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Post by Zecristo on Apr 12, 2005 0:37:42 GMT 1
Some hours ago I tried one of around 20 ET maps I recently downloaded (from a server containing some 120). The name is St. Nazaire and there's a story to it, as related by the map's readme file: The map is based on the real life scenario of the commando raid on the dry dock at St Nazaire (NW France), the dry dock was essential in the plans of the Axis forces to cut off the supply routes across the Atlantic. The sister ship of the Bismark the Tirpitz was the ship capable of doing this, but the only dry dock large enough to cope with the repairs of such a ship was St Nazaire.
So in March 1942 the Allied forces came up with Operation Chariot a plan to disable the dry dock leaving the Tirpitz no safe haven. The Allied troops disguised the HMS Campbelltown as a German gun ship and sailed right up the estuary ramming the ship right into the front of the dry dock gates, the hull of the ship was filled with explosives on a delay fuse. Whilst the ship was firmly wedged into the "caisson" the troops raided the dock blowing up the winding equipment for the docks thus disabling it from use for some time.
Allied Objectives.
Spawn at either the Old Mole, the jetty or on board the HMS Campbelltown. Troops spawning at the Campbelltown should blow the harbour wall for easier access. The door to south winding house needs to be blown. The South winding equipment can then be blown. The forward spawn in the warehouse allows quicker route through. The north winding house door can be barricaded by the Axis troops (satchel destroyable). The north winding equipment can then be blown to win the game. The North dock gate is control by a lever on the Axis side of the dock, sneak across to open bridge allowing easier access to North winding house.
Axis Objectives.
Spawn at either the Harbour masters house, warehouse forward spawn point or Axis Garrison. Build the North winding house barricade. Defend the Winding equipment on both south and north. Defend the North dock gate controls. Defend the warehouse forward spawn point.
There is a neutral command post for either team to control.Being on the map alone I couldn't make very much of it's gaming quality. More players are necessary to assess that. As to looks, I didn't find it fancy or pretty or nothing of the sort but it's not ugly either.
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Post by Zecristo on Apr 15, 2005 11:12:00 GMT 1
This time I tried a map by the name of Stalingrad. It feels a bit weird beeing on Stalingrad with american uniforms and the objective of destroying a pair of Jagdpanthers (incorrectly designed BTW) feels a bit strange too, as those weren't available at the time of the Stalingrad Battle. The map is big, snowy, and the tall buildings have few damage. Some have no doors and are enterable. Readme as follows: ::::::::::::::::::: STALINGRAD :::::::::::::::::::
Filename: stalingrad.bsp Author: Justin "StormShadow" Ingels Website: www.planetquake.com/stormshadow Email: stormshadow@planetquake.com or justiningels@hotmail.com ICQ: 135532353 Release Date: 3/24/2004
Description: Multiplayer map for Wolfenstein: Enemy Territory
Story: The Axis have taken control over large portions of the Russian city of Stalingrad. In order to re-take the city, the Allies must gain control of a small neighborhood on the western side of the city. This area is a key strategic position, from which the allies hope to launch further missions deeper into the city. However, being aware of the importance of this area, the axis have placed two jagdpanther tanks somewhere within this area, which must be destroyed in order for the allies to move in their own tanks, and secure the area.
Objectives:
Allies: 1) capture munitions depot spawn 2) build command post 3) destroy upper wall 4) destroy main gate to secure munitions depot spawn 5) destroy east tank 6) destroy west tank 7) prevent axis from building ccommand post/destroy axis command post
Axis: 1) defend forward spawn 2) prevent allies from building command post 3) defend uper wall 4) defend main gate 5) defend east tank 6) defend west tank 7) build axis command post
Technical Info: Construction: GtkRadiant-ET-1.4.0 w/q3map2 Easygen v_142 Adobe Photoshop 7.0
Credits: Textures: Standard ET textures and sky courtesy of Splash Damage Most of the brick and concrete textures are from www.shaderlab.com Some brick and concrete textures are from BerneyBoy - www.planetquake.com/berneyboy Command map: M Schaffer (you da man!) Thanks to: All the friendly folks at Splash Damage forums for comments, criticisms, and technical help. Everyone at Burial-Grounds.com forums for feedback. Special thanks to M. Schaffer and ][ET-S][Cartman for all their help. Notes: a) There are a bunch of neat (and useful) jumps on this map.. try and find 'em b) Many of the roofs are accessible. Some are accessible by climbing up pipes (like the factory and the church for instance).
Hope you enjoy the map!
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Post by Zecristo on Apr 17, 2005 15:17:20 GMT 1
Market Garden brings no readme file but I got this from the map script: The Allies have set up a command post on the mansion grounds to the south west. The Axis have rigged the bridge with dynamite. The allies must capture the detonator to complete their mission. The axis must destroy the radio at the command center to complete theirs.It's mainly a village, reminding but not equal, to the one among RTCW's first SP levels (after the tram sequence). On one end there's a set of allied radios beside a cottage. On the other end a bridge and next to it a tower with a detonator to blow the bridge. The really interesting bit on this map is that both teams can finish the map by carrying their offensive objective but they will have to watch their backs to prevent the enemy from doing their work too. It's the first map I've seen along these lines for ET and it's bound to open a new field of experience on tactical matters... Another point of interest may come from the map's soundtrack.
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Post by flying on Apr 20, 2005 15:38:21 GMT 1
Yes, I went to the site and I'm currently downloading map after map after map... But I have a problem: the files I donwload are not .pk3 but .zip. What the h*ll do I do with a .zip file?!
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Post by DarkClown on Apr 20, 2005 16:20:29 GMT 1
if there is the pk3 zipped only, unzip it. if not, change the ending: .zip -->.pk3
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Post by flying on Apr 20, 2005 17:05:32 GMT 1
if there is the pk3 zipped only, unzip it. if not, change the ending: .zip -->.pk3 Thanks Dark, Almost always, it's not a single .pk3 file that has been zipped... As for changing the file extension, I've tried that before, but although the file extension is no longer .zip, my computer still treats the file as a PKZip file, and not as game file... Bah, I'll just give it another try, anyway -- no harm in trying...
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Post by ironman on Apr 20, 2005 18:09:49 GMT 1
ermm so what are u guys doing? are u making maps? changing maps or just inspecting maps?
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Post by flying on Apr 21, 2005 16:35:54 GMT 1
ermm so what are u guys doing? are u making maps? changing maps or just inspecting maps? Hey Iron, I couldn't make/change a map to save my life, I think... I was curious about that Stalinegrad map Zecristo posted about, so I went there yesterday and started downloading the best-voted maps at Wolfenstein City (German site --it should be Wolfensteinburg, hehehe). Wolfenstein City is here: www.wolfenstein.4players.de:1100/I can't read most of the comments/explanations, but it seems to be a quite comprehensive and all-encompassing site about Wolfenstein. They also have some RTCW & ET music (under Soundtracks: my favourites are Stalinegrad, FuelDump, and Creep) and movies (haven't downloaded any movie, though, too big...). Another thing they have is map-making & mod-making stuff, like prefabs (I think that's what it is, anyway), which could interest you, Iron. In short, they have lots of donwloadable files for all things Wolfenstein.
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Post by Zecristo on Apr 21, 2005 17:08:53 GMT 1
Inside the ZIP there's usually a PK3 and many times also a readme.txt. So it's a question of unziping and sending the resulting PK3 into "etmain" folder. (unless there's a witch about) Some few already come in PK3 form. An even smaller number come in BSP format meaning you have to create a "maps" folder inside the "etmain" folder and put the BSP in it. Some maps have also other folders (ie "sounds" or "scripts") and those belong also inside the "etmain" folder. And General, this is strictly custom map reviewing, I personally have no mapping skills. I only have some faint notions as I knew a guy who made some simple experiments with Call of Duty and Medal of Honor radiants. www.new-etmaps.de/And the above mentioned site boasts the nice sum of 610 ET maps. Also in german language.
