Jump to content

7 files

  1. Castle Del Monte

    -------------------------------------------------
    VERSION: BETA
    -------------------------------------------------
    Beta release, fixed the courtyard door and a few cosmetic changes.

    -------------------------------------------------
     IMPORTANT: HUNKMEGS
    -------------------------------------------------

    *** IMPORTANT!!! *** Hunkmegs must be set to atleast 128!
    Not recommended for players that have less than 256mb of RAM!
    You can check your Hunkmegs setting by starting ET and typing "com_hunkmegs" In the Console, Press Enter.
    You will get a message telling you what your current hunkmegs setting is.
    You can change it by typing "com_hunkmegs 128" in the Console, Press Enter.
    You will be prompted to restart ET for the change to take effect.
    The Change will only take effect for the particular Mod that ET defaults to.
    To change the hunkmegs setting for a different Mod you must either choose that Mod from the Mod selection menu or connect to the server that is running the Mod that you want to use and Enter the above commands in the Console.
    -----------
     More Help:
    -----------

    If all else fails you can change it Manually by navigating to the Mod folder and Modifying the file named "etconfig.cfg"
    Open this file in Notepad and click Edit in the menu and choose "Find" and enter "hunkmegs", it will find that setting and you can change it to 128, Save it and then the hunkmegs is now set for that Mod.
    Examples:
    This one is my Default ET Mod...
    C:\Program Files\Wolfenstein - Enemy Territory\etmain\profiles\Jecoliah\etconfig.cfg

    This one is my ETPUB Mod folder...
    C:\Program Files\Wolfenstein - Enemy Territory\etpub\profiles\Jecoliah\etconfig.cfg

    This one is my ETPRO Mod folder...
    C:\Program Files\Wolfenstein - Enemy Territory\etpro\profiles\Jecoliah\etconfig.cfg

    You get the Idea.

    -------------------------------------------------
     NOTES:
    -------------------------------------------------
    Feedback can be sent to castle_del_monte@yahoo.com
    Also feedback can be posted on the forums at http://bunker.aaxxss.com.
    Direct link to the Map Areana section on Bunker Forums --- https://bunker.aaxxss.com/forums/index.php?/forum/19-map-arena/
    -------------------------------------------------
     Basic Information
    -------------------------------------------------

    Author        : Jecoliah
    Email address    : Castle_Del_Monte@yahoo.com
     
    -------------------------------------------------
     Map Information
    -------------------------------------------------
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : Castle Del Monte
    Filename    : castle_del_monte_beta.pk3
    Version         : Beta
    Release date    : June 28th 2006
    Decription    : fixed a few things for the Beta
    Program        : SD Radiant 1.5.0, Mar 25 2006 release.
    Compile time    : 3 hrs
    Compile machine    : Bilt myself, P4 2.4Ghz, 768mb ram.

    ---------------------------------------------------------------------------------------------------------------------------
     Objectives
    ---------------------------------------------------------------------------------------------------------------------------

    Allies Spawn originally inside the mountain at the bottom of a hill and need to capture the Guardhouse Flag to Spawn there. The Guardhouse spawn is much like the one on Oasis.
    Axis Spawn originally in the Guardhouse infront of the Castle and must build the Drawbridge Lever Access Door in the opposite Guardhouse and the netural command post located there as well.

