All current ET mapping projects


(Schaffer) #201

Looking nice there Gerbil :slight_smile:


(Loffy) #202

I can almost feel the ground shake from those elephants. Keep up the work! // Loffy


(blushing_bride) #203

aye thats coming along great, textures need a bit of work though :wink:


(]UBC[ McNite) #204

I wonder how you want this to get going without FPS dropping to zero… the skybox must be HUGE :eek:
Is it possible to divide the whole box into several small skyboxes so you get into another skybox each time u pass a gate?

I mean, in my map FPS drop to 35 in some spots now and I own a x800Pro :disgust: i think i ll really need to use hints and VIS blocks effectively to make players have decent FPS in the open areas.


(G0-Gerbil) #205

Well, before I started on the map I worked out how I’d do VIS etc, and it’s entirely feasable as far as I can tell.
I’m drawing the whole map currently (No structural except bounding box) and I get maybe 150 fps even on my crappy set up, with all brush faces textured.
It’s all down to planning.
As an example, if you are say, on the third level, you have the high walls of the upper levels on one side, and the third level’s defensive wall on the other side - you actually don’t get to see much of the city itself, so it will VIS quite well I believe, although it will of course be hint-brush crazy to ensure splits in the right place.

As for the size of the skybox, it doesn’t really have a concept if ‘size’ it just draws what it needs to. Having said that, I’m working in my own fake skybox for various reasons which won’t run as fast as a proper one, but will allow for various special effects throughout the level. Oh, and it most likely won’t be having moving clouds (just a static skybox I’m afraid).

I think most maps have FPS problems through either bad planning or misunderstanding of the whole nature of the VIS process. I was pretty pleased with the framerates on Helmsdeep (although I intend to increase them outside for the next version) - so it is possible to do large areas with a reasonable amount of detail and remain playable. I actually think much of Minas Tirith will run at speeds most people won’t believe possible, but of course if you do choose to go spectator and look at the whole map you’ll run into problems, same if you decide to ‘do a Denethor’ - but in either situation you aren’t actively ‘playing’ the map so I won’t really care about your framerates :wink:

In other words it’ll be tailored specifically for players - I won’t (and can’t) make an entire city be viewed and maintain a reasonable framerate. I know there’ll be issues, just not for people actually playing the game.

On a side note, it looks like a 1 hour timelimit might not be long enough!


(lispider) #206

Hey I am totally new to the mapping community but am in the process of creating a new trick jumping map called “Bounce Below” it is well along its way after a weeks hard work I have 11-13 objectives (jump to flag). I could really use some help on lighting and general geometry. I have learned a ton and have been working on the map almost 24/7 for maybe 6 days. I understand how to use the cutting tool etc and am working on all the detailing and such. I could really use some collaboration on my map if anyone is willing, otherwise I will go it alone. If anyone is willing

spider@teamlithium.com

I would also like to include a fighting area in it thats small but good for practice.

Overall as far as the jumps they are probably 10 times harder than maniac mansion but still possible at 76 fps :slight_smile:

If anyone wants to take a look http://www.teamlithium.com/li_hardcore_tj.pk3 thats the alpha test name of the map till I get all of it ready for beta.


(]UBC[ McNite) #207

Hi everybody,

after mapping like a madman for nearly 5 weeks now and after getting a lot of help from y’all I thought it would be a good idea to give you an impression of what I am asking all these stupid questions for :smiley:

So check out the pics and descriptions here: www.ubcclan.com

btw… graphics come last for me, and as the whole map will under to a select all and caulk it don’t look too close on textures-work :bump:


(M8DNephelim) #208

Hi people! I am M8D Nephelim of M8D International: www.M8D.org.
We @ M8D have always encouraged map makers by putting custom maps on our main server M8D International Gamma Server but since a while now we have taken this one step further.
We have 2 Betamaps servers up and running, of course only with maps in Beta stages!
We are searching day and night for new maps to put on rotation on these servers thats constantly full, test them out in a fun firefight and in the same time look for bugs.

We are trying to work close to the map makers via email and PM´s on our website.
Please help us help you by registering at our website and giving us your ET Maps!
:notworthy:


(WeblionX) #209

Map Name: Oil Rig 2

Map Description:The Allied Powers have constructed a prototype off-shore oil rig to help easy the pains of their oil consumption. The Axis are on their way by boat to attempt to destroy it to put a crimp on their fuel supply.