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Post by Zecristo on Apr 22, 2005 10:22:36 GMT 1
This time I took a look through an older one: Cherbourg. Here's from a map script: The Allies are attempting to liberate the town of Cherbourg from the Axis by capturing and holding all five flags located throughout the area.So, we have a CTF (Capture The Flag). It may not be the most popular kind of map but this particular example seems to have some quality. It's not just run&gun. There are some constructibles/destructibles and watch out for serviceable doors and team doors. Action takes place at night. Below 2 views of the destructible "bank wall", one of two ways into the "bank flag". The other way is a "team gate". First without and second with an "Axis roadblock".
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Post by ironman on Apr 22, 2005 15:01:02 GMT 1
Market garden is one of the most beatiful maps i know, but it is a map for 32 players or more it is Hugh.. aah so just inspecting maps huh, well when i have some time over , i will give this ETradiant a seriouse look over.. see if i can get something made ...
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Post by Fibremat on Apr 22, 2005 18:19:44 GMT 1
I played stalingrad a while back it is a great map not to big not to small.
there are loads of roofs and ledges to fight from its worth looking at.
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Post by Zecristo on May 5, 2005 16:41:52 GMT 1
Here's the readme of an Axis initiative map: Vengeance. Vengeance_Final README file Brought to you by Ifurita, Mean Mr. Mustard, and Seven_DC with substantial contributions by Crotalus and thegnat Credits:
Sock - Objective script, desert skybox Mean Mr. Mustard - Terrain, Tunnel, Spawnpoint scripting, V2 Models + Animation, lots of other scripting Seven_DC - Original neutral command post prefab, lots of interior decorating, map hinting and clipping Deathstick - Original constructible MG42 prefabs Drakir - Numerous prefabs Bubba - Original V2 crane prefab thegnat - Command map (www.n0lame.de, or the irc channel #n0lame @quakenet) Ifurita - Laid down a brush here and there (www.wolfjaeger, or the irc channel #wolfjaeger @gamesurge) Crotalus - Signage and skin on V2 rockets Various members of the Wolfjaeger team for testing, bug finding, and suggestions Silicon Slick and ND80 for running various versions on ND80 Test Maps and ND80 New Maps
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Gameplay Notes:
Axis Objectives
Destroy Main Gate to gain access to base Secure Main Gate Flag Breach Ammo Bunker Doors and locate fail safe codes in one of three bunkers Deliver a set of fail safe codes to the South Launch Command Bunker Dynamite the South V2 Rocket - ONLY POSSIBLE AFTER CODES ARE DELIVERED TO SOUTH LAUNCH BUNKER Deliver a set of fail safe codes to the North Launch Command Bunker Dynamite the North V2 Rocket - ONLY POSSIBLE AFTER CODES ARE DELIVERED TO NORTH LAUNCH BUNKER Secure and construct the Command Post to create another spawn point Changes from version to version
V2_base_fp to Vengeance_b1 Added second path to sally port hallway w/ team door Made sally port door destroyed along with main gate Randomized location of objectives Vengeance_b1 to Vengeance_b2 Added back passage to ammo bunker area, protected by dynomitable/constructable door Added a team door exit to North Rocket area from North Bunker MG Vengeance_b2 to Vengeance_final Added 13 second alarm, local to launch bunker, when codes are capped Lowered North Bunker MG slightly Removed MGs on top of North and South rocket shelters Added environment sounds Reduced size of PK3 from 9.8Mb to 6.6Mb Optimized clipping General Notes Map is designed for 12-28 players Axis are on offense In order to destroy a rocket, a set of fail safe codes must be taken from the Ammo Bunker to a appropriate Launch Control Bunker. This will deactivate the fail safes, which enables the rocket to be dynamited Fail safe codes appear randomly in one of the three Ammo Bunkers Fail safe code command map markers are invisible whenever the bunker door is constructed. Once the door is blown, the icon will appear on the Axis command map Fail safe codes can be delivered to the Launch Control Bunkers in any order
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Miscellaneous Trivia:
First brush laid down - 3/1/04 Total people actively involved in creation - 5 Map (_final) released exactly 3 months after inception Crest on welcome sign belongs to the 1st Mountain Division, to which, the 98th Mountain Regiment belongedAnd two screenshots of one of the V2 ramps with "Launch Command Bunker"and of the three "Ammo bunkers" from which one contains the "fail safe codes":
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Post by Zecristo on May 6, 2005 15:09:26 GMT 1
As the name goes to show 1944 Overlord is about the Allies landing in Northern France. The following can be found in a map script: The Allies have invaded the beaches of Normandy! They must repair their disabled tank and construct a transmitter tower. Then they must steal both sets of Axis documents!And now 2 screenshots showing the tank just after it has done its job and the room where the second set of documents was.
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Post by ironman on May 8, 2005 12:00:32 GMT 1
An even smaller number come in BSP format meaning you have to create a "maps" folder inside the "etmain" folder and put the BSP in it. Some maps have also other folders (ie "sounds" or "scripts") and those belong also inside the "etmain" folder. isnt there already a maps folder in et/main ? its where goldrush is in if im not mistaken and 2 code sheets..
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Post by Zecristo on May 9, 2005 11:08:56 GMT 1
isnt there already a maps folder in et/main ? its where goldrush is in if im not mistaken and 2 code sheets.. So it seems, although I can only verify that on 2 of the 4 different installs of the game I have. On the other 2 there is no individual file on Goldrush and on 1 there is no maps folder. Of course it may be due to my having deleted it... Nevertheless, I think my indication to put .bsp, .map and sometimes other types of files on the maps file still is correct, wether you have to create the folder or not. And... Following Piurek's suggestion on other topic which somehow relates with this one, paradiselost1.proboards25.com/index.cgi?action=display&board=pdserver&thread=1114810158&start=16, here's the readme file from the "Bridges" map: BRIDGES README file
Firstly I must point out that this is an alpha release of the map (unfinished) and there WILL be errors in it. However...it should run
I would be very appreciative if you can mail suggestions for improvements, errors discovered etc. to me so that we can end up with something half way decent. email: bridges@ddtp.vispa.com
Map details:
The Axis are attempting to escape Eastwards from Northern Italy with a train cargo of booty. To do this they need to fix the train. Trouble is that the Allies are on to them!
The map is a linear map made up of 4 open areas connected by road and rail tunnels. The objectives are vehicles; the Spares Truck and the Train. Axis have to take the Spares Truck across the map to the Train which can then be fixed. Then they must get the Train back across the map to the cargo to win. At roughly half way across the map there is a command post that both teams can destroy/construct. In both middle sections of the map are capturable spawn flags.
Gameplay:
The vehicles are the main objectives for the level and the gameplay should follow these, but the winning team will may well be the controller of the forward spawn points. Capturing the forward flags is essential to be able to control the middle areas of the level; to allow/obstruct progress/access to/of the vehicles. Forward spawn locations: The Boathouse and The House - the Boathouse is at gamestart Allied and the House is at gamestart Axis.
Time Limit: 30 minutes (at present) Ideal team size: don't know - about 10 a side? (map holds spawn entities for 64 players) Modes supported: objective
Credits:
Thanks are in order to a good few - to the developers/creators of RTCW, ET, RADIENT, Easy gen .... a long list. Thanks all for the brilliant work, resulting toys and tools - top notch
Thanks to those from the Splash Damage ET level design forum for their patience and help.
Very big thanks to Chruker who helped me with loads of entity/script nightmares Very big thanks to Schaffer who made the Bridges Command Map and for his eye for detail
..to the long suffering girlfriend/computer widow... ooops The map is huge in more than one aspect. PK3 file is 18,5Mb in size. The scale of the landscape is also big to say the least. Gameplay concept seems interesting though I think the mission asked of the teams is too demanding for small 5 head teams (as you can see the map's author suggests 10 head teams). At least for newcomers arriving to this map the G key feature may be highly adviseable: But even just siteseeing can be enjoyable:
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Post by Zecristo on May 19, 2005 16:09:03 GMT 1
On this night mission the Allies attack an Axis airfield, riddled with towers and bunkers and hangars and tunnels and even an airplane, to destroy key equipment. Readme as follows: ------------------------------------------------- Basic Information -------------------------------------------------
Mappers : LowLife (Conversion) : Bob le roux for scripting : (a Rummie Org map) :
------------------------------------------------- Map Information -------------------------------------------------
Game : Return to Castle Wolfenstein: Enemy Territory Title : Airstrip2 Filename : low_airstrip2.pk3 Release date : 4/24/2005 Decription : THe Axis must defend the tower controls and the 2 AA guns
Program : SD Radiant 1.4,
Build time : Febuary 2005-April 2005
Installation : Place the low_airstrip2.pk3 to your etmain folder.
------------------------------------------------- Special thanks to ------------------------------------------------- "LowLife" (conversion) and eye candy "Original map Rummie" "Heirpie test servers" Splash Damage for their part. A special Thank you to Rummie for allowing the conversion and LowLife for taking the time to convert the map over for me. Thank you!!! Pie ------------------------------------------------- Further development ------------------------------------------------- This is a final version
-------------------------------------------------
Copyright © 2005 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.
-------------------------------------------------
Screenshots of the "tower controls" and one of the "2 AA guns":
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Post by Zecristo on May 20, 2005 16:29:25 GMT 1
Daybreak is a big, full of peculiar features map. Overall view taken from atop the rocket building. To the left we can see the dam and further on the railway. To the right lost from sight between the mountains is the first Axis respawn area and the tank's starting point. Readme file only hints about those features: Map by Marko - Lowlife - Bob le Roux
Special thanks to Svarvsven, Heirpie, the 7 eme Compagnie and Shit Storm guys for the testing and feedback and also to all the guys who came on every test day with us
A very big thank you to Heirpie and Shit-Storm clan for letting us use their server on several occasions for large scale testing (http://www.shit-storm.com)
Map screenshots and download mirror available on mapdesign.free.fr/demos/et_daybreak.htm
Installation: ------------- extract the PK3 using WINZIP, or WINRAR into your Etmain folder. Something like this (C:\Program Files\Wolfenstein - Enemy Territory\etmain) Run the game, and play.
Map Description: -------------
Daybreak is a complete remake of the [FuN] clan map known as [FuN] Fortress. Major changes are not within the map structure but more in the textures and environment. Lowlife stripped the entire terrain shader and remade one from scratch in addition to the night sky and fog which he removed to replace with a sunrise sky he made. He also reworked the hinting to improve FPS and compile times. Bob le Roux focused on redoing the entire command map but also adding scripted events in the map such as lever commanded doors and cargo bay gates. Marko reworked a part of the structures and map objectives to make it even more fun to play and fixed the main bugs FuN Fortress had
Map Changes: ------------- - changed the bottleneck near the axis buildable spawn in front of the fortress entrance by moving allied spawns - new sky texture - no more fog - texture glitches fixed - removed entities to avoid hitting the ET engine maximum entity limit on large servers - changed the entire map end. A keycard now has to be robbed and taken to an armory. Axis then need to take 5 explosive charges in order to make a huge bomb & blow the allied rocket For starters it's an Axis initiative map. Allies defend. The first surprise I was into didn't take long and took place as I was driving the tank: Tank rams against the wall instead of just shooting at it. The tank got busted and I got killed. Screenshot was taken on a repeat run. Then follows the second part of the tank ride to blow up a gate: Here's the above mentioned gate. From this gate on things start getting a bit more complex. There's more than one way to get to the storage room gate generator which must be dynamited to go further: Storage room gate generator, the three cabinets to the right of the gate itself. Through the dam facilities there are some ways of getting to the rocket building and some more things to destroy: A dynamitable gate to the dam. After which there's another one that can be destroyed with knives. And my favourite! The air lift. Unfortunately the "place" is pitch dark but there's a fan revolving on the ground that lifts "people" and then all you have to do is to get out of it into a higher level of the building. The gate to the rocket building. Dynamite required. After that gate is out of the way a keycard to the armory door must be stolen from the rocket building first floor and taken to the armory opposite the gate (behind me taking the screenshot of the gate). From the armory 5 explosive charges must be transported to a detonator near the rocket and the detonator lever lowered. After that there's still 1 minute to explosion. I didn't try if the Allies can reverse the process after the lever is lowered.
