Jump to content

Ray

Administrators
  • Content Count

    123
  • Joined

  • Last visited

  • Days Won

    14

Files posted by Ray

  1. WolfAdmin

    After over two years of development, it is finally time to release a new version of WolfAdmin. As always, you can find the new version on the website.
    This version can be marked as the largest update to WolfAdmin so far. From now on, you can completely replace the shrubbot administration system with WolfAdmin using standalone mode. Say goodbye to limited amount of levels, admins, mutes and bans, and give a warm welcome to SQL-based databases to store your players and their permissions.
    Most of the features that mods like NoQuarter and ETPub provide should have been ported to WolfAdmin. This includes the commands, but also chat logging and private messaging.
    Furthermore, the directory structure has been reworked to ease updates and to make sure that all operating systems can run WolfAdmin. In addition to this, the well-known .cfg files have been replaced by .toml files to ease configuration.
    Finally, I am very proud to announce that WolfAdmin is now shipped by default with ET: Legacy. This means that anyone who uses the Legacy mod (and any future mods derived from it) will automatically benefit from WolfAdmin. This is a huge step in promoting WolfAdmin for new server administrators and I would like to give them a warm welcome.
    In case you encounter a bug or want to share anything else that might be interesting, please use the official bug tracker. Besides that you can also monitor the continuous development in the GitHub repository.

    0 downloads

       (0 reviews)

    0 comments

    Submitted

  2. Project Uran

    Rtcw SP Addon
    File Name: Project Uran Version: Final Levels: Two levels Authors: Mike and Ron Smith (Ronboy) Instructions: There are 2 methods to run this addon. Put the Project_Uran folder in your RTCW folder (not in Main!). This addon uses 2 additional weapons (mp44 and carabin). Please make a backup of your original qagamex86 and cgamex86 DLL files before using the files provided in this addon. First, make sure that the 2 DLL files provided (qagamex86 and cgamex86) are in your Rtcw root folder (not in Main or any other folder). Overwrite the 2 DLL files in your Rtcw root folder, where the game shortcuts for sp and mp are located. After that, you should have the following files inside the Project_Uran folder: 1. Project Uran.ink (Shortcut to launch the map quickly) 2. Project_Uran.pk3 (the pk3 file) 3. readme.txt (this file) 4. Install_Help (this folder contains two screenshots to show you what your Rtcw root folder and Project Uran folder should look like.) NOTE: If you are still confused about how to install this addon, check the two screenshots provided inside the "Install_Help" folder. After following the instructions above, you can launch the addon with either method below. 1. Launch the game via the provided shortcut. If the shortcut doesn't work, you have to edit it. 2. Launch Rtcw, clicking on options, mods, and Project Uran. Type /spmap greenbrier3 and enjoy. ******NOTICE******* It is recommended to play Greenbrier on the Rhine before playing Project Uran. The story will make more sense if you play Greenbrier first. *******FEATURES******* ~ Custom sounds ~ New weapons ~ Some new crosshairs and icons ~ Custom clipboards and letters ~ Briefing screen similar to the original maps ~ Working notebook ~ Custom prefabs ~ A few custom models ~ A few custom textures ~ Custom music NOTE: In order to get all of the above features to work, you must follow the installation instructions carefully! Credits: Vicpas for mapping help and testing, Yo$hik for mapping help, testing, and levelshots, shurr for testing, SSF Sage for testing, kat for testing, and Titeuf-85 for the colored icons and testing. Tools used: Gtk Radiant 1.6.4., Gtk Radiant 1.2.11, Q3map2 for compiling, and Winamp for sound conversions. Build time: About 10 months Known bugs: Zombies getting stuck sometimes inside their coffins. Testers: Vicpas, SSF Sage, Yo$hik, shurr, kat, Titeuf-85. Gameplay hint: The custom health pack model, which is on the first map, is a large health pack (50 Large Health). Don't use it unless you need it! NOTE: After some thought, the .rcd files have been included in this .pk3 file. Also, this mappack uses custom music. It is recommended that you turn down the music volume some in the system/sound menu. Compile Machine: Microsoft Windows 7 Professional Service Pack 1 64-bit with AMD Athlon Dual Core Processor 5000B 2.60 GHz with 4 GB RAM. Emails: mikebwolf@yahoo.com OR mikebwolf@hotmail.com Website: http://ronboymaps.webs.com My Youtube channel: https://www.youtube.com/channel/UCkEcLZ3SDUALJfycs... Link to information about the real Project Uran: http://en.wikipedia.org/wiki/German_nuclear_energy... Please email me if you have any questions or comments. Mission: We have received your update on your success at infiltrating the Greenbrier bunker. Your orders are as follows: explore the underground tunnels, looking for any documentation pertaining to German intelligence. You are in uncharted territory, so it will be up to you to determine the best possible course of action. Good luck, B.J. OSA Headquarters

    4 downloads

       (0 reviews)

    0 comments

    Submitted

  3. Hell Mappack

    A SP Mappack with 3 levels by Ronboy.
    Maps: Hell_Lab, Hell_Crypt, Hell_Gate 
    Authors: Ron and Mike Smith 
    Instructions: Extract all files in the RTCW folder. 
    Credits: Det Pak for Ressurection sounds, Arkot 24 and Vicpas for sound files. 
    Editor: GTK Radiant 1.4.0 
    Buid Time: 5 months 
    Mission: Your mission is to infiltrate a facility where a captured Churchill Tank is being held. This can give the Germans an advantage in the war. You are the only one who can stop them. Once into the compound, steal the blueprints, and rendevous with the partisan, who will receive your blueprints. We're counting on you, B.J. 
    The only way to get to the facility without alerting nearby garrisons is through a crypt....

    5 downloads

       (0 reviews)

    0 comments

    Submitted

  4. Hell Mappack 2

    A remake of the Hell Mappack made by Ronboy.
    Maps: hell_lab, hell_crypt, hell_end Author: Mike Smith Remake of Hell_Mappack Instructions: Extract all files to rtcw folder and play with shortcut and enjoy. Custom Sounds: Yes-2 Custom Music: Yes-2 Custom Models: Yes-4 Custom Textures: No Credits: Eugeny and Vicpas @ the Splash Damage Forums for helping me with this mappack, and anyone else I might have missed. Editor: Gtk Radiant 1.4.0 Build time: About 5 to 6 weeks. Known bugs: None Compile Machine: Microsoft Windows Xp Home Edition Service Pack 3 with intel celeron, 2.93GHz, with 760 MB of RAM. Email: MikeyBwolf@cfwv.com Mission: Our spies have reported that the Germans have set up a lab near an underground tunnel. The Germans are taking coffins out of the tunnel, and experimenting on the zombies in the coffins. The Germans are also taking various treasures from the tunnel. Your orders are to infiltrate the lab, and stop the Germans. They cannot be allowed to continue disturbing the dead from their sleep. Be careful, our spies also report that some lopers are at the lab. Good Luck, B.J. OSA Headquarters

    1 download

       (0 reviews)

