Sheriff has put some Sabio Gang members in Jail after a long night of committing hostile deeds. The Gang in dark coats is up to free their Fellows.
If you decide your Fellows deserve their nights in Jail you can find multiple other ways to entertain yourself in the lovely Western town of Pegaso Pass.
Axis: 1] Destroy the Gunsmith's door 2] Steal two packs of Dynamite 3] Steal a Detonator 4] Prepare the Detonator! 5] Activate and defend the Detonator for 30 seconds!
Allies: 1] Don't let them destroy the Gunsmith's door 2] Don't let them steal two packs of Dynamite! 3] Don't let them steal a Detonator! 4] Don't let them prepare the Detonator! 5] Disable the detonator before the 30 second timer runs out!
Pegazus For some assets provided for use in this map. Also great help on sketching, planning, testing and general support.
GANG$TA For great bot files
Beta1.5: -More cover to cut straight paths and better spawn exits -Two new rows of houses added to stop camping -More routes to objectives -Removed and widened Church doors -Limit trickjump area access during objective play -Fix crash bug on detonator -Removed detonating by jump -Only axis can arm and allies disarm the detonator -Added routes etc. features for Omnibot -Detonation time 30secs->35secs
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.