    Allies need to capture the Guardhouse, Dyno the Drawbridge Lever Access Door, construct the command post and Build the Bridge across the Mote, also lower the Drawbridge.
    Once Allies capture the Guardhouse the Axis Spawn inside the Castle Courtyard and must keep the Allies from entering the Castle and from Blowing the main Gate.
    The Allies need to enter the Castle and Blow the Main Gate and capture the Courtyard.
    Once the Main Gate is Blown the Guardhouse Spawn becomes permanent for the Allies.
    On top of the Castle Roof is where the Key to the Heavy Water Facility Door is. Allies Can Not enter to get the Key until the Main Gate is Blown!
    Once the Main Gate is Blown Allies need to Capture the Courtyard to make the Assault on the Roof easier. (This is a capturable flag that can be held by either team until the Key is taken to the Heavy Water Facility Door at which point the Courtyard becomes a permanent Allied Spawn).
    Note: The Main Gate does not have to be Blown for the Allies to be able to capture the Courtyard, there are other entrances, once inside the Castle, for allies to get to the courtyard however the Main Gate can only be blown from the Drawbridge Side of the Gate.
    If Allies capture the Courtyard then the Axis spawn on the Third floor in the Back of the Castle with access to the roof and the rest of the Castle.
    Inside the Building on top of the Roof Allies can go inside the first floor of that building but Can Not enter the second floor where the Obj (Key) is until the Main Gate is Blown, i have it set up where the doors remain Locked untill the Gate is blown.
    Once the Main Gate is Blown the Allies must press a button to unlock the doors to gain access to the Obj area. (there are 2 doors on the first floor of the Obj building and the buttons are located right next to the doors).
    Once Allies get the Key Obj they must take it from the Roof to the First Floor of the Castle to the Back of the Castle where the Heavy Water Facility Door is located.
    When the Allied Player reaches the Door with the Key Obj then that door is unlocked and the Player must press the button located on that door to open it.
    Note: When the Key Obj is successfully taken to the HW Door then the Courtyard Spawn becomes permanent for the Allies and the Axis Spawn underground with access to Both Heavy Water Machines for defense.
    The Allies Spawn at the Courtyard Spawn and must go to the underground area and Dyno Both of the Heavy Water Machines to win.

    -------------------------------------------------
     Special thanks and Credits to:
    -------------------------------------------------
     Detoeni, WeblionX and Massive over on Surface forums for all the help.  Also Special Thanks to Detoeni for the use of his models and his tutorials on ASE models.
    Also want to thank the guys over at Splashdamage.com for all the useful information located on their forums.
    And last but certainly not least I.D. Software, Splash Damage and Activision for this Great Game and also for releasing and updating the GTK Radiant application which was used to create this map.
    -------------------------------------------------
    Texture/Shader Notes:
    -------------------------------------------------

    If authors wish to use textures or models from this level you must ensure you get the permission of the origional author first.
    I changed the name of some textures so that my Shader Files would be used and therefore the name of the texture IS NOT a claim by myself as to the creation of the texture.
    Several of the Textures are my own Custom textures or free textures that I modified. Also Some of the scripts and shaders I made myself.
    Request to use any part of the Map or contents of the castle_del_monte_alpha.Pk3 file should be E-Mailed to Castle_Del_mont@yahoo.com.

    -------------------------------------------------
    Copyright © 2006
    -------------------------------------------------
    This level 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 LEVEL TO BE
    DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR
    WRITTEN PERMISSION.
    Copyright Permissions.
    ID, Activision & Splash Damage. Original game rights.

    END:

