All current ET mapping projects


(Aikon) #181

Makin’ a map based on Final Fantasy VII, the Makoreactor

Mapname:
Makoreactor nr1

Author:
Aikon

Link:
still working on the website

Objectives:

  1. The Axis must breach through the Controlroom-entrance and open the Elevator
  2. The Axis must get through the reactor-room and destroy the mako-reactor-room Entrance
  3. The Axis have to fight their ways through the Mako-room and destroy the Makoreactor.

Special stuff:

  • A few wicked easter eggs
  • Global music
  • Matrix-like hallway…an eye-creamer basically :stuck_out_tongue:
  • More stuff to come!

Updates will follow.


(HITMAN007) #182

:banghead: http://hitman007.webcindario.com

VILLA FRANCE… INCOMING
TRAINING CLAN --READY

SCREENSHOTS http://hitman007.webcindario.com


(oceansofsadness) #183

Mapname:
transylvania

Author:
sadness

Link:

Objectives:

  1. The allies must breach some walls
  2. the allies must destroy dracula’s grave

Special stuff:

  • lava
    -…

(thore) #184

Working Title:
Japanese Relic

Authors:
Naked Pope a.k.a. Shaderman and me

Setting:
uhm, japan?
allies are looking for some nifty buddha statue that is told to improve
the owner’s battlesense. the statue is located in a temple environment
up high in japanese mountains.

Allied Objectives:

  • blowing up the door of a workshop and stealing the bell striker
  • carrying the striker to the bell tower
  • assembling the striker at bell post
  • hit the bell with the striker
  • wait for the temple doors to ‘open’ and get the buddha statue
  • escape by getting the statue to a rowing boat at a nearby river

Screens:
none yet… no really, you don’t want to see those crappy blocks =)


(blushing_bride) #185

Hey Thore nice idea for a map. ive been thinking of doing an asia based map for sometime now but have yet to get round to it. this awesom site has loads and loads of reference pictures that might help you.

http://www.orientalarchitecture.com/


(Davros) #186

yeh, thats a really good site bb :drink:


(thore) #187

whohooo! nice site, thx blushing bride!
i googled around for hours collecting links and pictures dealing with japanese architecture, but that site kinda sums it all up :smiley:

since i’ve recently read here and there about ppl doing / planning asia based maps, it might be a good idea to assemble some
theme-pack? models of lights, stones, shrubs, trees together with some textures and completed with some typical sounds…
if there are ppl out there who would like to contribute some models (statues, vegetation, rocks), textures (tatami, shoji…)
let me know. if there are more asia maps being developed, it would be nice to keep pk3 sizes small by not having the players
to download basically the same textures with every map… releasing a theme-pack and referring to it in the readme or
near the map DL (e.g. ‘you’ll need asia-theme-pack.pk3 in order to play this map’) would save time and space.

again, thx for the link, bride… :moo:


(G0-Gerbil) #188

Might as well mention here.

  1. Update to MML_Church. Includes outdoors, and escortable tank and truck, a la goldrush. In conjunction with Ratty Redemption.*
  2. New map currently boringly entitled MML_Fort. Huge scenery with central old-style fort. Working on new objective ideas at the mo. In conjunction with Ratty Redemption.*
  3. Minas Tirith. Big project, don’t expect any time soon. But already think I have plenty of ‘never-before-seen’ ideas (although that’s a lie since I’ll probably test most of 'em out in some form in the above two maps!).

