What did you use to make the rocksides?
map: AA-Guns
please, please, please, don’t make polls for new maps, just show them, if you need to be stroked, get g/f, b/f w/e to do it.
yeah, i know it’s empty but it’s a global pic. (It’s nog finished). I’m working on it and i send pics of how i create my map. So i update it if i have created something.
Hi people! I have new pictures of my map!
The outside of the big camp of the axis:
The inside of the big camp of the axis:
When you are out the first building:
i pimped the begin:
Hope you like it!
damn i like this supply look-a-like, only add a few rocks to pics 1 & 2 and itll be almost perfect.
i like it too, if i were u i would just change the skybox to a brighter one, the map is too dark imo. Maybe try the oasis skybox?
it looks like it is dark but if you start up wolfenstein ET than change your settings of your monitor to a brighter one.
so i think it’s bright enough
I always use the default brightness setting in ET for testing my lighting. IMO everyone should use that when judging whether their lighting is bright enough. It’s rather annoying to have to adjust brightness levels from map to map when your in the middle of a game. Your brightest areas should be seen clearly at default value, and the darks should not go completely black (although other mappers will undoubtedly disagree with me).
If you light your map on the assumption that everyone can increase their brightness, you asking them to compensate for a poor lighting setup. Of course, screenshots are usually darker than the map actually appears ingame - even with default brightness settings.
However, one of the biggest lighting problems I see in new maps is the combination of a bright sky with dark ground textures. Your map is not bad as some I’ve seen. But this combination can leave your map looking like a bad photograph - all bright on top, all black on the bottom.
I believe you are using the fueldump sky. That shader’s brightness is calibrated for a white snowy environment and is probably not bright enough to properly light the darker temperate textures. On the flip side to that, the temperate textures in ET were only used in a nighttime map in the stock maps. So their color values are better suited to look good against a darker sky. Of course, with a sufficiently bright sun, they will look good on any map with any skybox.
The easiest solution would be to copy the fueldump skybox shader and apply that to your sky. Then you can play around with different brightness values in your shader file. You can also use the default shader and combine it with an sun entity to kick up the brightness a bit.
yeah. you are right. my settings for wolfenstein aren’t as the default settings. i’ve changed it and i shall change the light of my map. thanx people! 
some new screenshots:
inside the building at the center of the base of the axis:

And i have 1 question. is it better to make the ground grass or make this ground desert?:

lighning still a bit strange, but its better.
btw put some better graffic settings when u are going to take screenshots…
Objective:
- escort the tank to the wall/bunker
(2 barriers)
(if the tank passed the 1e barrier, the allies gained the spawnpoint inside of the 1e building)
> the tank blow the gate
- activate the train switcher
> train goes away and an other train goes inside the bunker.
> dynamites are inside the 2e train
(allies gained a spawnpoint inside the bunker)
-
bring the dynamites (2) near the anti airplan guns (2)
-
blow the anti airplane guns (2)
> allies win
> airplanes can now fly over the destroyed anti airplane guns
i like the desertmaps in generous more than the random grass maps but desert looks strange with the surrounding setting so i would say grass for your map 
yeah!!!
i’ve finished the base of the axis (i think).
say it when you think it’s not finished 
(i’ve created a red light that’s going on and off, sometimes it’s red on the screenshots and sometimes not
)
Screeens:
YEAAAAAHHHH!!! (i’m happy
)
to do:
- area of the 2 anti aircraft guns
- inside some buildings