AGE OF EMPIRES I |
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| Passage: (75KB) This map was my very first map for any game. It offers teamplay 2vs6 against the AI. The AI starts with maximum resources from the beginning while human players must collect their resources first. The AI can attack from 1 side only. A challenging and fun map! Beatable without cheating. Enjoy it! | ![]() |
AGE OF MYTHOLOGY |
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| Viking Land: (91KB) A small sized map for low-end computers. Gameplay is intended for 2vs6 cooperative gameplay against the AI. | ![]() |
| Wombat: (273KB) A medium sized map for Age of Mythology; intended vor 2vs10 cooperative gameplay against the AI. Very well playable and without stressing the human team too much :-) | ![]() |
| Lost Haven: (417KB) This map was mostly designed by Wooley. Again intended for 2vs10 cooperative play against the AI; the landscape offers other combinations of teams as well. We never managed to achieve victory in this map because our computers were not strong enough to handle the large amount of units in the game. | ![]() |
HEROES OF MIGHT & MAGIC V - TOE |
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| Crepusculo: (756KB) This map was developed by Wooley in cooperation with Darczol, aiming to create a skirmish map with a nice varied landscape - yet on a decent mapsize - therefore people with a slower computer may also enjoy the map. In order to make everything work they way it should, however, some Object and FX properties had to be changed or overwritten. - Teamplay 2vs6 - Varied and nice landscape - Decent mapsize - All towntypes can freely be chosen - All positions can freely be chosen - Each town has the Grail - Each town is linked to 4 dwellings - Each caravan will reach the hometown within 1 day Any player who wants to know how to edit Objects and perform FX changes for his own maps may download this TUTORIAL (PDF, 90.6KB) written by me. Besides creating waterfalls and creating random military outposts for creatures level 4-7 it will explain how to change the standard Level 6 Necromancer creatures into "Death Knights" without using a third party mod. |
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| El Barranco: (563KB) This map is presented to you by Wooley. The war of "Crepusculo" continues on very high (!) mountains, very deep (!) vales and canyons in the heartlands. A landscape never seen in any other Heroes map. You'll almost feel dizzy when looking down the mountains ;-) Unfortunately we never had time to test or tweak the map after the first release, due to lack of time. This map features the same tweaks and effects as Crepusculo. | ![]() |
UNREAL TOURNAMENT 2004 |
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| BR-Prisonball: (2.6MB) This map was my first attempt to create a map in a FPS Engine. I was confronted however with a major AI problem (1st: the AI is barely able to shoot the ball through the hoop; 2nd: the AI gets stuck randomly after the first round - even on plain grounds) which was never fixed by any official patch. In order to save what could be saved I tried to avoid the first programming mistakes by design. It worked only by particularely investigating the pattern after which the AI hits or misses the goal. Though the solution I managed to apply is not satisfying enough and the issue should be fixed programmatically. Hopefully Unreal Tournament 3 will take care of this and the second problem. | ![]() |
| DEF-Castle: (18.5MB) This is a large indoor and outdoor map for the gametype "Defense Invasion". Players spawn in the castle while monsters spawn outside the main wall at the tents. When invasion starts monsters will storm the castle from 2 sides. If they breach the main wall players can fallback into the rooms and corridors of the castle. The castle consists of many rooms such as a bedroom, kitchen, stables etc. There are lots of places to stand ground or to be used as sniper spots e.g. balcony. Known Issues: although most of the monsters spawn at the specified points some others spawn on random places. Also monsters hardly use the stairway tower in the castle when going upstairs. All new meshes and textures were created by myself except the nice alpine skybox from Hazel H. This map was originally started 2 years ago but eventually came to a halt because of the many high-poly models slowing down the levelbuilding process enormously. After this long time and with my new computer I decided to finish this project at last: I had to remove some parts, changed inner architecture, added water volume, reflection, pathnodes, weapons and ammo. The map is now final and playable. In order to play this map it is required to install the appropriate mod developed by resident. In "Defense Invasion" monsters and players spawn at different places therefore making it possible to take defending positions against the oncoming monster hordes. |
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