Maps
Wolfenstein: Enemy Territory Maps for Downloads.
1043 files
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etl frostbite v14 - etl_frostbite_v14.pk3 and waypoints
By papywolf
'Frostbite, by Moonkey'
June 2021
Cedric 'keMoN' Easton
http://www.etlegacy.com
http://www.github.com/realkemon
This map is an overhaul of the original Frostbite map created by Moonkey.
As part of the ET: Legacy asset creation effort certain maps are being overhauled.
Those maps have been selected for their stable gameplay even in a competitive environment.
-----Changelog-----
v14:
* Fixed command map icons showing outside of compass. (Thank you spyhawk for reporting)
* Adjusted position of inner courtyard truck. (TJ from hood of truck still possible)
* Changed back cover on tunnel truck from green to grey to match rest of truck.
* Fixed CP sounds playing in second round after /map_restart.
* Removed Allied CP spawns startactive spawnflag. Changed setstate invisible to alertentity functionality to prevent spawn glitch after /map_restart.
* Change from Axial Projection to Brush Primitives to enable better texture alignment/projection options.
* Adjusted various texture alignments.
* Fixed caulked surfaces visible to the player at shelf in Allied spawn.
* Changed bark texture of dead trees from temperate to winter.
* Fixed invalid shader on rear faces of terrain brushes near transmitter.
* Fixed incorrect use of skyshader at backside of two random brushes.
* Added unique ids for spawn slots to prepare this feature.
* Increased spawn slot count in garage to 32.
* Fixed glass shader on trucks.
v13:
* Fixed fully caulked terrain brushes. (Thank you woju and spyhawk for reporting)
* Fixed missing tree shader. (Thank you woju and spyhawk for reporting)
v12:
* Moved flying lamp models to be attached to girder in Axis garage. (Thank you Aciz for reporting)
* Adjusted player collision on cliff near transmitter to prevent glitching on the roof. (Thank you Aciz for reporting)
* Improved lighting in balcony hallway at inner courtyard.
* Fixed player collision on the Axis CP. (Thank you Aciz for reporting)
* Adjusted shader for winter trees to prevent overwriting default shaders on other maps. (Thank you Aciz for reporting)
v11:
* Adjusted lighting to increase performance.
* Converted smaller brushwork to .ase models to reduce lightmap data and improve performance.
* Increased supported playercount from 20vs20 to 32vs32.
* Reduced volume of wind sounds to reduce distractions.
* Further improved player collision at railings and doorways. (Thank you Aciz for reporting.)
* Changed clips for barrels and couches for proper hit- and footstep sounds. (Thank you Aciz for reporting.)
* Reduced weird shadows from the ceiling lamps in the office area. (Thank you Aciz for reporting.)
* Fixed missing shader for bush model. (Thank you Aciz for reporting.)
* Reverted collision on stairs down to garage to reenable a TJ. This also reintroduces bobbing effect. (Thank you Aciz for reporting.)
v10:
* Moved vent opening new side door for better alignment with surrounding textures
* Changed terrain shader on snow patches in inner courtyard for proper snow behaviour
* Caulked surfaces not visible to the player
* Changed floodlight colour to uniform white
* Made previously impossible TJ possible again
* Further opened terrain and world to simplify spectator and shoutcaster movement
* Improved player collision to simplify movement (doorways, ceiling and transmitter building)
* Generally improved lighting
v9:
• Removed rogue clip at office entrance.
• Changed catwalk in warehouse from `clipweapon` to `clip`. It is now permeable for weapons.
• Simplified collision of machines at side entrance.
• Added player clips to various shelves, pipes and doorways.
• Fixed one alarm speaker not being named correctly.
• Added a trickjump coming from warehouse, jumping onto box, onto truck into green passage. Disabled by default. Can be activated through mapscript. (deactivate line: setstate courtyard_TJ_box invisible)
• Removed collision of blackboards.
• Increased amount of shared files with other ET: Legacy overhauls to decrease filesize once they are shipped together.
to original:
• The player is now able to stop and revert Storage Wall movement by activating the button again.