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Post by Zecristo on May 22, 2005 12:06:02 GMT 1
Air Assault is a 14,7 Mb, airfield attack map. Allies must cut through a little village, some tunnels leading to a bunker complex and an airfield where two trucks with chemical warfare material have to be destroyed. (Can see no load on the trucks though but that does not impair playability) Action takes place at night but visibility is very good almost everywhere. Ground is snow covered. A ramp can be built in order to get an alternative shorter way through the little village: There are some walkable power cables linking the roofs of the bunker complex area and further on the map the roofs of the two airfield closed hangars (there's a wire net hangar with a beautiful blimp or little zeppelin and I wonder if it's just there for scenery or if it flies). Anyway if you just go on the power cables this is what will happen: To sort that out you'll have to go underground through the sewers and dynamite the west sewer gate (you can also destroy the east gate but not the north and south ones): And get out of the sewers into the enclosed area of the power switch (right end of the screenshot). Disconnect it and climb up the pole and onto the now harmless power cables: Finally a view of one of the chemical trucks the Allies have to destroy, both of which can be protected by an Axis engineer built barrier: That's all on this map, or ... wait a bit... Why not spawn as an Axis and go through that Axis teamdoor and see if the blimp flies... Well I'm not gonna tell you anything. I'll just leave you with the screenshot...
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Post by Zecristo on May 23, 2005 14:38:37 GMT 1
Desert Fortress is not very big. Not when seen from the "inside" and not when seen from the outside either with it's PK3 amounting to only 3,64 Mb. It's basically a sandy square, almost a sandbox, with two walled bases on two opposite sides, a complex of structures linking the two "forts" on one of the other sides and some more structures midway the two bases. I tried two files actually, one labeled as beta 2 and another with no indication of version. The beta 2 is, I think, more complete. It has a neutral command post and some defensive constructibles absent from the other version. For me the most noticeable feature on this map is that it's, likewise Market Garden, a dual objective map, meaning both teams can win by achieving offensive objectives. Of course they have to watch their backs also for sneaking enemies. I think that's a treat for strategy minded players... Readme as follows: Creator: Lennyballa Contact: Lennyballa@hotmail.com
Map info:
Axis:
You have to destroy the 75mm ammonution storage, located in the Allied Base, at the top left tower. Before you can enter the base, you have to blow up some walls:
The West Wall The Side gate The Main gate The wooden gate
Both main gate and wooden gate are constructable, so make sure you blow up the other walls first.
Allies:
Your objective is to destroy the communication system of the Axis, wich is located in the center tower of the base. Entering it won't be easy, since you have to blow up:
The Main Gate The Sewer entrance The Side wall The garage door
Good luck soldier
How to install:
Place the .pk3 file in your /etmain directory. Example: C:/games/Wolfenstein - Enemy Territory/etmain. Don't create other folders.
Fixed in 0.2:
-Added extra spawnpoints -Added some extra mg at bunkers -Fixed wall jump bug -New command map -Selectable spawns -Custom image -New thumbnail -Added a garage with ammo/health cabinets -Fixed the fan (Its now rotating ) -Added some lights and plants -Redone the Axis base a little bit -More optimazed fps
// If you have questions or comments, please mail me at Lennyballa@hotmail.com Hope you enjoy playing my map And now images: Allied fort as seen from the central section of the map. Axis main objective inside the tower just right of the flagpole. Axis fort as seen from the central section of the map. Allied main objective inside the tower just right of the flagpole. An MG fixed on a wall dominates the Axis fort. This position can be seen to the far right of the previous screenshot. The white house to the far left of this view contains the neutral command post and stands very near the flag shown on the two first screenshots. Sneaking in...
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