    0 comments

    Submitted

  5. Horros of Hell

    It took me a little over a year to create this adddon. It's a "reboot" of my previous works "Hell Mappack" and "Hell Mappack Remake". Please remove these 2 releases from your Rtcw install, if you have them, because they will interfere with Horrors of Hell. Remember to check the readme file for important information. Thank you to all Rtcw fans who support me! *******README********* File Name: Horrors of Hell Version: Final Levels: 3 Author: Mike Smith (Ronboy) Instructions: There are 2 methods to run this addon. Put the Horrors_of_Hell folder in your RTCW folder (not in Main!). This addon uses 3 additional weapons (mp44, carabin, and ppsh). Please make a backup of your original qagamex86 and cgamex86 DLL files before using the files provided in this addon. First, make sure that the 2 DLL files provided (qagamex86 and cgamex86) are in your Rtcw root folder (not in Main or any other folder). Overwrite the 2 DLL files in your Rtcw root folder, where the game shortcuts for sp and mp are located. After that, you should have the following files inside the Horrors_of_Hell folder: 1. Horrors of Hell.ink (Shortcut to launch the map quickly) 2. horrors_of_hell.pk3 (the pk3 file) 3. readme.txt (this file) 4. Install_Help (this folder contains two screenshots to show you what your Rtcw root folder and Horrors of Hell folder should look like.) NOTE: If you are still confused about how to install this addon, check the two screenshots provided inside the "Install_Help" folder. After following the instructions above, you can launch the addon with either method below. 1. Launch the game via the provided shortcut. If the shortcut doesn't work, you have to edit it. 2. Launch Rtcw, clicking on options, mods, and Horrors of Hell. Type /spmap hell_lab and enjoy. *******FEATURES******* ~ Custom sounds ~ New weapons ~ Some new crosshairs and icons ~ Custom clipboards and letters ~ Briefing screen similar to the original maps ~ Working notebook with a special "personal notes" section (click the notebook arrow to access it) ~ Custom prefabs ~ A few custom models ~ A few custom textures ~ Custom music NOTE: In order to get all of the above features to work, you must follow the installation instructions carefully! Please remove Hell Mappack and Hell Mappack Remake if you have these releases downloaded, in order to avoid any conflicts that they may cause with Horrors of Hell. Credits: Vicpas for mapping help and testing, Yo$hik for mapping help, levelshots, and testing, CZR for the custom blood textures, Titeuf-85 for the colored icons, kat for mapping help and testing, Depro777 for the Russian soldier skins, some models and testing, shurr for testing, Horst for testing, and SSF Sage for testing. Tools used: Gtk Radiant 1.2.11, Q3map for compiling, and Winamp for sound conversions. Build time: A little over a year. Known bugs: On the final cutscene on the map hell_final, the cameras sometimes will not work correctly. This was recently discovered by me, and it seems to be a randomly triggered bug... Testers: Vicpas, shurr, kat, Yo$hik, Horst, Depro777, SSF Sage. Gameplay hint: The custom health pack model (from Rtcw mp) is a large health pack (50 Large Health). The custom health pack model (from Wolf ET) is a medium health pack (25 Med Health). Don't use them unless you need them! NOTE: After some thought, the .rcd files have been included in this .pk3 file. Also, this mappack uses custom music. It is recommended that you turn down the music volume some in the system/sound menu. Compile Machine: Microsoft Windows 7 Professional Service Pack 1 64-bit with AMD Athlon Dual Core Processor 5000B 2.60 GHz with 4 GB RAM. Emails: mikebwolf@yahoo.com OR mikebwolf@hotmail.com Website: http://mikebwolf.wix.com/ronboyproductions My Youtube channel: https://www.youtube.com/channel/UCkEcLZ3SDUALJfycs... Please email me if you have any questions or comments. Mission: Hello, Pavlov. While BJ is out on a separate mission, we have a task for you. We have been informed that the SS Paranormal Division has a lab inside what seems to be a normal military facility. Under the lab is a crypt, where the SS Paranormal Division is taking valuable treasure and artifacts. Since the Paranormal Division is involved, we are a bit worried that they may have something sinister planned. Based on your past accomplishments, we decided to choose you for this mission. Be very careful. The Germans won't let you into their facility without a fight. One of your comrades, Sgt. Pavel, will escort you to the facility. You will be on your own from there. Good luck, Pavlov. OSA Headquarters

    1 download

       (0 reviews)

    0 comments

    Submitted

  6. Ronboy's RtCW Mod (Revised)

    Model/Sound/Texture Pack for Rtcw SP
    Since I have no plans for a new Rtcw SP addon, I decided to give a nice present to those who have supported me and my projects. In this mod, you will find a generous amount of custom content that can be used in most Rtcw releases by other authors. Please check the readme file for more information. Thank you to all who support me and my works! *****README***** File Name: Ronboy's Rtcw Mod (Revised) Version: Final (Revised) Author: Mike Smith (Ronboy) Instructions: The installation of this mod is easy. Simply place the pk3 file into your Rtcw Main folder. To uninstall the mod, simply delete the pk3 file. If you want to delete or modify certain assets from the pk3 file, simply use a program such as Pakscape, Winzip, 7zip, or other programs that will open pk3 files. *****FEATURES***** ~ Custom sounds for weapons, footsteps, and other sounds ~ Some new crosshairs and icons (for best results with the crosshairs, change the "Crosshair Size" to "Large" and move the "Crosshair Alpha" slider all the way to the right. Both of these options can be found in the Rtcw main menu by going to "Game Options", then clicking on "View".) ~ Custom blood textures ~ New knife model ~ New model for the medium health pack (25 Med Health) ~ New texture for the mauser's scope and the binocular NOTE: In order to get all of the above features to work, you must follow the installation instructions carefully! Credits: CZR for the custom blood textures, Titeuf-85 for the colored icons, Semwolf for some custom sounds and the binocular/mauser scope textures, Splash Damage for the ET assets, Anders Basymowski for the mauser firing sounds, Aidendemon for the content from Castle Gothicstein, and anyone that I might have missed. Tools used: Winamp for sound conversions. Build time: A few weeks. Known bugs: Some sounds (mainly the weapon firing/reload sounds) will not play, but this bug is rare. The cause is most likely the game's engine being unable to play the high quality sounds at all times. Testers: None. NOTE: If you have another sound mod installed (like the Simple Weapons Mod by Semwolf), then most of the sounds in this mod will NOT work. The same applies to any addons that have custom weapon sounds (like my recent releases Horrors of Hell and Project Uran). NOTE #2: If you have the previous version of Ronboy's Rtcw Mod, then you will have to replace it with this version. Emails: mikebwolf@yahoo.com OR mikebwolf@hotmail.com Website: http://mikebwolf.wix.com/ronboyproductions My Youtube channel: https://www.youtube.com/channel/UCkEcLZ3SDUALJfycs... Please email me if you have any questions or comments.

    2 downloads

       (0 reviews)

    0 comments

    Updated

  7. Ronboy Mappack

    Four SP levels made by Ronboy.
    ================================================================================================================== Title : Ronboy_Mappack. Version : 1.0. Author(s) : Mike Smith and Ron Smith. Release Date : 2010-2012 E-mails Address : mikebwolf@yahoo.com Home Page : http://ronboymaps.webs.com Game : Return to Castle Wolfenstein - Single Player Levels : Airport Assault, Beach Attack, Christmas_map and Fatal Freight Station. =================================================================================================================== * Construction * Map base : None. Custom textures    : Some. Custom sounds    : Some. Custom models used : Some. Custom prefabs    : None Editors used : GTK Radiant 1.2.11 Other utilities used : Q3map2 Known bugs : Some =================================================================================================================== * Installation Information and how to play * - Unzip one or all files to your C:\Program Files\Return to Castle Wolfenstein folder. - Play using the respective shortcut. - If you have RTCW installed in another directory, you must to edit shortcut. =================================================================================================================== * Description * This mappack contain four levels made by Author: Ronboy. All are playable on Single Player mode, although they don't have connection between them. =================================================================================================================== * Thanks to * Gray Matter Studios INC. ID Software, =================================================================================================================== * Testers: * -.-.-.-.-.-.-.- =================================================================================================================== * Copyright / Permissions * All levels on this map pack is (c) by Ronboy (2010, 2012). All rights reserved. Authors MAY NOT use this level as a base to build additional levels. You are NOT allowed to commercially exploit this level, or any of it's assets (models, textures, sounds, etc) i.e. put it on a CD or any other electronic medium that is sold for money without my explicit permission! You MAY distribute this ZIP and associated files through the (internet, FTP, local BBS etc.), provided you include this file and leave the archive intact. =================================================================================================================== * Notes: * 1-These levels are from amauter stage of this author. 2-If i forgot somebody, please forgive me =================================================================================================================== Return to Castle Wolfenstein is an excellent game idealized by Gray Matter Studios INC, using the engine of the game Quake III's ID Software. Unhappily few mappers were interested in doing Mods or maps (Single Player), to give continuity the saga of the hero B.J. Blazkowicz. =================================================================================================================== Enjoy and thank you. Ronboy.

    9 downloads

       (0 reviews)

    0 comments

    Submitted

  8. Beach Defend

    Title                   : Beach Defend
    Version               : 1.0
    Author(s)               : Ronboy & Vicpas
    Release Date            : 07/05/2016
    E-mail Addresses        : mikebwolf@hotmail.com / vicpas1@gmail.com
    Home Page               : http://mikebwolf.wix.com/ronboyproductions
    Game                    : Return to Castle Wolfenstein - Single Player
    Level's    name        : beach2
    ============================================================================
    * Construction *
    Map base                : Beach Attack by Ronboy
    Custom textures        : Zuse from Kim (The Pirate)
    Custom sounds        : Some by Ronboy
    Custom models          : Some models from Project 51 and Rtcw Multiplayer
    Custom prefabs        : None
    Editors             : GTK Radiant 1.2.11
    Other utilities       : Q3map2 2.5.16_win32_x86
    Known bugs              : None
    ============================================================================
    * Installation information and how to play *
    - Unzip to your C:\Program Files\Return to Castle Wolfenstein folder.
    - Play using the shortcut called "beach2" and when the main menu appears,
    click on the play button and choose your favorite skill.
    - If you have RTCW installed in another directory, you must edit the
    shortcut.
    ============================================================================
    * Uninstallation *
    - Delete the folder "beach2" and the shortcut with the same name.
    ============================================================================
    * Description *
    This level was initially created for the addon "Operation Deathshead", but
    it was not added to this project and was instead completed as a single
    level.
    ============================================================================
    * Map info *
    This level was compiled with:
    PC Pentium4 Dual Core 3400 MHZ with 2GB RAM
    Video Card - Nvidia 6200 with 256 MB
    BSP compilation (-BSP -meta -vis -light - fast -nocollapse)
    (3 minutes to compile and about 5 minutes for AAS)
    ============================================================================
    * Thanks to *
    Ronboy for the level prefab
    Ronboy for the briefing texts
    Kim "The Pirate" for the zuse textures
    Ronboy for the good custom sounds
    Project 51's team for the models
    Pazur for the lightblock texture
    ============================================================================
    * Testers: *
    This version was tested by Ronboy and Vicpas.
    ============================================================================
    * Copyright / permissions *
    This SP level is (c) by Ronboy and Vicpas (2016). All rights reserved.
    Authors MAY NOT use this level as a base to build additional levels.
    You are NOT allowed to commercially exploit this level, or any of it's
    assets (models,
    textures, sounds, etc) i.e. put it on a CD or any other electronic medium
    that is sold
    for money without our explicit permission! You MAY distribute this ZIP and
    associated
    files through the (internet, FTP, local BBS etc.), provided you include this
    file and
    leave the archive intact.
    ============================================================================
    * Notes: *
    1 - If you found some bugs, please email us.
    2 - If we forgot to credit somebody, please forgive us.
    ============================================================================
    Return to Castle Wolfenstein  is an excellent game idealized by Gray Matter
    Studios INC,
    using ID Software's Quake 3 Arena engine.
    Unfortunately few mappers were interested in doing mods or maps for single
    player, to give
    continuity to the saga of the hero B.J. Blazkowicz.
    ============================================================================
    Enjoy and thank you.
    Ronboy and Vicpas
     

    2 downloads

       (0 reviews)

    0 comments

    Submitted

  9. Teutoburg Forest

    January 2016 (Yeah, we are still making ET maps ) |----------------------------------------->
    | Title         : teutoburg_forest_b1       
    | file Name     : teutoburg_forest_b1.bsp 
    | Version       : purely a test version  
    |----------------------------------------->
    | Author        : TWT-Teuthis 
    | url           : http://forums.warchest.com/forum.php
    | email         : goto http://forums.warchest.com/forum.php and send your message to Teuthis. I'd love to get some feedback about the map (criticism welcome of course too)  
    |----------------------------------------->
    |-----------------------------------------> Storyline
    The Allies have surrounded the famous Teutoburg forest, an impervious forest in northwest Germany. The Axis are hiding a substantial amount of gold in the forest. The Axis are trying to escape from the forest with the gold. The Allies are trying to prevent this for all costs. |----------------------------------------->
    -----------------------------------------> | Story short and punchy:
    | Axis are trying to escape from the forest and Allies have to prevent this. |----------------------------------------->
    | Objectives:..
    |     Axis:..
    |          1:..Escort the truck with the gold to the nearby train station
    |          2:..Destroy the main entrance
    |          3:..Escort the truck over the bridge
    |          4:..Load the gold on the Train
    |          5:..Escape with the gold from the forest 
    |
    | Secondary objectives
    | - Destroy the side entrance
    |          - Built the command post to create an alternative Spawn
    |          - Destroy the Allied command post command post 
    |       Allies:..
    |         
    |          1:..Prevent the Axis from reaching the train station with the gold
    |          2:..Prevent the Axis from destroying the main entrance
    |          3:..Prevent the Axis from escorting the truck over the bridge
    |          4:..Prevent the Axis from loading the gold on the train
    |          5:..Prevent the Axis from escaping with the gold from the forest   
               Secondary objectives
    |          
               - Prevent the Axis from destroying the side entrance   
               - Built the command post 
    |          - Destroy Axis command post command post
    |-----------------------------------------> | Miscellania:..
    | :..build time : pretty much exactly 3 months -----------------------------------------> | Credits (Sorry but there are a lot of people that need credit)
    |            :..all the people from the SD warchest forum that helped with dozens of questions, most importantly Stealth, KeMon and Rayban      
    |            :..Simonoc for great tutorials on alpha blending and for shaders and textures (please check his website for license agreement when using his textures)
    |            :..For textures I thank TWT-Thunder, Macchute, RayBan, 
    |            :..TWT-Mateos and TWT-Thunder
     for discussions on scripting
    |            :..TWT-Thunder for dozens of models, shaders and textures    
                 :..the sources for the free to use sounds I used: From www.soundbible.com I used the avalanche (big thanks)
    |            :..the sources for the free to use sounds I used: From www.freesounds.org I used the ambient sounds                       
    |            :..For testing the test map I thank the Desperados Clan and especially Ray and Darth vader.
    |            :..most important credit goes to TheWolfTeam, especially TWT-Thunder, TWT-Mateos, Macchute, and TWT-Devilsrighthand for endless support in scripting, models and mapping ideas.
    | Noteworthy:�...
    |
    | :..There are some models in the map that carry TheWolfTeam (TWT) logo. It is important to understand that TWT is not a clan and that I'm not advertising a clan here. The reason I put the TWT logo in is because I want to encourage every person mapping for ET to join this team and to benefit from the help that is offered here. Without the help from TWT this map would not exist the way it is. So more mapper at TWT means more great maps for you all. |-----------------------------------------> | Copyright :..
    |            :..Copyright (c) 2015 by id software
    |            :..all laws from ID software and splash damage / activation that apply for enemy territory also apply to this map. 
    |-----------------------------------------> | Permissions:..You may not include or distribute this map in any sort of commercial product. You may not edit this file in any means.
    |            :..you many not Redo/reproduce/update this map in any way without permission from the author.
    |            :..distribution is only allowed without any charge for the recipient. This map is for non-commercial use only. Nobody is allowed to make profit from this map. 
    |-----------------------------------------> | 
    Last note from Teuthis
    |
    :..the map is free of Nazi symbols. Please leave it that way. The world is a better place without those symbols. |----------------------------------------->
    so now fire it up and have fun. And giving me feedback is very welcome. Also if you have ideas for future maps, let me know

    4 downloads

       (0 reviews)

    0 comments

    Submitted

  10. Teuthonia Final

    Summer 2014 (Yeah, some old dudes are still making ET maps these days) |----------------------------------------->
    | Title         : Teuthonia_final       
    | file Name     : Teuthonia_final.bsp 
    | Version       : final release
    |----------------------------------------->
    | Author        : Teuthis 
    | url           : http://forums.warchest.com/forum.php
    | url           : http://www.thewolfteam.org/news.php
    | email         : goto one of the two websitesand send your message to Teuthis.  
    I'd love to get some feedback about the map (criticism welcome of course too) |----------------------------------------->
    Reason for making this map: 
    I am mapping for ET because I enjoy mapping, irrespective of whether the map is finally released or not. Reason I released this one and not others is because I believe that people will specifically like this one. If you are familiar with ET you will recognize some similarities to goldrush. This is on purpose because I personally think goldrush is by far the best custom map and I wanted to create something that has kinda similar gameplay and texturing so that people who like goldrush will likely also enjoy playing this one. Also the goldrush.map file is open source and its legal to use brush and script work from this map (what a great coincidence YEAH!).
    Important
    This map may only be distributed without any costs and free of charge. It is solely to be used for enemy territory and all rights belong to id software. All rules from id apply.
    -----------------------------------------> | Story: well if you know goldrush you know what's coming now:
    |      The Allies have to steal a tank and steal some gold bars
    |       ...escord the tank, clear the tank barriers and blow up the bank door
    |       ...steal the gold bars and bring them to a nearby truck
    |       ...escord the truck with the gold to the home base
    |      The Axis have to prevent the Allies to steal and secure the gold.  
    |----------------------------------------->
    ----------------------------------------->
    |            :..Unzip Teuthonia_final.pk3 into your etmain folder.
    |            :..Launch Enemy Territory, find a server and have fun                                    
    |----------------------------------------->
    -----------------------------------------> | 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
    |----------------------------------------->
    -----------------------------------------> | Miscellania:..
    |            :..editor       : GtkRadiant 1.5 and 1.6.4 (what a powerful weapon this radiant is, unbelievable) 
    |            :..compiler     : q3map2 build in GTKradiant
    |            :..build time   : more than a year but as I said I map for recreational purposes with quite big gaps in between
    |            :..I only used mainly custom textures 
    |            :..models are either common models that come with ET or they are from TWT Thunder (big thanks) 
    |            :..some modified shaders and textures are originally from Simonoc (thanks Simonoc for these great turtorials on the blending stuff )
    -----------------------------------------> | Credits :..
    |            :..my wife for her understanding that mapping is not a complete useless way of spending your free time
    |            :..the guys who made goldrush. You folks seriously kick ass. Thanks for making the source code open access and to release the .map file
    |            :..my local brewery
    |            
    |            :..all the people from the SD warchest forum that helped with dozens of questions, most importantly Mateos and Thunder13 (big thanks to you guys)
    |            :..the level-designer Forum for great discussions and the nice tutorials (e.g. michi.be for the Tut on flagfire, and LD/NighWulf for the Tut on the doors)
    |            :..the sources for the free to use sounds I used: From www.freesounds.org I used the battlefield sound, which was made by Mike Koenig (big thanks)
    |            :..the sources for the free to use sounds I used: From www.soundbible.com I used the helicopüter sound (big thanks)
    |            :..the sources for the free to use sounds I used: From www.soundbible.com I used the machine gun sound (big thanks)
    |            :..for the tank and truck I thank folks making the prefab generator: http://www.ruizzz.nl/prefabgenerator/index.php
    |            :..TheWolfTeam, especially Mateos, Thunder, Micha and Ove for lots of help
    |            :..The folks from dark alchemy for great feedback, support and testing the map
    |            :..Special thanks to Thunder for the models, Mateos for help with scripting and Micha for the waypoints
    |-----------------------------------------> | Copyright :..
    |            :..Copyright (c) 2014 by id software
    |            :..all laws from ID software and splash damage that apply for enemy territory also apply to this map. 
    |-----------------------------------------> | Permissions:..You may not include or distribute this map in any sort of commercial product. You may not edit this file in any means
    |            :..distribute this map via any non-electronic means, including but not limited to compact disks, and floppy disks. 
    |            :..you many not Redo/reproduce/update this map in any way without permission from the author.
    |            :..distribution is only allowed without any charge for the receipient. This map is for non-commercial use only. No one is allowed to make profit with this map.
    |-----------------------------------------> | Last note from the author
    | :..the map is free of Nazi symbols. Please keep it that way. The day I see my map modified with such symbols is the last day I mapped for ET. Thanks for your understanding 🙂

    4 downloads

       (0 reviews)

    0 comments

    Submitted

  11. Siwa Teuthonia

    Thank you for downloading PhotoRealistic Texture Pack
    ---AUTHOR INFO---
    Alias: BerneyBoy
    Email: berneyboy@hotmail.com
    Website: http://berneyboy.nav.to/
            http://www.planetquake.com/wtf-q3a/
            http://www.planetquake.com/berneyboy/
    ---TEXTURE GTK INSTALLATION---
    For people using GtkRadiant just unzip file into your Textures directory. That's it. The textures should be available to you in the textures menu pop down in GtkRadiant.
    ---TEXTURE PACK INFO---
    Title: PhotoRealistic
    Filename: PhotoRealistic.zip
    Version: 1.0
    Release date: 03/10/03 (DD/MM/YY)
    Theme/decor: urban environment & terra
    Base: My Digital Camera and World Wide Web Editor: Adobe Photoshop®
    Textures info: I rigourously optimised to improve textures for map developer. Total textures : 2051
    Build time: A couple of months
    The PhotoRealistic Texture Pack is organized into:
      NAME          Numbers of textures
    - bricks        146
    - concrete      74
    - crate         40
    - door          95
    - floor         159
    - frontage      99
    - glassblock    19
    - ground        72
    - marble        76
    - metal         172
    - objets        54
    - ornaments     73
    - parquet       162
    - road          40
    - rock-stone    136
    - roof          12
    - sand          56
    - terra         83
    - tiles         21
    - trim          42
    - vegetal       69
    - wall          132
    - wallpaper     52
    - window        60
    - wood          107
    ---------       ----
    - TOTAL         2051
    This is my Second released texture pack. 2000 Highly realistic stressed urban style textures Most of the textures in this set are in photo/jpg format.
    If you are using this PhotoRealistic texture pack, please inform me by e-mail where people can see your map. I will display your website in my Link section to find easily all maps done with PhotoRealistic texture.
    Textures file are available for all these games: Clive Barker's Undying, Deus Ex, Half-Life, Quake 3 Arena, Return to Castle Wolfenstein, Soldier of Fortune II, Star Trek Voyager Elite Force, Star Wars JK II Jedi Outcas, Unreal Tournament / UT2003, Wheel of Time. For a full explaination of each texture/shader please refer to my website.
    ---OTHER STUFF---
    Don't hesitate to send me feedback! and please tell me if you reviewed it or put it on a server.
    ---Disclaimer---
    Some images found in this archive were not created by me. These images were obtained from a number of sources on the Internet that labeled them as "freely distributable". Some of the authors of these graphics may not approve if the graphics are used commercially.
    http://www.3dcafe.com/asp/textures.asp
    http://www.grsites.com/textures/
    http://www.amazing3d.com/services/textures.html http://perso.wanadoo.fr/meteor_3d/AutreTextures.htm http://www3.kannet.ne.jp/~f-works/gallery_bg.html http://www.monitorstudios.com/bcloward/resources_textures.html http://ww2.lafayette.edu/~reiterc/photo_symm/plr_index.html http://www.pixelpoke.com/FREE PIXELS.html http://www.grafik-welt.de/Download/DLTexturen.htm http://infografiate.iespana.es/infografiate/ http://www.mayang.com/textures/
    http://www.pixelpoke.com/ornament thumbnails.htm http://www.jansdesigns.com/textures1.html http://astronomy.swin.edu.au/~pbourke/texture/ http://www.thelimelite.net/html/textures1.shtml http://www.webbied.com/3dtronic/
    http://www.aaabackgrounds.com/
    http://www.frenchtextures.com/
    http://jonathanclark.com/textures/
    http://www.art.net/~jeremy/photo/public_texture/ http://toob.bryce-alive.net/
    http://astronomy.swin.edu.au/~pbourke/texture/ http://www.wolfiesden.com/golgotha/golgotha.html http://mws.far.ru/textures/city.htm
    http://perso.club-internet.fr/lemog/
    http://www.imageafter.com/
    http://invalide.gnougnou.com/textures.php http://www.i-tex.de/gallery.htm
    http://textures.forrest.cz/
    http://www.cabinetdiscounters.com/corian/colors.html http://www.ktn3d.com/downloadstextures-1.htm http://digitalcraftsman.com/textureBin/textureBin.htm http://www.uniquerenditions.com/TexturesZIPS2/NatureTextures1.htm http://www.noctua-graphics.de/english/freetex_e.htm http://www.levelsofdetail.com/
    http://www.graysage.com/cg/BackDrops/Textures/
    Original source images remain the property of their owners.
    ---COPYRIGHT/INFO---
    .zip file copyright (c) 2003 BerneyBoy
    All rights reserved.
    THIS ZIP FILE IS PROVIDED "AS IS" WITHOUT WARRANTY OF ANY KIND. THE AUTHOR FURTHER DISCLAIMS ALL IMPLIED WARRANTIES INCLUDING WITHOUT LIMITATION ANY IMPLIED WARRANTIES OF MERCHANTABILITY OR OF FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK ARISING OUT OF THE USE OR PERFORMANCE OF THE SOFTWARE AND DOCUMENTATION REMAINS WITH YOU.
    IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DAMAGES WHATSOEVER (INCLUDING WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THE SOFTWARE OR DOCUMENTATION EVEN IF THE AUTHOR HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
    PhotoRealistic texture pack is not made by or supported by id Software.
    This texture pack may be electronically distributed only at NO CHARGE to the recipient in its current state, MUST include this .txt file, and may NOT be modified IN ANY WAY. UNDER NO CIRCUMSTANCES IS THIS FILES TO BE DISTRIBUTED ON CD-ROM WITHOUT PRIOR WRITTEN PERMISSION.
     -----------
    April 2015 (Yeah, we are still making ET maps these days) |----------------------------------------->
    | Title         : Siwa_Teuthonia       
    | file Name     : Siwa_Teuthonia.bsp 
    | Version       : hopefully the final version   
    |----------------------------------------->
    | Author        : TWT-Teuthis 
    | url           : http://forums.warchest.com/forum.php
    | email         : goto http://forums.warchest.com/forum.php and send your message to Teuthis. I'd love to get some feedback about the map (criticism welcome of course too)  
    |----------------------------------------->
    Background of the Teuthonia maps:
    Siwa_Teuthonia is directly connected to the already released map Teuthonia and plays right before Teuthonia. The Teuthonia maps are finally supposed to be a trilogy with Siwa_teuthonia being the first map, Teuthonia the second map and the third map will be called Port_Teuthonia. So one big story going over three maps.
    |----------------------------------------->
    Story of Siwa_Teuthonia:
    On their way to Teuthonia, an allied airplane crashed in the nearby oasis Siwa. The surviving allied soldiers must now make their way into the village of Teuthonia. To do so, the allies need to capture the spawn in the siwa ruins and destroy the siwa wall. In the siwa ruins, the allies need to push a button to lower a fence to make a dropzone accessible. The allies now must make their way to this dropzone. Once an allied player enters the dropzone, allied air support is called and an allied airplane will come and drop an ammunition box by a parachute. Once the ammunition box has landed, the allies must bring this box to a nearby broken artillery gun (which turns on a green light on the gun rotation panel). The gun now has to be repaired, which turns on a second green light on the gun rotation panel, thereby enabling that the artillery gun can be rotated. The axis can destroy the gun, but only as long as it has not been rotated. When the gun rotation control shows two green lights (gun loaded and repaired), the allies can push a button at the gun rotation control panel, which rotates the artillery gun towards the entrance gate of Teuthonia. Once the gun has been rotated, the gun can't be destroyed anymore and a green light will turn on at the gun fire control panel. The allies now have to fire the gun to destroy the entrance gate of Teuthonia.
    |----------------------------------------->
    In the Siwa ruins, the allies can repair a waterpump which will free up a tunnel that ends close to the drop zone.
    Allies can create an alternative Spawn by repairing the Allied Commandpost
    in the Siwa ruins the allies can destroy a side entrance to have an alternative route to the drop zone
    every axis player can call air support via an airstrike control panel. Once called, an axis junker88 will fly by and shoot 5 rockets to key way points frequently used by allies. The air support can only be called every 3 minutes, which is indicated by a timer on the control panel and that runs down from 3 minutes after an air strike has been called.
    -----------------------------------------> | Story short and punchy:
    | Allies must make their way to Teuthonia and destroy the entrance gate in order to infiltrate the village |----------------------------------------->
    | Objectives:..
    |     Allies:..
    |          1:..Capture the Siwa Spawn
    |          2:..Destroy the Siwa Wall
    |          3:..Lower the dropzone fence
    |          4:..Enter the dropzone to call air support
    |          5:..Bring the ammunition box to the artillery gun to load the gun 
    |          6:..Rotate the artillery gun towards the gate of Teuthonia
    |          7:..Fire the artillery gun to destroy the gate of Teuthonia
    |
    | Secondary objectives
    | - built the waterpump to access the tunnel
    |          - built the command post to create an alternative Spawn
    |          - Destroy the axis command post command post 
    |       Axis:..
    |         
    |          1:..Prevent the Allies from capturing the Siwa Spawn
    |          2:..Prevent the Allies from destroying the Siwa wall
    |          3:..Prevent the Allies from lowing the dropzone fence
    |          4:..Prevent the Allies from from reaching the dropzone and from calling air support
    |          5:..Prevent the Allies from loading the artillery gun
    |          6:..Prevent the Allies from rotating the artillery gun
    |          7:..Prevent the Allies from firing the artillery gun
    Secondary objectives
    |
    destroy the waterpump to prevent the allies from using the tunnel
    | - call air strikes to prevent the allies from reaching the dropzone
    built the command post | - Destroy allied command post command post |-----------------------------------------> | Miscellania:.. | :..build time : roughly 6 months -----------------------------------------> | Credits (Sorry but there are a lot of people that need credit) | :..all the people from the SD warchest forum that helped with dozens of questions, most importantly Stealth and KeMon | :..Simonoc for great tutorials on alpha blending and for shaders and textures (please check his website for license agreement when using his textures)
    | :..For textures I thank Spiralgraphics, Simonoc, BerneyBoy (PhotoRealistic), CptnTriscuit (TxDesert and TxIndustrial) and TWT-Thunder (see also attached readme files for special texture license agreement)
    | :..for Models and Prefabs I thank RayBan, TWT-Thunder, TWT-Devils_Right_Hand, Kic, Ifurita & Decoy, paZur, and puRp0sE
    | :..For Help with scripting I thank TWT-Aqcu, TWT-Mateos, TWT-Ove and TWT-Thunder |
    :..the sources for the free to use sounds I used: From www.soundbible.com I used the helicopter sound (big thanks)
    | :..the sources for the free to use sounds I used: From www.freesounds.org I used the plane sound (big thanks)
    | :..the sources for the free to use sounds I used: From www.freesounds.org I used the count-down sound (big thanks)
    |            :..the sources for the free to use sounds I used: From www.freesounds.org the speaking pilot sound (big thanks and see extra license included here)
    |            :..the sources for the free to use sounds I used: From www.soundbible.com I used the helicopüter sound (big thanks)|                        
    |            :..For testing the test map I thank the Clans Sains & Sinners, Dark-Alchemy and WF-Gaming as well as the people from TheWolfTeam (Thunder, Mateos, Ove, Devilsrighthand)
    |            :..most important credit goes to TheWolfTeam, especially TWT-Thunder, TWT-Mateos, TWT-Ove, and TWT-Acqu for endless support in scripting, models and mapping ideas.
    | Noteworthy:�...
    |
    | :..There are some models in the map that carry TheWolfTeam (TWT) logo. It is important to understand that TWT is not a clan and that I'm not advertising a clan here. The reason I put the TWT logo in is because I want to encourage every person mapping for ET to join this team and to benefit from the help that is offered here. Without the help from TWT this map would not exist the way it is. So more mapper at TWT means more great maps for you all. |-----------------------------------------> | Copyright :..
    |            :..Copyright (c) 2015 by id software
    |            :..all laws from ID software and splash damage / activation that apply for enemy territory also apply to this map. 
    |-----------------------------------------> | Permissions:..You may not include or distribute this map in any sort of commercial product. You may not edit this file in any means.
    |            :..you many not Redo/reproduce/update this map in any way without permission from the author.
    |            :..distribution is only allowed without any charge for the recipient. This map is for non-commercial use only. Nobody is allowed to make profit from this map. 
    |-----------------------------------------> | 
    Last note from Teuthis
    |
    :..the map is free of Nazi symbols. Please leave it that way. The world is a better place without those symbols. |----------------------------------------->
    so now fire it up and have fun. And giving me feedback is very welcome. Also if you have ideas for future maps, let me know
    the box_obj_spline.md3 is meant to allow an arc if splines are used instead of path_corners, basicly this model is on its side.
    raybanb@gmail.com
    rayban animated roaches
    these md3 models are for a moving roach effect, and should have the following key/values set for the best effect.
    classname       misc_gamemodel
    spawnflags      2       ( start_animated box ticked )
    model           ( see model notes below )
    frames          100
    fps             10
    model notes:
    there are 4 types of models,
    r64_1.md3       - 1 single roach moving within a 64x64 grid size
    r64_5.md3       - 5 roches moving within a 64x64 grid size
    r128_1.md3      - 1 single roach moving within a 128x128 grid size
    r128_5.md3      - 5 roches moving within a 128x128 grid size
    using more than 1 of the same model, and ajust the angles or modelscales to make it seem like more random roaches moving around.
    programs used to make the models and textures, blender3d and MD3Compile by NPherno.
    raybanb@gmail.com

    4 downloads

       (0 reviews)

    0 comments

    Submitted

  12. Castle Blackwood

    This map participated and won the Trackbase ET map competition 2018.
    Castle Blackwood, Located in the black forest has been used as an important headquarter during the war. The Allied has taken control over most of Germany and the fürher just committed suicide. It’s the late afternoon of May 2nd 1945 and general Kartoffel (Germany) has decided to make an attempt to retake the castle and burn all the salary notes of the SS highcommand.
    The map is heavily teambased especially when double-jumps are disabled. It features boost spots (you need to stand on another teammate) to gain access to certain areas that are important. The tunnels also features two one-way drops that adds some tactical decision-making. Explosive gameplay mixed with boost spots make this level easy to pick up but hard to master.
    Ideal teamsize 10v10
    Timelimit 25min (+10min when 2nd barrier is passed)
    Mapname: blackwood_b2
    Shortname: Castle Blackwood ^1B2
    Size: 4.6 hectare (medium)
    Mission: escort tank -> siphone diesel (construction) -> bring diesel barrel to documents (capture the flag)
    ET-Legacy 2.75 doesn’t draw the flames inside the castle correctly but ET206b works.
     
    The map was one of the challengers in the trackbase mapping contest: http://contest.trackbase.net/ and it recieved the first price. The patched version is a single pk3 file which has the latest version of the shaders and mapscript fixing the issue that made the tracks of the tank disappear due to conflicts with other maps. The tree and tank clips are improved as well to ensure you don’t shoot into invisible clipping (or gain unfair information) when you try to mow down your enemies.

    5 downloads

       (0 reviews)

    0 comments

    Submitted

  13. Stiglitz

    Stiglitz B1
    -----------
    Release Date: 31/08/2018
    -----------------
    This map is intended as an entry for the Trackbase, TWT, Wolfwatch map-contest 2018.
    I would like to thank all of the organizers for setting up the contest. It has been a valuable experience creating a map on a fixed schedule.
    -----Concept-----
    First of all, unfortunately due to the fixed time schedule, which didn't necessarily go hand in hand with the personal free time of phisherman and me (kemon), we had to make some cuts on the planned objectives.
    All objectives are in the map, but they are not necessarily implemented the way they were originally intended to be.
    -
    This map is intended as a new kind of objective map with a unique mechanic: escorting a script_mover freely without it being fixed to a spline path.
    This can partly be seen in "shield-b1". For this to function properly a LUA script is necessary.
    -
    Both the LUA script and the restricted personal time during the contest lead to the decision to opt for a standard escortable along a spline path.
    However, beta2 is definitely planned and will include all those shiny mechanics.