• Alarm now also sounds when the Service Door has been dynamited before the Storage Wall and Main Door.
• Structural mesh and VIS blocking has been improved
• Visual changes have been made
ALLIED OBJECTIVES:
Primary: Steal the Supply Documents and transmit them back to Allied Command.
Secondary: Destroy the Main Door into the Complex.
Secondary: Breach the Storage Wall.
Secondary: Dynamite the Service Door.
Secondary: Prevent the Axis from constructing a Command Post in the Transmitter Building.
Secondary: Establish a forward Command Post in the Upper Complex.
AXIS OBJECTIVE:
Primary: Stop the Allies from transmitting the Supply Documents.
Secondary: Defend the Main Door.
Secondary: Defend the Storage Wall from being breached.
Secondary: Stop the Allies from destroying the Service Door.
Secondary: Set up a Command Post inside the Transmitter Building.
Secondary: Prevent the Allies from establishing a Command Post in the Upper Complex.604 downloads
(0 reviews)Submitted
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etl bergen v7 - etl_bergen_v7.pk3 and waypoints
By papywolf
Prévisualisation Bergen, by Detoeni'
June 2021
Cedric 'keMoN' Easton
http://www.etlegacy.com
http://www.github.com/realkemon
This map is an overhaul of the original Bergen map created by Detoeni and the Wolf Project.
As part of the ET: Legacy asset creation effort certain maps are being overhauled.
Those maps have been selected for their stable gameplay, even in a competitive environment.
Please refer to the original_bergen_readme.txt for information, credits and contacts of the original map.
-----Changelog-----
v7:
* Fixed command map icons appearing outside of compass. (Thank you spyhawk for reporting)
* Fixed sounds active at map start in second round after /map_restart.
* Added unique ids for spawn slots to prepare this feature.
* Fixed glass shader on trucks.
* Adjusted projection axis and scaling of terrain textures.
v6:
* Fixed spawnslot getting stuck in forward flag spawn. (Thanks to ETc.Jay for reporting)
* Adjusted clipping at side entrance to prevent players camping above the door.
* Reworked system to secure flag to be less complex and more easily understandable. Allies now only need to hold the flag for 30s.
v5:
* Renamed targetname south_door_closed0 to south_door_closed to fix game crash. (Thanks to Kate for reporting)
* Fixed sounds and remapshaders active at map start in second round after /map_restart. (Thanks to WuTangH for reporting issue on 'Supply Depot, by ginc')
* Provided option to toggle tank invulnerable through mapscript (vulnerable by default). (Thanks to Ensiform for explanation)
* Increased amount of spawn slots from 16vs16 to 32vs32.
* Fixed surfaceparm grasssteps to add missing sounds when walking on grass. (Thanks to WuTangH for reporting issue on 'Supply Depot, by ginc')
* Removed deprecated alarm sounds.
v4:
• Simplified geometry for cleaner player collision
• Replaced colour coded wires with colour coded bunker trim and command map for more subtle implementation
• Replaced side entrance terrain with artificial pier to prevent walljumping
• Reverted V1 Rocket back to airplane
• Improved lighting and terrain
• Added skylights to generator room and Axis spawn to simplify spectator/shoutcaster movement
v3:
• Fixed caulk in terrain at forward bunker and northern courtyard. Thank you ryven for reporting.
• Fixed side entrance being unplantable when footbridge was constructed. Thank you Harlekin for reporting.
• Fixed missing footbridge related VO sound for Axis
• Fixed bug where sound wouldn't play when main entrance got destroyed
• Fixed 3 terrain spots where it was possible for the player to either get stuck or be obstructed in their way. Thank you Harlekin for reporting.
• Added cabinet marker in the command map. Thank you IR4T4 and Ensiform for reporting.
• Added lights in forward bunker. Thank you Ensiform for reporting.
• Added audible feedback to generator door levers when generator is destroyed.
• Added base alarm sounding whenever the transmitter area gets breached. This replaces the simple text announcement. Thank you ryven and WuTangH for debugging.
• Added ambient sounds (capturable flag, crickets in nature and birds in trees). Thank you IR4T4 for reporting.
