999 Units Per Second - Enemy Territory Trickjump Movie - Acizco presents his new Trickjump movie with excellent editing and graphics. This movie shows clearly that Enemy Terriotry is much more than just an egoshooter.
Quote: The end is finally here. After months and months of jumping, here is one last final original trickjump movie. I'm fairly confident saying there will never ever be a movie with better jumps anymore. Thank you, the community, for the endless hours spent on this game. Thank you Splash Damage for giving us this amazing game. Thank you for watching. Good bye.
Note: Some of the maps were redone for visual purposes, the jumps are performed in the original map. The maps are following: Adlernest, Battery, Erdenberg (B3 & T1), Fueldump, Goldrush, Oasis, Radar, Railgun
Enemy Territory Christmas Mappack with 3 new UJE maps and waypoints - UJE Christmas, UJE Xmas Factory and UJE Castle Xmas made by [UJE] Niek
The first map is the updated Christmas tank ,Allied objective The second map is an updated snipermap with axis objective in it.Castle xmas is the name The thirth map is also an axis objective map called xmas Factory where axis have to try and assasinate Santa
[UJE] Christmas - The alies have to escort the tank to the santa's building and destroy the presents there. Axis have to stop the alies.
Special stuff: * 2 moving trucks * 1 funny car that flies to objective * A carnaval train * some christmas sounds * a giant carnaval wheel * a Carousel
[UJE] Xmas Factory - Axis forces are planning an assasination on Santa in his Factory. They have to get inside the guarded factory to get the special dagger to assasinate Santa in his bedroom. To get to the factory they have to steal the tank first to gain acces to the Factory.Then they have to steal a key to open the gates to the dagger and Santa's bedroom. The allied forces have to stop the Axis and prevent assasination of Santa.
Axis objective: *Blow the damaged garage side wall to access the tank! *Escort the tank through the Town to secure advance spawns! *Blow the Sewer Door Side Entrance and the Stair Well Door Side Entrance to progress! *Capture the Old Village spawn for 7 seconds! *Build the North and South Assault Ramps, the Neutral Command post, and blow the Trench Side Wall! *Blow the Main Factory Door to access the Key and Dagger and capture the forward tower spawn! *Steal the Gate key to open the Gates that guard the Dagger to unlock them! *Steal the Dagger and run it to Santa to assasinate him!
[UJE] Castle Xmas - The Axis have invaded Santa's Castle. They are trying to steal his magic Crown so they can manipulate Xmas.
This the latest release of Hellbaron's superb Return to Castle Wolfenstein modification, "Venom Mod - Version 5.0".
Venom mod 5.0, includes: # Compatible with the "Knightmare" patch and "ioRTCW 1.5a" (see readme). # Revisited all model skins and weapons pack. # Definitive HQ console for MP/SP mode. # All glass has now been enviromapped. # New shaders and many other fixes. # New HD textures for MP/SP mode.
After 3 years of hard work, dedication and determination, "RtCW The Dark Army: Uprising", created by TITEUF-85, is now here and available for download. This release has been created in conjunction with the "RealRTCW 2.0" engine.
Great news! The Return to Castle Wolfenstein Master list is back!!!
ID-Software started the official master server back up. After the RtCW master list was offline for several years, it appears id Software has fixed their master servers. A patched WolfMP executable is no longer needed in order to retrieve a server list!
Important for ALL RtCW server owners: Change the "sv_master entries" as follows ... seta sv_master1 "dpmaster.deathmask.net" seta sv_master2 "wolfmaster.s4ndmod.com" seta sv_master3 "wolfmaster.rtcwmp.com" seta sv_master4 "wolfmaster.idsoftware.com"
Spread the news!
Großartige Neuigkeit! Die Return to Castle Wolfenstein Master-Liste ist wieder zurück!!!
ID-Software hat das offizielle Master-Server-Backup gestartet. Nachdem die RtCW Master-Liste für mehrere Jahre offline war, hat id Software ihre Master-Server repariert und wieder online geschaltet. Eine gepatchte WolfMP-Datei wird jetzt nicht mehr benötigt, um eine Serverliste abzurufen!
Wichtig für ALLE RtCW Server-Eigentümer: Ändere die "sv_master Einträge" wie folgt... seta sv_master1 "dpmaster.deathmask.net" seta sv_master2 "wolfmaster.s4ndmod.com" seta sv_master3 "wolfmaster.rtcwmp.com" seta sv_master4 "wolfmaster.idsoftware.com"
SM-Mapping aka Sage and Pegazus have released the new version River Port B1
"After over a year of testing and balancing the map it is time to release this exciting map! The map download includes advanced omnibot waypoints. This map is released as first beta to hear wider feedback, but it feels like final. Enjoy!"
