Thank you Zer0Cool 
just because im bored...
added another model of a gramaphone to the exisiting projector sample map, plus added a light beam effect
model for the projector which can be added seperate

projector_gramaphone.pk3 here http://raybanb.googlepages.com/projector_gramaphone.pk3
@Avoc
you can use an animmap or a roq video to simulate the motion picture, if you choose to
go with a roq, you should try switchblade which you can get here
http://icculus.org/~riot/
there are a few sites out there that have stock wartime video reels, you can google ww2 video.
but you would have to format the video at 256x256 that will playback at a 4:3 ratio,
best way is to create a video at 256x192 and then stretch that into 256x256
now as for animmap… the animation can freeze in certain server situtations, and as for the number of frames
you can use, i have seen up to 16 being used in stock et shaders, although the documented limit is 8…
i have used more than 8 with no problem, but again… its the freezing that makes me prefer roq videos in
certain situtations.
just some screenshots of my upcoming ctf map, since im really close to packing it up…




that war-table is a misc_model in ase format i made in blender, here’s the file for it
if anyone needs… well, a wartable. its the table/map and flags in one model
http://raybanb.googlepages.com/rayban_wartable.pk3
since its an ase, you can change the materials with a text editor… say… make the table metal
instead of wood… ect… ( the flags cant really be changed though… since they rely on a specific shader/texture )
et_beach mortar bombardment using etpro map scripting to add new entities, along with two
different animated md3 models to simulate a large dirt splash where the mortar hits.
crappy youtube vid
this is just a test, i wanted to see how hard it would be to add something like
that to an existing map using the etpro mapscript commands… turns out, it’s pretty easy.
looks really good, but looks like something is exploding out of the ground like a huge landmne or summing
trying to emulate the mortar splashes in cod, whats missing is the sound for the video ( which i didnt add ) of the mortars coming in.
but it could be used for landmines… its a small mesh scaled to 16 for the mortars…
sorry, been a way awhile…
some of the stuff i posted here was used in a ctf map for www.BuffaloBadAss.com, the map is
a ctf called Castle CTF, 9 flags or 25 minutes, there is a scoreboard ( hence the reason i went
with 9 flags… ) and there are health and ammo powerups scattered around the map.