    -----Layout-----
    For the concept to properly work, the map had to be completely flat, because upwards and downwards movement would definitely cause visual glitches in the movement animation of Stiglitz. 
    -
    The layout of this map is divided into 4 sections: Noble, Church, Industry and Nature. 
    This was done to have chokepoints that Stiglitz needs to be escorted through, while still providing several alternative routes.
    The two middle sections both have a capturable spawn making it necessary to communicate with your team. After all, you don't want the enemy to suddenly spawn behind you!
    -
    Since the map is basically all on one level, the VIS blocking could be done differently than usual. We didn't need to create seperate valleys or closed of sections and could have everything in one giant space.
    This makes it nicer for the Spectator to fly around. That is also the reason why the world_clip is a func_static. 
    So the Spectator can leave the playable area and take on vantage points outside of the player's reach, but the player is still constricted to the play area.
    -
    VIS blocking in this map works as following:
    --------------------------------------
    -----------------A--------------------
    -------______------------______-------
    ------|      |----------|      |------
    --B---|      |----C-----|      |--D---
    ------|      |----------|      |------
    ------|      |----------|      |------
    ______|______|__________|______|______
    When being in zone A as spectator (sky) you see everything. However, as a player you can only walk around in the lower areas (B, C, D). These are the streets and the blocks are the houses which all are structural in their core.
    There is a giant HINT brush spanning across the whole map cutting the map right on top of the building blocks. That brush ensures that it is not possible for the engine to see into block C and D when the player is in B.
    This results in all detailed things going on on street level actually being constrained to that street, which even though the map is just one giant cube, ensures stable FPS.
    -----Story-----
    July 1943:
    Local resistance reported a branch of Deathshead’s X-Labs in a small remote village. 
    Stiglitz, an OSA agent, has been sent to infiltrate the facility and gather intel of Deathshead’s activities. 
    Communication broke up some days ago and Stiglitz is suspected to have been spotted and is soon to be executed.

    -----Objectives-----
    This map has one primary objective (extracting Stiglitz), one secondary objective (Command Post) and two flag spawns.
    Stiglitz:    Stiglitz can be escorted by both teams along the spline path. Allied forwards and Axis backwards.
    CP:            Aside from the usual CP benefits, the command post is also responsible for showing Stiglitz on the command map. If you do not own the command map, you don't see his position.
                Already in this version this is a rather big advantage, but with free escort movement this will basically be game deciding. 
    Flags:        The flags are located on each of the middle islands and make team communication necessary to avoid enemies falling into your back.

    -----Specs-----
    Author:                    keMoN & phisherman
    Brush count:            35.541
    Entity count (total):    3.292
    Entity count (ingame):    847
    Development time:        contest time frame -> 7 months
    Compile parameters:        [q3map2] -meta -v -mv 1024 -mi 6144 "[MapFile]"
                            [q3map2] -vis -saveprt -v "[MapFile]"
                            [q3map2] -light -samples 4 -samplesize 8 -v -thresh 0.05 -patchshadows -dirty -dirtdepth 256 -external -lightmapsize 512 -shade -bounce 2 -bouncegrid "[MapFile]"
                            
    -----Notes-----
    The mapfile is included. We kindly ask that you contact us before releasing any maps based on Stiglitz_b1.
    Once beta2 is released this map will act as some sort of tutorial map with an extensively documented script and if possible a tutorial video series.
    By doing so, we hope that we can spark a new genre of objective maps to bring some fresh wind to ET.                    

    -----Thanks to-----
    Direct support:
    • ryven for extensive support during debugging of the script_mover. 
    • WuTangH for the broken tree model acting as bridge from Nature to Industry and the modified head model for Stiglitz to fix a visual glitch.
    • Everyone on the TWT Discord for helping out in one form or another.
    Indirect support:
    • Jon Swenson (=N4RC= Smokey) and Chris Swenson (Hobbie) for Axis Lab. The forwards and backwards movement of Stiglitz is highly inspired by Axis Lab.
    • Gordon 'digibob' Biggans [SD] for his purely magical MD3-to-TAG tool
    • C and Npherno for their wonderful model tools respectively
    • hipshot for his "miramar" skybox from http://www.custommapmakers.org/skyboxes.php
    • RtCW for models + textures
    • Detoeni for his submarine and truck models
    • ischbinz for textures
    • FireFly for his Hanomag model
    • RayBan for his treeline textures
    • Everyone else who provided info, feedback, ideas or helped in any other way.

    2 downloads

       (0 reviews)

    0 comments

    Submitted

  14. Amazing Bank

    -------------------------------------------------
     Map Information
    -------------------------------------------------
    Summary: The Axis are attacking with the overall aim to steal the Gold from inside the Allied Amazing Bank.
    Objective 1: Capture the Gate Flag.
    Objective 2: Dynamite/protect the Gate.
    Objective 3: Capture the Bank Flag.
    Objective 4: Dynamite/protect the Bank.
    Objective 5: Steal/protect the Gold.
    Objective 6: Construct the Command Post.
    (There is also a ramp and a dynamitable side-route to the bank.)
    Author        : Kent "Loffy" Lofgren, Sweden
    Game        : Wolfenstein: Enemy Territory
    Map Title    : Amazing Bank (version 1)
    Filename    : amazing_bank_v1.pk3
    Date        : Augusti 31, 2018
    Decription    : Custom map for Enemy Territory.
    Editor         : Gtk Radiant 1.6
    (-light -fast -samples 2 -filter -bounce 1 -external -lightmapsize 512)
    -------------------------------------------------
     How to install and play this map
    -------------------------------------------------
    Place the file amazing_bank_v1.pk3 in your etmain folder, select it from the Host Game-menu or
    bring down the console and type: /map amazing_bank_v1 (then ENTER).
    -------------------------------------------------
     Special thanks and Credits to:
    -------------------------------------------------
    I want to thank all server admins, who constantly support and host custom maps.
    I also want to thank all the people who have given their input to me. Big thanks!
    -------------------------------------------------
     Map files/no copyright:
    -------------------------------------------------
    The .map-file is included (which can be used in a map editor, to change or expand the map).
    This map, and all its map files (including the .map file) is in the public domain.
    No intellectual property rights apply. You may include or distribute this map in any way, without permission from the author. You may can mass distribute it via any means.
    In summary, you may redo/reproduce/update/change this map in ANY WAY, and distribute your new version, without ANY permission from me.
    -------------------------------------------------
     

    2 downloads

       (0 reviews)

    0 comments

    Submitted

  15. Lays Of Schwarzwald

    ||==================================================================
    ||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.
    ------------------------------------------------------------------------------------------------

    6 downloads

       (0 reviews)

    0 comments

    Submitted

  16. [ETL]Bergen

    ======================================================================
    // Bergen v3
    // 20.10.2018 Cedric 'keMoN' E.
    // http://www.etlegacy.com
    // ======================================================================
    This map is an overhaul of the original Bergen map created by Detoeni and the Wolf Project.
    As part of the ET: Legacy asset creation effort certain maps are being overhauled.
    Those maps have been selected for their stable gameplay, even in a competitive environment.
    Please refer to the original_bergen_readme.txt for information, credits and contacts of the original map.