Allied intelligence have found out about Axis testing V2 missile in one of their Submarines. While the missile could be launched underwater it would be devastating to New York, London and other Allied Capitals. A group of Allies special forces are sent to sabotage the mission and use the Axis weapon against theirselves.
Objective for attacking team:
Allies: 1] Escort the M8 Greyhound to the road facing their Headquarter 2] Destroy their Anti-Tank Gun 3] Destroy their Tank Barrier 4] Breach the Headquarter Entrace with the M8 Greyhound 5] Send a false command for the Axis U-boat to come to port 6] Steal the V2 Launch Code and secure it into the U-boat Controls 7] Construct a V2 launch hack at the U-boat Controls 8] Launch the V2 missile from the U-boat Controls
This WuTangH's latest release of his Wolf ET map, "Thud in the Sand".
- Another bunker entrance. - Chevy (green) Truck moved to the new bunker exit on the other side of mountain. - A little performance fix, but it's still quite bad. - Fixed shaders bug of water & sky textures that bugged textures on other maps in map-rotations. - Fixed objective deliver points, so you can't capture the Key and other objectives at Truck anymore. - Another floors on buldings, roofs, plus many more brushwork. - Changed spawntimes to balance map a little. - Stones at waterfall are not models anymore, but brushes. - Tunnel terrain is not so flat anymore. - 2nd allied spawn is devided on two positions (under one spawnpoint) - Added objective cameras in limbo menu. - Added pipeline holders so they look more real. - All cables are non-solid now and will not block jumping players in tunnels anymore. - Configstrings - all soundscripts are called just s[number], that's all I could do about it. - Brushes, entities, textures, and scripts cleanup. - Truck barrier has new design. - Added missing sound when The Key is dropped, or delivered to the Safe. - 1024x1024 command map
ET Map - Thud in the Sand beta 2 - This is a Enemy Territory Allied-attack map created by WuTangH. The map environment is situated in a small Egyptian-styled town and ends up in underground Axis bunkers.
Allied Objectives Primary: Steal the Dynamite and deliver it to the truck. Primary: Escort the truck and destroy the city gate. Primary: Destroy the tunnels gate to gain access into underground bunkers. Primary: Use the button in the control cabin to move the rockets out of safe. Primary: Steal the Captains key from his table and deliver it to the safe to open it. Primary: Steal the case, moneypack 1 and moneypack 2 and deliver them to the green truck in the rich part of city. Secondary: Destroy the hovel wall to gain one more access point that leads to the dynamite.
Changelog b2: - Another bunker enterance. - Chevy (green) Truck moved to the new bunker exit on the other side of mountain. - A little performance fix, but it's still quite bad. - Fixed shaders bug of water & sky textures that bugged textures on other maps in map-rotations. - Fixed objective deliver points, so you can't capture the Key and other objectives at Truck anymore. - Another floors on buldings, roofs, plus many more brushwork. - Changed spawntimes to balance map a little. - Stones at waterfall are not models anymore, but brushes. - Tunnel terrain is not so flat anymore. - 2nd allied spawn is devided on two positions (under one spawnpoint) - Added objective cameras in limbo menu. - Added pipeline holders so they look more real. - All cables are non-solid now and will not block jumping players in tunnels anymore. - Configstrings - all soundscripts are called just s[number], that's all I could do about it. - Brushes, entities, textures, and scripts cleanup. - Truck barrier has new design. - Added missing sound when The Key is dropped, or delivered to the Safe.
Blade of Agony is a story-driven FPS. The project is inspired by WWII shooters from the 90's and early 2000's, like Wolfenstein 3D, Medal of Honor, and Call of Duty, but with faster-paced gameplay in the spirit of Doom! The game can be played standalone using the GZDoom engine as a base.
It's 1944, and the war approaches its peak. The U.S. has joined the Allied forces, and the Soviets are pushing back the front in the east. The tides of war are turning, and the Führer's victory seems more and more beyond his grasp. However, the Axis Forces, refusing to capitulate, have grown obsessed with human experiments and occult artifacts, in which they see a potential escape from their final Doom. The Allied leaders reject this possibility as nonsense, nonetheless, some still fear what the Führer might be up to. The situation is nebulous, however, and little is certain.
You are Cpt. William "B.J." Blazkowicz, an Allied spy, a fearless risk-taker, and the greatest soldier to ever take up arms in World War II. Your role has changed, though; you've retired from active duty, and now you spearhead operations as a systems analyst. You thought it would be the right choice--leading and motivating instead of doing the dirty work--but lately you've grown restless. At least until a few days ago, when you received an encrypted message from your old friend and comrade Cpt. Douglas Blake, calling you back to duty...
Blade of Agony is much more than just a pastiche of the classic shooters that inspired it; the project will offer a unique experience. It also has many features not often seen in source port projects--Blade of Agony truly pushes GZDoom to its limits.
7 playable and unique levels in Chapter One (over 20 in the full game)
Orchestra-quality game music
Voice acting and ambient soundscapes
A combination of low-poly models and sprite assets to create the perfect retro feeling
Devastating armaments from the battlefields of WWII
Interactive NPCs that support the twisted plot's progress and help you understand the game
Beautiful special effects (weather, elements, explosions, etc.)
On this day, 10.11.2016, the Wolfteam turned 3 years old. This is what Thunder, Founder of The Wolfteam, had to say about the past 3 years:
"The WolfTeam was created on November 10th, 2013. As far as I remember, Mateos and Acqu were the first to join me on the idea of the creation of a helpful forum for modders and mappers of the game Wolfenstein Enemy-Territory. Since then, the community has grown and is still growing. Actually, it has become bigger than I ever hoped for. We are now, as I write this, up to 69 site members.
We have fun helping each other and even if you aren't the best in English we do our best to help you. We had a bit of a bumpy start, with website attacks and Clans that thought we would be a new rival Clan that would bring other Clans down. However, slowly but surely, people started to finally understand that we are not a Clan, that we're actually just a community, dedicated to bringing out new maps and mods for them to play.
Today, several Clan leaders and members of different parties have joined in and are creating, supporting or commenting on the stuff that we do for Wolf ET. We've always kept to the rules, "Real life comes first" and "There is nothing you HAVE to do". We are a free community where everybody can join, as long as they behave.
This year we have joined forces with ET:Legacy, to keep Wolf ET fresh and somewhat better looking in the hopes of bringing back some of the old players and maybe some new ones to the game too. As long as I see that there is activity and nice people helping each other I will keep this site going."
Wolf ET Forever!!
For this anniversary a game night will be held on Desperados silEnT server, featuring a few maps created by TWT community members. This Saturday 12.11 from 8pm CET.
This is the latest release of "Mountain Pass", created by Devils Right Hand.
The Axis forces have hidden an enormous stash of gold and priceless artwork in old, abandoned mines, somewhere in the mountains. The Allies have been unable to locate this stash, however, Allied HQ received intel that secret documents, pertaining to the whereabouts of this stash, are located in a nearby mountain village.
The Allied squad must locate and infiltrate this village, steal the top secret documents, steal a truck and make their escape back to Allied HQ.
ETJump is a Wolfenstein: Enemy Territory trickjump modification. It is being actively developed by Zero, XIS, Vallz and Ryven.
New devs We have 3 new developers that are working on various things for the mod. XIS joined the ETJump development team last year and has been working on trickjump lines (a feature from ETPro that allows players to record routes for jumps and display them later). Vallz joined in March and has been working on features to get more statistics on player performance. Ryven also joined in April and is working on client / UI enhancements...
Changelog: Extended target_relay: spawnflags 8: only fires targets if the activating player is currently timerunning spawnflags 16: only fires targets if the activating player is currently NOT timerunning Added speed_limit key to target_starttimer. Timer will not be started if player's speed is higher than the value. Default value is 700. Added etj_drawTokens. Added etj_enableTimeruns. Fixed issues with timerun timer. Added trigger_tracker and target_tracker. A replacement for target_activate that's easier to use and allows more complex designs. Fixed lines ending with a ^ breaking newlines. g_banners to enable/disable banners altogether. Client side autoexec for map specific configs. (autoexec_mapname.cfg). Added spawnflags 1 to target_remove_portals to disable the text print. Added target_interrupt_timerunto stop any timerun without setting a record. Added target_set_health. Set's activator's health to the value specified by the health key. Spawnflags 1 to set once per life. Fixed a likely crash on linux client. Added cvars to control ghost player's transparency: