Introduction
Before I begin, I would just like to say that I have absolutely NO idea about how to use the editor for ET. I’ve downloaded it. I’ve fumbled around with it. My head exploded. No thank you! Therefore, the purpose of this thread is to share with those of you who actually enjoy the editor for what it’s worth, and know how to use it, my ideas. I’m hoping that one of you fine people will catch the desire in the campaign that I want to see composed for ET, as it would be absolutely awesome to play.
I ask only that you read this post thoroughly before judging, and save questions and comments until you’ve finished reading it. Also, if there is any chance that one of you DO make this campaign possible, I do not care if I am credited for the ideas. I just simply want to play these “dream maps.� 
Campaign Map List
Map #1: Omaha Beach Invasion
Map #2: Normandy Hedgerows
I did have an idea for a third map, but the problem was that it didn’t exactly fit in with the actually series of events in the campaign. Therefore, I took it out. Since the Rhine River map is by itself, then that could be the third installment of this campaign.
Map #1: Omaha Beach Invasion
For an overhead view of this map, please click here. I would like to announce one thing before I go on. The initial spawn point of the axis is actually within the top two main bunkers. Their spawn points will be moved to where it is signified on the map once the allies have breached the bunker door.
Note: The blue circles on the map I have provided show the locations of axis mounted MGs or MG nests.
Now for the objectives. Please note that tactical simply means the same thing as optional, but is necessary for getting an advantage in game play. Those of you who play ET will know this.
Allied Objectives:
#1 Cut through the barbed wire defenses.
#2 Breach the sea wall.
#3 Construct an MG nest at the lower trenches. (tactical)
#4 Breach the door to the main bunker.
#5 Construct a command post within the lower bunker. (tactical)
#6 Destroy the radio controls in the radar building.
Axis Objectives:
#1 Construct a command post within the radar building. (tactical)
#2 Construct a command post within the lower bunker. (tactical)
#3 Construct an MG nest at the lower trenches. (tactical)
#4 Protect the sea wall.
#5 Protect the main bunker entrance.
#6 Protect the radio controls.
Now, the only things I should be explaining are the things on the map. It would help much better if any of you have seen the movie Saving Private Ryan, or have played the game Medal of Honor: Frontline Assault. The only reason I bring those references up is because on the map I have provided lists “Elevated Hill (for cover from bunker fire).� This ‘elevated hill’ is just high enough so that when the allies crouch or lie prone behind it, the axis won’t be able to fire down on them from their bunkers.
I require that a fine line of barbed wire be cut before getting to the wall, so that the axis team has just enough time to man their stations, build their command posts, build the lower trench MG nest, and plant mines around the lower trench area. The MG nest in the lower trench area is important because it peaks over the sea wall. Because it does this, it can aim at allies taking cover behind the ‘elevated hill’ if the gunner aims to his right.
Respectively for the allies, the MG nest in the lower trench area will be crucial for taking out gunners from above. It can rotate 360º and can aim as high as the main bunker level. Therefore it can take out gunners trying to prevent the allies from breaching the main entrance to the bunkers.
I’m hoping that the barbed wire defense can be breached by using just the pliers instead of a dynamite or satchel explosion. Either way, cutting through it should take at least 15 to 30 seconds. This is fair enough for the axis to have time to prepare their stations and strategies. (The more engineers you have plying the wires, the faster it will go.) Also, please note that this barbed wire defense isn’t the only barbed wire on the beach, it’s just the only barbed wire that a player cannot run through and still survive.
After the sea wall has been breached, the allied engineers will be asked to breach the main bunker door next. The rest of the allied team can either hang around the lower bunker door (which is immediately to the left after breaching the sea wall) and hope an idiot axis player comes down to let them in, or the team can hang out inside the small bunker inside the lower trench area. (Inside this bunker is a health and ammo station.)
When the main bunker entrance has been breached, the small bunker within the lower trench will become the new allied spawn point. Also, the axis spawn point will be moved to the location specified on the map I provided.
Engineers will need to make their way to the lower bunker and build a command post there. Doing so will move the allied spawn point from the trench bunker to the lower bunker.
The passage way within the main bunker will be as confusing as the one in the Sea Battery map, it will have three main floors:
Basement: This is the floor that you first enter after breaching the main bunker door. This floor only consists of about four rooms, plus a murder hole that aims into the lower trenchs from the entrance. (It should look like the one featured in MOH:FA.)
First Floor: This floor will lead the allies to the lower bunker, and the command post within it. Also on this floor are a series of storage rooms and axis barracks bunks.
Second Floor: This floor is actually the two main bunkers. Two staircases lead respectively into the first room of each bunker. Inside this first room provides an exit to the upper trench area and an entrance to the assault room where the axis fired down at the beach.
In the upper trench area, there are a few small bunkers that players can use to cower from attacks. One of these contains a health and ammo station. Another contains a passage way straight to the axis barracks (this passage is signified by the dotted red line).
Well, that’s all I can really say. I don’t think I left anything out for this map, but if I did, drop me a line at cjwatkins7@sc.rr.com, or just reply here and I’ll see if I can answer your inquiries.
Map #2: Normandy Hedgerows
I don’t have a map drawn for this map idea yet, but I’ll just lit the basic elements.
The allies spawn within a forested area with a tank at either spawn point. (That’s two tanks, and two spawn points.) The allies will have to get their tanks past the axis stronghold, which will be the initial axis spawn location.
The axis stronghold will consist of a pillbox, a barracks, a camo-net covering an MG nest, an MG tower, and one command post. Also, there will be sand bags surrounding the perimeter. I was hoping that the trees in ET could be fitted with ladders and deer stands so that snipers can camp within the trees to fire down at incoming allied troops.
Anyway, the allies objectives are to move either tank past the axis stronghold. There will be junctions blocking both of the tanks’ paths and will have to be destroyed by dynamite in order for the tank to continue. These junctions are basically hedgerows that block the tank (if this can be done in the editor then just make it tank barriers). I also hope that there are sherman tanks in the editor because it would look awfully strange having the allies escorting panzers or tigers.
The point of having two tanks is to keep the axis busy trying to fight on two fronts. One tank will pass on the left side of the stronghold and the other on the right, so the axis will have a hell of a time trying to keep the tanks destroyed, especially when the allies will have field ops sending artillery strikes right at their door.
That’s all I really have to say for this one. It’s probably a bad idea, but whatever.



