This is the Labor of love of a relativly new mapper, new in the sense that its his second map but its been in the works for 13 months

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File Description

This is the Labor of love of a relativly new mapper, new in the sense that its his second map but its been in the works for 13 months....

I quickly playtested this and what on first glance appears to be a small level end up being a humongous level. With 3 levels and 4 objectives., this would be a great map for a large ammount of players providing there are spawn locations aplenty.

The level looks great and actually seems like parts of it wouldn't be outta place in cairo. Hopefully some servers will add this to their rotation just to give it a try!!!

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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_beta2
Filename	: subway_beta2.pk3
B2 Release date	: 16-01-2005
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 	: 13 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_beta2.pk3 to your etmain folder, select it from the multiplayer->create server menu or
                  bring down the console and type: map subway_beta.

New Textures	: 21
New Sounds	: 1
New Models	: 5

This is my second map in what will hopefully be of many. After 13 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 2nd beta release of my subway map. The map
has not much to go, and again i want our opinions, criticism and gameplay judgement
spelled out for me. This should be the last beta before final.

#Some interesting facts are;
			3 scripted trains
			1 truck stolen from goldrush
			1 script which has been heavily sworn at
			195 splines used
			323 models included
			6 design programs used
			25 fights with the girlfriend over spending too much time with the map
			46 crashes of my computer somehow related to my map
			600hrs trying to nut out problems

#. version BETA2 info
	:BSP -meta -mv 1024 -mi 6144 -v
	:LIGHT -fast -samples 2 -filter -patchshadows -external -lightmapsize 256 -approx 8

	==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

	1. The same as in beta, disappearing models. I've realized that it really doesn't make a 
	   difference to gameplay so if it can't be resolved by final version, so be it. The problem 
	   is do with my map layout and the portals, but i'm not going to rearrange my whole level, I
	   just don't have the time.
	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)
	2. This is where you tell me, email .

#. Version BETA info:

	Release date : 08-07-2004
	q3map 2.5.14
	:BSP -meta -mv 1024 -mi 6144 -v
	: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).
	   Cause: this occurs only after vis compile
	   fix: absolutely unknown, u have an idea, please please email me
	   or pm me in surface or splashdamage forums.

 Special thanks and Credits to:
The kind people at surface forums, esp Detoeni and WeblionX, (Det i spelt your name correctly this time)
You great peps at Splashdamage forums, 
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

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

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Registered 7th February 2005

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