Jump to content

Search the Community

Showing results for tags 'kemon'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • The Wolfteam
  • Wolfenstein Enemy Territory Mapping
    • Map Spoilers
    • MD3 Model Request
    • Mapping help
    • 2D GFX
  • General Discussion
    • General Discussion
  • Unreal Engine 4
    • Unreal General Discussion
    • BluePrints Discussion
    • Level ShowCase
    • Master plan
    • usefull Tutorials and other helpfull ue stuff
    • Model ShowCase
  • Return To Castle Wolfenstein
    • Mapping help
    • Add-Ons
  • 3D Model Making
    • Blender
    • AutoDesk 3dsMax or Maya

Blogs

  • WolfWatch
  • WolfWatch
  • TWT's ET Bible

Categories

There are no results to display.

Product Groups

There are no results to display.

Categories

  • ET:Legacy
    • Maps
    • Models
    • Prefabs
  • W:ET
    • Maps
    • Models
    • Prefabs
    • Add-ons
    • Downloadable Tutorials
  • RtCW
    • Maps
    • Add-Ons
    • Mods
  • Nifty tools
    • Texture tools

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me

Found 3 results

  1. Ray

    Stiglitz

    Version B1

    2 downloads

    Stiglitz B1 ----------- Release Date: 31/08/2018 ----------------- This map is intended as an entry for the Trackbase, TWT, Wolfwatch map-contest 2018. I would like to thank all of the organizers for setting up the contest. It has been a valuable experience creating a map on a fixed schedule. -----Concept----- First of all, unfortunately due to the fixed time schedule, which didn't necessarily go hand in hand with the personal free time of phisherman and me (kemon), we had to make some cuts on the planned objectives. All objectives are in the map, but they are not necessarily implemented the way they were originally intended to be. - This map is intended as a new kind of objective map with a unique mechanic: escorting a script_mover freely without it being fixed to a spline path. This can partly be seen in "shield-b1". For this to function properly a LUA script is necessary. - Both the LUA script and the restricted personal time during the contest lead to the decision to opt for a standard escortable along a spline path. However, beta2 is definitely planned and will include all those shiny mechanics. -----Layout----- For the concept to properly work, the map had to be completely flat, because upwards and downwards movement would definitely cause visual glitches in the movement animation of Stiglitz. - The layout of this map is divided into 4 sections: Noble, Church, Industry and Nature. This was done to have chokepoints that Stiglitz needs to be escorted through, while still providing several alternative routes. The two middle sections both have a capturable spawn making it necessary to communicate with your team. After all, you don't want the enemy to suddenly spawn behind you! - Since the map is basically all on one level, the VIS blocking could be done differently than usual. We didn't need to create seperate valleys or closed of sections and could have everything in one giant space. This makes it nicer for the Spectator to fly around. That is also the reason why the world_clip is a func_static. So the Spectator can leave the playable area and take on vantage points outside of the player's reach, but the player is still constricted to the play area. - VIS blocking in this map works as following: -------------------------------------- -----------------A-------------------- -------______------------______------- ------| |----------| |------ --B---| |----C-----| |--D--- ------| |----------| |------ ------| |----------| |------ ______|______|__________|______|______ When being in zone A as spectator (sky) you see everything. However, as a player you can only walk around in the lower areas (B, C, D). These are the streets and the blocks are the houses which all are structural in their core. There is a giant HINT brush spanning across the whole map cutting the map right on top of the building blocks. That brush ensures that it is not possible for the engine to see into block C and D when the player is in B. This results in all detailed things going on on street level actually being constrained to that street, which even though the map is just one giant cube, ensures stable FPS. -----Story----- July 1943: Local resistance reported a branch of Deathshead’s X-Labs in a small remote village. Stiglitz, an OSA agent, has been sent to infiltrate the facility and gather intel of Deathshead’s activities. Communication broke up some days ago and Stiglitz is suspected to have been spotted and is soon to be executed. -----Objectives----- This map has one primary objective (extracting Stiglitz), one secondary objective (Command Post) and two flag spawns. Stiglitz: Stiglitz can be escorted by both teams along the spline path. Allied forwards and Axis backwards. CP: Aside from the usual CP benefits, the command post is also responsible for showing Stiglitz on the command map. If you do not own the command map, you don't see his position. Already in this version this is a rather big advantage, but with free escort movement this will basically be game deciding. Flags: The flags are located on each of the middle islands and make team communication necessary to avoid enemies falling into your back. -----Specs----- Author: keMoN & phisherman Brush count: 35.541 Entity count (total): 3.292 Entity count (ingame): 847 Development time: contest time frame -> 7 months Compile parameters: [q3map2] -meta -v -mv 1024 -mi 6144 "[MapFile]" [q3map2] -vis -saveprt -v "[MapFile]" [q3map2] -light -samples 4 -samplesize 8 -v -thresh 0.05 -patchshadows -dirty -dirtdepth 256 -external -lightmapsize 512 -shade -bounce 2 -bouncegrid "[MapFile]" -----Notes----- The mapfile is included. We kindly ask that you contact us before releasing any maps based on Stiglitz_b1. Once beta2 is released this map will act as some sort of tutorial map with an extensively documented script and if possible a tutorial video series. By doing so, we hope that we can spark a new genre of objective maps to bring some fresh wind to ET. -----Thanks to----- Direct support: • ryven for extensive support during debugging of the script_mover. • WuTangH for the broken tree model acting as bridge from Nature to Industry and the modified head model for Stiglitz to fix a visual glitch. • Everyone on the TWT Discord for helping out in one form or another. Indirect support: • Jon Swenson (=N4RC= Smokey) and Chris Swenson (Hobbie) for Axis Lab. The forwards and backwards movement of Stiglitz is highly inspired by Axis Lab. • Gordon 'digibob' Biggans [SD] for his purely magical MD3-to-TAG tool • C and Npherno for their wonderful model tools respectively • hipshot for his "miramar" skybox from http://www.custommapmakers.org/skyboxes.php • RtCW for models + textures • Detoeni for his submarine and truck models • ischbinz for textures • FireFly for his Hanomag model • RayBan for his treeline textures • Everyone else who provided info, feedback, ideas or helped in any other way.
  2. Ray

    [ETL]Bergen

    Version v3

    6 downloads

    ====================================================================== // Bergen v3 // 20.10.2018 Cedric 'keMoN' E. // http://www.etlegacy.com // ====================================================================== This map is an overhaul of the original Bergen map created by Detoeni and the Wolf Project. As part of the ET: Legacy asset creation effort certain maps are being overhauled. Those maps have been selected for their stable gameplay, even in a competitive environment. Please refer to the original_bergen_readme.txt for information, credits and contacts of the original map. -----Changelog----- to previous version: • Fixed caulk in terrain at forward bunker and northern courtyard. Thank you ryven for reporting. • Fixed side entrance being unplantable when footbridge was constructed. Thank you Harlekin for reporting. • Fixed missing footbridge related VO sound for Axis • Fixed bug where sound wouldn't play when main entrance got destroyed • Fixed 3 terrain spots where it was possible for the player to either get stuck or be obstructed in their way. Thank you Harlekin for reporting. • Added cabinet marker in the command map. Thank you IR4T4 and Ensiform for reporting. • Added lights in forward bunker. Thank you Ensiform for reporting. • Added audible feedback to generator door levers when generator is destroyed. • Added base alarm sounding whenever the transmitter area gets breached. This replaces the simple text announcement. Thank you ryven and WuTangH for debugging. • Added ambient sounds (capturable flag, crickets in nature and birds in trees). Thank you IR4T4 for reporting. • Adjusted trigger_hurt of v1 rocket to cover entire explosion area. Thank you Harlekin for reporting. • Adjusted terrain at side entrance to prevent the easiest TJs. Thank you Aciz and ryven for extensive feedback. • Adjusted MG murderhole at side entrance to reduce shooting against the insides. Also adjusted its varc. Thank you ryven for reporting. • Adjusted tree at side path to no longer be partially inside the cliff. Thank you Harlekin for reporting. • Replaced generator command map icon with standard icons to clarify mission objective. Thank you Harlekin for reporting. • Replaced tree between forward bunker and allied mg blocking line of sight. Thank you Mateos for reporting. • Removed little tree at side path blocking movement and visibility. Thank you Harlekin for reporting. • Reduced brushcount of terrain significantly and added hills between forward bunker and rear base to increase VIS blocking and performance. Thank you Aciz and ryven for reporting. to original: • VO announcements have been adapted by Radar. -- As long as both Main and Side Entrance are active VO is: "defend/destroy entrances" -- As soon as one has been breached VO is: "defend/destroy the side OR main entrance" • VO announcements for the Footbridge have been added. • Alarm now sounds in the entire base when either the Side- or Main Entrance have been breached instead of separated alarms. • The snapping of the tank at certain view-angles has been fixed • If the Allies hold both the Forward Bunker flag and the CP, the flag is "temporarily secured" until the CP is lost again. • The Forward Door (before Transmitter Door 3) is now linked to the generator. • Spectator limbo cam has been fixed (was inside of terrain). • Construciton materials have been made in the style of original maps. • Teleporter and secret room have been removed. • Axis rear spawn has been restructured to allow for faster exit. • Plane shooting down the tank has been replaced with a V1 Rocket to create narrative link to V1_Rocket map by FireFly. • Entity count has been reduced from 568 to 519. • Structural mesh and VIS blocking have been improved by adjusting vertical differences of the floors. • Visual changes have been made. -----Specs----- Author: Detoeni Overhaul: kemon Brush count: 15.520 Patch count: 811 Entity count (total): 1.517 Entity count (ingame): 524 Compile parameters: [q3map2] -meta -v -mv 1024 -mi 6144 "[MapFile]" [q3map2] -vis -saveprt -v "[MapFile]" [q3map2] -light -samples 4 -samplesize 8 -v -thresh 0.05 -patchshadows -dirty -dirtdepth 256 -external -lightmapsize 512 -shade -bounce 2 "[MapFile]" -----Notes----- The mapfile is included. AXIS OBJECTIVES Primary Objective: Stop the Allies from destroying the Transmitter. Secondary Objective: Prevent the Allies from repairing the Generator. Secondary Objective: Set up a Command Post inside the submarine pen. Secondary Objective: Prevent the Allies from gaining a foothold in the Forward Bunker. Secondary Objective: Prevent the Allies from destroying the Side Entrance. ALLIED OBJECTIVES Primary Objective: Destroy the Transmitter. Secondary Objective: Repair the Generator. Secondary Objective: Set up a Command Post in the submarine pen to secure the forward bunker. Secondary Objective: Capture the Forward Bunker. Secondary Objective: Destroy the Side Entrance.
  3. Ray

    [ETL]Ice v2

    Version 2

    9 downloads

    Kemon released a second version of his overhaul map, [ETL]Ice. Here’s the changelog from and to previous version: Added antenna to radio transmitter building. • Added missing tracemap. Thank you IR4 and Ensiform for reporting. • Fixed hovering pipes in forward bunker. • Fixed icicles brushes have visible border. Thank you ryven for reporting. • Fixed several caulk leaks. Thank you ryven for reporting. • Fixed missing texture for documents model. Thank you ryven and WutangH for reporting. • Fixed ladder of guardtower not being setstate invisible. Thank you WuTangH for reporting. • Fixed clipping issue on the watertower. Thank you WuTangH for reporting. • Clipped beams in radio transmitter. Thank you ryven for reporting. • Clipped windows in west bunker exit lookout. Thank you ryven for reporting. • Clipped tunnel borders. Thank you ryven for reporting. • Removed spikes from depot wall because they implied an obstacle in the doc-run. Thank you ryven and hatcher for reporting. • Adjusted unnecessary steps potentially screwing up the aim in key-fighting areas. Thank you ryven for reporting. — Tracks in the bunker. — Stairs to main entrance. — Red pipe near Axis north barracks. • Adjusted several boxes to improve the movement around them. Thank you ryven for reporting. • Adjusted tree stuck in pipeline. Thank you ryven and WuTangH for reporting. • Adjusted rocks near Allied south barracks to use snow texture instead of desert rock. • Adjusted walls in the two hididng spots in the bunker to be closer to original Ice. Thank you ryven for reporting. • Adjusted side wall to look pre-damaged. Thank you ryven for reporting. to original: • Improved VO announcements. — As long as both Main Entrance and Side Wall are active VO is: “defend/destroy entrances”. — As soon as one has been breached VO is: “defend/destroy the side OR main entrance”. — Added VO announcements for active map objectives when joining a team. — Added VO announcements for the guardtower. • Added base alarm that sounds for 15s when the main entrance gets destroyed. — Guardtower alarm speaker works dynamically. • Added colour-coded guiding system intended to ease new players into the map. • Added ambient sounds. • Construciton materials have been made in the style of original maps. • Doors have been widened to allow for faster movement. • Visual changes have been made. —–Specs—– Author: [?] Overhaul: kemon Brush count: 12.186 / 7.590 Patch count: 340 / 32 Entity count (total): 1244 / 250 Entity count (ingame): 279 / 249 Compile parameters: [q3map2] -meta -v -mv 1024 -mi 6144 -samplesize 6 “[MapFile]” [q3map2] -vis -saveprt -v “[MapFile]” [q3map2] -light -samples 5 -samplesize 6 -v -thresh 0.05 -patchshadows -dirty -dirtdepth 256 -external -lightmapsize 512 -shade -bounce 2 “[MapFile]” —–Notes—–The mapfile is included.Location files and bot files are missing currently.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.