For more info / pics / feedback: http://theburrow.fragland.net/forums/index.php

  • He of cool shaders and terrain fame from the q3map2 forum :wink:

(Ifurita) #189

Thore, look for a Q3 map called Japanese Gardens - some very nice architechture there. Also, you can check out Bubba’s Arena

http://planetquake.com/bubba/prefabmodel.html

For a couple of prefabs


(Thujalvi) #190

Buddhas would be China, not Japan. :nod:


(thore) #191

nope :wink:
searching the web for pictures i quite often found temples with buddha statues…
in addition you might want to have a look at this page to get a quick overview on
japanese religion. if you have more detailed information that ould prove me wrong, feel
free to show it off :moo:

btw thx ifurita for those tips provided. will have a look…


(Ifurita) #192

http://planetquake.com/lvl/comments.asp?id=44 <---- Japanese Castles by Gizmo (one of my favorite Q3 mappers)
http://planetquake.com/lvl/comments.asp?id=1135 <---- Japanese Gardens for Urban Terror (Q3 mod)


(nUllSkillZ) #193

Prüfstand VII
Due to the lack of my phantasie and the circumstance that I 've found pictures by chance I will try to build my first map that is based on a historical evironment.
Prüfstand VII (test stand VII) has been part of the rocket center Peenemünde and has been used to test the Aggregat 4 (the german propaganda has named it Vergeltungswaffe-2 or V-2 (vengeanceweapon-2)).
On 3rd of October 1942 the first rocket that reached space was launched from this test stand.

Many men and women have been killed through this rocket.
As forced laborers through the construction of the space center or the construction of the factories or as victims of the usage as weapon.

So the thrust to space and with it in the end the flight to the moon is based on the sweat and blood of some tenthousands of people.

First an aerial photograph:

Second a picture of a model:

Dimensions:
The oval earthwork is about 150 * 100 metres (164 * 109 yards) and 15 metres (16 yards) high.
The rocket is 14 metres (15 yards) high/long.
The factory is 30 metres (33 yards) high (other source 35 metres (38 yards)).

Objectives:

  • Destroy the A4 rocket prototype on the launch pad
  • Steal the construction documents from the factory

Allies will spawn in the lower left corner (top view) near the oval near the building.
Axis will spawn in the right side (top view) of the oval.
A Command Post and an Ammo/Health Cabinet will be on the right side of the gap of the oval inside of the earthwork.

If you like this idea feel free to use it.
As far as I know me I never wil bring this map to an end.
There are some more pictures of this area.


(]UBC[ McNite) #194

Hey,

just found this thread and wanted to post about the remake of the RtCW map mp_theriver which was mapped by TanyaCheex. I m doing a remake (credits for the maplayout go to TC).

Hopefully nobody else had that idea before me :eek:

For pics on the map look at www.ubcclan.com The map will go into testplaying soon, but I won’t release it until its final (and there will be only 1 final).
And just to add my opinion about all the beta, beta2, final, final2 and even alpha and pre-alpha releases: GODDAMNIT mappers that s a real bad habit and unnecessarily screws up the etmain-folder of any player of custom maps…

McNite


(G0-Gerbil) #195

And just to add my opinion about all the beta, beta2, final, final2 and even alpha and pre-alpha releases: GODDAMNIT mappers that s a real bad habit and unnecessarily screws up the etmain-folder of any player of custom maps…
Will you still be saying that when your map is released with bugs in it? :slight_smile:
The more testing the better.
While I agree there’s a point at which there’s too many releases (final should really be final, if big bugs slip through at that point, then erm, well, did no-one test at all?), I also believe private testing alone is not enough (as well as hard to organise, especially if you are not affiliated with a clan). Also bearing in mind that these map releases can and often are months apart, it’s not a big deal.
If you can’t be arsed to delete earlier versions, then it’s no suprise that your etmain/ gets cluttered so quickly. But most say in the README to delete earlier versions, and it’s just good practice anyway.

If you don’t like it, then only download maps at final stage. I’d never recommend private testing only until final, it’s pretty much a recipe for distaster.

On the other hand, looking forward to the map - you’d just better hope it’s bug-free :wink:

BTW it says on your site you did try to get in touch with TC to get permission for the conversion, so kudos for trying, as well as being prepared to do the remake the hard way, from scratch :slight_smile:


(]UBC[ McNite) #196

Well you can bet your ass on me trying real hard not to let any bug slip through… if you find one you ll get a beer for free :beer:
Btw we didn’ have such a release-chaos with RtCW did we?

And, yes, its a complete rebuild… from the very terrain to the last brush everything redone, nothing prefabed and imported… freggin’ lot of work to get the distances right (build-compile-test-build-compile-test…)


(G0-Gerbil) #197

Well you can bet your ass on me trying real hard not to let any bug slip through…
Well of course no-one WANTS to let a bug slip through, but they happen. If you honestly think you’ll release a bug free map then you’ve never mapped before, nor probably written a computer program either :slight_smile:
Bugs just ‘happen’, they are never planned - all you can hope is the ones that do slip through don’t affect the game.
I seriously think you are going to run into trouble not having a public pre-final release. Have you considered just one, the one before final, as ‘last-chance’?

Anyway, rebuilding from scratch is cool - sign of a true fan :slight_smile: I remember that map fondly, and actually think it will make for a decent ET map (unlike the official RTCW map conversions). I don’t remember the villa though? What are you adding that’s not from the original?


(]UBC[ McNite) #198

The whole northern part is added (Villa, tunnels, cave with tram engine) to make it a 2-stage map. Nevertheless you will be able to win the map in about 2:30 (my personal record on river was 74 secs including 2 kills :banana: :banana: :banana: ). I want to keep the character of the original (it being FAST, HARD and FUN). (That s y I m going to disable mines on almost all of the terrain, they just slow the game down.)
Also the tramstation is undergoing changes (to make it a real place), and the bridge from escape truck to tram station is added cuz Axis needs it to reach tram station fast. The bridge is func_explosive with health though so it can (and for tactical reasons should be) destroyed when Allies take over tram station.
Slight changes happen to Axis spawn in the compound cuz the whole building of TC just didn’t work out in real life. Also both inner spawns get 3 exits due to the artillery-spamming you can get in ET.

We ll playtest this map with about 20-30 players a whole evening to find out about the gameplay. If we think the northern part sucks I ll just cut it off the map.
The whole rest is original in layout and objectives, but trying to make the environment and buildings be more realistic.

About the release: there s constant reviewing by clanmates (all serious river-fans) and i m in contact with some competitive clans who said they d look closely at it so I m pretty positive i can do without a pre-final… but if you like you can have a look at it when its playable.

Ah, and, yes this is my first map. But hey, I earn a lot of my money with things I do to MS Excel and MS Access so I know about bugs :smiley:


(.Chris.) #199

hey up everyone!

just found this thread here and thought i would let you know of my upcoming map, it will be my 1st release but 4th map ive done before some pics i beter explain the map.

The map is set in the vast land of Wolken, the soldiers were dumped here after some accident during some trench digging on the eastern front, basically some idiot hit a precious artifact with a shovel that started to make equipment dissapear then personel!!!

Wolken is made up of various islands and each island may have a different climate of neighbouring islands making wolken a strange place to live and fight in. Howerver the islands aren’t ploating around in some grand sea, oh no, they are floating in what seems like clouds but dont be tempted to stray into the clouds as there is inmense pressure that can crush a man!!!

anyway this map is planned to be the first of a few maps set in this land, in this map the allied forces must gain controll of an axis controlled region of wolken, in order to achieve this they must gain access to a tank, escort it to a fortified island and knock out the radio equipment to prevent axis calling in help!!

PICS!!! http://digital.dyns.net/chr1s/battleofwolken/
sorry there in a bit of a muddle :smiley:

the map is taking longer than planned cuz ive had problems of every kind, atm iam making the map smaller cuz i had major VIS probs due to huge open areas in my map, now its not that big and i hope to have first version out for private testing really soon. the tank is gunna take up some time though!! expect many surprises in this map.


(G0-Gerbil) #200

Just to prove I’m making progress: