Objective:Establish a Command Post inside the town hall."
    8 "Secondary Objective:Prevent the Axis from fortifying their position with a Command Post."
     
    OBJECTIVES (AXIS):
    1 "Primary Objective:Take control of the town."
    2 "Primary Objective:Repair the tank."
    3 "Primary Objective:Escort the tank across the river."
    4 "Primary Objective:Break into the Allied Battalion Headquarters."
    5 "Primary Objective:Steal the maps."
    6 "Primary Objective:Escape with the maps."
    7 "Secondary Objective:Prevent the Allies from establishing a Command Post."
    8 "Secondary Objective:Set up a Command Post inside the town hall."
     
    Change log
    ###################
    If you do not want to add additional filesize to server,
    use the non-pk3 version (caen_fixes.zip). If you want some visual/acoustic improvements, use the pk3.
    caen_4 waypoints.rar

    707 downloads

       (0 reviews)

    Updated

  3. Adlernest HNS - adlernest_hns.pk3 and waypoints

    Changes from Adlernest final:
    Added elevator from abyss to corridors and roof
    Ladder access to the roof from CP
    Clipped mountains and gaps
    Removed a wall and added a door near ammo racks
    Added holes into walls around abyss
    Added rock steps from abyss to the bridge
    adlernest_hns waypoints.rar

    682 downloads

       (1 review)

    Updated

  4. Barroca's Base Beta 8 and waypoints

    Rating ENABLED for this map. Map Type: OBJ Map Size: Medium
    barrocas_base_b8 waypoints.rar

    423 downloads

       (0 reviews)

    Updated

  5. AA-Guns Final and waypoints

    Map Description:
    ----------------
    The axis forces are retreiving in hurry from north africa
    and are gathering the ammo storaged in a bunker.
    The allied forces are about to destroy this low guarded axis
    ammunition bunker.
     
     
    Objectives:
    ----------------
    1. Destroy / protect the Axis north bunker door
    2. Destroy / protect the Axis southbunker door
    3. Destroy / protect the Axis ammo storage
    4. Build command post
     
     
    Map Features:
    --------------------
    - command post
    - Ammo and health cabinets
    - some custom textures
    - custom shaders
    aa-guns waypoints.rar
    aa-guns waypoints 0.9.rar

    425 downloads

       (0 reviews)

    Updated

  6. Norwegian Battery b6 and waypoints

    Story: its the late summer of 1943 and the axis are loosing control over the north sea. The allied has noticed that and a new power is growing in the allied forces. The allied high comand has desided to use the new mobility over the north sea to attack german bases in norway.
    But before they can start the offensive they need to destroy a battery so they can get close into the rocky beaches with their battleships..
     
    Mission: the allies need to unlock the battery with a keycard and then destroy the guncontrols.
     
    Map by oVe - TheWolfTeam.
    norwegian_battery_b6 waypoints.rar

    425 downloads

       (0 reviews)

    Updated

  7. F|A Base

    F|A Base map for et, made by DeathBringer
     
    http://fearless-assassins.com/topic/60015-publishing-fa-base/

    441 downloads

       (0 reviews)

    Submitted

  8. Norwegian_battery

    Norwegian battery b5
     
    Story: its the late summer of 1943 and the axis are loosing control over the north sea, a new power is growing in the allied forces and they are now aout to attack the german bases in norway as they got good mobility over the north sea. But they need to destroy a battery firts, before they can get closer with their ships.
     
    Mission: the allies must steal a keycard and unlock the doors of the battery.
    Then they need to destroy the guncontrols
     
    Special: 2h/a cabinets + totally new section + a target show where the allies must steal and deliver the keycard + there are now 4 entrences to the battery to avoid ultra-camping.
     
     
    source: http://www.thewolfteam.org/download.php?view.97

    496 downloads

       (0 reviews)

    Updated

  9. The Shrine Beta 3 and waypoints

    This is a new Axis-attack map created by Thunder.
     
    ~~~The Storyline~~~
     
    Allied command has intercepted some secret radio transmissions sent between Axis forces, where there has been talk of an ancient Egyptian shrine which is located deep inside a pyramid. This ancient artifact is said to possess great powers, so the Allied forces hurry to try and to defend the pyramid in order to make the shrine safe. Unfortunately for the Allies, an Axis attack force is already closing in on them.
    the_shrine_beta3 waypoints.rar

    1137 downloads

       (1 review)

    Updated

  10. Sniper From Mars - sniper_from_mars.pk3 and waypoints

    LoRenz released his new ET Map - Sniper From Mars
     
    This map is about an horror sci-fi movie, and also a tribute to Star Trek.
     
    Two Vulcan starships, Shran class, after a space battle, fall on Mars.
    The hull is broken, corrosion begins, but we must continue the fight.
    The snipers come into play!
     
    Crossing is possible, easy on terrain, but hard to go into enemy starship. Atmosphere is set to 320.




    sniper_from_mars.gm sniper_from_mars.way sniper_from_mars_goals.gm

    455 downloads

       (0 reviews)

    Updated

  11. UJE Airport Final and waypoints

    UJE Airport Final made by [uJE] Niek - Allies objective map
    The allies have to break into the airfield. Once they blow up the main entrance they can destroy the flight controls and detroy the 2 airplanes.
     
    Allies objective:
    *Destroy the main entrance
    *Destroy both cargoplanes
    *Destroy the Flight controls
    *Destroy the sidedoor for faster acces
    *Fix commandpost
     
    Axis objective
    *Defend the main entrance
    *Prevent the allies from blowing up the cargoplanes
    *Prevent the allies from blowing up the flight controls
    *Build commandpost
    *Build the side door

    704 downloads

       (0 reviews)

    Updated

  12. Dingenskirchen Beta 1 - dingenskirchen_b1.pk3 and waypoints

    -----Storyline-----
     
    December 1944: The noose tightens around the Reich's neck as Allied forces threaten to cross the Siegfried Line and advance into Germany. In a strategy meeting in an Eifel castle, German high command has worked out plans on how to repel the invaders. Allied intelligence wants these plans destroyed before they can be distributed to the front line.
     
    This map has three main objectives instead of one, two of which must be completed by the Allies in order to win the match. This was done in an attempt to prevent the massive objective camping by the defending team on some maps.
     
    Allied mission:
    Repair and steal the axis tank located in the village.
    Capture the village spawn and escort the tank past all obstacles and use it to blow open the Castle Gate.
    Map Objective 1/3: Steal an ancient treasure which the Axis have hidden inside the castle wine cellar.
    Map Objective 2/3: Blow up the axis high command conference room to sabotage the coordination of the axis troops.
    Map Objective 3/3: Retrieve a microfilm containing axis war secrets which an OSA agent managed to get hold of and swallow before being killed by the German forces.
    dingenskirchen_b1 waypoints.rar

    465 downloads

       (0 reviews)

    Updated

  13. |ES|Puffo Sniper and waypoints

    ES|Puffo Sniper did it for fun and for my clan. Was demand from my daughter, so, i made it!
    Hope you like it and you have fun. Thanks to my daughter Caterina for his help for texture.
     
    no crossing map
     
    incl. waypoints

    187 downloads

       (0 reviews)

    Updated

  14. |ES|Italy Sniper and waypoints

    |ES|Italy Sniper is a copy of his own house and garden. Even details like location of furniture in the house should match.
    Ofcourse, things has been added or removed to the map, to make it more playable.
    I guess we can say, this map is an invitation to visit the home of |ES|LoRenz on a hot someday in the North of Italy.
    Enjoy the visit, and remember, when you visit someone, be polite, and only shot in direction of neighbour
     
    no crossing map
     
    incl. waypoints

    214 downloads

       (0 reviews)

    Updated

  15. Hills Have Eyes V4 | hillshaveeyes_v4.zip

    A new map release from Frosty, inspired by an LNA 1 V 1 map. The map layout is the same, only bigger this time, with an added objective.
     
    The Allies must destroy the Axis generator to gain access to the basement where they must destroy the main door in order to win the map. This is a frag map, but with added objectives too, which all players will enjoy fragging on.

    207 downloads

       (0 reviews)

    Submitted

  16. City Patrol beta 1-UJE_city_patrol_b1.pk3 and waypoints

    New map City patrol made by [uJE] Niek
     
    Axis objective map. The Axis have one big objective this Time,
    First they have to escort the tank that will be followed by alot of trucks to the factory.
    On theire way to the Factory they will have to go through a river and through a Town.
    Allies have to try and stop them.
     
    Axis objective:
    * Escort the trucks to the factory
    * Blow up 3 baricades
    * Sachel the side door
    * Fix commandpost
     
    Allied objective
    * stop the trucks
    * Build baricades
    * Build the side door
    * Build commandpost
    uje_city_patrol waypoints.rar

    185 downloads

       (0 reviews)

    Updated

  17. Supply (Winter Edition) Supply_WE.pk3 and waypoints

    Changelog:
     