Map Objectives:
Axis:

  • Destroy the tower
  • Construct a command post for a foward spawn
  • Secure the lift breaker for secondary access
    Allied:
  • Defend the tower
  • Prevent the Axis from constructing a command post
  • Defend the lift breaker

Notes:

  • In etmain the command-map icons appear on wrong levels. This is a problem with etmain.
  • High tri-count. (I am still working on it. :expressionless: )
  • Bland metal textures (I’m not good at finding/making textures…)
  • Terrain/sky is being worked on
  • Currently at beta 3

Screenshots(Not always online):

http://weblionx.no-ip.org/RTCW/images/2004-07-28-205639-oilrig2.jpg
http://weblionx.no-ip.org/RTCW/images/2004-07-28-205658-oilrig2.jpg
http://weblionx.no-ip.org/RTCW/images/2004-07-28-205708-oilrig2.jpg
http://weblionx.no-ip.org/RTCW/images/2004-07-28-205716-oilrig2.jpg
http://weblionx.no-ip.org/RTCW/images/2004-07-28-205743-oilrig2.jpg


(.Chris.) #210

oh sorry just realised that ftp was down in my earlier post, well theres too many pics to host and there isnt much point as ive ditched that map and started making the third map in the ‘Wolken series’ decided to leave second map out cuz will take some more planning.

Map Name Battle of Wolken The Axis Strike

Map Description After the embarrasing defeat in the outer regions of Wolken (first map) Axis forces plan to attack and Allied controlled area where intelligance indicates some important information about Wolken can be found. Axis must retrieve this information and escape using a plane Allied forces manged to steal from them in an earlier battle (Eagles Nest, second map) however the plane is out of fuel this will have to be found in the area.

Map Objectives
Axis:

  1. Capture the forward bunker
  2. Destroy the main entrence
  3. Destroy the side entrence
  4. Steal the documents and return to plane
  5. Steal the fuel can and return to plane

Allied:

  1. Defend the forward bunker
  2. Defend the main entrence
  3. Defend the side entrence
  4. Defend the documents
  5. Defend the fuel supply

Pictures





EDIT: (at this moment in time pics of old map work http://digital.dyns.net/chr1s/battleofwolken/ )

EDIT 2: http://digital.dyns.net/chr1s/battleofwolken2/ some new pics of second map and all other ones linked to up above, catch them while ftp still working.


(lispider) #211

Bounce Below was officially killed and was officially redone under a new name Area51, the reasons for this was bad vis bad geometry bad everything. Please if you see a copy of li_hardcore_tj.pk3, DO NOT DISTRIBUTE IT!!!

Use this instead http://teamlithium.com/area51_a3.pk3

This map comes as is and is in development, but since I have had alot of requests for my map via email I would at least like to provide something thats playable.


(repT|Le) #212

my first attempt ever to create a map:

map development name: Mountain Strike
type of map: infiltrate & destory/steal (not sure)

notes:

  • an uphill attack by allies
  • a lot of climbable and destroyable objects
  • its rather a small map

webpage:
http://reptile.webhop.org

wish me luck because im gonna need it… a lot…

PS: i’ve set up a list of working ET models on my page. take a look.


(Shaderman) #213

webpage:
http://reptile.webhop.org

PS: i’ve set up a list of working ET models on my page.

Thanks a lot! Could we have this sticky under TUTORIALS AND ET MAPPING RESOURCES please?


(Malverik) #214

is it possible that some of those models are from custom maps? I can’t find floor_worklamp and searchlight in the pak0.pk3 just to name a few


(WeblionX) #215

It seems like some are from RTCW.


(repT|Le) #216

like noticed some are from rtcw (not from custom maps for sure) but come with radiant install and work without any invervention, just load’em up. only ~15% of the rtcw models worked for me (others being unusable finished in the recylebin), so i made a list of them which do work. i thought you all have them. guess i was wrong. :slight_smile:


(asw) #217

HI all

my map " Battery Vara " is ready for download

The 16.8 MB download ishere

more Pictures of the map from the first shot to one of the last can be see Here at the Forum Level-Desinger.de ( only in german, sorry)

If anyone have questions about the map , mail to me ( asw@epost.de)

and now have fun and gerat fraggs

greetz from asw ( germany)

Clan [EGN]asw and Staff of Level-Desinger.de


(MrLego) #218

Blushing Bride, Once again nice work. :notworthy:


(=ds=bart) #219

heres the project im working one it not with allot off mountains cause its located in belgium.
at river den_ijzer http://uk.pg.photos.yahoo.com/ph/mijnendonckx/album?.dir=8751 here are some sreens.
this battle realy happend http://nl.wikipedia.org/wiki/Loopgraven
its in dutch butt its just for info to those ho wanna know.
:clap: :clap:


(Higgins) #220

My current map can be found here, all my progress.

http://splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=10044&postdays=0&postorder=asc&start=0&sid=f7221b5b07c4dd8d75a8e08a3b69a9e3