    5 downloads

    0 comments

    Submitted

  2. Fueldump mod

    Map Story
    The last map in the group is also one of the toughest for the Allies. Set in the snowy mountains, the Allies need to use a tank to blast their way into an Axis camp, and then blow up their fuel depot. Before that, however, the Allies need to build a bridge over a frozen river, which will be heavily defended by the Axis.
    Once through the first wall, the Allies assume control of the forward spawn point, and can drive the tank through a series of caves before reaching the Axis base, which is watched over by two MG42s. Once the main entrance is blown up, the tank can be driven around back to open up a second entrance to the base. The fuel depot is located all the way at the rear of the Axis installation, and cannot be accessed until one of two gates is blown up.
    Map Objectives
    Allied Objectives
    This can be a tough map for the Allies.If the Axis are strong, they can set up tons of defenses and rip your team to shreds before you can even get near the bridge construction area. In this case, you'll need some snipers to take out the long-range gunners, and Engineers who can work quickly. There's a side route where the Allies can build a footbridge.It's no easier to get across than the main bridge, and taking this route will only weaken your main attack. Once you've reached the main Axis base, concentrate on keeping the two MG42 nests and the connecting catwalk clear, and you'll save yourself a lot of grief. Drive the tank around to open up the secondary entrance, which does two things: it forces the Axis to concentrate on two different entrances, and the tank's MG42 also has a nice view of the area from here, including rooftops that may have snipers.This is where you'll want to concentrate your assault. One underhanded bit of strategy it's possible for an Engineer and Covert Ops to work together and infiltrate the Axis base without the tank ever reaching the Axis base. Once the side grate is blown open, simply send the two through the side entrance ,kill an Axis soldier and have the Covert Ops guy steal his uniform have the disguised Covert Ops player open the door to the Axis base and let the Engineer inside. If the Axis are totally focused on stopping the tank which they usually are early on they may leave their rear base totally unguarded, making it child's play at this point to blow up the fuel depot for an easy win.  
    Axis Objectives
    It is more than possible for the Axis to defend this map and never let the tank cross the bridge. Build your guard tower, set up a few mobile MG42s, bring in a sniper, and call in constant airstrikes. The tunnel down by the river makes a nice camping spot it has a nice view of the bridge construction point. Once the Allies have reached the front entrance, you have lots of defensive options. The most important is to completely mine the areas in front of the fuel depot, and have at least one soldier and Engineer someone watching over the area at all times.The roof of the Axis base is a good place for this. The rest of your defenses should be concentrated on the two main entrances. It takes a LONG time for the Allies to make the run from the forward base to yours, so there's no excuse for not having a solid defense. You don't have to run through the caves just have soldiers lurking next to the exits. Whatever you do, don't get caught by the Allies' Covert Ops/Engineer strategy. If someone sets the dynamite at your fuel depot while you're still defending the bridge, do whatever it takes to get back there ASAP even if that means sitting on your own grenade and respawning as an Engineer. Change Log
    Made a few Minor changes to the original map using the Released Map Source File. Moved the East Barricade to the side of the building where the half open gate was. This was done due to Newbies would build the East Barricade making it dificult for Axis to defend the Depot Now it can be built and not hamper the Axis from defending it, which makes for Better Game Play. Added a ladder to the backside of that wall so the Axis can exit the area. Added spawns to the Garage for the Allies to Spawn in Allies will autospawn in the Garage once the Side Wall at the Rear of the Depot is Destroyed. Allies CAN spawn at the CP anytime it is built by picking that spawn in the Limbo Menu. I made it where Newbies would be forced to Auto Spawn in the Garage once the Side Wall was Blown. Deleted all the LMS stuff AND a few models to reduce the hunkmegs_used to lessen the chance of getting the Max_Gamestate_Chars Error. Made bulletin boards non-destructible to save one entity count. Made the door to the generator room functional.  
    Originally created by ID software.
    Modified by: Jecoliah
    Information is all posted on the Fourms at Bunker.aaxxss.com.
     
    Video
     
     

    10 downloads

    0 comments

    Submitted

  3. BeeTown a1

    -------------------------------------------------
     Basic Information
    -------------------------------------------------
    Author        : |>B<|Mongo
    Email address    : general.lossnus@hotmail.com
    -------------------------------------------------
     Map Information
    -------------------------------------------------
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : Bee Town A1
    Filename    : beetown_a1.pk3
    Release date    : 2011-11-04
    Program        : SD Radiant 1.4.0
    Installation    : Place the map beetown_a1.pk3 to your etmain folder,
              select it from the multiplayer->create server menu or
              bring down the console and type: /map beetown_a1.
    New Textures    : 36 (Read the 2 Mongo_info.txt in folder textures/beetown,
              textures/beetown/jecoliah and Texture.txt in textures/beetown/noctua_graphics)
    New Sounds    : 1 (KillerBee sound from [http://www.4uall.net/free-sound-effects
              /Animal-Music-free-sound-effects/])
    New Models    : 2 (Beer and Honey made by me)
    New GFX        : Compass-score board from RayBan
    -------------------------------------------------
     Info! This is a object map. Axis and Allies need to get back the Beer / Honey
              and bring it home to their own storage cellar to gain victory.
              You can steel all four object but only leave one at the same time.
              The team that get all four object back or the highest number of object wins.
              If it's a draw at time limit the map ends draw.
    -------------------------------------------------
    #. Version A1
    Changed many things, some are my own ideas but most of the information I received on the FP1 version. Thanks to everyone for the feedback.
    Two new items 1 / team. The drain grate is not built from the start and you have to build the command post in order to use the secret path.
    I hope the changes will make it faster way to fight but you can still choose the long way and even sneak ways.
    #. Version FP1 First Playable:

    #. Objectives
        : Axis
        1. Steel back the Beer and defend the Honey.
        2. Build Southwest and Southeast assault ramp.
        3. Destroy Allies Maingate, Southwest and Southeast Iron fence.
        4. Build the commandpost.This open the secret way under ground to the Allies Base but you need to destroy the drainage grate to get up.
        5. Defend / Destroy the object that Allies trying to do.
        : Allies
        1. Steel back the Honey and defend the Beer.
        2. Build Northwest and Northeast assault ramp.
        3. Destroy Axis Maingate, Northwest and Northeast Iron fence.
        4. Build the commandpost. This open the secret way under ground to the Axis Base but you need to destroy the drainage grate to get up.
        5. Defend / Destroy the object that Axis trying to do.

    Please report any bugs, suggestions or if you have any ideas on how to improve the map to Email [general.lossnus@hotmail.com] or PM at |>B<|BUNKERGAMMING COMMUNITY HTTP://BUNKER.AAXXSS.COM
    -------------------------------------------------
     Special thanks and Credits to:
    -------------------------------------------------
    2Bit for a great Tutorial.
    RayBan for the stuff that he makes and I have use. (compass-score board).
    Loffy for the information and thing I use and find in map (loffy_ctf_prefab2.pk3).
    |>B<|Peyote for answered questions.
    |>B<|Jecoliah for some textures and answered questions.
    |>B<|Mantex who told me about the Tutorial.
    All the Bunker members who examined and tested the first version (BeeTown_FP1) on there own PCs and gave feedback and suggestions how to improve the map.
    All mappers and players out there ho has given me allot of funny moments while I have been playing the game.
    Some script idea are taken from loffy_ctf_prefab2 and 2Bit-Tutorial
    Script and text explanation made and modified by |>B<|Mongo for the map Bee Town A1.

    Thanks to all author.
    -------------------------------------------------
     Texture/Shader Notes:
    -------------------------------------------------
    If authors wish to use textures or models from this level you must ensure you get the permission of the origional author first.
    I changed the name and size of some textures so they work in Radiant. I also change some shader.
    The name of the texture IS NOT a claim by myself as to the creation of the texture.
    Some of the Textures are my own Custom textures or free textures that I modified. Also Some of the scripts and shaders I made myself.
    Request to use any part of the Map or contents of the Pk3 file should be E-Mailed to general.lossnus@hotmail.com.

    Thanks to all author.
    -------------------------------------------------
    Copyright © 2011 |>B<|Mongo all rights reserved
    This level 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 LEVEL TO BE
    DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR
    WRITTEN PERMISSION.
    -------------------------------------------------

    13 downloads

    0 comments

    Updated

  4. Dom-pyramid xl

    Map Story
    This is a Domination map. You must both catch the 5 Pyramids to count up the domination time to gain victory.Every 5 second the time counter go up by one for each Pyramid. If your counter reaches 199 you win. If both counters reach 199 at same time or it is a draw at time limit the map ends draw.
    Allied Objectives
    You must try to catch the 5 Pyramids to count up the domination time to gain victory.Every 5 second the time counter go up by one for each Pyramid. If your counter reaches 199 you win. If both counters reach 199 at same time or it is a draw at time limit the map ends draw.
     
    Run and take control of the center pyramid.Defend it so Axis don't take control of it. Run and take control of the Northwest pyramid.Defend it so Axis don't take control of it. Run and take control of the Southwest pyramid.Defend it so Axis don't take control of it. Run and take control of the Southeast pyramid.Defend it so Axis don't take control of it.  
    Axis Objectives
    You must try to catch the 5 Pyramids to count up the domination time to gain victory.Every 5 second the time counter go up by one for each Pyramid. If your counter reaches 199 you win. If both counters reach 199 at same time or it is a draw at time limit the map ends draw.
     