• Adjusted trigger_hurt of v1 rocket to cover entire explosion area. Thank you Harlekin for reporting.
• Adjusted terrain at side entrance to prevent the easiest TJs. Thank you Aciz and ryven for extensive feedback.
• Adjusted MG murderhole at side entrance to reduce shooting against the insides. Also adjusted its varc. Thank you ryven for reporting.
• Adjusted tree at side path to no longer be partially inside the cliff. Thank you Harlekin for reporting.
• Replaced generator command map icon with standard icons to clarify mission objective. Thank you Harlekin for reporting.
• Replaced tree between forward bunker and allied mg blocking line of sight. Thank you Mateos for reporting.
• Removed little tree at side path blocking movement and visibility. Thank you Harlekin for reporting.
• Reduced brushcount of terrain significantly and added hills between forward bunker and rear base to increase VIS blocking and performance. Thank you Aciz and ryven for reporting.
to original:
• VO announcements have been adapted by Radar.
-- As long as both Main and Side Entrance are active VO is: "defend/destroy entrances"
-- As soon as one has been breached VO is: "defend/destroy the side OR main entrance"
• VO announcements for the Footbridge have been added.
• Alarm now sounds in the entire base when either the Side- or Main Entrance have been breached instead of separated alarms.
• The snapping of the tank at certain view-angles has been fixed
• If the Allies hold both the Forward Bunker flag and the CP, the flag is "temporarily secured" until the CP is lost again.
• The Forward Door (before Transmitter Door 3) is now linked to the generator.
• Spectator limbo cam has been fixed (was inside of terrain).
• Construciton materials have been made in the style of original maps.
• Teleporter and secret room have been removed.
• Axis rear spawn has been restructured to allow for faster exit.
• Plane shooting down the tank has been replaced with a V1 Rocket to create narrative link to V1_Rocket map by FireFly.
• Entity count has been reduced from 568 to 519.
• Structural mesh and VIS blocking have been improved by adjusting vertical differences of the floors.
• Visual changes have been made.
AXIS OBJECTIVES
Primary Objective: Stop the Allies from destroying the Transmitter.
Secondary Objective: Prevent the Allies from repairing the Generator.
Secondary Objective: Set up a Command Post inside the submarine pen.
Secondary Objective: Prevent the Allies from gaining a foothold in the Forward Bunker.
Secondary Objective: Prevent the Allies from destroying the Side Entrance.
ALLIED OBJECTIVES
Primary Objective: Destroy the Transmitter.
Secondary Objective: Repair the Generator.
Secondary Objective: Set up a Command Post in the submarine pen to secure the forward bunker.
Secondary Objective: Capture the Forward Bunker.
Secondary Objective: Destroy the Side Entrance.537 downloads
(0 reviews)Submitted
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penemuende b2 - penemuende_b2.pk3 and waypoints
By papywolf
Penemuende
Penemuende is an Enemy Territory Multiplayer Map.
Supported Gametypes: Campaign, Objective, Stopwatch
Mapname: penemuende_b2
Overview:
April 1941, The allied troops could destroy the main axis radar base near Narvik.
Now it is a good time to get into their submarine shipyard. The Uboot U32 and U48
get their next application there. **The Allies must steal the ENIGMA and escape.
Also they have to destroy the sea Flak Gun to clear the sea paths.
Betaversion 2
Timelimit: 20 min
Axis respawntime: 25 sec
Allies respawntime: 15 sec
Axis
1. Defend the Maingate.
2. Protect the secret Enigma.
3. Dont let the Allies destroy the 88 mm Flak Gun.
4. Build and defend the Depotdefenses.
5. Defend the Bunker Sideentrance.
6. Build a Command Post and stop the Allies from constructing a Command Post.
Allies
1. Dynamite the Maingate
2. Steal the secret Enigma and bring it to the escape truck.
3. Destroy the 88 mm Flak Gun.
4. Destroy the Depotdefenses to get into the base
5. Dynamite the Bunker Sideentrance to get into the base.
6. Build a Command Post and stop the Axis from constructing a Command Post.
Change to the previous version
- Texture Changing and Fitting
- One more AXIS Spawnpoint (Lower Bunker)
- more AXIS Teamdoors in Submarine Base and in Vehicledepot
- Lightsettings
- Soundscript Part 1 (Depotalarm after Maingate blowing)
- Bugfixing the Ammodepot Health and Cabinets
ToDo for the Final Version
- More Lights in Submarine Bunker
- Bugfixing for the Final Version
- Sounds for Atmosphere
To start the map on ET server put the line
in your mapfile for obj mode
489 downloads
(0 reviews)Submitted
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uboot - uboot.pk3 and waypoints
By papywolf
Title : U-boot
Filename : uboot.pk3
BSP Name : uboot
Author(s) : ringa
ringa[at]sverige.nu
: Capitan
capitan[at]sverige.nu
Made possible by : SteelRat [my mentor] ?
Game : Enemy Territory
Release Date : May 13, 2004
================================================================
^ Construction ^
Map base : From scratch
Editors used : GTK Radiant 1.4.0
==============================================================
Description :
In a sleepy village by the Polish coast of the Baltic Sea is a small
workshop. The allied secret service has detected unusual high traffic of
military vehicles in the area, and through different channels one of the
last underground submarine bases has been found. This base was built by the
Axis submarine commando during their days of glory.
==============================================================
Objectives:
Axis
- Prevent the Allies from blowing up the shipping gate
- Prevent the Allies from blowing up the dock door
- Prevent the Allies from blowing up the submarine
Allies
- Blow the shipping gate and the dock door to get easy access to the submarine
- Blow the submarine
^ Special Thanks ^
- Capitan for everything. And thats ALOT
- SteelRat for scripting and other help. Thats alot too ?
- Drakir for many prefabs.
- Muffinman for the spiral staircase.
- Seven for the prefab command post.
- everyone from ### and jops, Yojimbo, Cujo and the rest that I forgot (bad memory) for testing help.
- Splashdamage for making the game.
(http://www.splashdamage.com)
=================================================================
* Copyright / Permissions *
You are NOT allowed to commercially exploit this level, (i.e. get money for sharing it with others). Aleast not before asking me first. ?
You MAY distribute this PK3 and associated files through the (internet, FTP, local BBS etc.), provided you include this file and leave the archive intact. In fact, you are ENCOURAGED to distribute ?
==============================================================499 downloads
(0 reviews)Submitted
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UK Boat b2 - UK-Boat_b2.pk3 and waypoints
By papywolf
Description
Allied:
"TOP SECRET"
Axis:
"TOP SECRET"
Neutral:
"TOP SECRET"
Objectives
Allied objectives
1 "Primary Objective:
Repair the Tank!"
2 "Primary Objective:
Escort the Tank to get acces to the Hangar!"
3 "Primary Objective:
Destroy the U-Boat!"
4 "Secondary Objective:
Construct the Assaultramp!"
Axis objectives
1 "Primary Objective:
Prevent the Allies from repairing the tank."
2 "Primary Objective:
Prevent the Tank from destroying the Bunker-Gate."
3 "Primary Objective:
Prevent the Allies from destroying the U-Boat."
4 "Secondary Objective:
Prevent the Allies from constructing the assault ramp."474 downloads
(0 reviews)Updated
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Ulmen b3 - Ulmen_b3.pk3 and waypoints
By papywolf
--------------------------
Basic information
--------------------------
Author: destr!8r
Email address: destri8r@yahoo.com //can mail bugs here
Webpage: http://anclan.nl
Release date: 21st March, 2009
Filename: ulmen_b3.pk3
Program: GTK-Radiant, Easy Gen, Photoshop CS3
Build time: started work 2008-12-20
compile time: BSP: 90sec, VIS: 4,5 hours
Compile machine: AMD Phenom 9850 X4, 4 GB RAM
--------------------------
Map information
--------------------------
Game: Return to Castle Wolfenstein - Enemy Territory
Map time: ?? min
--------------------------
Map Description
--------------------------
This map is based on a real existing village in Germany. Any objective accurs in this map has not happen in that village ever!
Axis took the village under their control and used it as their control center for upcoming missions.
Surrounded by hills it is nearly impossible to reforce the Axis power. Therefore axis send their best troop to this village in order to secure top secret documents and gold!
Though, Allied Intelligence found this village and made several air attacks and send soldier to that place to gain the power of the secret documents !
--------------------------
Map Objectives
--------------------------
Allied objectives:
--------------------------------
*Steal the docs
*transmit them
*Destroy the 2 walls
*Steal the gold
*Bring the gold to the truck
*Escort the truck
Optional:
*Destroy the barriers
*Construct the Generator
*Construct a Command Post
Axis objectives:
-------------------------------
*Defend the docs
*Defend the 2 defense walls
*Defend the gold
*Build the 2 barriers
*Stop the Allies from escorting the truck
Optional:
*Destroy the Generator
*Construct a Command Post
460 downloads
(0 reviews)Submitted
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Fidel's Footy Return - ffr_final.pk3 and waypoints
By papywolf
**********
1] The Map ffr_final
**********
Mapname: Fidel's Footy Return
Mapper: Fidel Castro
Editor: GTK Radiant 1.3.8
Q3Map: Q3Map2
The orginal Footy Mapping Idea is "stolen" from Gerbil,
which has mapped this Map for RTCW_MP under the name "Footy_A3".
I've played this Map in RTCW very often, so i thougt a revival in ET would be interessting.
I've contacted Gerbil....and he gave me his ok....to do this Map-revival.
Thx again especially to GERBIL.
--> Link to Gerbil:
I hope the total different Gameplay of this map created a difference to the other ET_Maps,
but i also know that it is not a big mapping Project like Remagen(BX), Bridge (Drakir) and so on....
....it was just a litte practising for my self in ET.
...and perhaps some players have fun with it.
322 downloads
(0 reviews)Submitted
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etsbay - etsbay.pk3 and waypoints
By papywolf
etsbay_for_et - Secret Bay - Finalversion 1.0
Secret Bay for Enemy Territory
presented by [EGN]Ron-007
10.02.2004
January 1943
The Allies land at a secret Axis submarine base.
They break into the heavily guarded bunker.
The Axis powers store their captured gold there.
The Allies steal 2 important gold boxes and transport them to one of their submarines.
// Allied Objective Descriptions
- Steal two crates of Gold from the Bank and Escape with the crates of Gold using the U-Boot in the Sea
- Constuct the Wood Bridge
- Construct an Assault Ramp up the East side of the Bunker
- Construct an Assault Ramp up the West side of the Bunker
- Destroy the Main Entrance
- Destroy the Side Entrance
- Destroy the Bank Door
- Capture the Spawn Flag of the Forward Bunker
- Stop the Axis from constructing a Command Post in the Side Bunker
- Repair the Water Pump on the Beach
// Axis Objective Descriptions
- Stop the Allies from stealing the Gold from the Bank
- Stop the Allies from escaping with the Gold via a U-Boot in the Sea
- Prevent the Allies from constructing an Assault Ramp up the East side of the Bunker
- Prevent the Allies from constructing an Assault Ramp up the West side of the Bunker
- Defend the Main Entrance
- Defend the Side Entrance
- Defend the Bank Door
- Capture the Spawn Flag of the Forward Bunker
- Stop the Allies from constructing a Command Post in the Side Bunker
- Prevent the Allies from establishing a Water Pump on the Beach
- Prevent the Allies from establishing a Wood Bridge
--------------------------------------------------------------
last omnibot files released
etsbay.gm etsbay.way etsbay_goals.gm
388 downloads
(0 reviews)Updated
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ctf cradle - ctf_cradle.pk3 and waypoints
By papywolf
Author : Red (J.Le' Vesconte)
Email address : redeyed@ntlworld.com
Webpage : http://www.clanaod.us/www.clanofidiots.com
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Map Information
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Game : Return to Castle Wolfenstein: Enemy Territory
Title : Ctf_Cradle
Filename : ctf_cradle.pk3
Release date : 2004-01-06
Decription : Set in the mouth of a volcano the Axis and Allies are to betle it out with a game of PowerBall.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Textures
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
11 new textures.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Special thanks to
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Tnx to Sam Cahill for the souce
Lanz for makin the PowerBall mod
Fidel castro for hosting the power ball comp
And the idiot comunity where i live http://www.clanofidiots.com
Snaffer for his sweet command maps
All the helpfull people @ SD forums
Iffy, Redfella,surface gdconnect and many others for tuts etc....
