"I'm glad to announce that "F|A Base v.2" is ready for action! I released the first version of the map on May 11th 2014 and it was played on the servers untill the 8th of August, the same year. Then it was removed from the server rotations because of a bug which allowed the Allies to spawn in the Axis spawn at the begining of the map.
I took a break from Wolf ET and mapping, but since I've started playing Wolf ET again I decided to fix the issue and work on the map, because so many people loved it." - =F|A=DEATHSKI
= Screenshots =
= Bug Fix =
- The Allies being able to spawn at the Axis spawn issue is now fixed
= Changes from previous version =
- 25 spawn points added per spawn, instead of 16, so the map can be used on bigger servers - VO/HQ sounds added - More and new F|A textures added around the map - Additional path with a wooden ramp and a depot fence added at the first stage of the map
This is the updated version of Kic's Village map, which contains several new fixes.
= New Fixes =
- Allied forward spawn flag now works
- Trees are now clipped
- Several other map details repaired
= Storyline =
The Allied Squad must attack the village trainstation, over-power the Axis forces on defence and destroy the infamous Axis railgun, known as “Leopold” . The Allies must also detonate dynamite at the train tunnel entrance, in order to prevent any further Axis troop trains from leaving or entering the village station.
This is the latest version of Castle Gothicstein, created by AidenDemon. Take a hardcore trip into the dark sense of an alternative World War 2 and prepare for the biggest challenge you've had since your first play of Return to Castle Wolfenstein.
Castle Gothicstein is no mere retexturing of Return to Castle Wolfenstein. A lot of work has also been done with Axis A.I. and now the game is real a challenge for every RtCW player, veterans included. Use your knowlege of levels to reach the exit, think before you take any step. No matter which difficulty you choose, your skill will be tested.
= Screenshots =
New knife model and texture
New props textures
Nazi names in german dialogue sounds fixed
Tesla effects fixed
New hud (two versions for 4:3 and 16:9 monitores)
New sounds of interaction
Casual version for those, who wanna play on Android
Two types of german soldiers speech language
"This mod is still in slow development, hope i'll finish new levels and fix more stuff to bring more joy to RtCW fans." - AidenDemon
This is the latest version of "Trenches", created by Thunder and Macchute of The Wolf Team Modding & Mapping Community. Trenches is primarily a map made for use in ETNam Mod, but is readily usable in standard Wolf ET too.
After breaching the infamous China Beach defences, the Allied forces have made their way through the jungle and located the enemy's defensive trenches. They must now find and destroy the sewer entrance, located in this area, in order to further their advance into enemy territory..
Changelog 1.1 to 1.2
- Fixed caulked surface - "Dirty-fixed" a tga in shader that is jpg in Wolf ET source - Fixed missing sandbags texture - Moved templespawn into the temple with 2 exits - Rocks added to cover Allied bunkerspawn - Forward spawn is now in the different huts - Forward spawn is default Axis, but needs to be hit first - Added spawnpoints so now there is 32 spawn for both teams (for 64slots servers) - Flying leaves should be taken care of, I hope - "Flying" tree fixed - Tunnel fixed so you don't get stuck - Clipped the map all over so it shouldn't be possible to get outside - Clipped the sewer opening so you can't get through it - Added intermission sound wav
Battalion 1944 (PC/XB1/PS4) recaptures the core of classic multiplayer shooters and propels WW2 into the next generation of gaming. Battalion 1944 utilizes the most advanced industry technology to create a visceral and heart-thumping multiplayer experience that has been crafted by the designers who have grown up playing Medal of Honor, Call of Duty 2 and Enemy Territory.
Throughout our campaign on Kickstarter we’ve managed to amass more than 10 thousand backers. The outpouring of support we have received is genuinely amazing and we cannot thank you enough. As a community we have tripled our initial funding goal to 317%, meaning we at Bulkhead Interactive are now able to develop Battalion 1944 into a game that will challenge the biggest AAA shooters in the industry. Your funds will help make Battalion 1944 awesome. A question we’ve received a lot is what will happen to our British and Russian stretch goals.
We’d also like to remind you we’ll be opening our PayPal ‘slacker backer’ store in the coming weeks to allow anyone who missed their chance to back the campaign or didn’t have a credit card on hand to pledge their support and receive our exclusive Kickstarter rewards at their discounted Kickstarter price. This will be open for 1 week only. We’ll let you know well in advance when that goes live. We will make an official announcement as soon as that goes live...
Snipermap UJE knight sniper (beta 3) made by [UJE] Niek
Both sides are alot of casstles. Sniperplaces enough on this map but.... The scene is split by a river ,and every 2 minutes the gate will open to let players pass to the other side but..... BEWARE ,the place is filled with traps and a beast is guarding the passage. So this map is a bit for both snipers and crossers.
