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B2

Found 19 results

  1. Version final

    274 downloads

    fa_italy_b1 Remake by =F|A=Smiley. Big thanks to: Prof. Tony Vindstot Lightray B1 Changes: - More roof access. - 2nd entrance to flag courtyard. - CP has been moved to avoid fall damage when leaving old CP spawn area. - Axis spawn completely changed. - Supply cabinets added at exit of Axis Spawn. - Fences removed. - New pathway from axis spawn to tower. - 2nd hole will open when destroying tower wall. - Flag courtyard cleaned up. - Changed appartements. - Secret room is now easily accessible. - Removed a lot of clutter for more smooth gameplay. fa_italy_b1.gm fa_italy_b1.way fa_italy_b1_goals.gm
  2. Version 1

    283 downloads

    MML Church map Description: (the readme file) ------------------------------------------------------- - Wolfenstein: Enemy Territory Map - MML_CHURCH_ET_V1 - ------------------------------------------------------- --------------------------------------- Installation instructions: --------------------------------------- Place MML_CHURCH_ET_V1.PK3 in your Enemy Territory's ETMAIN/ directory. --------------------------------------- Story: --------------------------------------- It is the Autumn of 1944. The Axis powers are in retreat - the German War Machine having pushed beyond it's limits. The Italians have already crumbled, and the Allies are pushing north through Italy. The Germans are getting desperate for any means to hold back the enemy. During all this, German scientists become aware of a powerful ancient relic, supposed to hold terrifying powers that would enable them to stop the Allied advance, and destroy them once and for all. Allied code-breakers scanning the radio-waves intercept, through the terrible interference, a message encoded using a top secret encryption code. It is seemingly of the utmost importance to the Axis: 'You ... get ... Relic ... all costs. Prio(-ity) for ... (m-)ission comes ... ... Fuhrer ... ... available troops ... ... be sent ... ... abandoned chur(-ch) where ... relic is belie(-ved) to ... This ... is ... in the ... (m-)ountains, south of ...' Although unable to decipher the location, spotter planes have become aware of many Axis forces moving towards a central point, located in the mountains. It is believed they are responding to the urgent mission. The Allies have to move quickly - the deserted church is ahead of the front line, and few troops are available to get there in time. No-one knows how serious the Axis are about this, it might well be a decoy - hence reinforcements will only be sent as they are needed. --------------------------------------- Level info: --------------------------------------- This map is designed for smallish teams, from 1 to 6 players. It is small, and has a lot of vertical layers. It has a new feature - an alarm that Allies can switch on and Axis can switch off, that shortens the Allied respawn time. There are a couple of easter eggs in there just for the bored (two ghosts to discover) --------------------------------------- Playing instructions: --------------------------------------- To join a server playing this map: 1) Join as normal - ET will load the map up automatically (assuming you have installed it correctly). To set up a server: 1) Load up ET in MP mode. 2) Choose 'Host Game'. 3) Find MML Church (V1) in the list of SW / MP maps. 4) Set server options according to how you wish them to be. 5) Choose 'Accept'. --------------------------------------- Level technical info: --------------------------------------- Name: MML_CHURCH_ET Type: MP / SW Stage: Final Revision: 5 Time taken: 3 weeks Compile: BSP -meta, -vis, -light -fast -filter -samples 2 --------------------------------------- Author info: --------------------------------------- Author: [MML]Gerbil / zero.Gerbil Real name: Barry Swan WwW: http://www.theburrow.com Wolf WWW: http://theburrow.rtcwfiles.com Clan WWW: http://www.clangroundzero.com E-mail: gerbil@theburrow.co.uk mml_church_et_v1 waypoints.rar
  3. Version final

    275 downloads

    Info: OBJECTIVES (ALLIES): 1 "Primary Objective:Stop Axis From Blowing The Basement Door!" 2 "Primary Objective:Stop AXis From Building The Ladder" 3 "Primary Objective:Stop Axis From Retaking Their Gold" 4 "Primary Objective:Dont Let The Axis Escape" OBJECTIVES (AXIS): 1 "Primary Objective:blow the door to access the house." 2 "Primary Objective:build the ladder to get an extra entrance to the house." 3 "Primary Objective:grab the gold." 4 "Primary Objective:getaway truck." displays target demo https://mega.nz/#!eJhEyaJa!ADCf0QEKsBhkgpCQah0ZU2EkJN3srENNXdKD-7bsxTM golddays_v3 waypoints.rar
  4. Version final

    426 downloads

    Remake by =F|A=Smiley. ~~~www.fearless-assassins.com~~~ ======================================================= Special Thanks To ======================================================= CheepHeep Buckwild Shana Daredevil Vindstot Kiba Hipkat Masa Macchute Niek Wutangh Mateos Kemon ======================================================= Change Log (b1) ======================================================= Major Changes: - Added extra exit out of 1st Axis Spawn to reduce blocking. - Made building South of 1st Axis Spawn accessible. - Made balcony East of 1st Axis Spawn easily accessible with small corridor. - Made house accessible to help both allied in first stage and axis in last stage. - With that, I made exit out of house easier. - Added area to help axis during last stage. - Added room with ladder to first floor in house opposite to CP room. - Extended house opposite to CP room to come out next to keyroom. - Added room West to CP room. - Made stairs wider and created hole. - Added second door frame to CP again for less blocking. Also made North Western door frame wider. - Made courtyard easier to go about. - Re-did lower level of house North East of keyroom. - Lightened up corridor East to Truck and removed weird shape of it. - Removed gate South to Truck and added back alley that comes out in Axis 2nd Spawn. - Made truck room more balanced. - Added stairs all around keyroom to create a "more open feel". Minor Changes: - Removed clip from rooftop of middle house. - Removed hole from floor of middle house. - Added low wall to second floor middle house. - Raised wall looking over garage a bit in middle house. - Made balconies accessible. - Added Wooden Cover to arch. - Removed useless background effects for improved performance. - Replaced some spawns for both allied and axis. - Added clipping to stairs and unregular surfaces. - Added window to crossover above Main Gate. - Lowered table and moved rubbel for statisfying jump. - Moved wall a bit next to stair CP room. - Re-textured roofs, doors and some walls. - Lowered wall in hole to generator to not get stuck. - Removed useless clutter in keyroom. - Moved 1st Truck Barrier a bit. - Removed door in Western Wall of truck room. - Smoothened truck route. - Added small detail. - Caulked invisible faces of brushes for better performance. - Made door under bridge team door for axis. - Removed useless entities for better performance. - Re-textured CP room. - Changed loading picture. ======================================================= Change Log (b2) ======================================================= Major Changes: - Added corridor connection house North East of keyroom to corridor East of truckroom. - Bot waypoints added. Minor Changes: - Small bug fixes. - Changed clipping. - Added extra clipping to irregular surfaces. - Moved box in garage a tiny bit. - Tweaked mine spots all around the map. - Fixed texture load errors. - Readme file added. ======================================================= Change Log (b3) ======================================================= - BSP name changed to more fitting one. - F|A touch given. - Barrels replaced with better looking ones. - 2 doors changed to teamdoors. - More optimizing - Changed ledge to fence. - Made window at MG42 smaller. - Door removed at new corridor. - Construction materials at 2nd truck barrier moved to other side of road. - Other small changes. fa_bremen_final waypoints.rar
  5. Version Final