    Run and take control of the center pyramid.Defend it so Allies don't take control of it. Run and take control of the Northeast pyramid.Defend it so Allies don't take control of it. Run and take control of the Southwest pyramid.Defend it so Allies don't take control of it. Run and take control of the Southeast pyramid.Defend it so Allies don't take control of it.  
     
     
     
     
     

    16 downloads

    0 comments

    Submitted

  5. The Gauntlet (FP)

    -------------------------------------------------
     MAP NAME: The Gauntlet
    -------------------------------------------------
    Allied Attack Version

    -------------------------------------------------
     VERSION: First Playable
    -------------------------------------------------
    Created For The |>B<|unker Gaming Community
    Web Site: bunker.aaxxss.com
    Other Severs are More Than Welcome to Host this Map on their Servers. (Please do not remove the Bunker Logos and Textures)
    -------------------------------------------------
     NOTES:
    -------------------------------------------------
    Feedback can be sent to Jecoliah_1@yahoo.com
    Also feedback can be posted on the forums at http://bunker.aaxxss.com.
    Direct link to the Map Areana section on Bunker Forums ---
    -------------------------------------------------
     Basic Information
    -------------------------------------------------

    Author        : Jecoliah
    Email address    : Jecoliah_1@yahoo.com
     
    -------------------------------------------------
     Map Information
    -------------------------------------------------
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : the_gauntlet
    Filename    : the_gauntlet.pk3
    Version         : 1.0
    Release date    : Jan 28 2011
    Decription    : Version First Playable
    Program        : SD Radiant 1.5.0.

    ---------------------------------------------------------------------------------------------------------------------------
     Objectives
    ---------------------------------------------------------------------------------------------------------------------------
    Allies Must Destroy the Axis Flak 88's to Clear the Way for the Convoy!
    -------------------------------------------------
     Special thanks and Credits to:
    -------------------------------------------------
    The |>B<|unker Gaming Community!  Thanks for All the Years of a Great Gaming Environment!
    Web Site: bunker.aaxxss.com
    Detoeni for the Jeep and Halftrack and several other Models.
    IndyJones for the Flak 88 Models and the Flags.
    Also want to thank the guys over at Splashdamage.com for all the useful information located on their forums.
    And last but certainly not least I.D. Software, Splash Damage and Activision for this Great Game and also for releasing and updating the GTK Radiant application which was used to create this map.
    -------------------------------------------------
     Texture/Shader Notes:
    -------------------------------------------------

    If authors wish to use textures or models from this level you must ensure you get the permission of the origional author first.
    I changed the name of some textures so that my Shader Files would be used and therefore the name of the texture IS NOT a claim by myself as to the creation of the texture.
    Several of the Textures are my own Custom textures or free textures that I modified. Also Some of the scripts and shaders I made myself.
    Request to use any part of the Map or contents of the Pk3 file should be E-Mailed to Jecoliah_1@yahoo.com.

    -------------------------------------------------
     Copyright © 2011
    -------------------------------------------------
    Jecoliah
    This level 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 LEVEL TO BE
    DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR
    WRITTEN PERMISSION.
    Copyright Permissions.
    ID, Activision & Splash Damage. Original game rights.
    END

    17 downloads

    0 comments

    Submitted

  6. Gtf B Bunker

    Map Story
    his is a Get-the-flag map. The team that captures 7 flags first or the highest number of flags wins. If it is a draw at time limit the map ends draw.
    Allied Objectives
    Run into the Axis Base and steal their flags. Bring the flags back to your own flag. If you score 7 flags you win. If it is a draw at time limit the map ends draw.
    Defend your flags. Run into the Axis Base and steal their flags. Bring the flags back to your own flag. If you score 7 flags you win. If it is a draw at time limit the map ends draw. Destroy Axis Command Post (if built) to decrease their Charge speed. Construct the Command Post to increase Charge speed. Capture the center flag to spawn closer to the enemy flags,but remember to defend your own flags.  
    Axis Objectives
    Run into the Allied Base and steal their flags. Bring the flags back to your own flag. If you score 7 flags you win. If it is a draw at time limit the map ends draw.
    Defend your flags. Run into the Axis Base and steal their flags. Bring the flags back to your own flag. If you score 7 flags you win. If it is a draw at time limit the map ends draw. Construct the Command Post to increase Charge speed. Destroy Allies Command Post (if built) to decrease their Charge speed. Capture the center flag to spawn closer to the enemy flags,but remember to defend your own flags.  
     
     
     

    52 downloads

    0 comments

    Updated

  7. Xf5u

    Map Story
    Axis Special Operations Units are striking the XF5U prototype secret Facility. Axis Must destroy the Three XF5U Prototypes and steal the Schematics as well as the Fuel Formula and transmit to Axis Command. Allies must stop the Axis from accomplishing the above objectives
    Allied Objectives
     
    Protect the XF5U and Secret Documents.
    Defend the XF5U #1 Defend the XF5U #2 AND XF5U #3 Construct and Defend the South Gate Construct Defend the North Gate Defend the XF5U Project Room Door Defend the the XF5U Schematics Defend the XF5U Fuel Formula Do Not let the Axis Transmit the Documents Axis Objectives
     
    Destroy the XF5U Prototypes and Transmit the Documents.
    Destroy the XF5U #1 Destroy the XF5U #2 AND XF5U #3 Destroy the South Gate Destroy the North Gate Destroy the XF5U Project Room Door Steal the XF5U Schematics Steal the XF5U Fuel Formula Transmit the Documents  
    Change Log
    XF5U 5.1 Release
    Made Project Room Door able to be destroyed by Satchel. (was dyno only) Added a ladder corridor.  
    XF5U 5.0 Release
    Not going to go into alot of detail about the changes for this version, basically i shortened the distances that both teams had to travel in the second section. Also, deleted all the outside stuff for the second section and moved the Transmitter inside. A few other various changes that i hope will improve gameplay.  
    XF5U 4.0 Release
    Deleted the starting Axis Spawn completely and moved all the Player Spawn Entities to the Bunker opposite the Allied Bunker making the Axis Spawn closer to the Allied Spawn. Got rid of the tunnel that Axis had to climb up to the Bunker with the Ammo and Health cabinets due to Allies were ambushing them there and i added a direct hallway from the New Axis Spawn to that Bunker with spawn protection shield in the opening. Added a Door to the Bunker that is now the Axis starting Spawn on the East Side as an option for Axis to exit that way. Also, made all three doors in the Axis bunkers only accessible by Axis Players or Allied Covert Ops. I added a short hallway in the Allied Bunker that goes to the hallway that exits at the rear of that building and moved some ammo and health cabinets to that hallway. In the Second section i added a hallway near the Elevators that goes to the bottom section and moved the constructible Allied Door to the opening of that hallway. This way the Axis have a direct route to the bottom section. The door can be destroyed by Satchel charge as well as Dyno.  
    XF5U 3.0 Release
    I made holes in both the lifts so now Axis can drop down from the top into the lift. Made a Forward Spawn in the Lab area for Axis Only, Allies can push the Axis back by capturing it but wont spawn there. Moved the Transmitter building closer to Allied spawn. Added some detail brushes like bushes, crates, pole lights, etc... Game play will be much different due to the Axis forward spawn, Allies will Have to Defend the Transmitter or they will surely lose.  
    XF5U 2.0 Release
    I made Major changes to reduce the map size and the Open areas. This Version Has Close Quarters Fighting and reduced space and Quicker routes to the Battle! In the First Section the Axis and Allied Spawns are much closer to each other and the Objs. In the Second Section i moved the Axis Spawn underground and closer to the Docs Objs and i moved the Transmitter Close to the Allied spawn therefore it will be easy for the Axis to get the Docs but Difficult to get them to the Transmitter as the Allies will spawn close to the Transmitter to defend it. There are several routes for the Axis to use to get the Docs to the Transmitter and Allies Must Defend it.  
     

    11 downloads

    0 comments

    Submitted


×
×
  • Create New...