All current ET mapping projects


(nikita) #281

Current project is: Kotc (King of the castle)

check this link for some screenies

http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=14377&sid=fd70a281deb837fc0168fcd11ff66bf1


(die die) #282

current project is :operation lucky

info: http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=14322


(G0-Gerbil) #283

Been a long time, but here is something:

These pics are in the room marked as ‘9’ in the map above.




Very early days, am trying to crudely flesh out the whole map to get a crappy FP up and running ASAP :slight_smile:


(nUllSkillZ) #284

Good to see that you are back.
:banana: :clap:


(onu123) #285

Nice1 from GO-Gerbil!!

current project is: Somewhere In Estonia
down load and check it you self (its not completed at all): www.zone.ee/onu123 klick “edasi kodulehele” its a big button


(.Chris.) #286

Update on Battle of Wolken 4 map:

edited, pics no longer on ftp

more pictures here

The map was tested other night and apart from few missing textures all went well, release soon.

Chris


(zenith-ply) #287

Last pic is amazing. I like the ominous tone is brings to the map atmoshere/objective. Dark overhang of clouds doesn’t hurt either. I wonder if looming thunder would add to it.


(=PoW= Kernel 2.6.5) #288

Map name: Katastrophie (Kernel’s Katastrophie)

Description:
Dateline: 1944
Axis forces have used the theories of Nickola Tesla and rumors of the Philadelphia Experiment to fuel their own experiments
into the possibilities of electromagnetic forces.
Rumors abound that they have advanced to a dangerous level the could decide the outcome of the war.
These experiments are being conducted at a top secret base.

Allies are air-dropped into a small clearing within the walls of a fortified base.
They must locate the EMF generator hidden in an underground bunker and destroy it.
Along the way both teams will encounter bizzare instances of teammates dissapearing and reappearing someplace else.
Some unfortunate souls will horrificly reappear fused into solid objects.

OK - I know it sounds corney but it was meant to be a fun and interesting map.
An objective to battle over and lots of places to explore with “secret areas” to find.
A little something for everyone.

The map is currently in ALPHA testing as I am trying to tune gameplay for better balance.
It’s running on our server =PoW=Extreme (69.31.6.151) but is not intended for public distribution yet.
Stop by and see what you think. Once it goes BETA, I’ll post a link to download.
It was designed for 64 players and hopfully will still play well with 16.
During the alpha stages, I will be making changes to balance gameplay but trying not to make it easy for either team.
You will NEED teamwork to win this map.

Oh yeah - and before someone says it - FPS is excellent everywhere including in the wooded areas with arty going.

It my first attempt at mapping (for any game).

Here’s some screenies (but I did not brighten them yet):






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(sparky) #289

Current project
map name: Poopie
format: mainly constructed as a competitive map, not large enough for pub.
outline: the axis have developed a synthetic fertilizer for alternative in fuel production that would make conventional fueltypes obsolete. Allies need to steal a case of it into their truck.

Allies objectives:
Primary:

  1. Go through mushroom fields into the axis guarded outpost. The outpost is a false kioske to fool their civilians. Allies must blow the false floor in the back room.

2a. Allies drop into the lower storage room, resembles the storage room in original assault map from rtcw. There is a Command Post near an exit door that leads to stairs back outside.

2b. Outside the kioske is an outhouse about 100 feet away behind some trees. Allies may drop very carefully through a tight hole, perhaps a little more difficult to drop in through than the allies spawn holes in tc_base.

  1. Allies can go directly to the heavily guarded prototype manufacturing plant. The storage closets contain many cases of sample matter. Allies can grab multiple cases just to be secured in getting one successfully back to the truck. There is another case sample in an office on an upper floor.

  2. Allies must exit the underground lab through their underground spawn or through the office which is inside a mountain. The office exit is longer but safer by taking an elevator to a high floor and coming out of a cave. Allies must get a sample case back to the truck and escort the truck.

Secondary:
Engineer can blow office door.
Covert ops can steal a uniform to get into the office.
destroy axis forward spawn Command Post.

Axis:
Primary:

  1. Capture Axis forward spawn Command Post.
  2. Defend storage facility.
  3. Defend office.

Notes:
-Without any Axis obstruction, the allies could finish this map in about 2 and a half minutes.
-The storage cases resemble the typical radar-parts except that the chassis is shiny black.
-Flamethrower on a case for 10 seconds will make it blow up like a grenade.
-Aside from the objectives, the map is made especially for headshot fragging. Machines, stairs, boxes and other obstacles are face high, so shooting the enemy around these obstacles is best done by headshots.

Please post what you think of what I got so far?


(sparky) #290

I need some help with this project. Anyone available?


