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Found 8 results

  1. Ray

    The ETernity Cup

    A new Wolfenstein:Enemy Territory Cup is on the way! The announcement of this ETernity Cup was posted on Crossfire yesterday. General information: This cup will feature a group stage, followed by a playoff stage which pits the top teams of each group against each other in a double-elimination bracket. The format might slightly differ, depending on the number of sign ups. To sign up, simply send one of the admins on Crossfire.nu a private message including your team name plus roster. Once you have created a new team it will automatically be added to the waiting pool, which can be found right HERE. The ETernity Cup Tuesday, 8th of January - Sign ups open Sunday, 20th of January - Sign ups closed Monday, 21st of January - Groups published Tuesday, 22nd of January - Start of the first matchweek Read more about The ETernity Cup on Crossfire for more details and maplist. Source: Crossfire
  2. An ETPro match played on Hirntot 6 map ETPro server. Published 9.12.2018 by Meagain Source: Meagain | YouTube
  3. 1.The Idea is to keep our beloved game alive. You can become a member of The Wolfteam just by playing the game, there is no must to be a mapper, modder or anything.Just the special love for the game. 2. You can as a mapper or coder, co-op with other members on projects but this is not either a must. 3. And everybody has of course reallife as first priority. 4. You don't lock yourself to doing projects with others if you don't want to, this will be up to anybody for themselves to decide. 5. But being a member of our crew you may: -keep things "secret" as we have private forums only for the Wolfteam. Every member is bound to the rule: what happens in twt forums stays in twt forums as long as nothing else are said. - A wolfteam member can also upload their maps,mods and so on to the site for sharing. - They may also decide if download should be public or just to the team. - Being a part of planning how our public servers should be set up, with mods,maps etc.. of course regular site members will also be allowed to post suggestions. - Team members will also be granted admin status on our servers. (This will apply only if and when we have a active online server)
  4. Ray

    Teutoburg Forest

    Version B1

    1 download

    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
  5. Ray

    Siwa Teuthonia

    Version

    2 downloads

    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:â�¦... | | :..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
  6. Ray

    Stiglitz

    Version B1

    1 download

    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.
  7. Ray

    Amazing Bank

    Version v1

    1 download

    ------------------------------------------------- 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. -------------------------------------------------
  8. Ray

    Lays Of Schwarzwald

    Version

    3 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. ------------------------------------------------------------------------------------------------
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