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Found 101 results

  1. Hello everyone, I am here today to announce the end of the original Oasis. However, this is not a day of mourning but a start of a new beginning, for a new Oasis has been birthed by the infamous @Smileyyy! After the many sleepless nights from the everlasting nightmares I have endured after being forced to play the dreaded Oasis that has plagued this Earth for the past two decades, I have set upon a journey to finally end the suffering so many of us have had to experience throughout our lives. NO MORE I SAY! This new map sparks the dawn of a new golden age! Now, remember this day, the 2nd of May to be the start of true happiness for all of humanity. Finally introducing =F|A= OASIS!! Below is a list of the changes made that address the issues with Oasis which include: - Shifting the focal point of battles to minimize the limitations of chokepoints by adding new routes and passages. - Changing the tone and intensity of the lighting to make it visually pleasing. - Making the whole map more accessible to have a more refreshing gameplay experience. Some visuals: - Allied Spawn. - *New* Sniper's Nest. - First Stage. - Room adjacent to Old City Wall. - Oasis + *New* Allied Forward Spawn (Unlocked by CP). - *New* Command Post and Health/Ammo Cabinets. - Tunnel Exit to Garrison. - *New* Side Entrance. (Destructable Gate) - *New* Interior of Side Entrance. - Side Entrance leading to South AT Gun. - *New* Axis Garrison Spawn Areas. - *New* Ladder to the AT Guns. - *New* Hatch and Pathway connecting AT Guns. A full list of the changes made: Thank you to all who have made this project possible, @CheepHeep - Moral Support, giving input on lighting and many other things. @Dynasty - Giving input on retexturing the garrison. @TheWolfTeam Discord Channel - Helping out with map related questions I had. And many others helping with playtesting the map! Download the map here.
  2. Version Beta 1

