Three and a Half new Maps!

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[ARGW] Tenebris
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Three and a Half new Maps!

Post by [ARGW] Tenebris »

Well, people, my mapping team (just one guy) and myself have been away for a few months... But we didn?t stop mapping, so here we are, announcing the final release of our three new maps:

Assaulting the Reichstag:

A huge, highly detailed map that's set on the soviet assault on the german Reichstag of Berlin, on may 1945.
For MOH:AA, the map has two objectives for the Allies, one on the top of the building and the other on an underground bunker; constant respawn (dmrespawning = 1, Omaha Style) and almost 100 absolutely custom textures (not old-moh modified textures).

Regensburg Research Facility (V2.0):

Available in both OBJ and DM versions (therefore, 1 1/2 of a map), this is a medium sized map made in less than 20 days, in the style of the good old V2 map, with openable fences, heavy concrete doors, complex use of meshes and custom rain (not made via weather.scr). The OBJ version has two objectives but, actually, one objective for each team. Axis have to destroy an Allied Sherman Tank, while the Allies have to destroy a Prototype deep inside the facility.

Quake Revival: Quilomb on Planet Chortor:

A very crazy, absolutely nothing to do with the MOH world. But, since we started mapping for Quake 3, it was just natural we went back to it. So, here it goes this adaptation of that great game to Medal.
Map is, from the mapping point of view, impressive (yeah, we?re pretty much proud of it). On the texturing side, it?s 100% custom, and there?s not a single original texture in it - All textures come from the Quake games, from where we adapted some of the most impressive texturing effects. We got pretty damn good at shadering, so you'll find here really cool Steel, Chrome and Tin effects, moving lights and animmaps (animations over texture), hellish animated skybox, pools of acid slime and rivers of volcanic lava...
And on the lightning side, we didn?t just limit ourselves to the usual radial and sun lights, but we took spherical light to the limit, making textures to be the actual emitters of light, to the point on which we believe you?ll find the entire map?s lightning quite impressive...
And, still, the map has 4 fully operative independent elevators, 4 teleports, many jumppads and lots more of all that insane stuff that was the everyday's bread in the Quake world...

Now, the maps can be all downloaded from:

http://argw.gloop.com.ar/mapas.htm

SCREENSHOTS AVAILABLE ON SITE

Mark the fact that site is in spanish... But just look for the following links:

Objetivo: Reichstag
Death Match: Regensburg 2
Objetivo: Regensburg 2
Death Match: Quake Revival

NOTE: The Quake Revival map includes a music soundtrack that needs to be installed separately... Read the readme file for full info on installation.

Thanks, enjoy, and keep mapping.
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Post by Rookie One.pl »

I've just looked at the screenies and all I've got to say is 'wow! :shock:'. The Reichstag map looks just beautiful... Downloading them all at the moment, going to check them out soon! 8-)
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lizardkid
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Post by lizardkid »

completely speechless. you guys made Q3 look exactly like Unreal. i am impressed beyond words... :shock:
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quake-revival

Post by bobzilla »

First, your map is totally unreal! As a MOH mapper, I find it refreshing and unique amoungst a bucket full of destroyed village maps. The "HARD CORE" MOH mapper here most likely will not endorse it as it is outside
their realm of WWII. I enjoy custom textures and mapping outside the box in MOH as evident in my R.A.T.A.R. map. Keep up the good work.
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lizardkid
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Post by lizardkid »

There are plenty non-historic maps for you gamers who just want to play and dont care about anything else, I like history with them because i'm a WW2 buff now. this map is a beauty :D
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Mj
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Post by Mj »

:D

I agree, I enjoy mapping outside the box, but I never yet tried outside the engine! Great job guys!
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diego
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Post by diego »

I finally got to play that Quake Revival level on a server last week. It looks fantastic, and was a lot of fun. But we didn't have enough players at the time to really take advantage of the size.

We did run into a couple of glitches with the lava that I thought you might want to check out. I didn't have any problem when I loaded it and ran around by myself. But on the server with other players, the lava was not working correctly.

If we fell in, we would yell and scream in pain, but our health would not go down. So we could run around the lava without dying.

In another instance, I was running across the lava to the jump pad after picking up the shotgun. I didn't die of course. But once I left the lava, I was still screaming in pain. It was actually very funny. Everyone could hear me coming because I was running around the whole map screaming in pain. Even after getting killed and respawning. But once I jumped back in the lava, it finally corrected itself and stopped screaming when I got out.
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[ARGW] Tenebris
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Post by [ARGW] Tenebris »

Diego, thanks for the heads up...

Here's where I have to confess that I don't presently have an internet connection at home, and that's why I'm connecting every now and then... But the real problem comes when trying to test the maps on MP... I'm pretty much guessing all the way, and depending exclusively on feedback... (I should really get myself a betatesting crew...)

But, that aside, I promess to have that (and all other glitches already found by other frustrated players) fixed as soon as possible.

Again, thanks a lot.
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diego
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Post by diego »

What were some of the other glitches?
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