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Hill, preview
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Hill, preview 2
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Hill, preview 3
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Hill, minimap
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Hill, video preview
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"Hill", dog killstreak setup in Radiant
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"Hill", release
"Hill" is a brand new map for Call of Duty: World at War by Cornrow Wallace. The map takes place around a large (accessible) hill with foliage-heavy terrain on one side, a beach on the other, and a man-made cave through the middle for a fast way around. The design is based on a fiction pacific island. Teams are American/Japanese. There are no vehicles. Artillery and dog killstreaks are fully supported.
Download links & servers will be added as they become available, comment with your links/server info to have it listed!
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Downloads
ModDB (download)
wikifortio (download)
Clan 8> Helipollos (download)
The Black Duck (download)
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Servers
Cornrow's Classic Maps Server
208.167.250.216:28960
ERM 2.0
82.194.76.71:28960
Cornrow Classic Maps | The Black Duck
206.123.95.115:28960
ERM 2.0
82.194.76.71:28960
Cornrow Classic Maps | The Black Duck
206.123.95.115:28960
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Credits
Zweimann - for the "floating" script
Zeroy - for his destructible pack
BlackCat - for providing the test server & redirect
Everyone who helped test
Zeroy - for his destructible pack
BlackCat - for providing the test server & redirect
Everyone who helped test
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"Hill", source files
There has been a lot of disappointment in the Call of Duty mod community lately, between Treyarch shafting mappers, and now the rumors of Modern Warfare 3 continuing to use peer-to-peer connections instead of dedicated servers. In the hopes of doing a little good for the community, I am releasing all of my source files for "Hill", so that the map may serve as an example to aspiring level designers, or even server admins who like the map but would like to make their own changes.
Every file I used to create "Hill" is included in this package, from .maps, to scripts, to images and soundaliases and the mapstable.
If any files are missing I will be happy to update the package & reupload. More download links will be added as they become available, comment with your links to have them listed!
"Hill" is a true community map. Do with it what you will. Enjoy.
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Downloads
wikifortio (download)
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Anchorhead, preview
This is a map I've been working on (off & on) for the last year for the Call of Duty 4 Star Wars: Galactic Warfare mod. It's based on mp_toujane from Call of Duty 2.
Keep up to date with BlackMonkeys for news on the final v1.0 mod release!
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Hill, beta 2.0 Release
This update brings mp_cw_hill to beta 2.0. The change log includes:
Fixed numerous places where players got stuck
Fixed some floating foliage
Fixed rotating LOD on LVT model in SD
Fixed some models without collision
Fixed some floating foliage
Fixed rotating LOD on LVT model in SD
Fixed some models without collision
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DownloadsMore download links will be added as they become available
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Servers
More servers will be added to the list as they show up. Remember to comment with your server name, IP address and region and I will add it to the list!
Cornrow's Classic Maps Server
208.167.250.216:28960
Cornrow Classic Maps | The Black Duck
206.123.95.115:28960
Cornrow Classic Maps | The Black Duck
206.123.95.115:28960
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Until next time!
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"Resurrection" Map Pack, Preview
Originally released in July of 2009, these 3 maps were my contribution to an old map pack released through another community. I've decided to re-release these 3 maps without any community affiliation & some small updates to each map.
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Dawnville
Source files were used in this remake of Call of Duty 2 Dawnville. I wanted to make this map look completely different from other conversions & the original, so I decided on a storm theme.
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Neuville
This conversion of Neuville from Call of Duty is a complete rebuild from the ground up, no source files were used. I used a series of console commands to gather coordinates of terrain vertices & outer walls to measure brushes to ensure a near exact copy of the original map.
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Trainwreck
Trainwreck was my first all new map for Call of Duty: World at War. It takes place in a fictional russian train yard, lightly damaged by war. This remains of my favorite creations, though it isn't the highest detailed map around, I personally enjoy this map more than most of my other maps.
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Testing will begin shortly, release soon after.
Until next time!
Until next time!
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"Resurrection" Map Pack - Beta 1.0 Release
These maps were all previously released. I decided to re-release them without community affiliation, some map improvements & bug fixes are included.
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DawnvilleThis is a conversion of the Call of Duty 2 version of mp_dawnville. Source files were used in this conversion. Random lightning flashes using real-time worldspawn changes have been added. Vehicles are not supported in this map. This map was originally released in another map pack in July of 2009.
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FarmThis map was originally created by me for the now dead World at War Base Assault mod. All gametypes are supported, however this is the only map in the pack that does not support the Dogs killstreak, as the map is too big. There are 4 usable tanks & 6 usable Flak 88's in this map. This map was originally released in another map pack in July of 2009.
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NeuvilleThis is a conversion of mp_neuville from Call of Duty. No source files were used, I spent months using only console commands to aid in accurately rebuilding the map from scratch. There are 2 usable tanks in this map. This map was originally released in another map pack in July of 2009.
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TrainwreckThis map was my first brand new map for Call of Duty: World at War. Some reference photos where used but the map is mostly fictional. Vehicles are not supported in this map. This map was originally released in another map pack in July of 2009.
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Downloads I will add more links as they become available
Wikifortio:
Dawnville (download)
Farm (download)
Neuville (download)
Trainwreck (download)
All 4 maps in 1 zip:
ModDB (download)
The Black Duck (download)
Europe Team (download)
All 4 maps in 1 zip:
ModDB (download)
The Black Duck (download)
Europe Team (download)
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ServersMore servers will be added to the list as they show up. Remember to comment with your server name, IP address and region and I will add it to the list!
Cornrow's Fun Maps Server
208.167.250.216:28960TBD Cornrow Classic Maps | The Black Duck
206.123.95.115:28960
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Until next time!
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"Pacific", Preview
I've been working on this map since the beginning of July. The playable area design is finished, next I'll start some texturing & off-map design.
The map is very large, American vs Japanese, most likely no vehicles or Dogs killstreak. "Pacific" is just a working title.
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Until next time!
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"Pacific", Preview 2
Since the initial preview, I've made the following changes:
All new custom Worldspawn
New skybox
All new custom vision & fog
Finished off-map scenery & playable area
Detailed the cave
Placed grass over about 85% of the playable area
Replaced nearly all case (placeholder) textures
Imported a few models and textures from Black Ops
Currently the misc_model count is 5,688, I wouldn't expect the final count to exceed 8,000, which is lower than most of my levels.
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Until next time!
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"Saipan" (previously "Pacific"), Video Preview
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Saipain, Beta 1.0 Release
"Saipan" is an entirely new map by Cornrow Wallace for Call of Duty: World at War. It's a fictional design that takes place on a pacific island. All stock gametypes are supported. The Dogs killstreak is not supported due to map size & design.
Download links & servers will be added as they become available, comment with your links/server info to have it listed!
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Downloads
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Servers
Cornrow's Fargin War Server
208.167.250.216:28960
TBD Cornrow Classic Maps | The Black Duck
206.217.133.18:28960
TBD Cornrow Classic Maps | The Black Duck
206.217.133.18:28960
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Credits
Everyone who helped test, in particular: 420Man, 420sLady, xfckup, Xiao, Thumper for constant online testing
PARA Regiment clan - For taking the time to test & report problems
BlackCat - For providing me a server to test on
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Nazi Zombie cwFactory2, Preview
I started this map sometime in 2010 after releasing my first zombie map (axFactory, over 4,000 downloads in just under a year), I just recently picked it back up and decided to finally finish it.
The design is original, though inspired by the "Water Prison" level in Silent Hill 4: The Room (photo here, map here).
As of the now the level geo is about 65-70% complete. I'll post better screenshots & video when more of the level is done. This level uses the Nazi Zombie Prototype scripts, as I'm not a coder, it's too difficult for me to add all the extras included in the later Zombies map releases.
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Until next time!
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"Classic Map Pack 2", preview
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Original Works by Cornrow Wallace for Call of Duty: World at War
I've always enjoyed created my own levels; it's what got me interested in level design in the first place. I started learning how to build maps for Call of duty in 2004 for United Offensive. Since 2004, I have created & released 5 UO maps, 5 WaW maps and 2 Company of Heroes maps. When the decompiled .map sources were released, I jumped at the opportunity to convert & update some old maps for a new game, which I always wished the developers would. I suppose some people see me as only a lazy mapper who cannot create his own levels, so here are a few I've created & released for Call of Duty: World at War.
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"Trainwreck"
Released: July, 2009
Notes: This was my first WaW level. The layout is entirely made up, some photo references were used for buildings.
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"Farm"
Released: October, 2009
Notes: Farm was originally built for a Base Assault mod, I later re-released it with all stock WaW gametypes supported. The layout is entirely made up, features several static MG's & usable Flak 88 emplacements for combating tanks. I built, unwrapped & textured the metal windmill mesh with 3DS Max 2009 and Photoshop.
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"Strasbourg"
Released: August, 2010
Notes: Of all the levels I've created, I'm most proud of Strasbourg. Many times I tried to build a destroyed city map and just couldn't find a design I like. The layout is entirely made up, nearly all buildings are based on reference photos. This map features a lot of physics objects, including lightposts that can be knocked over by heavy fire or vehicles, dynamic window shutters that are hinged to buildings (some simply fall down when shot), and many others. The middle bridge is intact for certain gametypes to provide better gameplay flow. This was achieved by making the entire bridge a brushmodel group & applying the script_gameobjectname KVP values to it, same for the destroyed version. The "crashing stuka" script was written by Zeroy with contributions from others. This level uses 100% custom worldspawn, vision & fog settings.
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"Hill"
Released: June, 2011
Notes: Hill was my first Japanese map. My idea was simple: create a beach map that revolves around a hill. To get around linear gameplay, I built lots of terrain elevations & depressions, as well as a tunnel leading through the entire of the hill. I thought this would pose a big portalling problem, but as it turned out portalling Hill was quite easy and the results are very good. This is definitely my favorite map of all my originals. This level uses 100% custom worldspawn, vision & fog settings.
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"Saipan"
Released: August, 2011
Notes: Originally, this map was meant to be a Russian forest map with a straight river running down the middle of a ravine. Not long after building the first few meshes, I decided to instead make it a Japanese map. Initially I wanted to start building it just like I did Hill, but I didn't want the two to look anything like each other. And while Hill is my favorite & I learned a lot about cliff sculpting, I felt I could expand on that idea and make nicer looking cliff faces & rocks. I'm extremely happy with how this level turned out. Though not perfect, I think it shows a lot of growth from Hill. This level uses 100% custom worldspawn, vision & fog settings.
A final note about every level I create or convert for WaW: I always spent a lot of time creating a unique environment so whether it's an old map or a new map, the experience feels new & fun. Each map has a full sound package including line emitters, loopers & randoms, and reverb/room tone triggers for every building and/or every room in every building. Not to mention a ton of fx.
When I build a new map, I want it to look different from anything people have played in the game, so I don't copy techniques from stock maps, or use the same exact location the developers used. I put a lot of time, effort and thought into each new project, so while my map conversions outnumber my original maps, I feel my original maps have something not a lot of others do.
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mp_kaunas, preview
January 17th, 2012
mp_kaunas is complete, testing will begin soon. If your clan/community would like to help test this map, leave me a message here, on twitter, or email me at cornrowwallace1983@gmail.com.
All source files used in this map will be released with beta 1.
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January 13th, 2012
Detailing continues
All gametypes added & working
Portal started
FX setup started
Below are some comparisons of reference photos to in-game recreations. Not all the buildings are fully detailed yet & some may not be, due to them being out in the distance.
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January 11th, 2012
Detailing continues
Minimap finished
More clipping & mantling added
All off-map geo is complete
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January 6th, 2012
Detailing continues
All case textures replaced with caulk
Temporary minimap is in place
Layout is done
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January 1st, 2012
mp_kaunas is complete, testing will begin soon. If your clan/community would like to help test this map, leave me a message here, on twitter, or email me at cornrowwallace1983@gmail.com.
All source files used in this map will be released with beta 1.
January 13th, 2012
Detailing continues
All gametypes added & working
Portal started
FX setup started
Below are some comparisons of reference photos to in-game recreations. Not all the buildings are fully detailed yet & some may not be, due to them being out in the distance.
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January 11th, 2012
Detailing continues
Minimap finished
More clipping & mantling added
All off-map geo is complete
January 6th, 2012
Detailing continues
All case textures replaced with caulk
Temporary minimap is in place
Layout is done
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January 1st, 2012
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December 27th, 2011
This is a brand new CoD 4 level I've been working on for a little while. Right now it uses lighting & vision from mp_overgrown. The design is made up, several buildings were built in CoDWaW Radiant in anticipation of Black Ops mod tools awhile ago. As of now this map uses quite a few textures & models from Black Ops.
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