    8 downloads

    ||================================================================== ||Map name: Lays of Schwarzwald ||pk3 and its files names: lays_of_schwarzwald_b1 ||Author: -)A(-WuTang** ||Version: Beta 1 (B1) ||Released: 31st August ||================================================================== ||Contacts: || Email: panprezident789@gmail.com || Discord: WuTangH#7270 || Websites: www.moddb.com - user WuTangH || www.splashdamage.com - user WuTangH ||================================================================== -------------------------------------------------------------------- ============================================================================================================ About: Lays of Schwarzwald is a custom ET map situated in the middle of nice, famous region of Blackwood (schwarzwald..)forests. Story: Information about advanced progress of Axis in the Rocketbomb research were true. Allies are on a mission to ambush their Weapon factory in the middle of huge Schwarzwald forest and destroy everything whats worth. Objectives: Allies: Primary Objective: Escort the Tank through the Village and destroy the Tunnel Gate. Primary Objective: Escort the Tank through the tunnels to parmanently push Axis to the Rocket Base. Primary Objective: Bring all four Explosion Materials to the Rocket. Primary Objective: Build the Detonator to blow up the Rocket Base. Primary Objective: Blow up the Rocket Base using the constructed Detonator. Secondary Objective: Do not let Axis construct the Tank Barrier. Secondary Objective: Construct the Command Post to take partial control over the tunnels. Axis: Primary Objective: Prevent Allies from completing their objective. Secondary Objective: Construct the Tank Barrier. Secondary Objective: Construct the Command Post. ============================================================================================================ Programs used: GTKRadiant 1.5 Notepad++ Adobe Photoshop CC2017 Blender 2.79 MilkShape 3D Audacity ============================================================================================================ Credits & such: Textures: dirt_m03icmp_brown.tga - from ET:L texturepack made by Kemon. Missing images to original ET shaders were found in custom packs.. Other than that, textures were downloaded for free, or made by me. Websites: https://www.textures.com/ http://texturer.com/ http://mb3d.co.uk/mb3d/maxTextures_Home_-_Free_Seamless_and_Tileable_High_Res_Textures.html Models: Rocketbomb, trees and foliage models - made by me. Big dynamite - made by MLB guys. Sounds: Sounds included in pk3 are made out of ET original sounds. You can use all textures and models from this pack. Those downloaded are free, and those made by me are totally free too. Thanks to C from UJE Clan for their tank generator. Special thanks for help and feedback: Kemon, Mateos, Thunder, [UJE]Niek, Ray, Loffy, Macchute, ryven, Ensiform, Aranud, Aciz, hatcher, JoNny, Old-Owl and others. ------------------------------------------------------------------------------------------------ You may not include or distribute this map in any sort of commercial product without permission from the author. You may not mass distribute this level via any non-electronic means, including but not limited to compact disks, and floppy disks. You may not Redo/reproduce/update this map in any way without permission from the author. This will change after map source file will be released to public. ------------------------------------------------------------------------------------------------
  3. Lays Of Schwarzwald B1 + Waypoints View File ||================================================================== ||Map name: Lays of Schwarzwald ||pk3 and its files names: lays_of_schwarzwald_b1 ||Author: -)A(-WuTang** ||Version: Beta 1 (B1) ||Released: 31st August ||================================================================== ||Contacts: || Email: panprezident789@gmail.com || Discord: WuTangH#7270 || Websites: www.moddb.com - user WuTangH || www.splashdamage.com - user WuTangH ||================================================================== -------------------------------------------------------------------- ============================================================================================================ About: Lays of Schwarzwald is a custom ET map situated in the middle of nice, famous region of Blackwood (schwarzwald..)forests. Story: Information about advanced progress of Axis in the Rocketbomb research were true. Allies are on a mission to ambush their Weapon factory in the middle of huge Schwarzwald forest and destroy everything whats worth. Objectives: Allies: Primary Objective: Escort the Tank through the Village and destroy the Tunnel Gate. Primary Objective: Escort the Tank through the tunnels to parmanently push Axis to the Rocket Base. Primary Objective: Bring all four Explosion Materials to the Rocket. Primary Objective: Build the Detonator to blow up the Rocket Base. Primary Objective: Blow up the Rocket Base using the constructed Detonator. Secondary Objective: Do not let Axis construct the Tank Barrier. Secondary Objective: Construct the Command Post to take partial control over the tunnels. Axis: Primary Objective: Prevent Allies from completing their objective. Secondary Objective: Construct the Tank Barrier. Secondary Objective: Construct the Command Post. ============================================================================================================ Programs used: GTKRadiant 1.5 Notepad++ Adobe Photoshop CC2017 Blender 2.79 MilkShape 3D Audacity ============================================================================================================ Credits & such: Textures: dirt_m03icmp_brown.tga - from ET:L texturepack made by Kemon. Missing images to original ET shaders were found in custom packs.. Other than that, textures were downloaded for free, or made by me. Websites: https://www.textures.com/ http://texturer.com/ http://mb3d.co.uk/mb3d/maxTextures_Home_-_Free_Seamless_and_Tileable_High_Res_Textures.html Models: Rocketbomb, trees and foliage models - made by me. Big dynamite - made by MLB guys. Sounds: Sounds included in pk3 are made out of ET original sounds. You can use all textures and models from this pack. Those downloaded are free, and those made by me are totally free too. Thanks to C from UJE Clan for their tank generator. Special thanks for help and feedback: Kemon, Mateos, Thunder, [UJE]Niek, Ray, Loffy, Macchute, ryven, Ensiform, Aranud, Aciz, hatcher, JoNny, Old-Owl and others. ------------------------------------------------------------------------------------------------ You may not include or distribute this map in any sort of commercial product without permission from the author. You may not mass distribute this level via any non-electronic means, including but not limited to compact disks, and floppy disks. You may not Redo/reproduce/update this map in any way without permission from the author. This will change after map source file will be released to public. ------------------------------------------------------------------------------------------------ Submitter + Smileyyy Submitted 04/20/20 Category Maps Map Type Objective Map Size Large Map Theme Day Attacking Team Allies Waypoints Yes Known Issues None  
  4. The House Final View File Additional Credits to : id software and Splash Damage Beta testing: BOMBERMAN, *TDS*BERG, SPACEKEES Also thnx to BOMBERMAN for giving some good ideas for the stuff in some rooms (especially the gallery and the bar). ================================================================ ******** Play Description *********** Operation: The House BACKGROUND: After a hard work of investigations the Allies found out, that the Axis captured a very strange house. There is a Lab, with which the Axis produce some secret fluids. Also a legend tells, that in this house there is a Power stone, which gives the Axis a lot of health. MISSION: Allies: Infiltrate the house and get the forward spawn in the living room. Find your way in the house using all kind of secret ways. Don't hesitate to kill all Axis, who bars yours way. Search for the keys, which will open you some doors for easier access the lab and the room with the power stone. Destroy finally this lab and this power stone, so that the Axis have no benefit from them anymore. If you have time, enjoy yourself in the swimming pool, in the labyrinth and in the gallery. Maybe you wonna take a drink in the bar? *Primary Objectives 1) Destroy the Power Stone with dynamite. 2) Dynamite the lab. *Secondary Objectives 1) Capture the forward spawn. 2) Take the key 1 and open with it door 1. 3) Take the key 2 and open with it door 2. 4) Build your own Command Post in the library. 5) Blow up every other door and the shield to the basement. - Construction - Base : New level from scratch Editor(s) used : Q3Radiant Known Bugs : None. - Copyright / Permissions - This level is (c) 2005 highfighter. You may not include or distribute this map in any sort of commercial product without permission from the author. You may not Redo/reproduce/update this map in any way without permission from the author. Submitter equalz Submitted 03/08/20 Category Maps Map Type Objective Map Size Medium Map Theme Day Attacking Team Allies Waypoints Known Issues  
  5. excedo

