Basic Information

Author : Rowan...

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Basic Information

Author : Rowan Drew aka 'aussieAllie' playing ET, 'ausman' in the forums Email address :

Map Information


Game : Return to Castle Wolfenstein: Enemy Territory Title : subway_beta3 Filename : subway_beta3.pk3 B3 Release date : 15-03-2005 Decription : While on the retreat the Axis have planted dynamite in an key african city subway which threatens to destroy its foundations. The Allies have to remove the dynamite threat and detonate the explosives safely before valuable resources are detroyed. The dynamite planted contains tapped circuits and disarming them will only trigger the blast.

Program : SD Radiant 1.4.0

Build time : 15 months Compile time : 10 mins Compile machine : (most development) pIII 450mhz, 320mb ram, TNT16mb yes it is possible to map with this!!(except for lighting) (final compile) AMD Athlon 3000+, 1024mb ram, Geforce4 64mb

Installation : Place the subway_beta3.pk3 to your etmain folder, select it from the multiplayer->create server menu or bring down the console and type: map subway_beta .

Custom Textures : 25 Custom Sounds : 34 Custom Models : 8

Info! This is my second map in what will hopefully be of many. After 15 long months of a hugh learning curve and countless hours of cursing, throwing, crying, searching for answers in the darkest of places and juggling time between study, work and mapping, i've conjured up the 3rd beta release of my subway map. I'm rapidly running out of things that I want to do with this map and this would of been a final release if it wasn't for the glaring issues of last beta. So once again i want your opinions, criticism and gameplay judgement spelled out for me. This 'will' be the last beta before final.

#Some interesting facts are; 3 scripted trains 2 scripted boagies 1 truck stolen from goldrush 1 script which has been really heavily sworn at 192 splines used 325 models included 6 design programs used 28 fights with the girlfriend over spending too much time with the map 48 crashes of my computer somehow related to my map 630hrs trying to nut out problems

#. version BETA3 info ==compile== q3map2.5.16 :BSP -meta -mv 1024 -mi 6144 :VIS -vis -saveprt :LIGHT -light -fast -samples 2 -patchshadows -external -lightmapsize 256 -approx 8

==problems fixed== 1. Etpro problem where on etpro servers you couldn't tranfer dynomite to the chamber and finish the map. (should be fine now) 1. Disappearing models(yeahaa!), seems my dodgy train models caused it 2. Trains follow tracks more precisly, all trains are better flowing 3. Hull better designed. Thanks to Detoeni who greatly helped to fix the hull issues. 4. Subway walls and tracks are more flowing 5. Some wall textures in the city changed 6. Spawns in south station moved, since some players spawned inside the capture flag 7. Headlights on trains softer

==new things included== 1. New train models! Thanks again to Detoeni who redesigned the trains and showed me how you really model 2. Smoke in subways 3. Sound of dyno train crossing tracks 4. Once the allies construct the chamber, axis cannot destroy it 5. Axis can now blow generator using satchel charge 6. Misc bits and pieces

==problems== 1. This is where you tell me, email Get all your probs in since its last beta.

#. Version BETA2 info: ==problems fixed== 1. Clip added at top of east station bridge 2. Dynamite problems during transfer to chamber eliminated 3. Terrain changed from vertex to lightmapped

==new things included== 1. All train models now have spraying head lights on them 2. Allies spawn changed to 20sec, Axis spawn to 25sec 3. Looping trains made quicker for allies spawning (1 loop = 40sec approx) 4. We chamber explodes, damage is now pushed out 5. More models around the city 6. All constructibles now have flags with them 7. Ambient sound added around whole map 8. Generator has sound as well as door close on chamber 9. Voice command system implemented(sorry for the words train and chamber, its not easy making "train" using words truck, tank and construct) 10.Individualised stations more, new architecture, textures 11.Spawns increased from 16 to 32 players 13.Some other stuff I can't remember

==problems== 1. The same as in beta, disappearing models. 3. I've played around with the script movers, but it is mission impossible getting a long train model to stay on the tracks all the time, i'm trying hard but not sure I can get the models following much better, if only work wasn't so time consuming(poor excuse yes)

#. Version BETA info:

==compile== Release date : 08-07-2004 q3map 2.5.14 :BSP -meta -mv 1024 -mi 6144 -v :VIS :LIGHT -fast -samples 2 -filter -patchshadows -external -lightmapsize 256 -approx 8

==problems so far== Disappearing attached models on dynamite train and looping trains. I had to make them invisible on the dynotrain script before they magically disappear otherwise the models wouldn't be able to be called back(yes, very strange).

Special thanks and Credits to: A very special thanks to detoeni who helped redesign the hull, create better model trains for me and helped in smoothing out the trains, made life a whole lot easier! Also to WeblionX and the kind people at surface forums, Feel like u want to map come down to surface and we'll help you get started. You great peps at Splashdamage forums, Revos & all server admins, and players of the maps who pointed out some of the issues for me The makers of ET, Splashdamage Numerous tutorial makers My poor pIII for putting up with me once again, u did well baby Last but not least my girlfriend Nikky, who kept me sane so far during the tough times plus more again(b2) and again(b3)

Copywrite Copywrite Rowan Drew 2005. All rights reserved. This pk3 is allowed to be downloaded and redistributed for free but in no ways is the contents to modified without the consent from the author, email Always happy to help.


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