All current ET mapping projects


(Bulletbait) #341

ET_Tower: this is a ‘fun’ map giving both teams the same set of objectives. This is along the lines of ChickenBucket or GoldenDunk.

The primary/winning objective is to score 500 pts … scoring is accomplished by having team-members on the roof of the central tower. Scoring is 1pt per second per player on the roof, or 2 pts per second per player on the tip of the antenna… though it’d be hard to get more than two players up there.

I’ve been fine tuning things to give each class a reasonable level of action on the map. While at first glance, the strategy may seem very simple, the more its played, the more variation will appear. Teams will have to be somewhat adaptive.

Pictures and download available here:
http://www.daveregis.net/mapping/domap.php?Path=beta&Map=Tower

NOTE: download the ET_ version… the DM_ version is for HL2DM.

Known issues:

  • HOM effect at the allies bunker jump-pad (right at exit doorway)
  • CP sound-effects sometimes play before they are built
  • Allies constructable is easy to be in while building for some reason.
  • Trees are not uniformily climbable


Created a “new map” thread HERE


(Kyuubi) #342

I have made Out Cold not very promotid
so you will only find it in 1 server :stuck_out_tongue:
I only need to make now it with snow effect


(fliquid) #343

Map name: Basecamp Transmission (working title)
Map description: The Allies have to prevent the axis from transmitting highly sensitive data.

Map objectives:
Allies:

  1. Get passed the axis camp in the forest.
  2. Get past the bunkers.
  3. Get past the trenches and axis security gate.
  4. Destroy the axis radio.

Axis:

  1. Stop the allies from reaching Basecamp.
  2. Protect the radio.

(fliquid) #344

Map name: Basecamp Transmission (working title)
Map description: The Allies have to prevent the axis from transmitting highly sensitive data.

Map objectives:
Allies:

  1. Get passed the axis camp in the forest.
  2. Get past the bunkers.
  3. Get past the trenches and axis security gate.
  4. Destroy the axis radio.

Axis:

  1. Stop the allies from reaching Basecamp.
  2. Protect the radio.

(zim) #345

Map Name: Day of Suffering
Map description: (Still working on it) Something with escorting a tank and stealing an objective. (there will be no truck for the objective) :wink: (it wont be as boring as it sounds) I plan on adding some good twists to the objectives, should make for good teamwork & gameplay.

Website: http://etdos.weebly.com/


(BigBadWolf) #346

I started on a new map last month, after deleting everything i had eirler this year it was a hard decision to start maping again, but i thought id do it as a contribution to the luny fam and the game. Heres a couple editor screenshots, still a lot i need to do, getting ready to start texturing the inside and then hopfully get the outdoors done and start on lighting/entitys/whateverelse. Who knows when it’ll be done, but it should look kick ass.


(walk_on_sky) #347

looks nice! i like the first picture… nice brushwork…
i am looking forward to in-game screenshots with nice lighting (but i know, that this is probably gonna take some time… :wink: )

walk_on_sky


(Cambodunum) #348

im done, ive finished my first map :slight_smile:

… i wont win a contest with it … but im proud of myself :wink:
its a deathmatch - map … so not everyone will love it :wink:
i dont wanna beat around the bush:

greetz Cambo

Download: There you are!
currently playable: 85.131.253.49:10000 -THE>FIGH+CLUB<XPS … V2.55 :slight_smile:


(89blitz) #349

Making a map called Air Gun
The attacking team is allies
and the objective is steal the tank from a axis garage and escort it to the axis air attack base and destroy all 4 of the air guns so that the allied artillary can bomb the village where all the axis supplies are kept

I had some screenshots but i got a new comp and i only got the .map so i cant be asked to wait a long time for compile :stuck_out_tongue:

But when i really want to test it i will post some screenshots :slight_smile:


(Cambodunum) #350

here’s the new version of my map MADBUNKER … :

Download: There you are!


(89blitz) #351

Good map but the only little bad thing about this map is the lights need to strecth the brush a bit so the texture is not so squshed and the sides need to have a diffent texture but apart from that its good :smiley:


(BaronBlabla) #352

I am currently working on a map called ‘Hill 400’. I finished 2 big bunkers with surroundings so far, one of them contains loads of bugs so I’m not going to use that one. I’ll send some screenies soon. Now I’m working on the biggest bunker on top of the hill. It’s going to be a hell of a job to finnish that hill.

Baron


(broloi) #353

Right now working on a project called Goldeneye Dam. Its a remake of an old map that was in a 007 game for the N64.