* Alot of funny and scary sounds in it * Alot of effects made by Sage (Thanks for that) * Knights falling down * Monster moving * And some scary stuff for the crossers
Today we can finally announce what you’ve all been waiting for… Battalion 1944’s Stretch Goals. When we hit our funding goal in just 3 days we could’ve released a list pre-made stretch goals, but instead we decided listen to the feedback from our community to see exactly what you wanted and then go a step further by making the content you wanted to see. We’ve been working day and night to be able to show you exactly what we want to add to the game.
= Screenshots =
Remember; there is only 1 week left to raise your pledge and receive Kickstarter exclusive rewards such as alternate weapon skins and medals, our super limited numbered physical boxed copes, unique customized Battalion 1944 dog tags and the Kickstarter only Battalion 1944 backer t-shirt!
We have 6 more days in our final sprint to expand Battalion’s budget and make the WW2 shooter that this generation deserves. Share the campaign, tell everyone you know and help the growing Battalion 1944 community reach these stretch goals, together.
LoRenz presents his new Enemy Territory sniper map - LRS Animal Sniper Reload - with a cool London arts style.
Hi all, this map is my tribute to my favorite band. The map take place into the Animals CD box where i have put the Battersea Power Station. I have made this reload of Animals sniper for have more easy kills. There is a secret room, you can find it only if you Learn to fly :)
ETJump is a Wolfenstein: Enemy Territory trickjump modification. It is being actively developed by Zero.
Changelog: Fixed !listmaps listing all maps whether they're on the server or not. Added @name@ tagging in chat. (Replaces the @tag@ with matching names) Added a message key for trigger_flagonly_multiple The entity prints the message when an objective is capture. Adding [n] in the message prints the name of the player that captured the objective. Added etj_drawConnectionIssues. Disables the "Connection interrupted" text and image. This is mainly for people with constantly high pings (e.g. from Australia) Added spawnflag 512 for trigger_multiple Multiple players are able to trigger the same trigger_multiple at the same time Multiple bugfixes Players can no longer callvote map /callvote map mapname matches partial map names token collection mode: Admins can define locations for easy, medium and hard tokens that can be collected by players. Once you've collected all of them, the total time it took to collect them is printed. Improved /records Added highlighting for @tags@ etj_noclipScale now supports decimal values and is limited to values between 1-20 Fixed fireteam savelimit Removed nonading Weapons are now correctly removed on start timer
Congratulations to Kic from The Wolf Team on the release of his first Wolf ET map.
The Allied Squad must attack the village trainstation, over-power the Axis forces on defence and destroy the infamous Axis railgun, known as "Leopold" . The Allies must also detonate dynamite at the train tunnel entrance, in order to prevent any further Axis troop trains from leaving or entering the village station.
The Kernwaffe Team wishes you all a merry christmas time!
Away from the joyful things which the pre-christmas time might bring us, on KW1 there will be running the much-loved and extremely appreciated and multiply desired ChristmasMod. From St.Nicholas Day (6.12) on until the New Years Day (1.1). You will find handpicked & well-chosen Christmas Maps in accompany with a full atmosphere of first class christmassy sound snippets.
!lastchristmas we gave you our hearts, this year there will be a Tännchen (!attention) - !hohoho
In case some of you don´t like all this X-Mas hustle and bustle for various reasons, join like-minded people on KW2 for a collective (un-XMassy) fragging - without ChristmasMod! KW2 has the same settings and the same campaign like KW1 in this time.
In any way ... ... we wish you a merry time & nice play!
WolfAdmin is a Lua module for Wolfenstein: Enemy Territory servers created by Timo 'Timothy' Smit. It is an enhancement of the existing game, mod and shrubbot functionalities, providing you with extra tools to administrate your server. Among the features are advanced logging of player data and a new set of commands your administrators may use.
Another thing which WolfAdmin provides is a new set of custom voting options which can be called from a new vote menu. Finally the module also provides some features which were originally implemented by popular mods such as NoQuarter, ETPub and ETPro. These features include player greetings, warn history and spree records.
The development of the module started in 2015, although first tests date from 2014. This module has been created to help servers survive, even when there are not that many administrators or even players online. This is a growing issue in the Wolfenstein community and thus one of the future plans is to incorporate features that will be particularly useful for servers with low player amounts, such as variable map rotation and server configuration. Of course suggestions are welcome, feel free to contact me by email or post ideas in the bug tracker.
[Commands] Greetings are cut off [Database] Awards for each map shouldn't include bots [General] Implement safety checks [General] Show revive messages to team and add possibility to disable [General] Add revive spree on center screen by achievements [Commands] Rule not displayed when using !rules [shortcut] [General] Evener doesn't announce and suddenly move a player [General] Remove greetings prefix when displaying in CP [Database] Add extra column for clean alias [General] Do not display greetings for bots