    map The House Final

    Version Final

    12 downloads

    Additional Credits to : id software and Splash Damage Beta testing: BOMBERMAN, *TDS*BERG, SPACEKEES Also thnx to BOMBERMAN for giving some good ideas for the stuff in some rooms (especially the gallery and the bar). ================================================================ ******** Play Description *********** Operation: The House BACKGROUND: After a hard work of investigations the Allies found out, that the Axis captured a very strange house. There is a Lab, with which the Axis produce some secret fluids. Also a legend tells, that in this house there is a Power stone, which gives the Axis a lot of health. MISSION: Allies: Infiltrate the house and get the forward spawn in the living room. Find your way in the house using all kind of secret ways. Don't hesitate to kill all Axis, who bars yours way. Search for the keys, which will open you some doors for easier access the lab and the room with the power stone. Destroy finally this lab and this power stone, so that the Axis have no benefit from them anymore. If you have time, enjoy yourself in the swimming pool, in the labyrinth and in the gallery. Maybe you wonna take a drink in the bar? *Primary Objectives 1) Destroy the Power Stone with dynamite. 2) Dynamite the lab. *Secondary Objectives 1) Capture the forward spawn. 2) Take the key 1 and open with it door 1. 3) Take the key 2 and open with it door 2. 4) Build your own Command Post in the library. 5) Blow up every other door and the shield to the basement. - Construction - Base : New level from scratch Editor(s) used : Q3Radiant Known Bugs : None. - Copyright / Permissions - This level is (c) 2005 highfighter. You may not include or distribute this map in any sort of commercial product without permission from the author. You may not Redo/reproduce/update this map in any way without permission from the author.
  6. Young Fox

    Green Room

    Version 1.0.0

    3 downloads

    Hi all. For anyone wishing to make photo or video montages, and needing a green background, I offer a "mini map" that I created, which represents a green room, specially designed for montages. Can be read in Host or on dedicated Server. //-----------------------------------------------// Installation Host game: -Download "studio.pk3" -Move the file to: C :/Program(x86)/Wolfenstein Enemy Territory/etmain -Start the game -In the console, type: /map studio On dedicated server: -Just add it to your maps folder For freecam: -Download this version of etpro: https://www.moddb.com/mods/etpro/downloads/etpro-326-last-releas -And launched the map from ETPro mode For delete the 2D text and HUD : - seta cg_draw2d 0/1 Enjoy :)!
  7. Green Room View File Hi all. For anyone wishing to make photo or video montages, and needing a green background, I offer a "mini map" that I created, which represents a green room, specially designed for montages. Can be read in Host or on dedicated Server. //-----------------------------------------------// Installation Host game: -Download "studio.pk3" -Move the file to: C :/Program(x86)/Wolfenstein Enemy Territory/etmain -Start the game -In the console, type: /map studio On dedicated server: -Just add it to your maps folder For freecam: -Download this version of etpro: https://www.moddb.com/mods/etpro/downloads/etpro-326-last-releas -And launched the map from ETPro mode For delete the 2D text and HUD : - seta cg_draw2d 0/1 Enjoy :)! Submitter + Young Fox Submitted 01/05/20 Category Maps Map Type Other Map Size Small Map Theme Undefined Attacking Team Both Waypoints No Known Issues None  
  8. Map Of The Year Voting As the year is coming to an end, we want to elect the most loved map of the year again. Since it's 2019 and the decade is about to end, we've chosen to pre-select the most played individual maps and add the winner of the TB Map Contest 2019 to it. As usual, you can win 150 TBP simply by participating and voting for your Map Of The Year 2019 (#TBMOTY19) The voting is going to end with the year, so no more votes will be counted after 2019-12-31 23:59:59 (UTC+1). Please vote for your Map Of The Year 2019 and enjoy the holidays with your friends and family!
  9. Hello everyone! I thought of a game that could be fun to play What to do is to post screenshot of a map from an unusual (but guessable) place, and othera will have to guess which map the SS is from (Make sure to not reveal the map name from the name of the SS) I have these maps, try to guess which map are they from
  10. 23 downloads

    About This File (the readme file) ===================== =General information= ===================== Wolfenstein: Enemy Territory Custom multiplayer map Name: Coast Version: Beta1 Shortname: coast_b1 Release date: 15.12.2009 Teamsize: 5 vs 5 Map by: eiM ============ =Tools Used= ============ GTK Radiant 1.5RC1 & GTK Radiant 1.4 Q3Map2 2.5.16 Q3Map2 GUI Notepad Adobe Photoshop CS Enemy Territory
  11. Version 1.0.0

    10 downloads

    Map by [UJE]Niek It is Snipertime. This time in a huge Classroom You can cross by leaving the classroom and hope the teacher won't see it. Have fun. bsp name of this map is UJE_classroom_sniper
  12. UJE_classroom_sniper_b1 - UJE classroom sniper b1 ET map View File Map by [UJE]Niek It is Snipertime. This time in a huge Classroom You can cross by leaving the classroom and hope the teacher won't see it. Have fun. bsp name of this map is UJE_classroom_sniper Submitter ++Vindstot Submitted 03/30/19 Category Maps  
  13. Wolfenstein ET - Map Source Files View File ZIP file containing 6 original maps' source files. - Battery - Fueldump - Goldrush - Oasis - Radar - Railgun Have fun! Submitter Smileyyy Submitted 05/26/18 Category Maps
  14. Hola peeps! I'm finally here releasing my remake on Bremen_b3. In advance I'd like to thank all of you who have given feedback, helped and playtested on the test server. Thank you for setting it up on there @daredevil. Also thank you @Shana for compressing all of the textures and taking a deep look into the map! I'll post all the changes here, I will probably forget some changes since I've been working on this for a while now. Download of the map is at the bottom of this post feel free to give constructive feedback here or poke me on Discord, thank you! I'll also just clarify what I had in mind while making this remake. This remake is made to support a bit more players, support teamplay and make the map more even. Also this map is just way more interesting to play right now. *This is a beta version.* 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. fa_bremen_b1
  15. Good day, recruits and veterans , most people of this forum know that one of Fearless Assassins Day of Infamy server will be changed to custom. But problem is this clan's DOI branch staff doesn't get much suggestions which map use or even gamemode (WWI, Vietnam and etc). According my research the most people of DOI players plays only official maps and that leads to lack of information for custom maps...in short people doesn't know what to suggest. So i came with an idea...Today i will start review custom maps of Day of Infamy focused on main problems like these: No use for sniper, Rush tactics, mission time, fun, challenges and of course the REAL COOPERATION not the that cooperation which is "oh i am first of player list! ". At some maps also i mention sometimes @Sisje because she accidentally joined through me, so i will use as reference of "PRO player" . And all maps excluding one was tested in other servers because practice mode messing up with whole gameplay. So let's start.... *turns on the gramophone* OPERATION: FEARLESS ASSASSINS OPENS GATES TO HELL [Part No. 1] MAP: Compass Gameplays: Stronghold, Entrenchment, Patrol. Link:https://steamcommunity.com/sharedfiles/filedetails/?id=1169735323&searchtext=compass I played of this map entrenchment in practice mode it was fun even alone ( maybe i should meet more people ). So i liked that the map is more for marksman type player (Sniper, or FN42 with scope). Also it has and disadvantages: about 2 - 3 defending points is on open area all players need to spread out to not get direct hit of bombing. Also it has minor mapping error some ground layers is not covered up so you can see through other layer but it doesn't harm the player. MAP: Ardennes Gameplays: Stronghold, Entrenchment. Link:https://steamcommunity.com/sharedfiles/filedetails/?id=1373359976&searchtext= This map played in custom server so this map was fun but server gived me only stronghold gameplay. So what is standing out of this map...THE TANK! and it is moving and killing enemy (U.S. Army) But if you want make that tank start to kill and move you need be near it. So in this map also was @Sisje also the server was on super hardcore and whole time i was hiding on side of tank , so it is big ass cover and also moves always with you. MAP: Kriegsmarine Gameplays: Stronghold, Entrenchment. Link:https://steamcommunity.com/sharedfiles/filedetails/?id=1169748967&searchtext= As i mentioned before that server was set on super hardcore so @Sisje and me doesn't hold so long even on first point. But the map is interesting, as i know that map is based on CoD ( if i am correct). This map is the most to close area (urban, insade in base). Actually not much i can say about this map. MAP: Marketgarden Gameplays: Stronghold, Entrenchment. Link:https://steamcommunity.com/sharedfiles/filedetails/?id=1169827881&searchtext=marketgarden I played this in other server because "Super hardcore" was..er.. to hard to me . This map i actually liked it has good advantage point for sniper in wind mill which is on map's centre. The most map is open but also covered with high grass or wheat fields, so you can rush through no one will see you . MAP: DOI_V2_Forest Gameplays: Stronghold. Link:https://steamcommunity.com/sharedfiles/filedetails/?id=1349485112&searchtext=DOI_V2 This map....THIS MAP...DIS MAP solves the main problem "Rush tactics" and requires the real cooperation, because you can't rush without Tank, yes? -Of course, yes . So tank is most important object in this map without it you can't capture points also gives a challenge for team in tank's route it can be blockades like those on picture so you need to clean up with TNT. Also i like in this map you don't need to be engineer for TNT or don't need to equip the TNT, it has some points with boxes of TNT, also on Tank and in Bunker you can find heavy MG and even you will get extra mag for it. Also for snipers has some advantage points...it was so fun in it. MAP: WEB_Carentan Gameplays: Stronghold, Entrenchment. Link:https://steamcommunity.com/sharedfiles/filedetails/?id=1261064369&searchtext= Is well know battle of Carentan durring overlord operation, also it become famous after Series of Band of Brothers...it is so accurate by that Series even has those trenches on each side of road. This map actually big maybe that will slower that "rush tactics" but i am not sure...well we will see in Testing field. So you can see that episode of Band of Brothers:Attack Cerantan: And the Part No. 1 ends here, be on folks!
  16. Capuzzo View File //===================================================================================================>>> // Mapname : Capuzzo Airport // BSPname : capuzzo // Released: 26.04.2015 // Version : Final version // // Map made by: -SSF-Sage and Pegazus from SM-Mapping // // Contact Sage : ssf.sage at gmail dot com //-SSF-Sage @ splashdamage.com/forums (prefered) // Contact Pegazus : Fruity12 at hot dot ee // Pegazus @ splashdamage.com/forums (prefered) // SM-Mapping site: http://www.hot.ee/smmapping/ //===================================================================================================>>> Please contact us for any feedback, suggestions, constructive critisism, bug report etc. ======================================================= Story: January 1943 - The war in Africa is finally coming to an end. The Allied intelligence has discovered a group of Axis engineers planning a new super plane in Capuzzo Airport. Allies are attempting to break into the airport, steal the blueprints and escape with a Supermarine Seafire. ======================================================= Objectives: Allies: 1] Escort the Tank past the Tank Tarrier #1 2] Escort the Tank past the Tank Tarrier #2 3] Construct the Command Post after the tank has passed a certain spot to gain a spawnpoint at the command post 4] Destroy the Command House wall, the enemy aircraft with the tank 5] Send a message (takes 45 seconds) for the pilot to land in 6] Steal the blueprints and secure them into the Seafire, which has to be repaired in order to be able to secure Axis: 1] Prevent the Tank from passing the Tank Tarrier #1 2] Prevent the Tank from passing the Tank Tarrier #2 3] Construct the Command Post to prevent Allies from spawning in there after they have passed a certain spot 4] Stop the Allied tank from breaking into the Command House and from destroying the planes in the airport. 5] Prevent the Allies from sending a signal for their pilot 6] Prevent the Allies from stealing the blueprints and escaping with them ======================================================= Submitter Smileyyy Submitted 05/26/18 Category Maps
  17. 61 downloads

    ZIP file containing 6 original maps' source files. - Battery - Fueldump - Goldrush - Oasis - Radar - Railgun Have fun!
  18. Smileyyy

    Capuzzo

    Version (final)

    15 downloads

    //===================================================================================================>>> // Mapname : Capuzzo Airport // BSPname : capuzzo // Released: 26.04.2015 // Version : Final version // // Map made by: -SSF-Sage and Pegazus from SM-Mapping // // Contact Sage : ssf.sage at gmail dot com //-SSF-Sage @ splashdamage.com/forums (prefered) // Contact Pegazus : Fruity12 at hot dot ee // Pegazus @ splashdamage.com/forums (prefered) // SM-Mapping site: http://www.hot.ee/smmapping/ //===================================================================================================>>> Please contact us for any feedback, suggestions, constructive critisism, bug report etc. ======================================================= Story: January 1943 - The war in Africa is finally coming to an end. The Allied intelligence has discovered a group of Axis engineers planning a new super plane in Capuzzo Airport. Allies are attempting to break into the airport, steal the blueprints and escape with a Supermarine Seafire. ======================================================= Objectives: Allies: 1] Escort the Tank past the Tank Tarrier #1 2] Escort the Tank past the Tank Tarrier #2 3] Construct the Command Post after the tank has passed a certain spot to gain a spawnpoint at the command post 4] Destroy the Command House wall, the enemy aircraft with the tank 5] Send a message (takes 45 seconds) for the pilot to land in 6] Steal the blueprints and secure them into the Seafire, which has to be repaired in order to be able to secure Axis: 1] Prevent the Tank from passing the Tank Tarrier #1 2] Prevent the Tank from passing the Tank Tarrier #2 3] Construct the Command Post to prevent Allies from spawning in there after they have passed a certain spot 4] Stop the Allied tank from breaking into the Command House and from destroying the planes in the airport. 5] Prevent the Allies from sending a signal for their pilot 6] Prevent the Allies from stealing the blueprints and escaping with them =======================================================
  19. Version final

    5 downloads

    Removed the stupid earthquake from the map. Download pk3 name: vesuvius_rev.pk3 Map name: vesuvius_rev.bsp Objectives Axis 1 Prevent the Allies from stealing the gold urn 2 Prevent the Allies from stealing the truck 3 Prevent the Allies from breaching the South gate 4 Prevent the Allies from breaching the second South gate 5 Prevent the Allies from building the bridge over the gorge 6 Prevent the Allies from construction the ruins access rope 7 Prevent the Allies from breaching the North ruins gate 8 Capture the forward flag in the church Allied 1 Steal the urn from the excavated ruins 2 Get away with the truck 3 Breach the South gate 4 Breach the second South gate 5 Construct the bridge over the gorge 6 Construct the ruins access rope 7 Breach the North ruins gate 8 Capture the forward flag in the church
  20. Vesuvius_rev - (No Earthquakes) View File Removed the stupid earthquake from the map. Download pk3 name: vesuvius_rev.pk3 Map name: vesuvius_rev.bsp Objectives Axis 1 Prevent the Allies from stealing the gold urn 2 Prevent the Allies from stealing the truck 3 Prevent the Allies from breaching the South gate 4 Prevent the Allies from breaching the second South gate 5 Prevent the Allies from building the bridge over the gorge 6 Prevent the Allies from construction the ruins access rope 7 Prevent the Allies from breaching the North ruins gate 8 Capture the forward flag in the church Allied 1 Steal the urn from the excavated ruins 2 Get away with the truck 3 Breach the South gate 4 Breach the second South gate 5 Construct the bridge over the gorge 6 Construct the ruins access rope 7 Breach the North ruins gate 8 Capture the forward flag in the church Submitter Smileyyy Submitted 05/25/18 Category Maps
  21. Smileyyy

    fa_bremen

    Version b3

    12 downloads

    Waypoints by Buckwild: 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.
  22. Smileyyy

    Venice (NE4)

    Version ne4

    12 downloads

    ----------- | May 23rd 2007 |----------- ------------ Version NE4 ------------ UPDATE for this Version: NE4 ------------ Remove the Scripting for the AT-GUN and the Functionality, AT-GUN Model is still in the map (non-functional). PREVIOUS UPDATES: ------------ Added back the Music. Made the FootBridge Non-Constructible and removed scripting for it. Removed Boat Splines 10,12,14,16,18,20,22,24,26,28,30,32,34, 36 and changed the scripting. ------------- Permission was given by Chavo One the Original Map Maker to Decompile and Recompile the map in order to Try to Fix the Max_GameState_Chars_Exceeded Error. I am not the Creator of this map, i am just a mapper that is attempting to get rid of the Error. I spent many hours just fixing everything that the Decompile Messed up. Then i removed 166 Entities (87 Corona's and 79 Lamp misc_gamemodels). I replaced the Lamp Models with custom made Normal Brushes. After removing 166 entities and testing the map we still got the Max_GameState_Chars_exceeded Error so i made more changes. I made all three Constructible MG's just regular MG positions that are not Constructible. Also Removed Both the Allied and the Axis Command Posts. Removed the scripting for the above as well. --------------------------------------- Contat Info: Jeco_ET_Mapping@yahoo.com ---------------------------------------
  23. Venice (NE4) View File ----------- | May 23rd 2007 |----------- ------------ Version NE4 ------------ UPDATE for this Version: NE4 ------------ Remove the Scripting for the AT-GUN and the Functionality, AT-GUN Model is still in the map (non-functional). PREVIOUS UPDATES: ------------ Added back the Music. Made the FootBridge Non-Constructible and removed scripting for it. Removed Boat Splines 10,12,14,16,18,20,22,24,26,28,30,32,34, 36 and changed the scripting. ------------- Permission was given by Chavo One the Original Map Maker to Decompile and Recompile the map in order to Try to Fix the Max_GameState_Chars_Exceeded Error. I am not the Creator of this map, i am just a mapper that is attempting to get rid of the Error. I spent many hours just fixing everything that the Decompile Messed up. Then i removed 166 Entities (87 Corona's and 79 Lamp misc_gamemodels). I replaced the Lamp Models with custom made Normal Brushes. After removing 166 entities and testing the map we still got the Max_GameState_Chars_exceeded Error so i made more changes. I made all three Constructible MG's just regular MG positions that are not Constructible. Also Removed Both the Allied and the Axis Command Posts. Removed the scripting for the above as well. --------------------------------------- Contat Info: Jeco_ET_Mapping@yahoo.com --------------------------------------- Submitter Smileyyy Submitted 05/16/18 Category Maps
  24. UJE Goldendunk Converted View File Less entities compared to original goldendunk so less chance of crash. File Size: 4.9 MB Submitter Smileyyy Submitted 05/15/18 Category Maps
  25. The House View File File Size 5.8 MB ******** Play Description ***********Operation: The HouseBACKGROUND:After a hard work of investigations the Allies found out, that the Axis captured a very strange house.There is a Lab, with which the Axis produce some secret fluids.Also a legend tells, that in this house there is a Power stone, which gives the Axis a lot of health.MISSION:Allies: Infiltrate the house and get the forward spawn in the living room. Find your way in the house usingall kind of secret ways. Don't hesitate to kill all Axis, who bars yours way.Search for the keys, which will open you some doors for easier access the lab and the room with the power stone.Destroy finally this lab and this power stone, so that the Axis have no benefit from them anymore.If you have time, enjoy yourself in the swimming pool, in the labyrinth and in the gallery.Maybe you wonna take a drink in the bar?*Primary Objectives1) Destroy the Power Stone with dynamite.2) Dynamite the lab.*Secondary Objectives1) Capture the forward spawn.2) Take the key 1 and open with it door 1.3) Take the key 2 and open with it door 2.4) Build your own Command Post in the library.5) Blow up every other door and the shield to the basement. Submitter Smileyyy Submitted 05/15/18 Category Maps

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