    -----Changelog-----
    to previous version:
    •    Fixed caulk in terrain at forward bunker and northern courtyard. Thank you ryven for reporting.
    •    Fixed side entrance being unplantable when footbridge was constructed. Thank you Harlekin for reporting.
    •    Fixed missing footbridge related VO sound for Axis
    •    Fixed bug where sound wouldn't play when main entrance got destroyed
    •    Fixed 3 terrain spots where it was possible for the player to either get stuck or be obstructed in their way. Thank you Harlekin for reporting.
    •    Added cabinet marker in the command map. Thank you IR4T4 and Ensiform for reporting.
    •    Added lights in forward bunker. Thank you Ensiform for reporting.
    •    Added audible feedback to generator door levers when generator is destroyed.
    •    Added base alarm sounding whenever the transmitter area gets breached. This replaces the simple text announcement. Thank you ryven and WuTangH for debugging.
    •    Added ambient sounds (capturable flag, crickets in nature and birds in trees). Thank you IR4T4 for reporting.
    •    Adjusted trigger_hurt of v1 rocket to cover entire explosion area. Thank you Harlekin for reporting.
    •    Adjusted terrain at side entrance to prevent the easiest TJs. Thank you Aciz and ryven for extensive feedback.
    •    Adjusted MG murderhole at side entrance to reduce shooting against the insides. Also adjusted its varc. Thank you ryven for reporting.
    •    Adjusted tree at side path to no longer be partially inside the cliff. Thank you Harlekin for reporting.
    •    Replaced generator command map icon with standard icons to clarify mission objective. Thank you Harlekin for reporting.
    •    Replaced tree between forward bunker and allied mg blocking line of sight. Thank you Mateos for reporting.
    •    Removed little tree at side path blocking movement and visibility. Thank you Harlekin for reporting.
    •    Reduced brushcount of terrain significantly and added hills between forward bunker and rear base to increase VIS blocking and performance. Thank you Aciz and ryven for reporting.

    to original:
    •    VO announcements have been adapted by Radar. 
        -- As long as both Main and Side Entrance are active VO is: "defend/destroy entrances"
        -- As soon as one has been breached VO is: "defend/destroy the side OR main entrance"
    •    VO announcements for the Footbridge have been added.
    •    Alarm now sounds in the entire base when either the Side- or Main Entrance have been breached instead of separated alarms.
    •    The snapping of the tank at certain view-angles has been fixed
    •    If the Allies hold both the Forward Bunker flag and the CP, the flag is "temporarily secured" until the CP is lost again.
    •    The Forward Door (before Transmitter Door 3) is now linked to the generator.
    •    Spectator limbo cam has been fixed (was inside of terrain).
    •    Construciton materials have been made in the style of original maps.
    •    Teleporter and secret room have been removed.
    •    Axis rear spawn has been restructured to allow for faster exit.
    •    Plane shooting down the tank has been replaced with a V1 Rocket to create narrative link to V1_Rocket map by FireFly.
    •    Entity count has been reduced from 568 to 519.
    •    Structural mesh and VIS blocking have been improved by adjusting vertical differences of the floors.
    •    Visual changes have been made.

    -----Specs-----
    Author:                    Detoeni
    Overhaul:                kemon
    Brush count:            15.520
    Patch count:            811
    Entity count (total):    1.517
    Entity count (ingame):    524
    Compile parameters:        [q3map2] -meta -v -mv 1024 -mi 6144 "[MapFile]"
                            [q3map2] -vis -saveprt -v "[MapFile]"
                            [q3map2] -light -samples 4 -samplesize 8 -v -thresh 0.05 -patchshadows -dirty -dirtdepth 256 -external -lightmapsize 512 -shade -bounce 2 "[MapFile]"
                            
    -----Notes-----
    The mapfile is included.
    AXIS OBJECTIVES
    Primary Objective:        Stop the Allies from destroying the Transmitter.
    Secondary Objective:    Prevent the Allies from repairing the Generator.
    Secondary Objective:    Set up a Command Post inside the submarine pen.
    Secondary Objective:    Prevent the Allies from gaining a foothold in the Forward Bunker.
    Secondary Objective:    Prevent the Allies from destroying the Side Entrance.
    ALLIED OBJECTIVES
    Primary Objective:        Destroy the Transmitter.
    Secondary Objective:    Repair the Generator.
    Secondary Objective:    Set up a Command Post in the submarine pen to secure the forward bunker.
    Secondary Objective:    Capture the Forward Bunker.
    Secondary Objective:    Destroy the Side Entrance.

    8 downloads

       (0 reviews)

    0 comments

    Updated

  17. [ETL]Ice v2

    Kemon released a second version of his overhaul map, [ETL]Ice.
    Here’s the changelog from and to previous version:
    Added antenna to radio transmitter building.
    • Added missing tracemap. Thank you IR4 and Ensiform for reporting.
    • Fixed hovering pipes in forward bunker.
    • Fixed icicles brushes have visible border. Thank you ryven for reporting.
    • Fixed several caulk leaks. Thank you ryven for reporting.
    • Fixed missing texture for documents model. Thank you ryven and WutangH for reporting.
    • Fixed ladder of guardtower not being setstate invisible. Thank you WuTangH for reporting.
    • Fixed clipping issue on the watertower. Thank you WuTangH for reporting.
    • Clipped beams in radio transmitter. Thank you ryven for reporting.
    • Clipped windows in west bunker exit lookout. Thank you ryven for reporting.
    • Clipped tunnel borders. Thank you ryven for reporting.
    • Removed spikes from depot wall because they implied an obstacle in the doc-run. Thank you ryven and hatcher for reporting.
    • Adjusted unnecessary steps potentially screwing up the aim in key-fighting areas. Thank you ryven for reporting.
    — Tracks in the bunker.
    — Stairs to main entrance.
    — Red pipe near Axis north barracks.
    • Adjusted several boxes to improve the movement around them. Thank you ryven for reporting.
    • Adjusted tree stuck in pipeline. Thank you ryven and WuTangH for reporting.
    • Adjusted rocks near Allied south barracks to use snow texture instead of desert rock.
    • Adjusted walls in the two hididng spots in the bunker to be closer to original Ice. Thank you ryven for reporting.
    • Adjusted side wall to look pre-damaged. Thank you ryven for reporting.
    to original:
    • Improved VO announcements.
    — As long as both Main Entrance and Side Wall are active VO is: “defend/destroy entrances”.
    — As soon as one has been breached VO is: “defend/destroy the side OR main entrance”.
    — Added VO announcements for active map objectives when joining a team.
    — Added VO announcements for the guardtower.
    • Added base alarm that sounds for 15s when the main entrance gets destroyed.
    — Guardtower alarm speaker works dynamically.
    • Added colour-coded guiding system intended to ease new players into the map.
    • Added ambient sounds.
    • Construciton materials have been made in the style of original maps.
    • Doors have been widened to allow for faster movement.
    • Visual changes have been made.
    —–Specs—–
    Author: [?]
    Overhaul: kemon
    Brush count: 12.186 / 7.590
    Patch count: 340 / 32
    Entity count (total): 1244 / 250
    Entity count (ingame): 279 / 249
    Compile parameters: [q3map2] -meta -v -mv 1024 -mi 6144 -samplesize 6 “[MapFile]”
    [q3map2] -vis -saveprt -v “[MapFile]”
    [q3map2] -light -samples 5 -samplesize 6 -v -thresh 0.05 -patchshadows -dirty -dirtdepth 256 -external -lightmapsize 512 -shade -bounce 2 “[MapFile]”
    —–Notes—–
    The mapfile is included.
    Location files and bot files are missing currently.

    12 downloads

       (0 reviews)

    0 comments

    Submitted

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.