Drakir for his prefabs and constant help on msn (Cheers mate)
And the mrs for putting up with me doing this shit all hours
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Copyright 2004 John Le' Vesconte 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.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
351 downloads
(0 reviews)Submitted
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blood - blood.pk3 and waypoints
By papywolf
"The axis are gaurding a book that could crack the secrets of the axis enigma code.The Allies must repair the Jagdpanther to blow the base entrances, steal the Book and drive it to safety in a Truck."
"The Allies are planning to steal a Book that could allow them to Desyfer our most secret of plans. the Allies cannot steal this book or any getaway vehicles."
neutral "The axis are gaurding a book that could crack the secrets of the axis enigma code.The Allies must repair the Jagdpanther to blow the base entrances, steal the Book and drive it to safety in a Truck."509 downloads
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tarbox island v4 - tarbox_island_v4.pk3 and waypoints
By papywolf
Map: Tarbox Island V4
Type of Map: Objective
Author: Bus Tarbox
Website: www.bustarbox.com
Description:
While at sea, the allies discover a hidden island run by a the terrible axis general Tarbox. A captured
axis prisoner tells the allies that Tarbox has secret documents containing information that could help the allies
win the war. Unfortunatly, Tarbox buried the documents in cement in a cone at the top of the island tower.
It's up to the allies to breach the island and steal the docs before their time runs out.
An escape helicopter waits for the brave allie who can manage to get the docs to it.
Changes from v3: new water texture, added an mg42 on the battleship, a small wood bridge on the east side of island.
333 downloads
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Frosty - frosty.pk3 and waypoints
By papywolf
Title: Frosty
Author: Prototype
Email:
Released on 05.01.04
Designed for 7 vs 7 but has spawn points for 16 vs 16
Description: 2 entry points at the door and side gate. Just inside the door is a flag which
can be captured by the Allies to secure a new spawn point. However, the flag
can be recaptured at any time by the Axis team.
The objective is a book located
in a room on the 2nd level of the axis base. It then has to be taken to the opposite
side of the map to the radio room.
Credits: Hummer for his crate models and great advice on the Splash Damage forums and irc.
Menzel for releasing the source to tundra where I got many ideas and used the 2 snow textures for the terrain.
Gerbil for his mml_church map where I learned a lot about scripting.
Sock for his insane amount of help to the ET mapping community.
Activision for releasing ET for free giving mappers a larger audience to (attempt to) please.
Server admins like Goat and ND80 for providing servers which play only custom maps giving mappers a place to showcase their hard work.
My cat for always being there for me when I got a compile error.178 downloads
(0 reviews)Submitted
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well_d - well_d.pk3 and waypoints
By papywolf
**************************************************************
MAP: "The Well Of Youth" - Official BETA [for ET] *
**************************************************************
Title: The Well Of Youth
Filenames: twoy_beta.pk3; ratty_textures.pk3; twoy_readme.txt
Author: Rought
Created: 2003-2004
E-Mail: rought_@hotmail.com
============================================================================================
Special Thanks to: Fragpoint (for the great textures and his help!), ratty redemption (for his beautiful water and q3map2-support),
Beowulf&friends (for thinking about the script)
THANK YOU ALL!
Thanks also to: Splash Damage, id Software
Known Bugs: low fps at some parts of the map...I'm sorry, but not enough time to fix that problem...
Story:
The Axis have found the well of youth and want to use for invulnerability
but the Allies have been informed and need to get a jug of it to know what the forumula of the liquid is.
============================================================================================
About: In case of time I finished the map before it would take even longer...Every week I thought about changing
some parts of the map, but I know this would never end...so...I finished it and the story has an end!
