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zunnie

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Files posted by zunnie

  1. DDE Channel

    Incase anyone else is missing the DDE functionality from prior versions of scripts, here it is again.
    I think I'm the only person that actually used it but who knows..

    52 downloads

       (0 reviews)

    0 comments

    Submitted

  2. DDS Plugin for Gmax / RenX Gamepack

    Here is the plugin necessary to propely texture models in RenX with DDS textures
    Extract to GMax installation folder and load up RenX.
    Enjoy.

    3025 downloads

       (0 reviews)

    3 comments

    Updated

  3. DE_Craila

    A pretty nice map set in a desert-ish town.

    30 downloads

       (0 reviews)

    0 comments

    Submitted

  4. DE_Icewerk_CSGO

    A pretty cool map. Gotto play it to agree.

    33 downloads

       (0 reviews)

    0 comments

    Submitted

  5. DE_Vegas_CSGO

    Very cool map based in a Hotel area with Casino's and everything. Much detail.

    39 downloads

       (0 reviews)

    0 comments

    Submitted

  6. Dead and Gone

    Ok this map is basically what I've seen many cnc3 fans asking for: An assymetrical,
    detailed and overall good quality map.
    The primary feqature of this map is a large gully that inadvertaintly
    divides the map in 2. One can tell a battle has taken place from
    the destroyed vehicles (not to mention the MKII) and crashed aircraft.

    249 downloads

       (0 reviews)

    0 comments

    Submitted

  7. Death Harvest I

    large central island is key feature of the map, 8 tiberium spikes and a control point on the island. emp control centers and other tech available for capture as well through out the map.

    141 downloads

       (0 reviews)

    0 comments

    Submitted

  8. Death Peak

    This is a 1v1 skirmish/multiplayer map.
    A river separates the players, with some shallow areas to cross.
    There is two Tiberium Fields for each player, one green and one blue.
    Also, there are three Tiberium Spikes on each side os the river,
    one near the base and two far away.
    Expansion Bases were put in the map for strategic ground control
    near the start and the end of the river.
    Capturing those points
    is key to use any Air Units,
    since this map does not allow you to attack with Air Units
    directly from you main base.

    172 downloads

       (0 reviews)

    0 comments

    Submitted

  9. Demon Rock

    A highly detailed map set in a Yellow zone valley with two bases
    right infront of each other, each base has 4 Tiberium fields and
    Two entrances, the front entrance leads under a bridge to the
    enemy base, the back entrance allows access to higher ground with
    several tight passageways that allow you to easily flank enemy forces and his base.
    the map has 4 Tiberium spikes, 2 on each side, and no Expansion points.

    147 downloads

       (0 reviews)

    0 comments

    Submitted

  10. Descending Advantage

    A large elongated eight player map where the aim of the game is to take control of the rich blue middle which sits at the bottom of a tapered valley. The map features decreasing zones with the highest being a track which runs around the entire map. The next down houses the first four players bases at opposite ends of the map, beneath that are the final four, and beneath that is the hotly contested blue area. In the centre of the middle blue tiberium area is a raised platform with four turrets and an EMP. Each player starts with 1.5 tiberium fields, so it is important to move as a team towards the blue in a similar fashion to Bordertown Beatdown. The map is best played with eight players working together rapidly towards the blue fields, enjoy!

    910 downloads

       (0 reviews)

    0 comments

    Submitted

  11. Desert Conflict

    Desert Conflict is a 4 Player Map. It's a Remake to Original KW Map "Tournament Decision".
    I have added new Effects, new Tiberium Spikes and Bunker on this Map!
    HF...!

    162 downloads

       (0 reviews)

    0 comments

    Submitted

  12. Desert Oasis

    Masterleaf A 4-Player skirmish map for Command and Conquer 3 Tiberium Wars. A Desert themed yellow zone map. Blue tiberium as well as green tiberium, some plateaus with defensive tower tech buildings to capture.

    216 downloads

       (0 reviews)

    0 comments

    Submitted

  13. Desert Storm Horror

    I came up with the idea of this map from predatores "Move that base " map, because the idea of the map and the gameplay factor of having to move your base to aquire more resources or any other reasons. This map is an eight player map good for playing pretty much any kind of fight and awesome for free 4 all matches.
    This map is made for online gaming, the ai is enabled and works, but for the factor of having to move your base alot, the computer does not comprehend the gameplay factor.This map is smaller than most maps and all players begin the match in the very center.There is blue tiberium chasms in each of the four corners of the map, and alot of tiberium spikes all around the outside of this map to aquire. The point of this map is to build as fast as you can and destroy your opponents fast, because the battle is at a very high climax from beginning to end.
    Have fun i hope you enjoy this map as much as i do, because i play online alot.
    Tip: Engineers rock this map if you know some good tactics!!!

    548 downloads

       (0 reviews)

    0 comments

    Submitted

  14. Desolate Desert

    desert redzone map, corner to corner set up. Authors Notes: "A desert map with oasis' that conceal a powerful center. Previous mining operations were held here but after a mysterious attack there is mostly nothing left of them or the small encampments set up near by. There are 2 GDI small arms facilities on the map but both were abandoned when orded. The place was deemed un-inhabitable and shut down."

    121 downloads

       (0 reviews)

    0 comments

    Submitted

  15. Desolation

    This map is based on a long desolate stretch of road in a narrow canyon with
    towns scattered along side, forcably abandon by the rapid tiberium growth
    rendering the area inhospitable.
    Never the less the canyon is of great strategic value as it serves to be a chokepoint between the two waring armies.

    90 downloads

       (0 reviews)

    0 comments

    Submitted

  16. Deth Lowlands

    Fun map by a member of the DaDeth Clan. Moonlightshakers!

    187 downloads

       (0 reviews)

    0 comments

    Submitted

  17. Diamond Warfare

    Basic four corner set up. 2 ways into your base area. bonus tech available for capture on the elevated central area, acess it via ramps on the west and east. Each ramp is gaurded by 2 Defensive Tower platforms you can capture.

    165 downloads

       (0 reviews)

    0 comments

    Submitted

  18. DirectX SDK 2007

    Fixes several issues with 3DSMax8 SP3 applied and it not loading or working properly with the W3D Tools and Importers.
    One specific error i was able to take a screenshot of is this one:

    Greetz zunnie

    41 downloads

       (0 reviews)

    1 comment

    Updated

  19. Dirty Wars 3v1

    Dirty Wars is a 3 vs 1 Fun Map (Original CNC3 Unfair Advantage)!!! The upper Position, the Defender Position. The upper Position Starting with 3 NOD MCV+2 NOD Harvester+14 GDI Sniper. The upper Position is only NOD Playable. EMP and Fire Support is available. The upper Position is complet Masket. Defense Status is very High! The lower, the Attacker Position Starting with 15000 Credits and Big Green Tiberium Fields. Bunker and many Tiberium Spikes availability. I Hope the Map brings you a lot of Fun.

    283 downloads

       (0 reviews)

    0 comments

    Submitted

  20. DM-Lea

    Update (2015-01-14): Updated Lea to version Beta01a. This version works with UE4.6. Please check the changelog below for a list of changes!
    Hey everyone, just wanted to give you a heads up on a map I'm remaking for UT4. I've included a playable alpha version for testing and feedback. Word of caution, this is very alpha. Things are either broken, or not working correctly. Things are unoptimized, etc. Check it out. :-)
    This is a remake of a popular UT2004 map called DM-Lea. The original author is H1ghTecM@n^, and I do not take credit for the UT2004 map. I am recreating this map as a tribute to the UT2004 map, but with changes that make the map playable for UT4. As always, I respect original map authors and always give credit for any remakes I make.
    Changelog:
    (2015-01-14) (Version Beta01a) (Compatible with UE4.6)
    Changed armors back to defaults.
    Finished the textures on a few more meshes.
    Fixed a few problems.
    (2015-01-12) (Version 04t) (Compatible with UE4.6)
    Huge Experimental Changes concerning armors.
    Changed belt to 100a. Now absorbs only 75% of damage instead of 100%. Added custom static mesh for 100a.
    Changed vest to 50a. Absorption **unchanged** (75% of damage). Added custom static mesh for 50a.
    Changed thighpad to 25a. Absorbs 75% of damage instead of 30%. Added custom static mesh for 25a.
    Changed helmet static mesh to a custom mesh. Helmet values are unchanged.
    Changed initial spawn times of the thighpad, helmet and vest to 30 seconds.
    Added more static meshes to the map and more textures.
    Special thanks to community member "Raste" for redoing the lighting on Lea. This sped up my lighting build quite a bit.
    (2014-12-27) (Version 04o) (Compatible with UE4.6)
    Improved the lighting. Hopefully things are better now.
    (2014-12-22) (Version 04m) (Compatible with UE4.6)
    Added temporary lighting (the ugly blue lighting that everybody hates including me).
    (2014-12-21) (Version 04L) (Compatible with UE4.6)
    Temporary fix for "92 unbuilt objects" error.
    Added a window above the center helmet.
    Added more meshes
    New Post Processing Lighting (Not finished yet)
    Attempting to add a bit more color to the map with bright glassy parts (Work in progress)
    Improved a few things, might have broke other things.
    (2014-11-30) (Version 04h) (Compatible with UE4.6)
    Epic cooked this version. Same as version 04g, but with lighting fix.
    (2014-11-30) (Version 04g) (Compatible with UE4.6)
    Note: Busy month. I haven't had a lot of time to get much done, but I'm still working on the map.
    Added new ceiling fan and ceiling meshes. Not finished texturing yet.
    Added new windows and curved windows.
    Fixed a few collision problems.
    I still have not addressed certain issues, please be patient.
    (2014-11-02) (Version Alpha04a)
    Added more static meshes to the map, improving visual detail.
    Improved textures on the windows.
    A lot of things concerning blueprints, that doesn't matter to the average player, but matters to me as a map maker. This took the bulk of my time.
    Added slanted walls in some places.
    Slightly relocated a jump pad to make it possible to slide up a sloped wall (near belt).
    Added another helmet near belt to help reduce spawn killing, by allowing a spawning player to pick up 20armor and have headshot resistance.
    Will add more information later.
    (2014-10-09) (Version Alpha03c)
    Music (Thanks nonemm!)
    Windows (Not Finished yet)
    Custom Lifts (Not Finished yet)
    Custom Lifts light up when in use.
    Emissive Materials on trims (Not Finished yet)
    Improved the shock rifle area
    Improved the lift area near sniper
    Added a new ramp near the lift near sniper.
    Added a temporary wall material to all of the checkerboard walls
    (2014-09-20) (Version Alpha02q)
    FIRST RELEASE
    Game Version Tested & Works:
    UnrealTournament-Client-XAN-2318482-Win64 (As of 2014-10-09 - Lea Version Alpha03c)
    Installation Instructions for playing the map in UT4:
    Extract the zip file to this directory: ..\WindowsNoEditor\UnrealTournament\Content\Paks
    Description:
    A remake of the popular UT2004 / UT3 map called DM-Lea. This version is based off the UT3 version of Lea, which I created in 2010. The UT3 version was based off of the UT2004 version of Lea, which was created by someone else. This version aims to be a completely different looking map, with very sci fi, somewhat reflective metals to take advantage of UE4’s new features, and also to test my abilities to create a great looking map that also has great gameplay.
    Derivative Works:
    Please do not make any derivative works of this project until it has been officially released as a final, stable, non alpha or beta version. I usually encourage anyone to make derivative versions, but please, do not do so until this project is finished. Thanks. :-)
    Disclaimer:
    This version is not built specifically to cater to UT2004 players, nor UT3 players. I’m attempting to satisfy both audiences, and create something new for UT4. If you have some constructive criticism, please voice your opinions below in a civil manner for the best reception. :-)
    Goals for this version:
    Eliminate certain sight lines that could bias the map towards being overly spawn killy, or hitscan dominated.
    Improve certain rooms like the stinger room, or the bottom center of the map, to enhance gameplay.
    Scale the map slightly smaller than the UT2004 version, and bigger than the UT3 version of Lea. Find a good balance to fit UT4’s gameplay.
    Add slopes/ramps for dodging, and add an interesting garage door to take advantage of dodge rolling. Also, take advantage of multidodge in some areas.
    Known Issues:
    Filesize at the moment is HUGE and will only get bigger in subsequent versions. I will optimize texture sizes later to try to reduce filesize.
    The map colors, and textures are *NOT* final and are subject to change.
    FIXED - Rockets get stuck in blocking volumes. Quite hilarious honestly.
    FIXED - The lifts are a little bit buggy, need some tweaking. Untested in multiplayer, not sure if working in MP.
    Working on it - Static meshes have not been optimized. There may be performance issues until later.
    FIXED - Layout needs some improvement in some areas (Shock area, Rocket area, etc).
    The area directly below belt seems a little crampt. Might need to add a little extra vertical height for the middle section of that area.
    The doorways near shock rifle have messed up materials. Brightness issues. I need to fix those.
    Todo List (Plans):
    COMPLETE Implement custom music from Nonemm (Thanks!)
    Continue creating custom static meshes, and custom textures. Improve the look of the map until it looks fantastic, and also have an acceptable gameplay:system performance ratio.
    Seek feedback from community on things. Remember, not all ideas will be accepted, but will be heard and considered.
    Come up with a good color scheme.
    Take long and healthy breaks. xD
    Music:
    Community Member nonemm from #beyondunreal IRC channel on global gamers was kind enough to make custom music for my map! It sounds really great. Check it out!
    https://soundcloud.com/fjcomposer/dm-lea/s-eu7IQ
    Copyright: Nonemm (2014). You are *NOT* allowed to use this song in other maps, projects, for personal or commercial use. If you would like to use this song in your own map, please ask nonemm for permission to use this song. You can find him in the #beyondunreal IRC channel on irc.globalgamers.net
    Credits:
    MasterG for helping me with texturing, materials and certain 3d modeling techniques. Also, feedback.
    Nonnem for the custom song! Check out his song here.
    Satan’s Father for helping me setup UE4 from github.
    Raxxy for helping me cook the map using his super awesome map cooker.
    -CaptainMigraine (Neil)

