| ARCHIVED | 20/03/03 |
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This page is now archived and will no longer be updated. Once HL2 is released, I may create a new website for my level design. |
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| A MUCH NEEDED UPDATE | 20/03/03 |
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Things have been pretty slow around here lately, so its about time I made a worthwhile update. I've actually done a fair bit of mapping since my last post here, and so at least have some media and even a new map to put up here. First of all, there is "PX_Colony", my map for the co-op mod Paroxysm. It is a pretty large project and will take up at least 2 BSPs. I have basically completed the first of these, but run into loads of limits of the HL engine which I need to get around. I've posted screenshots on the maps page. I haven't worked on this project for a few weeks as I can't build up the effort to get down and do boring map debugging. Instead I've been doing a lot of concept stuff and personal projects with no intention of releasing them. I also got around to writing a series of architecture tutorials for the snarkpit, which you can check out in their tutorials section. They have recieved pretty positive feedback and so it was certainly worthwhile making them. If you have any comments or feedback on them, then feel free to post them on the feedback section on the tutorials. One personal project that HAS made it to release is one I started a couple of days back. It was a one day project that was supposed to be a large epic futuristic church (not playable of course), but I ended up simplifying things and turning it into a Quake 3 style space arena. It is now called "Silverstar", and can be found on the maps page. To finish off the news, I'll mention the new HL mod that me and some uni mates are considering doing. We are in a game development course at university, and a group of us have got together and formed a student game development team. We are developing a full blown, stand alone 3D real-time strategy game, but while our main coder is working on the engine, the rest of the team have little to do other than design work. To pass the time We have decided it might be cool to create a mod around the same universe as the RTS we are creating. The mod will be a first person shooter, mostly team multiplayer although with a short single-player campaign also. I'll post more on this when I have it! Another project I am interested in doing is a domination map for the AG mod, as they have just added this mode into version 6.1. I may not have time for this with my other projects, but if I can I would like to. I might also port some of my existing maps to this new mode. Thats about all for now folks, I'll try and make another update soon :) |
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| FLASH THINGY | 06/01/03 |
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For my Flash module I had to show I had a understanding of Flash's basic tools, so I made a quick screenshot viewer for lack of any other ideas! It serves no real purpose since there are far more screenshots on the maps page and they are higher quality, but since its only 5% of my overall grade it was hardly worth spending hours on. Anyway, here is a link to it for anyone who wishes to view it... |
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| AND THEN IT WAS DONE | 06/01/03 |
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After a long period of inactivity on the site, its now basically finished. Unfortunately over recent months my mapping career has seen a bit of a pause, so there has been no real content to post. No point listing the excuses but suffice to say I've been too busy and distracted to do anything in the way of level design. There are a couple of possible things on the horizon; a joint level with a guy called Stig, who is quite a prominent HLDM player in the UK, and then of course this "final map" I've mentioned for a rather long while now. Hope you all had a nice christmas period, and have a great year! |
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| PROGRESS UPDATE | 02/10/02 |
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Unexpectedly I've actually gotten down and done some mapping. Nothing overly major, and certainly nothing breakthrough or original - but work nonetheless. Two of my HLDM maps - Echo and Forsaken - are getting revamped for the AGCTF mod. I never really thought they would work out very well, however now the ball is rolling I think they may be better for CTF than they were for deathmatch! There is little point in posting screenshots as essentially there is little changed other than coloured textures, so for now just take a look at the screenshots of the HLDM versions if you've not seen those before. I'm also considering designing a CTF map in the style of "Boot Camp", since it is the most popular HLDM level. If this happens do NOT expect a remake, as its not something I'm interested in doing. Think more along the lines of Stalkx, which took the gameplay and layout style of Stalkyard and put it into a more visually impressive level. |
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| WOOOOOOOOOOOOOOOOOHOO! | 26/10/02 |
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Somehow I managed to win the judged contest of the snarkpit mapping contest with my level "Torrent"! Andrew Weldon won the voted contest with his level "Odin" and I can see why as its one hell of a nice map. My prize is a game of my choice and I'm still undecided on that front. I think perhaps a new XBox game since my collection is currently sitting at a relatively unimpressive 4, and there seem to be very few PC games which catch my eye at the moment. |
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