The Axis must destroy the two Oil Derricks and the Radar Station located in the city. The Allies must not let their key oil location get destroyed. Protect the two Oil Derricks and Radar tower at all costs.
A Berlin street, 1945. Allies have to capture the street in house-to-house combat. The first buildings to capture are marked by a red flare (which turns blue when Allies capture the flag and red on Axis recapture).
Flags (which are always on the ground floor) must be held by the Allies for a total of 90 seconds to make the capture permanent.
At that point the flare turns yellow, indicating that Allies must now eliminate all Axis defenders in the building to secure it. So long as at least one Axis defender remains alive in the building, it remains unsecured. When the flare turns yellow Axis have 20 seconds to re-occupy the building - after that time as soon as no Axis soldiers remain alive in the building it is secured.
When the first buildings are secured the yellow flares are extinguished and red flares are lit outside the next buildings to be captured. In this way Allies progress up the street, trying to secure a total of 7 buildings to win.
There are no dummy windows in the map, which means every window opening potentially conceals an enemy soldier: so advancing in the open street is a risky business. Allied cov ops will need to provide smoke cover and seek out enemy snipers to assist the advance of Allied troops.
The flares are an important element in the game, and are produced using ET smoke generator entities. Some players will have disabled smoke, perhaps to help performance on low-spec machines or maybe to gain a small visual advantage, and so will not be able to see the flares.
To see flare smoke you need to set cg_wolfparticles to 1 (on NQ you need cg_smokeparticles set to 1).
After reading the Wolfenstein Community site and other fan posts, I have gotten a pretty good understanding of what the Wolfenstein community is looking for in the upcoming Wolfenstein game. The following is a list of concerns and suggestions that I feel that the community shares as a whole. As with any controversial topic, there will be those who disagree so feel free to comment and tell me if you disagree, that is partly why I write this articles is to see your input. Consider this an open letter to the developers of Wolfenstein. ~Torrent
Sad news for gaming... FileFront, the largest filebase for many different games is closing on March 30, 2009. Read the original statement here.
Dear FileFront User:
We regret to inform you that due to the current economic conditions we are forced to indefinitely suspend the FileFront site operations on March 30, 2009. If you have uploaded files, images or posted blogs, or if you would like to download some of your favorite files, please take this opportunity to download them before March 30th when the site will be suspended.
We would like to give a warm thank you to all of you who have been part of the FileFront communities we have built together. Your support has had a meaningful impact for all of us here at FileFront. Again, we want to give you a sincere thank you for your support over the years and wish you all the very best.
An expansive soundboard of mostly all the sound clips of both the Axis and Allies of the popular online shooter Wolfenstein: Enemy Territory. Also comes with a nice download link if you haven't played that game before. Share. Enjoy.
Kotaku reports that the beta success of Quake Live has given ID further food for thought in developing Wolfenstein: Enemy Territory into the next of their live series. According to the report over 110,000 accounts for Quake Live were registered within 6 hours of the beta going live.
I don't know if anyone still knows the map 'mp_dam' for RTCW, it was released by SD for the game some years ago and is based on the corresponding singleplayer level 'dam' of RTCW. I personally think it's not really suitable for multiplayer gaming but I always liked the scenery and therefore made a little conversion. Don't expect too much from it, it's pretty much like the good old mp_dam; I left the gameplay widely untouched. There's an entry in .sl-database of maps called 'et_dam', but it does not provide any info or links and I've neither ever heard nor seen any conversion for ET. If there actually is ... never mind, its a fun project anyway I did in my spare time. :) Probably best played with a maximum of 6-8 players per team. Shouldn't be working well on monster servers with 30+ players for gameplay does not really extend to the other side of the dam, as those old-school players of you will recall from mp_dam. But well, give it a try. See the included readme.txt for more details.
Short description:
General: Allied forces are attempting to destroy an axis dam to flood the military installation below. Allied objectives:
- Breach the lower service halls - Secure the generator control room - Destroy the Main Road Doors - Breach the lower dam tunnels - Breach the upper dam stairwell door - Destroy the main water regulator (main obj. , referred to as "Main Generator" by vo's in-game)
Axis objectives:
Pretty much a no-brainer, you can certainly guess them by the above ones. :)
The control room flag moves the spawns - if allies take it, they spawn there and move axis spawn to the dam quarters and vice versa. Oh yes and: the map is dark, as was mp_dam. If peeps don't like it, I'll make a brigher b2.
Please report bugs. I not in a clan and am therefore heavily dependent on your feedback.
A little 1on1 map. It's just a simple map, where you have to steal gold from the oponents side and try to secure at your "gold room". It can played also as a 2on2 as well.
The map is located in Russia, Metro. Its rainy and you can't hear the enemy steps. There are many places to hide, but the ones moving is clearly in advantage.
Deep down in the forest is a very nice spot. only... Some crazy people wandering around and shoot everyone they see. The peacefull place has become a real warzone.
Changes.
It's crossable now
Made the map bigger
removed the tree models
Lot's of more forest sounds
Animal textures
All the lights you see are the medic and ammo supplies
John Carmack has released an open-source port of Wolfenstein for the iPhone. Search levels for hidden secrets that reveal stolen Nazi treasure, health packs, ammo and weapons or even short cuts. Choose clever new touch controls or drive with the tilt controls to halt the diabolical Nazi schemes. Wolfenstein 3D Classic makes use of an all new control system designed for the iPhone by technical visionary and id Software founder, John Carmack.
Allies have to destroy the power generator to the bunker forcefield. Then blow the bunker doors to the golden joint. Fight your way trough the streets and canals of Amsterdam. Don't get stoned on your way to the objective private! Move...
February 18, 1944. Under cover of night, an elite Allied squad has orders to sabotage the Axis Outpost guarding the Road to Amiens. 5km to the north, Amiens Prison holds 700 inmates, including several important leaders in the French Resistance - 12 of whom are to be executed in 24 hours! Allies must succeed or the French activists will be shot!