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Unknown

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Files posted by Unknown

  1. Transmitter Final

    Map type: OBJ
    Map size: Large
    Attacker: Allies
     
    *Story:
     
    Civilians manipulated by the Volksempfänger's propaganda program are resisting the allied forces.
    To break the resistance, Allies have to overtake a local Transmitter, which is amplifying the master-signal from Berlin for local receivers.
    They have to manipulate the transmission-frequency by installing a radio Modification Kit on the Transmitter.
    The Allies also have to rotate the Antenna towards their pirate sender.
     
    *Objectives:
    ALLIES
    ------
     
    - Construct the Bridge.
    - Carry the Modification Kit to the Transmitter-Station inside the Castle complex.
    - Rearrange the Antenna towards our pirate sender.
    - Infiltrate through the Tunnel Grate.
    - Capture the Forward Hut from the Axis.
    - Destroy the Serpentine Barricade to secure the Forward Hut.
    - Stop the Axis from constructing a Command Post in the Forest Hut.
     
    AXIS
    ----
     
    - Prevent the Allies from building the Bridge.
    - Don't let the Allies carry the Modification Kit to the Transmitter.
    - Prevent the Allies from rearranging the Antenna towards their pirate sender.
    - Defend the Forward Hut from the Allies.
    - Defend the Serpentine Barricade from Allied sabotage attempts.
    - Stop the Allies from constructing a Command Post in the Forest Hut.
     
    [iMPORTANT NOTE]
     
    Serveradmins might raise their HUNKMEG configuration. In some cases, the server may crash with custom maps. oO? Ours didn't.
    Hunkusage of Transmitter (may vary): 49.689.216 Byte (Client) 45.419.616 Byte (Server)
     
    [/iMPORTANT NOTE]
     
    This map is not built with competitive gaming in mind. Its built for public fun.
    So please, don't start moaning that it might be unbalanced. We tried to balance it as good as possible, providing alternative routes.

    16 downloads

    Submitted

  2. Rommel GA Final

    Map 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

    22 downloads

    Submitted

  3. El Kef Final

    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

    38 downloads

    Updated

  4. Base 47 Final

    ---------------------
    Map Story
    ---------------------
     
    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?
     
     
     
    ---------------------
    Map Objectives
    ---------------------
     
    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.
     

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

    6 downloads

    Submitted

  5. JFF Playground

    ##################### 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
     

    #################################################################
    #################################################################

    2 downloads

    Submitted

  6. Jay#2 Voicechat

    New version of file. Thanks to Buckwild who helped with fixing it to make it working fine.

    139 downloads

    0 comments

    Updated

  7. Teuthonia Final

    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
    |----------------------------------------->

    95 downloads

    Submitted

  8. ET-Assault Beta 4

    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

    47 downloads

    Submitted

  9. Caen 4 Final

    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.

    72 downloads

    Updated

  10. Adlernest HNS

    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

    40 downloads

    Submitted

  11. Silent MOD 0.8.2

    Version 0.8.2
    Added: g_goatSound server cvar to enable/disable goat sounds on knife kills.
    Added: enemy team objective carry indicator. Use g_misc flag 1024 to enable it on the server and cg_objcarry client cvar to enable it in the HUD.
    Fixed: Players carrying objectives are now shown correctly.
    Fixed: !useredit was not able to set level higher than 99 when executed as rcon. !setlevel was working correctly.
    Fixed: The name of the disguised covert op was not drawn to spectators.
    Fixed: The class icon in the crosshair player name to be the current class instead of the latched class.
    Fixed: wm_sayPlayerClass now announces the latched class correctly, even when using class swithcer.
    Fixed: If map voting was enabled but g_mapVoteFlags 4 was not enabled. It was possible to issue multiple votes by hand using /mapvote command.
    Fixed: debriefing screen buttons didn't handle highlight theme parameter properly.
    Fixed: The output of finger command didn't show warnings if there were more than 2 in total.
    Fixed: UI crash in menu
    Fixed: Minor bug with g_maxPanzerSuicides introduced in 0.8.0. If panzer suicides were disallowed completely, the player was not informed about it.
    Fixed: g_muteRename allowed to change the name when player used /reconnect
    Fixed: When unmuting/muting during intermission/warmup, the mute wasn't saved.
    Fixed: cg_effectDistance was affecting the played sounds.
    Fixed: g_classWeapons not working for class command
    Fixed: class command not handling secondary weapon parameter properly, it didn't influence the limbo menu, e.g. /class s 3 2 wouldn't select akimbo pistols or SMG as secondary in limbo.
    Fixed: switching problem with double SMG
    Improved: If player is completely dead in the game, the scoreboard shows the player's latched class to other team members.
    Improved: UI tabbing to edit field makes it focused.
    Improved: limbo weapons menu for soldier class.
    Improved: sort order of the map vote menu map list.

    126 downloads

    Updated

  12. Barroca's Base Beta 8

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

    20 downloads

    Submitted

  13. AA-Guns Final

    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

    20 downloads

    Submitted

  14. Crevasse PE pk3

    Rating ENABLED for this map. Map Type: OBJ Map Size: Large Map Theme: Not Set
    Description:
    (the readme file)
     
    =======================================================
    Crevasse PE (Public Edition) / Final
    =======================================================
    Map for "Wolfenstein: Enemy Territory"
    =======================================================
     
     
    Axis facility build into the rocky depths of a crevasse in Germany.
    Allies are attacking.
     
     
    Allied Objectives:
    ------------------
    - Transmit the Axis Documents.
    - Steal the Keycard and use it to gain access to the Elevator Shafts.
    - Build the Command Post to gain a forward spawn.
    - Repair and fire the Anti-tank Gun to blow open the transmitter.
     
    Axis Objectives:
    ----------------
    - Stop Allies from transmitting the Documents.
    - Defend the Keycard and stop the allies from using it to enter the Elevator Shafts.
    - Stop the Allies from repairing the Anti-Tank Gun and firing it.
     
    Spawntimes:
    -----------
    Axis : 30
    Allies: 20
     
     
     
    ALSO LOOK IN PK3 FOR INCLUDED ETpro TRICKJUMPLINES !!!
    ------------------------------------------------------
    Dersaidin included recored trickjumps (using ETpro
    trickjumplines) to show a couple of jumps, paths and things.
    Trickjumplines require a recent ETpro to use.
    See ETpro website or do /tjl_info for help.
     
     
     
    =======================================================
    Changes compared to Crevasse Beta 3:
    =======================================================
     
    + Added tracemap
    + Added missing textures
    + Removed all unnecessary files from the pk3
    + Fixed spelling errors
    + Reworked command map
    + New levelshot
    + Anti-Tank Gun got a temperated skin (before: snow skin)
    + Better texture for Opel Blitz
    + Fake reflection for Opel Blitz windows
    + New textures and shader for water
    + Brighter texture for grass
    + More detailed texture for clouds
    + Other textures for camouflaged net, barrels, beds and trunk
     
     
     
    =======================================================
    Credits:
    =======================================================
     
    Dersaidin : Original author of Crevasse (Beta 3)
    Diego : Texture and shader for camouflaged net
    Sid & Etch : Finished this map for public gaming
    Wezelkrozum: Textures and shader for water
     
     
     
    =======================================================
    Additional Information:
    =======================================================
     
    Technically it's the same map as Crevasse Beta 3,
    we enhanced the map a few bricks for public servers.
     
    The bugged beta 3 is for "professional" wars, scrims,
    matches, etc...
    This fixed version is for public gaming. :-)
     
    HF & GG!
     
     
     
    BTW: If the original author of a map don't cares anymore
    about his work and lets his map in a bugged beta stage,
    then theres no reason for him to complain if others do
    his job.

    44 downloads

    Updated

  15. Tiger Final - tiger_110.pk3

    File name tiger_110.pk3
    Map name tiger
    Version 1.1.0 (Created August 2006)
    Author 2Bit (www.tibetclan.com)
    Other 2Bit maps Breakout
    Glider Assault
    TankBuster
    British Bulldog
    6Flags
    110 Factory
    2Tanks
    Ludendorff Bridge
     
     
    Nbr of players Recommended 6-20 per team
     
    Installation Put the pk3 file into the etmain folder.
     
    Scenario Late June 1944, France. An Allied convoy must pass through a small french town as part of the push east.
    Their route takes them within range of ace tank commander SS-Obersturmfuehrer Michael Wittman in his Tiger tank.
     
    Allied infantry must attempt to neutralize the Tiger as the vehicles pass though the town.
     
    Axis infantry must support the Tiger as it tries to destroy the Allied motorized convoy.
     
    Allied Victory Allies win if they escort 3 of the 5 convoy trucks to safety.
     
    Axis Victory Axis win if the Tiger destroys 3 of the 5 convoy trucks.
     
    Gameplay The Allies must escort their convoy, one truck at a time, safely through the village to safety. The Tiger will
    not hunt for a truck until it first moves from the allied spawn.
     
    Only engineers can escort a truck (including Axis engineers, to prevent allies from playing a holdup
    game and letting the timer expire without bringing out the next truck).
     
    The Tiger tank moves independently, without player escort, and actively hunts the trucks. It is much
    stronger than normal tanks, and can fire its main cannon at allied soldiers if the opportunity arises.
     
    If the Tiger gets line of sight to a truck, is not at point-blank range and not prevented from firing (see below)
    it will fire at and destroy the truck. The Tiger cannot fire behind it. A truck may find safety at a corner
    because the Tiger may come across it at point-blank range and be forced to withhold fire and pass it by.
     
    Allied Field Ops can send false radio signals to the Tiger ordering it not to fire at trucks.
     
    Axis Field Ops can countermand the false radio signals.
     
    Allies can destroy the radio mast. The Tiger will return to base and no further orders can be
    issued to it until the mast is repaired. So it is an important allied tactic to first send the false orders.
     
    Axis can deploy fuel into depressions in the road in the path of the trucks. Once ignited this
    forms a temporary fire barrier to the trucks. But if they deliver the fuel too early to the roadside,
    the allies may ignite it so that it burns out harmlessly.
     
    When the truck advances sufficiently, an allied forward spawn flag becomes available. It is removed again
    when the truck escapes or is destroyed. Also at this time, for 30 seconds, fast routes are available for the
    allied players to get them back to the spawn (without having to self kill) ready for the next truck.
     
    Each truck picks the route to follow (one of two) which is furthest from the tank's current position.
     
    Gamemodes Objective, Stopwatch.

    34 downloads

    Updated

  16. Wacht am Rhein

    Game : Enemy Territory
    Title : Wacht Am Rhein beta 1
    Filename : bulge_beta1.pk3
    Release date : 12/13/2003
    Author : Tom "Menzel" Haskins
     
    Textures : Yes.
    Sounds : Yes.
    Models : Yes.
     
    --- Notes ---
    The map is being released as a public beta. Please test the map and offer feedback in regards to gameplay, map layout, team balance, performance issues and any major bugs or problems found to thaskins@snet.net
     
    --- Description ---
    The Axis have begun their last major offensive in the cold snow covered woods of the Ardennes. Striking hard with armored vehicles they quickly push their way into the small Belgian towns. The allies must withstand the offensive and dig in before their lines give way to the Axis assault.
     
    --- Game Objectives ---
    Axis Objectives
    Primary Objective:**Construct a Bridge over the frozen river.
    Secondary Objective:**Destroy any obstacles that impede the progress of the tank.
    Primary Objective:**Escort the tank into the town and destroy the Church main doors.
    Primary Objective:**Escort the tank as it destroys the Church side door.
    Primary Objective:**Dynomite the Allies Command HQ inside the church.
    Secondary Objective:**Stop the Allies from constructing a Command Post.
    Secondary Objective:**Build your Command Post for improved charge times.
     
    Allied Objectives
    Primary Objective:**Stop the Axis from building a Bridge over the frozen river.
    Secondary Objective:**Place barriers to impede the progress of the tank.
    Primary Objective:**Don't let the tank destroy the Church main doors.
    Primary Objective:**Don't let the tank destroy the Church side door.
    Primary Objective:**Defend the command HQ inside the church.
    wSecondary Objective:**Build a Command Post for faster charge times.
    Secondary Objective:**Stop the Axis from constructing a Command Post.
     
     
     
    ---Things that are incomplete ---
    *Road brushes and textures will be replaced in final, but as they are now they shouldn't affect gameplay.
    *Terrain has some areas where the texturing doesn't blend correctly - will be fixed in final.
    *The tank has some rough movements that shouldnt affect gameplay. These will be fixed in final.
    *Some areas of the map may not be clipped properly. Please make me aware of any areas so that they may be fixed in final.
    *Lighting compile is not high quality, this will be fixed in final.
    *Various visual oddities in 16-bit mode.

    11 downloads

    Updated

  17. Pirates Final waypoints

    The waypoints for the map Pirates Final

    43 downloads

    Submitted

  18. Goldrush Gals Final

    MAP: goldrush-gals ( Greater Access ) large server
    Mod Author: RayBan
     
    Original Map by SplashDamage.
     
    This is a modified version of Gold Rush that allows greater access to
    old and new area's while trying to maintain the stock look of the original map.
    More improvements over the previous beta 2 version which include,
     
    - More access to ledges throughout the map and not just the bank courtyard.
     
    - New area's added, once again they remain secret's and i wont say where.
     
    - Area at the entrance of the crawl-way near the command post can now be
    mined under the bushes, this is to offset how easy is was before when the axis
    coverts would use this route to blow the cp, now if they don't watch they can
    crawl over a mine by mistake.
    - One of the new area's added allows the allies another route into the bank, once
    again though.. this route can be easily defended by the axis on larger servers.
     
    - shutters that are in front of the new mg, plus access routes to axis spawn area,
    plus the way to the command post, via the light tower are now shootable instead of
    being able to open. once destroyed they are gone for the rest of the game.
     
    - Most of the new doors that were added have now been changed to standard et doors,
    with louder doors sounds to accompany them and they now swing both way's.
     
    - Other changes include repairs to the original map that had some iffy brushwork and
    removed and reclipped over 90% of the ceiling clip brushes. ( the changes to the brushwork
    managed to drop the average windings down 14 meg from the stock compile time and lower vis
    data... although... only mappers might appreciate that tech talk.. =) fps remains the same.
     
    - new misc repairs where i found some sloppiness in mapping on my part, caulked area's are
    no longer visible. other misc differences also.. to many to mention.
     
    this version is intended to hopefully solve the issue of the error MAX_GAMESTATE_CHARS when
    the allies win on large servers up to 60 players.for smaller servers the previous version with
    the elevators ( goldrush-ga ) still works fine.
     
    Hopefully the average gamer who has played gold rush will not notice anything different as
    that was the intention, to keep the map as original looking as possible and to stumble upon
    some new area and say to themselves,
    "i have played this map hundreds of times and never seen that before... "
     
    Why did i do this??? because on larger servers up to 40 or more players, it's near impossible
    for the allied team to win, and hopefully more greater access can improve their chances to win
    at least 50% of the time, and personally i have always thought of goldrush as a death match map
    and there's more humorous and ambush kill places in this one to make that happen.

    117 downloads

    Submitted

  19. Rhine Bridge 2 Final (rhine2.pk3)

    Title : Rhine Bridge 2
    Filename : rhine2.pk3
    Release date : 2003-07-22
    Decription : 1945, Southern Germany. Allied forces are trying to cross the Rhine river
    at the last functional bridge. Axis forces are struggling to keep them from
    crossing, if the Allied forces succed it may be the turning point of the war."
     
    Program : SD Radiant 1.3.8
     
    Build time : 2 week off an on.
    Compile time : 45 minutes
    Compile machine : AMD Athlon 2200, 512mb
     
    Installation : Place the rhine2.pk3 to your etmain folder, select it from the multiplayer->create server menu or
    bring down the console and type: map rhine.
     
    Textures : I have made a bunch of new textures, provided with shaders in the pk3 file.
    Sounds : 1 new sound is provided to give briefing.
     
     
    -------------------------------------------------
    New in version 2
    -------------------------------------------------
    #.Added a forward spawn flag that both teams can capture to gain closer spawning to the enemy.
    #.Moved the Axis spawning place further away, and remade the spawn area so you cannot get trapped inside the bars.
    #.Made the bridge construct zone larger. Removed alot of doors.
    #.Remade the textures that had Nazi symbols on them so that german servers wont get in trouble.
    #.Added Stairs on the other side for Axis to build.
    #.Added a ladder on the Allies side buildable, goes to a new created bunker in the middle mountain.
    #.Moved the Ammo and Health cabinets up to the new created Allied bunker.
    #.Many small alterations on several places.
    #.Made some alterations to the caves.
    #.Fixed the Black/yellow icons showing up on the Commandmap by making my own images of the actual things.
     
     
    P.S
    I played this map, should be fun.

    47 downloads

    Updated

  20. Goldrush GA Final

    This is a modified version of Gold Rush that allows greater access to
    old and new area's while trying to maintain the stock look of the original map.
    More improvements over the previous beta 2 version which include,
     
    - More access to ledges throughout the map and not just the bank courtyard.
     
    - New area's added, once again they remain secret's and i wont say where.
     
    - Area at the entrance of the crawl-way near the command post can now be
    mined under the bushes, this is to offset how easy is was before when the axis
    coverts would use this route to blow the cp, now if they don't watch they can
    crawl over a mine by mistake.
    - One of the new area's added allows the allies another route into the bank, once
    again though.. this route can be easily defended by the axis on larger servers.
     
    - Most of the new doors that were added have now been changed to standard et doors,
    with louder doors sounds to accompany them and they now swing both way's. The doors
    inside the bank remain the same in that they will stay open until shut manually,
    and they only open/close one way as before. The doors that were changed over still
    will show no icons to indicate they can be used.. trial and error and you will find
    them all. 8 of the original doors in gold rush that were once just for looks can
    be used in this mod. other new doors are added in new area's.
     
    - Elevator sounds are louder, since they were hardly noticable in gameplay with the
    sounds of war fighting all around.
     
    - Other changes include repairs to the original map that had some iffy brushwork and
    removed and reclipped over 90% of the ceiling clip brushes. ( the changes to the brushwork
    managed to drop the average windings down 14 meg from the stock compile time and lower vis
    data... although... only mappers might appreciate that tech talk.. =) fps remains the same.
     
    This will probably be the final version i will do, since a major overhaul of the original
    map would be needed to add any more area's, and im not in the mood to go that route.
     
    Hopefully the average gamer who has played gold rush will not notice anything different as
    that was the intention, to keep the map as original looking as possible and to stumble upon
    some new area and say to themselves,
    "i have played this map hundreds of times and never seen that before... "
     
    Why did i do this??? because on larger servers up to 40 or more players, it's near impossible
    for the allied team to win, and hopefully more greater access can improve their chances to win
    at least 50% of the time, and personally i have always thought of goldrush as a death match map
    and there's more humorous and ambush kill places in this one to make that happen.

    100 downloads

    Submitted

  21. Snatch! 3 Final

    Map Objectives
    ---------------------
     
    Allied Objectives
     
    Primary objectives:
    *Steal the Radar Parts from the radar tower.
    *Steal the Truck and escape with the Radar Parts.
     
     
    Secondary Objectives:
    *Destroy the Main Gate.
    *Construct the Command Post.
    *Destroy the Axis Command Post.
    *Destroy the Radio Wall.
     
     
    Axis Objectives:
     
    Primary objectives:
    *Stop the Allied forces from stealing the Radar Parts!
    *Prevent the Allies from stealing the Truck!
    *Prevent the Allies from escaping with the Truck!
     
     
    Secondary objectives:
    *Prevent the Allies from detroying the Main Gate.
    *Destroy the Allied Command Post.
    *Construct the Command Post.
    *Prevent the Allies from detroying the Radio Wall.

    41 downloads

    Submitted

  22. eagles2_a6

    Map Info - Eagles 2
     
    10mb
    -------------------------------------------------
     
    This is a remake of Drakir's map Eagles1. It is based on the map source file release by Drakir in 2004.
    Some objectives have been changed from the original version and several have been added - please check objective list and command map for details.
    Architecture have been changed and some new strctures added, and game athmosphere is also changed by adjusting lightning and sound.
    Thanks to Drakir for releasing the map source for this map, I hope players will enjoy this remake but credits should still go Drakir for an excellent map idea and layout.
     
    -------------------------------------------------
    Map Details
    -------------------------------------------------
     
    Author : Rikard "Drakir" Lindgren / Eagles2 remake by Scrupus
    Map Name : Eagles2 Alpha 6
    BSP Name : eagles2_a5
    Release date : 2007-03-11
    Release type : Alpha/Playtest
    Gametime : 40 minutes (20+10+10)
    Suggested teams : 6 vs 6
    Max players : 20 vs 20 (40 spawnslots)
    Gametypes : Objective,Campaign,Stopwatch
    Gameengine : Wolfenstein: Enemy Territory
     
    -------------------------------------------------
    Map Objectives
    -------------------------------------------------
     
    Allies:
    #. Destroy the Avalanche wall and the Side Tunnel to gain access to Werfen Village.
    #. Capture the Town Spawn Flag, this will force axis back to the castle.
    #. Dynamite the door to the tram station so allies can get access to the trams. This will also make the Town Spawn permanent.
    #. Take the trams up to Schloss Adler (Castle of eagles) and capture the Castle Spawn Flag.
    #. Steal the documents in the Castle main hall - first time allies steal them will make Castle Spawn permanent.
    #. Damage the Generator to open the library doors under the main hall, for alternative attack route.
    #. Bring the documents to the Bus Garage in the Werfen Village.
    #. Escort the bus to the airfield.
    #. Repair the bridge if the axis destroy it, so the bus can get into to the airfield.
    #. Destroy the airfield radio to secure the escape from the area - this is final objective.
     
    Axis:
    #. Delay the destruction of the Avalanche wall.
    #. Build the High guardtower to get better defence at the side tunnel.
    #. Make sure allies don't get the forward spawnflag in the village.
    #. Defend the forward spawn in the castle.
    #. Defend the documents in the main hall, make sure they dont bring them to the bus.
    #. Stop the allies from escorting the bus to the airfield - bus can be damaged with airstrikes and grenades.
    #. Destroy the bridge to prevent the bus from reaching the airfield.
    #. Defend the airfield radio at all cost - this is final objective.

    17 downloads

    Submitted

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