its a large roomy map meant for 64 players… or at least i provided spawns for 64. capturable spawn
points at the right and left crypts, new sounds, new models, new textures.
here is a photobucket link for screenshots ( some were works in progress that have changed )
http://s101.photobucket.com/albums/m63/Shadder_2006/bba0-beta2/
the map has gotten smaller, since i was running into the com_hunkmegs problem… which is
not really a problem, but many players do not know how to ajust it, so it became a problem
quickly… there was 3 levels, and i ended up chopping a level out.
here is a crummy youtube video showing a gear room which is behind both bases, this one
had the 3 levels, it has since gotten reduced for the new beta2,
currently the map is now running fine in its 2nd beta test on the bba servers,
bba1.BadAssServers.net and
bba2.BadAssServers.net
i have played it quite often as i can, and its been pretty intense action through out.
there will be some slight changes made for the final version, but by all means drop by the
bba servers and have a game of it, i’d like to hear all remarks about it.
also, there’s a few secret places/things thoughout the map, for players to stumble upon.
EDIT:
Although this is a BBA map, it can be used/played on other servers, providing the bba logos/textures
remain unaltered. This map is currently in beta2 stage, there are some known errors but gameplay is
fine.
here is the readme
bba0-beta2 Castle CTF
Map made by Rayban ( raybanb@gmail.com)
for BuffaloBadAss ( BBA Clan - www.buffalobadass.com )
an online gaming comuunity.
---------------------------------------------------------------------------------------------------
General Information:
Title: BBA0 - Castle CTF
Game: Wolfenstein - Enemy Territory
Filename: bba0-beta1.pk3
BSP Name: bba0-beta1.bsp
BSP Size: 22meg
Version: beta 2
Release date: 03-04-2008
Mods: works with standard ET and most mods ( etpro, jaymod... ect. )
Gameplay: CTF ( capture the flag ) ( wolf_mp only, no lms )
Players: 64 player spawns ( recommended for a larger server up to 60 players )
Round time: 25 minutes
Spawntimes: 2 seconds ( bba servers run it at 15 seconds i believe, which works fine )
CTF limit: 9 flags
---------------------------------------------------------------------------------------------------
Map Description:
It's a classic Capture the Flag map, set in and around a large castle, with
capturable spawns to the East and West. A multiple layered map with the flags
located on the main top level, while the command posts for either team are located
on the lowest level.
---------------------------------------------------------------------------------------------------
Objectives:
Allies:
Main - Capture more flags than the axis before time runs out, or Capture all 25 to win.
Secondary - Build a Command Post.
Others - Capture new spawn positions in the East and West Crypts.
Axis:
Main - Capture more flags than the allies before time runs out, or Capture all 25 to win.
Secondary - Build a Command Post.
Others - Capture new spawn positions in the East and West Crypts.
---------------------------------------------------------------------------------------------------
Additional Game Info:
A scoreboard system is in place, that will show up below the health and stamina bars, in red
and blue numbers to indicate score.
---------------------------------------------------------------------------------------------------
Thanks to
The helpful members of the SplashDamage forums ( www.splashdamage.com ) as well as the talented
creators who make up the splashdamage team.
- Zeus and the rest down at buffalo bad bass servers for some great games.
- Mikael AKA Maverik for his lamp models ( http://www.wemakemaps.com ), modified for this map by me.
- Tombstones Pack By Arcana ( http://www.wemakemaps.com )
- Hitler skin for H-Bot model made by Leon ( head texture )
- Sounds found at theFreeSoundProject ( http://freesound.iua.upf.edu )
---------------------------------------------------------------------------------------------------
Permissions:
This map was made for the bba clan, but can be played on other servers as well, providing
none of the bba specific logo's are altered. Basicly the map cannot not be altered.
This level may be electronically distributed only at NO CHARGE to the recipient and MUST include
this .txt file.
Wow - the map looks amazing - you have an eye for detail.
The map is in rotation on those servers? will have a look.
You made those lamps/lights models? looks great
thanks for the comments,
[QUOTE=Magic;176544]The map is in rotation on those servers? will have a look.
You made those lamps/lights models? looks great[/QUOTE]
the map is currently in rotation on bba servers 1 and 2,
the lamps/light models were made by Mikael AKA Maverik ( http://www.wemakemaps.com )
this model was a map model made for q3, but what i did was
alter the light faces to use a et shader to emit light, and i removed the glow and turned it into
an ase so i could compile it in the map, but it turns out, this is what caused my hunkmegs
problem, since i have a few hundred of these everywhere, all that tris added up to over 37,000
faces in the map, so i ended up splitting the model in two parts, the light faces to be an ase, so
they get compiled in the map, and the housing made into an md3, so i could load it as a
game_model.
there was an even lower level ( it now has 2 ) and i ended up removing it to help ease the
hunkmegs, but it turned out that wasnt the problem… and after i fixed the light issue i was
to lazy to put the lower level back in…
but after playing this more compact level with over 50 players, i believe that lower level was
not needed anyways, since running around in the map currently, you usually just bump into
1 to 3 players in the larger area’s, since everyones scattered around the map.
when the map ends, which ever team won, you get a camera view of their end room,
either the allied command room with the projector and film ( with music ) or the axis room
where they are constructing the hbot ( also with music ) but these two rooms are also part
of the secret area’s and a player can get to them if they know how to.
there is always a winner, no tie game… if both teams have tied scores, then whichever team
touches the enemy flag last wins.
the gear rooms have some nice sound effects, and that part worried me since when i was
making the gears/chains/pendulum i didnt know how i was going to add sounds or even find
the proper sounds, but this place here http://freesound.iua.upf.edu/index.php ( thefreesoundproject )
is an amazing site to find some nice quality sound effects.
tyvm, i was just wondering and had absolutely no idea how could i get legit sound files…
nice sound loops/effects at that site, you will probably have to ajust/edit them… and for that
i recommend goldwave sound editor.
The map absolutely rocks, always new things to find and crawl around onto and into, not to mention the fun of good old Capture The Flag play. Ray’s work is awesome, but that goes without saying.
You can download the map obviously by playing it on our servers : bba1.badassservers.net or bba2.badassservers.net or from our file redirect repository:
http://www.buffalobadass.com/server-files.html
I didnt link the file directly so as the final etc comes out I dont have to update the link, current map is bba0-beta2
i will post a script patch for the bba0-beta2.pk3 map, it has some script fixes that currently
run on the bba servers, but was not included in the beta2 pk3, simply because that is a beta
version, and helped to find some errors… so if any server admin wants to run the map in its
current beta state, you will need the patch.
but before i do that, lets do some vermin…

Animated roach md3’s for et, 4 different models,
r64_1.md3 1 single roach moving within a 64x64 grid size
r64_5.md3 5 roaches moving within a 64x64 grid size
r128_1.md3 1 single roach moving within a 128x128 grid size
r128_5.md3 5 roaches moving within a 128x128 grid size
they crawl… they scurry… they… well, thats about all they do, in a predesigned
path. there are two types of shaders included with the roach textures, one
that has leg movement for the md3’s, and one that has no leg movement
for a roach that just sits still, it does however have antennae movement.
both shaders use animap textures, 7 textures per shader to simulate movement,
although the animap can break during long server running time, the animations in the
md3’s still simulate running roaches, so it should still work out if that occurs.
a sample map is included, run the rayban_animated_roaches.bsp to check it out.
get file here http://raybanb.googlepages.com/rayban_animated_roaches.pk3
EDIT: made an error already =/, i uploaded a newer version of the roaches since i forgot
to add a cull none to the shaders, in case someone wants to put them on a window or
something… its good to go now.