(CyburK) #291

hi im working on some new maps hopefully i get the time to finish them.
map nr 1 got such secret content i cant show it to the public right now :blah:

http://www.cyburk.net/pix/preview_01.jpg
http://www.cyburk.net/pix/preview_02.jpg

map 2 just got forgotten over the time it should be out around halloween :uhoh:

http://www.cyburk.net/pix/preview_03.jpg

http://www.cyburk.net/pix/wip_mansion_01.jpg

@ sparky

  1. Go through mushroom fields into the axis guarded outpost.

i want a Screenshot of those Mushroom fields :smiley:

greetings

cyburk


(.Chris.) #292

CyburK, nice looking maps there, cant figure out what your hiding though :smiley:

Anyway another Battle of Wolken update:

After much consideration I decided to scrap the current design of the map Wolken 1 and restarted the map for third time :bored: . This time I have opted for a smaller map with not that many wide open spaces like the last version which caused all sorts of problems, also the main objective shall be nice simple dynamite objective, but I will probably throw in a little twist with it to make it bit more exciting. After three weeks here’s what I have done:

This is the first spawn for the Allies (Big building) which leads onto a small road which splits up to either of the following places:

This is the main entrance onto the second island where the final objective is held.

This is the other side of the main entrance, where the spectator is, is the building where the main objective is to be built.

This is the side entrance, I will probably add a bit more detail to this area at a later date, and make the walls seems less squared where they have meant to crumbled.

Thats all for now, currently working on the indoor areas at the moment more pics when they are done.

Also this map is a different one to the one mentioned earlier on this page.


(Codename Ty) #293

chr1s, Any new news on Wolken 4? How is that proceeding? Still in development?


(.Chris.) #294

Codename Ty, yes it’s still in development, there were some tests on it a while back which proved successfull, all I’am waiting on is the command map, a public beta release will follow once this is done.


(Codename Ty) #295

Thanks for the update chr1s, much appreciated. Looking forward to the release.


(Yatta_Yatta-O_o) #296

Canyon_depths currently in development …
previously named “canyon jealousy”
previously named “athletics”

I guess I talked about it here like 1 year ago … I just left it getting covered by virtual dust in some old folder on a hard drive, until 2 weeks ago.

The main aspect of this map is it is big. Well, obviously this doesnt make a map good, so it has others specifities :

  • Tank escort
  • Tank Barriers & objective to dynamite
  • Flag capture
  • Fuels cans & ammo crate to pick up and bring back to the tank
  • Deploying a mobile bridge for road continuation
  • Building a bridge
  • Mains paths, side paths, tricky paths
  • Some “quite large” environments
  • Outdoor and indoor fights … and intermediate :x
  • Key capture
  • 2-Doors sas system to operate
  • A few randomly set stuff to vary game experience a little
  • stuff

Actually, the map is quite a campaign itself.

Everything works fine (the map being entirely built and scripted) and now theres the last big difficulty to overcome : optimising the map for better vis, and the most important : making it able to sustain light compilation (the process cant run cuz of memory limit, manly because theres a huge total surface that can be lit, and that I didnt “caulk” the solids before texturing them).

Thats all.
Kisses.


(OogieBoogie) #297

Story: Axis have captured a village and established a Headquarters there. They have transformed it in a Supply depot and it is perfect for supplying all the Axis forces on Caen. Allies must destroy the Supply’s so Axis can’t use them to arty the village’s near Caen and so destroying for completely the invasion of Caen. Destroy the Supply crates and they will retreat for lack of ammunations and food!

Axis Objective:
->Stop Allies for destroying the Supply crates!
->Don’t let them capture the Church House!
->Construct the command Post!

Allies Objective:
->Destroy the supply crates!
->Capture the Church
->Construct the Command Post

it’s my first map so it’s still very simple :smiley:


(dFx) #298

I am making this map from 6 month.

Name : Base
Autor : dFx
Stroy
Take place : axis basement
Goals : allies have to transmit some axis decripted documents of an allied transmittion. They must dynamit axis main doors to get flag. the transmitter have a side wall for a better protection, witch is dynamitable. The two teams can construct the command post for better time charge.
Ways :
_for transmitter : 2 + 1 trickjump
_for flag : 1 + 2 trickjumps
_for documents 2
trickjumps : listed 15.

allies spawn time : 20
axis spawn time : 25
offensive map ( 16s for allies & 20s for axis )

now lets watch some previews


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enjoy your comments.


(.Chris.) #299

dfx, looks a very solid attempt for first map, looks decent enough, not too sure about the red lighting in such a large area, also are your light textures meant to be aligned that way?

Yet another update from me:

I’ve now got a new PC and managed to fix the old one and grab all the old stuff of it and now I’am pushing ahead for a few beta releases, some private(wolken1 and 5) some public(wolken4).

Also what started out as an experiment building some airships in radiant then an airbase turned into a whole new map which for now is named Wolken5, I’ll think up subtitle for it later on.

Anyway picture time:

Wolken 1: First Encounter






Full set here.

Wolken 4: Wolkekanone





Full set here.

Wolken 5: Unamed





Full set here.

Thats it for now, feed back on the pics welcome.


(Kic) #300

interesting, I love realism