    271 downloads

    Big thanks to: Vindstot Leatherface Cito Patrick Cheepheep Achilles Destiny Changes: - Added side door to tank compound so it's harder for allies to flank. Side door can be opened by covert ops or by constructing the Southern CP. - Changed lightning to a more "warm" feel, with that I changed skybox. - Moved 2nd Truck Barrier, 2nd Tank Barrier and 1st Tank Barrier's construction materials to give axis more cover. - Made tunnel connecting supply cabinets at Long to 3rd Arch Way. - Changed balcony completely. Big tower removed. South CP moved on top of new balcony area. - Bank Courtyard completely overhauled. More cover, more roof access etc. - Axis 2nd spawn roof changed, (compared to GALS it's easier to get to roof now.) - Added another exit out of Axis 2nd spawn to cool down on blocking. - Gold in Bank moved forward. - Added another entrance into Bank for allies to attack. - West of Bank Courtyard I opened up a house, again to help allies capture gold. - *Lots* of clipping removed, I'd say +50%. This gives a way more open feel for the player and more spots are accessible. - Entities 2720 -> 1702 - MG near old 2nd Truck Barrier removed. Same goes to the one near 2nd Tank Barrier. - Supply cabs in axis spawn moved to back alley near Bank. fa_goldrush_b1 waypoints.rar
  6. 259 downloads

    op_lucky_a2 waypoints.rar
  7. 272 downloads

    What's New in Version pk3 Allien version // Axis Objective Descriptions 1 "Objective:**Dynamite the Allied Quick Access Bridge" 2 "Objective:**Defend the Axis Tunnel Gate Door" 3 "Objective:**Defend the Door on North Radar 1" 4 "Objective:**Defend the Door on South Rader 2" 5 "Primary Objective:**Protect the North Radar Tower 1." 6 "Primary Objective:**Protect the South Radar Tower 2." 7 "Primary Objective:**Stop the Allies from stealing the Baby Alien!!" 8 "Primary Objective:**Stop the Allies from taking the Baby Alien to their Radio room!!" // Allied Objective Descriptions 1 "Objective:**Construct the Allied Quick Access Bridge and blow the Allied Door" 2 "Objective:**Dynamite the Axis Tunnel Gate Door" 3 "Objective:**Dynamite the Door on Radar 1" 4 "Objective:**Dynamite the Door on Radar 2" 5 "Primary Objective:**Destroy the North Radar 1 Controls." 6 "Primary Objective:**Destroy the South Radar 2 Controls." 7 "Primary Objective:**Steal the Baby Alien " 8 "Primary Objective:**Take the Baby Alien to the Allied Radio Room!!" mp_base waypoints.rar
  8. 249 downloads

    About This File // Axis Objective Descriptions 1 "Primary Objective:**Stop the Allies from blowing the Axis Tank Door Garage." 2 "Primary Objective:**Disable or obstruct the Allied Tank to prevent it reaching the Bank Courtyard." 3 "Primary Objective:**Prevent the Allies from using the Tank to blow open the Back Moskee Doors." 4 "Primary Objective:**Stop the Allies from stealing the Gold Bars from the Moskee Vault." 5 "Primary Objective:**Stop the Allies from escaping with the Gold via a Boat in the sub_bunker." 6 "Secondary Objective:**Set up a Command Post inside the sub_bunker to gain a respawn point. DONT BUILD IT TO FAST BECAUSE YOU WILL LOST THE TANK DEPOT RESPAWN!!!" 7 "Secondary Objective:**Prevent the Allies from establishing a Command Post and build your from fortifying your position with a Command Post." // Allied Objective Descriptions 1 "Primary Objective:**Blow The Tank Door to steal a Tank from the Axis garage." 2 "Primary Objective:**Protect the Tank and escort it to the Moskee valley, clearing any obstructions along the route." 3 "Primary Objective:**Escort the Tank into position to blow the Moskee Back Doors open to reach the 2 goldcrates." 4 "Primary Objective:**Steal two crates of Gold from the Moskee Vault and escort it to the boat." 5 "Primary Objective:**Escape with the crates of Gold using the Boat in the sub_bunker." 6 "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post inside the sub_bunker ." 7 "Secondary Objective:**Establish a Command Post at foward garage door." Very special thanks to the following people. Without them this would still just be a bad idea in my head. Lead-Mapper - i just pretend to map - masterkiller(QC) Testing/Ideas - tons of bugs/ideas - CED and his Brother,Tony,fred, tipou and more friend. (thanks guys) Help - pakalatak and psylopat (from easymapping) The goldrush source web ressource: http://easymapping.free.fr/html/ http://etmapping.goldzoneweb.info/tuto.php http://www.enemyterritory-stuff.com/ http://www.drakir.tk/ http://www.gamedesign-online.com http://www.splashdamage.com/forums/ http://user.tninet.se/~fzo823r/ http://www.pythononline.co.uk/et/tutorial.htm http://members.lycos.co.uk/quakeroats/q3map2/shader_manual/ http://www.wolfensteinx.com/surface/tutorials.html http://hackerteam.free.fr/ Any suggestions/bugs/thoughts/for the final version can be done in this topic http://easymapping.free.fr/html/modules/newbb/viewtopic.php?topic_id=1209&forum=4 http://easymapping.free.fr/html 24/06/07 By Masterkiller(QC) the_moskeeb1 waypoints.rar
  9. Refinery View File The incredible refinery from HeX Best run with the latest ETJump I do believe a higher /com_hunkmegs is required to run this map A tour of the ore mines and ore refinery. A very long and complex trickjump map Allies is the hard side and very long Axis is the easy side with a time run Included readme: Submitter Achilles90 Submitted 06/30/19 Category Maps
  10. Achilles90

    Refinery

    Version 1.0.0

    272 downloads

    The incredible refinery from HeX Best run with the latest ETJump I do believe a higher /com_hunkmegs is required to run this map A tour of the ore mines and ore refinery. A very long and complex trickjump map Allies is the hard side and very long Axis is the easy side with a time run Included readme:
  11. fa goldrush b1 - fa_goldrush_b1.pk3 and waypoints View File Big thanks to: Vindstot Leatherface Cito Patrick Cheepheep Achilles Destiny Changes: - Added side door to tank compound so it's harder for allies to flank. Side door can be opened by covert ops or by constructing the Southern CP. - Changed lightning to a more "warm" feel, with that I changed skybox. - Moved 2nd Truck Barrier, 2nd Tank Barrier and 1st Tank Barrier's construction materials to give axis more cover. - Made tunnel connecting supply cabinets at Long to 3rd Arch Way. - Changed balcony completely. Big tower removed. South CP moved on top of new balcony area. - Bank Courtyard completely overhauled. More cover, more roof access etc. - Axis 2nd spawn roof changed, (compared to GALS it's easier to get to roof now.) - Added another exit out of Axis 2nd spawn to cool down on blocking. - Gold in Bank moved forward. - Added another entrance into Bank for allies to attack. - West of Bank Courtyard I opened up a house, again to help allies capture gold. - *Lots* of clipping removed, I'd say +50%. This gives a way more open feel for the player and more spots are accessible. - Entities 2720 -> 1702 - MG near old 2nd Truck Barrier removed. Same goes to the one near 2nd Tank Barrier. - Supply cabs in axis spawn moved to back alley near Bank. Submitter Lenovo Submitted 06/21/18 Category Maps  
  12. mp base - mp_base.pk3 and waypoints View File What's New in Version pk3 Allien version // Axis Objective Descriptions 1 "Objective:**Dynamite the Allied Quick Access Bridge" 2 "Objective:**Defend the Axis Tunnel Gate Door" 3 "Objective:**Defend the Door on North Radar 1" 4 "Objective:**Defend the Door on South Rader 2" 5 "Primary Objective:**Protect the North Radar Tower 1." 6 "Primary Objective:**Protect the South Radar Tower 2." 7 "Primary Objective:**Stop the Allies from stealing the Baby Alien!!" 8 "Primary Objective:**Stop the Allies from taking the Baby Alien to their Radio room!!" // Allied Objective Descriptions 1 "Objective:**Construct the Allied Quick Access Bridge and blow the Allied Door" 2 "Objective:**Dynamite the Axis Tunnel Gate Door" 3 "Objective:**Dynamite the Door on Radar 1" 4 "Objective:**Dynamite the Door on Radar 2" 5 "Primary Objective:**Destroy the North Radar 1 Controls." 6 "Primary Objective:**Destroy the South Radar 2 Controls." 7 "Primary Objective:**Steal the Baby Alien " 8 "Primary Objective:**Take the Baby Alien to the Allied Radio Room!!" Submitter Lenovo Submitted 07/07/18 Category Maps  
  13. op lucky a2 - op_lucky_a2.pk3 and waypoints View File Submitter Lenovo Submitted 07/07/18 Category Maps  
  14. the_moskeeb1 and waypoints View File About This File // Axis Objective Descriptions 1 "Primary Objective:**Stop the Allies from blowing the Axis Tank Door Garage." 2 "Primary Objective:**Disable or obstruct the Allied Tank to prevent it reaching the Bank Courtyard." 3 "Primary Objective:**Prevent the Allies from using the Tank to blow open the Back Moskee Doors." 4 "Primary Objective:**Stop the Allies from stealing the Gold Bars from the Moskee Vault." 5 "Primary Objective:**Stop the Allies from escaping with the Gold via a Boat in the sub_bunker." 6 "Secondary Objective:**Set up a Command Post inside the sub_bunker to gain a respawn point. DONT BUILD IT TO FAST BECAUSE YOU WILL LOST THE TANK DEPOT RESPAWN!!!" 7 "Secondary Objective:**Prevent the Allies from establishing a Command Post and build your from fortifying your position with a Command Post." // Allied Objective Descriptions 1 "Primary Objective:**Blow The Tank Door to steal a Tank from the Axis garage." 2 "Primary Objective:**Protect the Tank and escort it to the Moskee valley, clearing any obstructions along the route." 3 "Primary Objective:**Escort the Tank into position to blow the Moskee Back Doors open to reach the 2 goldcrates." 4 "Primary Objective:**Steal two crates of Gold from the Moskee Vault and escort it to the boat." 5 "Primary Objective:**Escape with the crates of Gold using the Boat in the sub_bunker." 6 "Secondary Objective:**Prevent the Axis from fortifying their position with a Command Post inside the sub_bunker ." 7 "Secondary Objective:**Establish a Command Post at foward garage door." Very special thanks to the following people. Without them this would still just be a bad idea in my head. Lead-Mapper - i just pretend to map - masterkiller(QC) Testing/Ideas - tons of bugs/ideas - CED and his Brother,Tony,fred, tipou and more friend. (thanks guys) Help - pakalatak and psylopat (from easymapping) The goldrush source web ressource: http://easymapping.free.fr/html/ http://etmapping.goldzoneweb.info/tuto.php http://www.enemyterritory-stuff.com/ http://www.drakir.tk/ http://www.gamedesign-online.com http://www.splashdamage.com/forums/ http://user.tninet.se/~fzo823r/ http://www.pythononline.co.uk/et/tutorial.htm http://members.lycos.co.uk/quakeroats/q3map2/shader_manual/ http://www.wolfensteinx.com/surface/tutorials.html http://hackerteam.free.fr/ Any suggestions/bugs/thoughts/for the final version can be done in this topic http://easymapping.free.fr/html/modules/newbb/viewtopic.php?topic_id=1209&forum=4 http://easymapping.free.fr/html 24/06/07 By Masterkiller(QC) the_moskeeb1 waypoints.rar Submitter Lenovo Submitted 07/07/18 Category Maps Map Type Objective Map Size Large Map Theme Night Attacking Team Allies Waypoints Yes Known Issues  
  15. for this map you have to wait 5 minutes before taking the 2 objectives?
  16. fa_italy_b1 and waypoints View File fa_italy_b1 Remake by =F|A=Smiley. Big thanks to: Prof. Tony Vindstot Lightray B1 Changes: - More roof access. - 2nd entrance to flag courtyard. - CP has been moved to avoid fall damage when leaving old CP spawn area. - Axis spawn completely changed. - Supply cabinets added at exit of Axis Spawn. - Fences removed. - New pathway from axis spawn to tower. - 2nd hole will open when destroying tower wall. - Flag courtyard cleaned up. - Changed appartements. - Secret room is now easily accessible. - Removed a lot of clutter for more smooth gameplay. Submitter Lenovo Submitted 06/21/18 Category Maps  
  17. fa bremen final - fa_bremen_final.pk3 and waypoints View File Remake by =F|A=Smiley. ~~~www.fearless-assassins.com~~~ ======================================================= Special Thanks To ======================================================= CheepHeep Buckwild Shana Daredevil Vindstot Kiba Hipkat Masa Macchute Niek Wutangh Mateos Kemon ======================================================= Change Log (b1) ======================================================= Major Changes: - Added extra exit out of 1st Axis Spawn to reduce blocking. - Made building South of 1st Axis Spawn accessible. - Made balcony East of 1st Axis Spawn easily accessible with small corridor. - Made house accessible to help both allied in first stage and axis in last stage. - With that, I made exit out of house easier. - Added area to help axis during last stage. - Added room with ladder to first floor in house opposite to CP room. - Extended house opposite to CP room to come out next to keyroom. - Added room West to CP room. - Made stairs wider and created hole. - Added second door frame to CP again for less blocking. Also made North Western door frame wider. - Made courtyard easier to go about. - Re-did lower level of house North East of keyroom. - Lightened up corridor East to Truck and removed weird shape of it. - Removed gate South to Truck and added back alley that comes out in Axis 2nd Spawn. - Made truck room more balanced. - Added stairs all around keyroom to create a "more open feel". Minor Changes: - Removed clip from rooftop of middle house. - Removed hole from floor of middle house. - Added low wall to second floor middle house. - Raised wall looking over garage a bit in middle house. - Made balconies accessible. - Added Wooden Cover to arch. - Removed useless background effects for improved performance. - Replaced some spawns for both allied and axis. - Added clipping to stairs and unregular surfaces. - Added window to crossover above Main Gate. - Lowered table and moved rubbel for statisfying jump. - Moved wall a bit next to stair CP room. - Re-textured roofs, doors and some walls. - Lowered wall in hole to generator to not get stuck. - Removed useless clutter in keyroom. - Moved 1st Truck Barrier a bit. - Removed door in Western Wall of truck room. - Smoothened truck route. - Added small detail. - Caulked invisible faces of brushes for better performance. - Made door under bridge team door for axis. - Removed useless entities for better performance. - Re-textured CP room. - Changed loading picture. ======================================================= Change Log (b2) ======================================================= Major Changes: - Added corridor connection house North East of keyroom to corridor East of truckroom. - Bot waypoints added. Minor Changes: - Small bug fixes. - Changed clipping. - Added extra clipping to irregular surfaces. - Moved box in garage a tiny bit. - Tweaked mine spots all around the map. - Fixed texture load errors. - Readme file added. ======================================================= Change Log (b3) ======================================================= - BSP name changed to more fitting one. - F|A touch given. - Barrels replaced with better looking ones. - 2 doors changed to teamdoors. - More optimizing - Changed ledge to fence. - Made window at MG42 smaller. - Door removed at new corridor. - Construction materials at 2nd truck barrier moved to other side of road. - Other small changes. Submitter Lenovo Submitted 06/18/18 Category Maps  
  18. MML Church V1 - mml_church_et_v1.pk3 and waypoints View File MML Church map Description: (the readme file) ------------------------------------------------------- - Wolfenstein: Enemy Territory Map - MML_CHURCH_ET_V1 - ------------------------------------------------------- --------------------------------------- Installation instructions: --------------------------------------- Place MML_CHURCH_ET_V1.PK3 in your Enemy Territory's ETMAIN/ directory. --------------------------------------- Story: --------------------------------------- It is the Autumn of 1944. The Axis powers are in retreat - the German War Machine having pushed beyond it's limits. The Italians have already crumbled, and the Allies are pushing north through Italy. The Germans