There are still parts of the map I want to change...but there is no time for it
I hope you'll enjoy it!
Install Instructions:
Unzip twoy_beta.zip
Place twoy_beta.pk3 in your Enemy Territory/etmain/
directory
Start ET from the shortcut
You can play the map within the game-menue
============================================================================================
Construction
Base: Rought
Editor Used: GTKRadiant 1.4.0
Nr. of Brushes: 10583 Brushes
Nr. of Entities: 1908 Entities
Compile Machine: AthlonXP 2600+ with 1536mb DDR
Compiling Time: 1136 sec.
============================================================================================
Copyright(c) and Permissions:
Authors MAY NOT use this map as a base to build additional levels.
Textures and Art do have a copyright! DO NOT USE it without contacting me!
You MUST NOT distribute this level UNLESS you INCLUDE THIS FILE WITH
NO MODIFICATIONS.
This level may be distributed over the Internet.
You are authorised to put this level on CD.
(c) Copyright 2004 [Manuel Johns]. All Rights Reserved67 downloads
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tbnsdba - tbnsdba.pk3 and waypoints
By papywolf
////THE !BRAND NEW! SOFT DRINK BATTLE ARENA\\\\
by BeoWulV
general information:
----------
name: the brand new soft drink battle arena
type: rtcw-et-multiplayer
Author: BeoWulV
mail: webmaster@beowulv.ch
the story:
----------
sometimes that's a believable story
most important for a good map. therefore has
neither does this map
it is rather a series of many
confused ideas and thoughts...
the only aim of the game is therefore to
respective soft drink can to the corresponding ones
to carry vending machines. these disappear
then and are therefore considered filled (???)
the team that filled up all 5 machines first
has, wins.
axis = coca-cola
allies = pepsi
this is a pure funmap and thus sets zero
value on logic or realism!!!
the music:
----------
the music that can be activated in the map comes from
all from the canadian band Zimmers Hole
more information about the band can be found at www.legionofflames.com
installation:
-------------
- unpack or move the file "tbnsdba.pk3"
into the "etmain" directory of rtcw
(e.g. c:\programs\rtcwet\etmain)
- in the multiplayer game then just this map
choose and let's go!
thankslist:
-----------
- thx to prefablab for the can models
http://dynamic3.gamespy.com/~prefablab/main.shtml
- thx to eyeronik from surface for some useful textures
- no thx at all to sir elton john
copyright:
----------
It is not allowed to decompile this map and/or the map or parts of it without my express permission
Permission to use and/or republish for your own purposes.
It is allowed this map in ORIGINAL CONDITION INCL. ORIGINAL README FILE freely to other people
pass on or e.g. available for download on the internet.
Feedback:
----------------------
I would be happy about feedback on this map. Please send positive and negative criticism to
webmaster@beovulv.ch
346 downloads
(0 reviews)Updated
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Ship - ship.pk3 and waypoints
By papywolf
::Information
Map name - ship
Version - beta
Complete Date - Am 11:12 Tuesday 15 September 2004 (Korea time)
Making time - 2month
Making tool - GtkRadiant 1.3.8-ET
Bsp Complete type - BSP -meta,-vis,-light -fast -samples 2 -filter
Author - fetchinist
Author Email - fetchinist@empal.com
fetchinist@hotmail.com
::Objective
Allies Primary - Capture the Enigma box And Top secret document, than go to the boat
Secondary - Destroy Two 180 rotate rader354 downloads
(0 reviews)Submitted
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one-way b3 - one-way_b3.pk3 and waypoints
By papywolf
Author: Qualmi
Date: 25.05.2010
Game: Wolfenstein - Enemy Territory
Homepage: http://qualmi.de.tl/
Description
An original map with a little bit of a different objective. What once started as a 1on1 map, can now be applied to
small servers with a maximum of 12 players.
Additionally there is an ETPro Mapscript supplied within this mapfile, making it possible to turn this map into a
deathmatch map.
Objective
An additional mapscript, turning this map into a deathmatch map, can be found in the readme folder of this .pk3. It
is called 'one_way_b3.script'.