    > Winter Edition
    * Winter Theme, but only in exteriors and using default materials as much as possible (To compare with Supply Depot 3).
    * Moved the Crane Controls like in Supply Depot 3, to avoid putting solid invisible stuff everywhere and prevent the satchel exploit.
    * Various script fixes incorporated: Spawn/Gold bugs, annoying alarm/radios muted, SK protections, Grenade/Mortar stairwell glitch, ...
    * Several options incorporated, but disabled by default; Admins can easily enable them by commenting/uncommenting certain lines!
    - Truck may stop earlier on one/both Gates.
    - Ammo Cabinet @ Farm Spawn (Model, Command Map icon, Hint).
    - Radio musics can be enabled, the audio files and entities are included.
    - Allied CP Health & Ammo cabinets; To Compare with SD3, there's no "broken model":
    they appear when CP is built, so nasty people can stay there to stop Allies...
    When you start to build CP, models will appear as underconstruction to prevent people to die...
    supply_we.gm supply_we.way supply_we_goals.gm

    287 downloads

       (0 reviews)

    Updated

  18. ET Poker Beta 2 - et_poker_b2.pk3 and waypoints

    It's a Poker game fox! Try to full the Board whit the Cards. The team who score most points on the Board win the match or finishing it
     
    Axis need to steal and secure 4 Red CardDeck to build the Castle first then gain a new respawn on the table. Also 1 Red CardDeck to started playing Poker Game with the Red Cards."
    Allied need to steal and secure 4 Blue CardDeck to build the Castle Cards first then gain a new respawn on the table. Also 1 Blue CardDeck to started playing Poker Game with the Blue Cards."
     
    // Axis Objective Descriptions
    1 "Primary Objective:**Steal 5 Reds CardDecks!"
    2 "Primary Objective:**Dont let Allies Team stealing and escorting the 5 Blues CardDecks!"
    3 "Primary Objective:**Secure 4 Reds CardDecks to build your Castle Card and start playing poker game."
    4 "Primary Objective:**Dont let Allies Team Building their Castle Card whit Blues CardDecks(4)."
    5 "Primary Objective:**Secure 1 Red CardDecks to Dealing Pad."
    6 "Primary Objective:**Dont let Allies Team Securing 1 Blue CardDeck on the Dealing Pad of your Castle side."
    7 "Primary Objective:**Try to make most points whit Reds Cards or full the Board to Win!"
    8 "Secondary Objective:**Construct the Command Post to Increase your speed, activated the warning system , unlocked the SniperSpawn and Unlocked ammo and medic box"
    // Allied Objective Descriptions
    1 "Primary Objective:**Dont let Axis Team stealing and escorting the 5 Reds CardDecks!"
    2 "Primary Objective:**Steal 5 Blues CardDecks!"
    3 "Primary Objective:**Dont let Axis Team Building their Castle Card whit Reds CardDecks(4)."
    4 "Primary Objective:**Secure 4 Blues CardDecks to build your Castle Card and start playing poker game."
    5 "Primary Objective:**Dont let Axis Team Securing 1 Red CardDeck on the Dealing Pad of your Castle side."
    6 "Primary Objective:**Secure 1 Blue CardDecks to Dealing Pad."
    7 "Primary Objective:**Try to make most points whit Blues Cards or full the Board to Win!"
    8 "Secondary Objective:**Construct the Command Post to Increase your speed, activated the warning system , unlocked the SniperSpawn and Unlocked ammo and medic box."
     
    **Update et_poker to et_poker_b2
     
    -Fixed errors to be trapped between the chips on the table.
    -Fixed the error when the script team captured 4 deck of cards to complete their castle
    can now capture the 5th deck of cards to start playing on the dealer's pad
    without having to finish building their castle.
    -Fixed some issues in the script (sounds)
    -add some new details (flag, xzone for pad jump, light, airplane, windows and more)
    -Making and Add VO voice for team
    -split the ambient sound to another .pk3
    (et_poker_sound.pk3)[open et_poker_sound.pk3 for more info to change or delete the sound)
    -Update the .shader file.
    -Compile in final bounce 4
    -Delete Sniper Spawn when Command Post constructed
    et_poker_b2 waypoints.rar

    248 downloads

       (1 review)

    Updated

  19. 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.

    227 downloads

       (0 reviews)

    Updated

  20. 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.

    228 downloads

       (0 reviews)

    Updated

  21. Heart of Gold DT (Beta 12) - HoG_b12_dt.pk3 and waypoints

    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

    238 downloads

       (0 reviews)

    Updated

  22. The River 2

    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

    281 downloads

       (0 reviews)

    Updated

  23. Wolfsrudel 3 Fixed - wolfsrudel3_final.pk3 and waypoints

    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

    200 downloads

       (0 reviews)

    Updated

  24. V2 Base TE - v2base_te.pk3 and waypoints

    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

    302 downloads

       (0 reviews)

    Updated

  25. rifletennis_te2

    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

    189 downloads

       (0 reviews)

    Submitted


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