September 7, 2004
Map Progress - Axis Spawn
Here are a few different shots of the Axis spawn area.
There are currently ten spawn points for each side.
I am getting a steady 75 FPS in the entire map - even when throwing air strikes every three seconds.
August 23, 2004
Map Converted to RTCW
After much fustration with trying to use things in ET that were broken or incomplete and finding suitable snow textures and public domain models, I have decided to port this map back to RTCW where it originally was planned.
Here are a few screenshots of the new outdoor portions of the map.
June 27, 2004
Map Progress - New Objective Model
After not working on my map since April, today I found a few hours to debug the objective script, complete with a new model and screen graphics.
The icon graphic change is programmable from within the map script and the new document objective model is available for other ET & RTCW maps as well.
The screenshots show the new model and in-game objective icon.
April 20, 2004
Map Progress - New Allied Spawn
I am about 90% done with the outside area of the map and I have posted three new screenshots of it.
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New Allied Spawn...
I decided to make the Axis team spawn in the hut and the Allies spawn inside of the house.
It seemed to make sense to put a radio in the attic of the house so the Allies have someplace to return the objective to and end the game.
There are a few ways into the house, the side door or the windows. There are even a few climbable trees that allow you access to the storage area roof and the second floor windows.
After putting a few hint brushes in and finally getting around to clipping the mountain tops the framerate went up and the triangle count went down. I can still look the length of the valley and cut the FPS in half, but now it only drops down to 60 FPS. Everything inside of the map is now made of detail brushes as well - the only thing structural is the skybox.
I lowered the sky so that the number of portals decreased by 25%. I tried to cut it in half but the trees kept creating compiler errors so I had to leave a void under the terrain - it's only 32 units tall and will not impact the framerate much.
Trees, Trees and More Trees
This map is loaded with trees. I am seeking for a certain look that for the most part, I have achieved. Because this map is not intended to be played competitivly I took some liberties and created a dense forest. The cost of this is in Framerate
Normally I get over 200 frames per second in the valley, with the trees in there I am dropping down into the sixties. The triangle count is very high due to the branches. I also had to put them into the map as "misc_model" entities so that they get properly illuminated and cast the correct shadows. This means that they are part of the compile process rather than being dynamically loaded at game time.
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April 13, 2004
Skybox Test Map
Here is a small map that I made that demonstrates the usage of a custom skybox in Enemy Territory. I have been using skyboxes since the Quake 2 days and recently discovered that many new mappers cannot get them to work. It's time to try and give something back to the community and hopefully this helps someone.
The map source file is included in the zip.
The actual skybox was created by Sock - his website is Here
You can download the map zip file Here
March 24, 2004
January 1, 2004
The holidays really sucked up most of my free time for map making so there has not been much progress in the past month and I have stopped working on the main map for the moment. I found the need to test some things out on a much smaller scale and to that end I have created a few small "test" maps where I can debug objects and scripts without disrupting the main map.
Some of these test maps were originially created last summer, they are small and compile quickly.
Test Map #1
November 28, 2003
I have started the basic layout and construction of a main map area in the map editor. I went through several versions of this large structure before I got the scale correct.
I have been seeking textures for the past week with little success. I will probably have to make them myself.
Because Enemy Territory is a free standalone game, most of the Castle Wolfenstein texture set was omitted from this game. What I am left with is mostly African themed textures - nothing gothic in nature there.
November 22, 2003
I have started work on the new map. It has a gothic theme and is intended to be a fun map. Doing the research for this one has been time consuming. When I announce the title I will go into more detail as to why this is so difficult to put down on paper (and in the map editor).
November 16, 2003
New mapping project
I have started research for my latest mapping project and I am trying to put the concept and game flow down on paper. This will probably take all winter to complete, there are many things to create that don't currently exist in ET. Some of these things are currently beyond my skill level - mostly texture creation, scripting and modeling.
If I do this right it should be a great map to play, with potential additonal maps added to the storyline.
I am keeping quiet about the title and theme until I have a playable section with some screenshots. I would like to make sure that I can create this map first. Once I announce it I am sure that there will be all kinds of comments about it - good and bad.
August 19, 2003
May 26, 2003
I was working on this RTCW map when the Enemy Territory tools came out. When I converted this from Vertex lighting over to lightmapped terrain I ran into some problems with the lighting of the terrain and decided to leave it alone for now. The terrain is completed - I am very happy with how well it turned out. Once I become more proficient with shaders I may continue with this map.
Mapname: Snow Valley
Status: Waiting to be converted to Enemy Territory