Just copy it in your ET mapscripts directory and restart the server with the directory beeing set.
======
Limits
======
Unfortunately the ET Engine is very limited. Therefore the visual counter i originally planned soon hit that 32
remapshader limit.
You can see the seconds be remapped in the left corner below. The minutes are rotating above the coder.
Logically the counter works 100% accurate.
=======
History
=======
The map got inspired by a 1on1 i once played at Valhalla. Someone, cant remember the name today, introduced me into
that kind of gameplay, which he called, 'one way'. It was just that we meet constantly at a certain mainroad, to
avoid hiding and sneaking, so that the skill is reduced to aim and movement basically.
The first versions i released should have hit exactly that principle. But after coming back to mapping after a while
i had the feeling that it probably would be better to make it a little bigger. I tried to keep that one way principle,
but i fear it has become some kind of mixture now.
===================
Feedback/Bugreports
===================
Post feedback or bugreports at -> http://1vs1free1on1.de.tl <- forum section.
=======================================
Some Additional Information for Mappers
=======================================
Build Time: 2 hours.
Also i am 1 year old and am a computer genius. I learned mapping in just one day and the compile time took me 1ns.
With half a year i learned the C programming language, when i was half and a third i invented the wheel. When i was
half and two third i realized that there was already a wheel. What a shame.
The rest of the day i spam people with how fast i am. I mean, everybody knows that everything must be based on
velocity nowadays. So why shouldnt i spam you with my timing results ?
because quality takes time ?
349 downloads
(0 reviews)Submitted
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warinwoods + warinwoods2 - warinwoods.pk3+warinwoods2.pk3 and waypoints
By papywolf
Map War in the Woods
Author Bus Tarbox
briefing War in the woods. Only thing you need to know......cover is your best friend
Instructions:
Trees are climable, look everywhere for the enemy. Cover is your best friend.
633 downloads
(0 reviews)Submitted
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wario b3 - wario_b3.pk3 and waypoints
By papywolf
wario_b3
Designed by .WAR|R0u$back.
Contacts: http://warclan.forumj.net
Xfire: rousback
Tools: GTK Radiant 1.4/1.5 - photoshop - paint
Ressources:
- the map fragmaze_fixed made by sl0wr0ck, on wich warmaze (my first map) is based/inspired (xfire of the creator of purefrag: sl0wr0ck)
- warmaze_b6, wich is the base of this map
- some textures from "textures_pitores" (eMail Address: me@Hourences.com)
- http://splashdamage.com/forums/
- http://easymapping.free.fr/html/ and many others websites of tutorials I can't remember...
Greetings/Thanks to:
>> The Splash Damage team for this wonderful free game
>> Fate (xfire: fmcfate) for his help to solve many issues I had while I was mapping... (Mapping tutorials http://fmc.hex.ee)
>>The .WAR|Clan. and his communauty for the tests, feed backs, ideas and advices, to improve this map...
>>.WAR|bitchy., who made the .WAR|Clan. logo. He also implemented the mario pictures on the wall texture.
If you use the map on your server please let me know, it's always good to have some feedbacks!
In no cases you are allowed to modify anything from this pk3 without permission. Leave it in his current state if you want to use it. If you want some modifications of the map just let me know (by xfire or .WAR|Clan. forums) and I will see what I can do about it.
Enjoy!
briefing "Enjoy some frags in this maze!**Made by*^4.^0WAR^4|^0R0u$back^4.**warclan.forumj.net**mapping tutorials:*http://fmc.hex.ee"343 downloads
(0 reviews)Submitted
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zogscubeofdeath - zogscubeofdeath.pk3 and waypoints
By papywolf
Axis Objective Descriptions
wm_objective_axis_desc 1 "Primary Objective:**Prevent the Allies from securing the Egg!"
wm_objective_axis_desc 2 "Primary Objective:**Secure the Egg!"
Allied Objective Descriptions
wm_objective_allied_desc 1 "Primary Objective:**Secure the Egg!"
wm_objective_allied_desc 2 "Primary Objective:**Prevent the Axis from securing the Egg!"333 downloads
(0 reviews)Submitted
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