All current ET mapping projects


(TosspoT) #141

Dabell that maps looks fuckin nice, what sorta objectives is it?


(G0-Gerbil) #142

The Colombian Jungle Training level is in progress too, so they are happy :wink:


(Menzel) #143

A beta version of my current ET map is available here:

http://www.farmingtonco.com/ro/downloads/bulge_beta1.zip

The filesize is approximately 17MB. There are screenshots of the map available on my homepage, just follow the link in my sig. If you do run through the map and see any bugs, glitches or problems not mentioned in the readme please send me an e-mail or a PM.

Thanks!
Menzel


(MrLego) #144

Nice looking map Menzel - Did a run thru on it tonight.

You sure do turn out some quality maps.
:drink:


(Theisy) #145

I gave up on my previous map when I realized the gameplay sucked. I then left mapping for a few months. I’m now back with a new project that I’ve codenamed “city”. (Obviously I’ll create a better name nearer the completion of it.)

The basic idea is that the allies are attacking an axis fortified city somewhere in the desert. They are doing this as they want to destroy a radio transmitter that is crucial to the axis war effort. However the word fortified is the problem as the allies must destroy gates, build ladders to scale the walls and/or sneak in the back. This is a mammoth task though so the map won’t be ready for a while :frowning:


(TosspoT) #146

I’ve just seen return of the king a few days ago, disapointed, Gerbil i need your map to restore my faith in lord of the rings, any news?


(G0-Gerbil) #147

Really, that’s a bugger. It’s not out here until the 25th. I’ve read some reviews and I know I’m going to come out with a mixture of ‘wow cool effects, great film’ while simultaneously screaming ‘WTF did PJ do to the book, it’s an abomination!’. I LOVE the books, and while I also really really love the films, as an adaptation, it’s probably one of the worst I’ve ever seen - more so because I know the source material so intimately.

That someone could spend 50 years creating what is widely believed to be one of the greatest works of all time, and some fat git and his bird think they can improve in a year or so of ‘tweaks’ strikes me as egotistical to say the least…

On other news, tomorrow I’m away for a month. Bad timing really…
So, I’m simply going to try to get out a playable, working version of my map tonight. Unfinished, not even in alpha state as far as I’m concerned (the whole caves bit won’t even be in it), but there you go. Should be fun to come back to a month’s worth of bugs and criticisms - extensive README with this one I think (although of course most people will ignore it :frowning: ).


(Ubiquitous) #148

There are glaring omissions (No scouring of Shire), but it was still the best movie I have seen all year.


(Rayden) #149

My first ET map :beer:

please let me know what u think about the screenies till so far (thx :stuck_out_tongue: )
its still far from finnished (not yet lighted, only sunlightning)

there are a few buildings like a watergate (dutch sluis) and some indutrial buildings, a few corn fields and a downstreaming river


(chavo_one) #150

Looks very nice Rayden, but 15 fps?! And you are still building! At some point you are going to have to decide whether you are creating art or a map. As nice as the reflecting water is to look at, you are probably going to have to remove those portal surfaces.

Again, gorgeous screenshots though! :slight_smile:


(Rayden) #151

thanks for your reply.

15 fps, yes only run a 32 MB gfx-card, and set the screensize to 1600x1200 to take the screenies :slight_smile: (cropped again in photoshop to 800x600)

still have to make a lot of vis blockers to get the fps better. also havent set any detail brushes.

when i run the map in 800x600 with 32MB vid the fps is about 80 / 90 in open area’s (thats ok i hope ?)

can you please explain what portalsurfaces are? or is there allready a post in the forum (ill check now first)


(chavo_one) #152

Ah, I was mistaken. In your screenshots, I thought I saw reflections on the water surface. This would be done using the misc_portal_surface entity. But after another look, I see that it is simply the architecture under the water that I saw.

misc_portal_surface entities are used to make mirrors. The drawback is that this doubles the triangle count because the game has to render the room and its reflection. I thought that this might be causing your low fps.

IOW, ignore my criticism, and continue mapping! :drink:


(Rayden) #153

2 chavo - ah ok, no mirror used in the map :wink:
anyway its a great idea mirroring water, but too pitty it eats the FPS

i like critical comment better as just a ‘great’ or ‘cool’ :wink:
that and reading are the best way to learn


(Drakir) #154

New project in the making, “Navarone” !

After over 2 weeks break from mapping i couldnt keep myself away any longer. I have made up my mind on what i am going to do this time. Its the map i intended to make for RTCW that later became “Big Guns”, at the time i wanted to make this map i didnt have the mapping knowledge to make all the stuff i wanted in the map so i had to go for a much easier design.

But now i feel pretty well prepared for the task and are looking forward to bringing this map to life. Enough chatter, the map i am going to make is based on the movie “The Guns of Navarone”. For you who havent seen the movie:
The Germans are planning on executing over 2000 english soldiers on a Greek island called Kheros. But the Allied forces are not going to let that happen so the plan a rescue via see. But in the waters leading into the island of Kheros is a nearby small greek island called Navarone. On the island of Navarone the Axis have 2 huge cannons inside a cliffwall with a shooting range of 200 kilometers. So to be able to get the rescue ships past the guns of Navarone they send in a small troop to blow the cannons from inside the fortress in the cliffside. The team has 5 days to do the job before the ships comes sailing by the island If they fail they will be responsible for 2000 Allied soldiers lifes.

Anyhow, the map i am making is based on the movie and will not be about the complete mission. Although i am trying to get the best parts into the map. I am on my second day of mapping, and sofar the terrain is set and i have started to make the Allies first task to make, and that is climbing up the south hillside on the island of Navarone as that is the least guarded place on the island. After the climb they have to secure their position in an old temple ruin. (in other words capturing the forward spawn)

I have made 2 pre-alpha screenis for ya, more will come as i get further into the map.


(Someguy) #155

Wow, those ruins are just like the movie! Great job.


(HerrK) #156

Cool idea…the first screens looks very good! :clap:

A classic-movie…

(NdK) :wink:


(Schaffer) #157

Good work Drakir,

Great movie and will make a good map. I know there where a few variations on RTCW, “Big Guns” which I had played a bit and also “The Guns”. I didn’t know that you had done “Big Guns”

Keep up the good work :drink:

I am happy to do any Beta testing for you on this one. I have been involed with Beta’ng for Chavo One with Venice and also for Menzel and Kommando.


(neotic) #158

Project Name: Island (for the moment)

What looks better? Evening or midnight?




Axis Objectives (not seen): Defend radar, stop Allies from advancing.
Allied Objectives (not seen): Repair bridges leading to the summit of Axis controlled isle, the radar and blow it up.


(blushing_bride) #159

Gothic Cathedral

Still got a long way to go with this. I may lengthen the nave and trancepts if framerate allows it but i also need to add lots of clutter such as choir stalls and a pulpit. Nearly all the texturing will be replaced at some point if i can work out how to make decent textures. Anyway this will form most of the first half of the map. Still to be made are the cloisters, a crypt and a phat underground cavern…


(Shai) #160

OMFG!!!

Fucking awesome!!!

What are the objectives?