The allies are attacking and need to get a truck to a point, then get some explosive from the truck to blow two gates, and last destroy a sub lying near a dam.

Check out the stuff here: http://bunker.aaxxss.com/forums/index.php?showtopic=16155

And some screens





(walk_on_sky) #354

what about some larger screenshots? we can hardly see the map… :wink:

walk_on_sky


(broloi) #355

Updated the screenshots…


(Darkix) #356

OMg, you need some help with it Bro?
I have the N64 game and system to go along with it LOL :slight_smile:
I’m oldskool. Hehe.


(broloi) #357

Not really, its going fine right now :slight_smile:


(stebbi67) #358

Hi all.

I think it is time to conitribute to this massive thread :slight_smile:

I’m working on a remake of ammo bunker 2. I have removed the actual ammo bunker so I do not really think that I can call next version ammo bunker X. The game play is also quite different from ammo bunker 2.

If I manage to fight of all the compiling errors and fps will be desent then this map should come out perhaps next month.

Working title “Al Kad”

The screenshots are a bit large so I just add a link here to two screenshots :

http://stebbi.homeip.net/temp/al_kad1.jpg
http://stebbi.homeip.net/temp/al_kad10.jpg

If you are interested to see how Ammo Bunker 2 looks like :
http://stebbi.homeip.net/ammo_bunker2/ammobunker2.html


(rambo13) #359

V2 assembly depot is the name of my 1st map

Winter 1943, London is supressed by V2 rocket attacks. British Intelligence Agency has located a small assembly plant for V2 rockets. Allied forces tried to take the assembly plant out by bombing, but the mission failed and they were only able to destroy the major barracks sentrying the depot outer perimeter. Now it is Your duty to go there and eliminate the threat to the Britain

Allied forces invade to the depot submarine base which is used to load V2 rockets onto U-boats, your mision starts from here: you must capture a huge axis abondaned barracks. Steal an axis Jagdpanther, escort it to the depot gate and blow it open. Penetrate inside the V2 assembly plant and Destroy the V2 launching controls and a V2 standing on launch pad and another V2 what has just been completed in the plant and is waiting for transport to the frontier.

Axis objective is to prevent Allies from destroying the V2 rockets and its launch controls.

Duel Village (the name might change) is the name of my 2nd map, just easy objectiveless fraggmapp


(aaa3) #360

2007 summer: first concept and dreams… http://www.splashdamage.com/forums/showthread.php?p=170275&postcount=337
2008. IV. 5.: started it; my first map
2008. IV. 14.: [original post, a bit altered] very first shot of my 0,5% complete very first map: danube

note it is in very (!) early stage of development… i planned it last summer to make, but as lazy as i am i couldnt get myself to actually start the work:) circa 1.5 weeks ago i opened radiant and made the first steps in a long long … :smiley:
bridge is a mock-up for scaling reasons, i leave it there until the model getting there. square boxes are playersize brushes (72x36x36unit) :P. water brushes will get all faces but top caulked and compiled with reyalps priority version q3map2 but till that all face is water. thats why the ugly artifacts. clouds, sky, in general all textures, and anything, also just testing stage. many of the visible stuff on the pic will be removed or altered, but they are helping during the construction and experimenting.
the early drawing from last year.
i will do farplane culling, i rly hope its an omni-vincing magic fps-wise, enough on its own… :stuck_out_tongue:
2008. IV. 19.-20.: second shots. map is not more than 5% (1-3?) complete. still most stuff on pic is temporary only (no phong, no blending, no foliage, no custom textures, complex brushwork instead of model and simple clip brushes, terrain shape, mock-ups, …).

right side: another one; now as the most essential core (temp., ofc) is in place, preparing it for bottesting
2008. IV. 20.-21.: installed omnibot, made basic script and arena file.
2008. IV. 24.: currently debugging script and will make waypoints for bots then. very rough underground path and sidepath have been made.

left: just a pic, right: had to rework the whole first part, dont want it to be a sniperfest afterall :stuck_out_tongue:
2008. IV. 25.: expanded script to a wannabe fully featured one without ironing out the bugs in the simple one. lol. now its even more unworking mess. so currently working on it; and started making the textures.
2008. V. 29.: after an almost aw month complete pause (was busy in KO) now i’ve took it up again, and yesterday made the priority-water. now making the terrain shader and finalizing the plain-side terrain, and add foliage, trees, etc. after it will be the same following, at the mountain side. i also decided to scale up a bit the m. side.