are getting desperate for any means to hold back the enemy. During all this, German scientists become aware of a powerful ancient relic, supposed to hold terrifying powers that would enable them to stop the Allied advance, and destroy them once and for all. Allied code-breakers scanning the radio-waves intercept, through the terrible interference, a message encoded using a top secret encryption code. It is seemingly of the utmost importance to the Axis: 'You ... get ... Relic ... all costs. Prio(-ity) for ... (m-)ission comes ... ... Fuhrer ... ... available troops ... ... be sent ... ... abandoned chur(-ch) where ... relic is belie(-ved) to ... This ... is ... in the ... (m-)ountains, south of ...' Although unable to decipher the location, spotter planes have become aware of many Axis forces moving towards a central point, located in the mountains. It is believed they are responding to the urgent mission. The Allies have to move quickly - the deserted church is ahead of the front line, and few troops are available to get there in time. No-one knows how serious the Axis are about this, it might well be a decoy - hence reinforcements will only be sent as they are needed. --------------------------------------- Level info: --------------------------------------- This map is designed for smallish teams, from 1 to 6 players. It is small, and has a lot of vertical layers. It has a new feature - an alarm that Allies can switch on and Axis can switch off, that shortens the Allied respawn time. There are a couple of easter eggs in there just for the bored (two ghosts to discover) --------------------------------------- Playing instructions: --------------------------------------- To join a server playing this map: 1) Join as normal - ET will load the map up automatically (assuming you have installed it correctly). To set up a server: 1) Load up ET in MP mode. 2) Choose 'Host Game'. 3) Find MML Church (V1) in the list of SW / MP maps. 4) Set server options according to how you wish them to be. 5) Choose 'Accept'. --------------------------------------- Level technical info: --------------------------------------- Name: MML_CHURCH_ET Type: MP / SW Stage: Final Revision: 5 Time taken: 3 weeks Compile: BSP -meta, -vis, -light -fast -filter -samples 2 --------------------------------------- Author info: --------------------------------------- Author: [MML]Gerbil / zero.Gerbil Real name: Barry Swan WwW: http://www.theburrow.com Wolf WWW: http://theburrow.rtcwfiles.com Clan WWW: http://www.clangroundzero.com E-mail: gerbil@theburrow.co.uk mml_church_et_v1 waypoints.rar Submitter Barn!e Submitted 05/24/17 Category Maps Map Type Objective Map Size Medium Large Map Theme Day Attacking Team Allies Waypoints Yes Known Issues  
  19. Golddays 3 - golddays_v3.pk3 and waypoints View File Info: OBJECTIVES (ALLIES): 1 "Primary Objective:Stop Axis From Blowing The Basement Door!" 2 "Primary Objective:Stop AXis From Building The Ladder" 3 "Primary Objective:Stop Axis From Retaking Their Gold" 4 "Primary Objective:Dont Let The Axis Escape" OBJECTIVES (AXIS): 1 "Primary Objective:blow the door to access the house." 2 "Primary Objective:build the ladder to get an extra entrance to the house." 3 "Primary Objective:grab the gold." 4 "Primary Objective:getaway truck." displays target demo https://mega.nz/#!eJhEyaJa!ADCf0QEKsBhkgpCQah0ZU2EkJN3srENNXdKD-7bsxTM Submitter Lenovo Submitted 02/02/17 Category Maps Map Type Objective Map Size Medium Map Theme Night Attacking Team Allies Waypoints Yes Known Issues  
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