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  Click here to go to the first staff post in this thread.   Thread: All current ET mapping projects

  1. #61
    I R such a liar.
    My actual ACTUAL first ET project will hopefully be done in the next few days, and is simply a conversion of MML Church.

    Starting simple so I can make sure I understand how ET works, basically.

    Then MP Forum, then Helm's Deep.

    For a look at the RTCW version of Church, go here:

    http://theburrow.rtcwfiles.com/forums/viewtopic.php?t=6

    Obviously textures / models have changed a bit (but not as much as you'd think, I got lucky, either that or my texturing was boring in the first place!).

  2. #62
    Projectname: Rescue the Maiden from the Evil Death Incarnate (=-DI-=) Cave

    Mapname: maiden_beta3.pk3

    Author: Gerald Maier (www.gerald.at / office@gerald.at)

    pics link: http://di.clanhome.nl/maps.htm
    Preview link: http://di.clanhome.nl/ (NO need to register + auth)

    Map description:
    Allies are starting in a forest and have to dynamite the cavern-main-entrance. in the cave there is a lot evil stuff.. and in the prison there is the maiden (only covert open).. then they have to escape to the forest and have to flee with the subject by a helicopter

    current Version: maiden_BETA3

    Objectives:

    ALLIES:
    * Destroy (open) the Main-Entrance
    * Destroy (open) the Side-Entrance
    * Destroy Church-Wall to Prison
    * Escape with the Object to the Helicopter in the Forest


    AXXIS:
    * Destroy the Rope (when constructed before)
    * PREVENT ALLIES FROM ESCAPING WITH THE OBJECT

    spezial thx to =-DI-= et-clan for helping and testing

  3. #63
    Mapname: Subterranean(WIP)
    Author: Kyle Moller (saberopus)
    Preview link: non yet, sorry
    Map description:

    After the bitter struggle to relieve the axis of a hold of war gold in Tobruk, the Allies have fled to an abandoned mine 27 miles southeast of the city. Withint the cavernous recesses of the earth they hid the gold while waiting for their evacuation airlift to arrive. Unfortunately for the starved and staggering allied team, the axis soldiers have tracked their movements to the abandoned tunnels.

    Three gold crates must be returned to the garage above the mines by the axis within the time limit.
    Version: v.02
    Objectives: Work in Progress, but here's the almost final structure.

    The allies spawn at the bottom of 3 mine levels, a large cavern with many precipices and ledges. The allies must set up 2 MG nests on this level and one on the 2nd level to ward off the axis.

    The axis must make their way through a variety of routes to the gold.


    AXIS:


    1) Use dynamite to take out a patch of rubble blocking the 2nd level
    2) pass through the allied 2nd level defenses (1 MG) and take gold crate #1 from side passage
    3) take either the main entrance (thru a small bunker and ladder) or side entrance( down ladder and across footbridge (must be BUILT) to the second and third gold crates, both on the last level.

    ALLIES:

    1) Stop the axis from dynamiting the rubble
    2) stop the axis from retrieving the first gold crate
    3) stop the axis from retrieving the second gold crates by blowing open a mine shaft
    4) stop the axis from retrieving the 3rd gold crate on the platform (3rd level)

    special thanks go to www.massassi.net editors for ideas

  4. #64






    btw... is there any reason why whenever i compile, the program either shuts down, doesn't compile WITH any light except for two or three point lights, or just doesn't light anything except flares?

    My compile options are fine..... I even made some custom ones.... Hmmm I'll reinstall radiant.

    ANYWAY: the above shots are the second level, with those beams and net being the debris that must be destroyed by the axis.

  5. #65
    Quote Originally Posted by opus
    btw... is there any reason why whenever i compile, the program either shuts down, doesn't compile WITH any light except for two or three point lights, or just doesn't light anything except flares?

    My compile options are fine..... I even made some custom ones.... Hmmm I'll reinstall radiant.

    ANYWAY: the above shots are the second level, with those beams and net being the debris that must be destroyed by the axis.
    Anyway the map seems really better without light. It's far more realisitc to have only light coming out of real light sources rather than emitted for walls.

  6. #66

  7. #67
    Looks good MOHAA style

  8. #68
    Quote Originally Posted by Pog'S
    Quote Originally Posted by opus
    btw... is there any reason why whenever i compile, the program either shuts down, doesn't compile WITH any light except for two or three point lights, or just doesn't light anything except flares?

    My compile options are fine..... I even made some custom ones.... Hmmm I'll reinstall radiant.

    ANYWAY: the above shots are the second level, with those beams and net being the debris that must be destroyed by the axis.
    Anyway the map seems really better without light. It's far more realisitc to have only light coming out of real light sources rather than emitted for walls.
    those are screens WITH light.... the problem is that there is ABSOLUTE black, except for a small sphere of glow around the lamps when i re-compiled.... those shots are old.

  9. #69
    You could add a little ambient

  10. #70

  11. #71
    Mapname-d-beach
    allies primary objective- destroy the ammo dump(might change)
    secondary objectives-
    1.construct the 2 beach mgs
    2.blow the seawall
    3.gain control of east bunker
    4.gain control of west bunker
    5.blow the tunnel open(alternate to seawall)
    progress 40% :moo: :moo: :moo:
    http://www.geocities.com/deathsticket/wolfhome.html
    find out the news on my latest stuff

  12. #72
    Senior Member
    Join Date
    Aug 2003
    Location
    Gothenburg, Sweden
    Posts
    116
    Most Recent Awards:

    Hello!
    Thought I'd post my message here as well...

    I',m at the moment working on a new map for Enemy territory. It's based around a small island with a local fishing village, just like those found around the western coast of Sweden and Norway.

    There is one big problem though, I don't know that much about mapping but I'm getting there. So far I've managed to create 10-11 houses of 14, all acessible(!), with 1-4 floors inside and 2 bunkers.

    But now is where I find a lot of trubble I can't get around.... Placing trees and prefabs for example. There is a tree planter button in gtkradiant but I can't get how to use it... Yes, I've searched teh net for tutorials but so far scorde no points.... And prefabs, I've tried to import them from the file meny->import ´but it doesn't work....

    If anyone can lend me a helping hand I'd be most pleased.
    Also, if anyone would like to take a look at the map just to comment it (in it's current stage), please mail me!

    Thx
    Marcus
    Marcus_XII@hotmail.com

  13. #73
    Campaign: No name yet

    Map 1: Brewery
    Map 2: The Party (or something less lame)
    Map 3: Recycling Center

    Objectives:

    In a 3 map campaign, the allies must break into the green mountains brewery to "Get the beer." They will oad kegs into a truck, and cart them off to the party.
    In the 2nd map, allies must keep the axis from capturing the girlfriends within the 30 minute timeframe. "Girlfriend Taken" *in a wry axis voice*
    In the third map, the allies must recycle a load of beer cans or kegs at a recycling center.

    Notes: I think this is a good balance, because the axis get a chance to be on offense (steal the girl). It is intended to be a funny map. I'm not sure how to make the party map more interesting, but I will take any suggestions (nothing vulgar).

    Crew: Dr_Mindboggler and General

  14. #74
    i'm also working on a map, it's in beta stage and i need someone to host the file or/and server
    http://www.splashdamage.com/forums/viewtopic.php?t=3447
    look in this treath

  15. #75
    Hummer:
    My current ET project can be found at:

    http://www.hummerdesign.com/et/
    That map looks amazing so far, I like egyptian stuff so this is well suited for me.

  16. #76
    I've just updated my site of pictures of my map in progress Apennines Research. So go check it out the link is in my sig.

    Objectives are as follows:
    1. Destroy the Communications Radio
    2. Destroy the Garage Door
    3. Construct the Bridge
    4. Destroy the Generator
    5. Construct the Foot Bridge
    6. Breach the Cellar
    7. Capture the Forward Spawn
    8. Construct the Command Post

  17. #77
    Finally finished me map MML Church ET.
    Except of course... I forgot to bring my FTP details, so will have to wait until tomorrow to take a look

  18. #78
    Senior Member
    Join Date
    Jul 2003
    Location
    England, UK
    Posts
    460
    Most Recent Awards:

    Link is in signature of my map

    Apply for beta

    Limited spaces and very few spaces left (maximum 4)

  19. #79

  20. #80
    THE ALLIED FORCES HAVE TRANSLATED CODE THAT TELLS OF A SECRET AMMO DEPOT CALLED CEMENT ISLAND. THE AXIS PLANE TO USE IT IN A MAJOR ASSUALT ON STATIONED ALLIED TROOPS. DO ALL YOU CAN TO DETRSTROY THE AMMO DEPOT!
    i'm a long time mapper
    and i rarely make public ones,
    but there good.

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