    107 downloads

       (1 review)

    0 comments

    Updated

  21. Downbeat

    A 3-Player Command and Conquer 3 map. Only one tiberium field for all 3 players. Some tiberium spikes to capture though. Authors Notes: "( FFA or 2vs1 great player )"

    185 downloads

       (0 reviews)

    0 comments

    Submitted

  22. Downhill Run

    * 6 Player, Mirror-Symmetric Layout
    * Large Sized
    * Blue Zone / Germany
    * 8 Tiberium Spikes, 2 EMP-Centers, 6 Defensive Turrets, 1 Subway System
    * 4 larger Cities with garrisonable structures

    339 downloads

       (0 reviews)

    0 comments

    Submitted

  23. Dual Islands 3v5

    This map is large with a very long trading route resulting in resources or experience of 500+ every trip of the trading cart/train etc.
    The map is designed for 3 Human Players versus 5 Computer controlled civs.
    Player slot 1-3 must be human players and player slot 4-8 should be Computer players.
    There are a dozen trading posts around the map. For each player start position are two tradeposts, left for player 1, middle for player 2 and right for player 3 + additional trading posts along the route for any player to take including the computer.
    I've placed a dozen Docks for the computer factions to improve its usage of Naval units which is normally low in regular games. This makes sure they make use of naval.
    The human players are also given 1 Dock at the start of the game.
    The island the players are on is fairly easy to defend.
    Have fun!

    32 downloads

       (1 review)

    0 comments

    Submitted

  24. Dueling Islands 2047

    A recreation of the Dueling Islands map found in Command & Conquer: Tiberian Sun Firestorm

    153 downloads

       (0 reviews)

    0 comments

    Submitted

  25. Duke GDI War

    Fun map where you start with a tech enabled base.
    Unlimited power applied.

    241 downloads

       (0 reviews)

    0 comments

    Submitted

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