User profile

Agent Smith

member
Registered:
Sat Aug 30th 2003
Last seen:
Sat Jul 14th 2007
Location:
NSW, Australia
Occupation:
Uni Student
Steam profile:
agentsmithbob@hotmail.com
Logins:
1
Snarkmarks:
449
Forum posts:
803
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3654

Profile

Maps

0
Here it is at last, it took a while to fix some errors I was having. Its got more detail, varied headstones and my funeral. Enjoy.
There's a download link up now, but you have to go to this web site address above and download from there, it doesn't work through the snarkpit download.

The map is still in the beta stage, but all that is required is some custom texturing for the headstones, the map is finished stucturally.

There are some occaisional odd glitchs in game, nothing major, just some strange invisible brushes I didn't make that only affect you if you dive on them, making it look like your flying.
This TS map is inspired by every action movie in which the main characters, usually assassins, battle it out in a graveyard.

In fact I was kinda suprised that the TS team hadn't made one around that theme.

Anyway, its a small 1 on 1, or possibly 1 on 1 on 1 as it plays great with three, but no more, arena in which the players blow the s**t out of each other in, as the title suggests, a graveyard.

The layout is pretty simple. Its round in shape map with a small hill at the centre, marked with an obelisk. the grave stones are arranged in rings moving out from that point. there's some tree's for cover as well as the abundence of head stones. As you may see in the screens, I've gone for eye candy and creating a realistic scene, with the showdown set at early morning.

The all important question that everyone familiar with my work is asking is how high are the r_speeds. well you'll be pleased to note that only in one or two places do they breach 1000, but go no higher than 1050. thats right, they're okay. :)

Also I made this in a day for a bit of fun.
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Well I've only just gotten up the last version of my map after fixing the error. Due to the nature of the map, VIS had a bit of trouble compiling it, taking a total of around 24 hours. This version or the previous one (not the beta) are both fine, I just had a small error, nothing significant, to fix.

So either this one, or if you've already downloaded the other one Lep, are fine. Of course i'd prefer if you used this new one :)
Sorry about the Link above everyone. The reason for it is that I am currently recompiling my competition map due to an error I found after uploading it. Due to long compile times it may not be done in time, in which case the download link above will be reactivated. If it is finished in time the link will go up and I'll let you know in here. Thanks.
Here's the finished product, and it took damned near 16hrs to compile on a P4 2.8 with a gig of DDR RAM, God knows why. Anyway its available for download, hence the link above, and is the final product submitted for the competition. Enjoy.
Here's a beta of the almost finished map, just some minor tweaking and a full compile to go. Once the finished one is released you can ditch this one.
Don't know why, but whenever I update my maps it never seems to work. Anyway, this map is almost finished and is one of my quicker creations, built over the last few days, and is my comp entry. It is an experiment in mapping different to the standard HLDM, eliminating walls and creating a quake like floating arena.

The setting is amongst the ruined pieces of an old building that have been blown from this reality into a parallel reality. They are suspended in a dark void and form the map. It is also surrounded by a spinning debri field, giving the impression of being in the middle of a vortex.

It's fast paced and frantic, the best kind of DM map, and allows for a lot of vertical and horizontal play. It also will require a lot of skill as one wrong move could send you into the void.

Everythings working pretty well, though the jump pads do have some issues. They only work correctly if you jump at them from the planned location. jumping on them from above will send you into the void and the trigger_pushes are not too friendly to rockets, sending them off course if not laser guided. Apart from that its pretty fun.

Still got some tweaking to do with weapon placement and lighting, but basically finished for the comp. Thanks
Well I've finally made some progress on this map, and its going to be my entry into this years snarkpit mapping competition. Still can't give away too much, but its coming along nicely.
This is a new map I have just started today. As it is quite early in its development I have no screenshots yet, nor any comments on the ideas to be incorporated, as I do not want to tempt anyone with some ideas from an as yet uncompleted map.

Anyway I'm aiming so far for a smallish death match arena styled map, with some unique architecture and mooding. There are also going to be some ideas in it that I have been developing since Blizzard. Keep an eye for screens coming soon and updates.
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The download link above is back up thanks to the wonderful broadband connection at my Uni (and thanks to about all of my internet quota). The problem with textures in the latest version of DOD is fixed, so download away!
Finally got it finished. Its taken a while, what with uni, work and my budding graphic design business, but its done. And if i do say so, quite a beauty. The r_speeds are high but well within the capabilities of any with a half decent PC. I'd only recommend a LAN though, might struggle a bit over the web.

It's a bit of a showcase map for me, meaning to be playable, which it is, but also as realistic as HL will allow, until HL2 that is. its pretty faithful to the real location, with some inclusions and exclusions for various reasons.

Anyway it a pretty fun and at times frantic map, I hope you enjoy it. Agent Smith
Well finally I have finished dod_pegasus_bridge. Its been a long slog, tying to fit in mapping time around work and uni, but I have done it.

I should have some final screenshots up in the next couple of days and hopefully a download after that. It features custom textures by me (a lot however from various wads not by me, and a couple of pilfered textures from MOH: Allied Assault).

Now the question everyone has been wanting an answer for, r_speeds. Well I'm sure there'll be lots of happy chappies because the r_speeds are higher than my promised 1500 w_poly. However, if you'll notice the 99% complete, I'm in the process of tweaking and correcting some areas where I got a bit carried away, so hopefully it will be lowered to a figure closer to the promised. But please, I know about r_speeds and limits, so don't tell me they're too high, I ALREADY KNOW!
This is my latest dod map, and has been in the works for the last 6 months. As the name would suggest it is based around the Battle of Pegasus Bridge, the capture of Pegasus bridge over the Caen Canal on D-Day by British troops.

The map is based entirely around the bridge and is set at night, with three capture points as well as some piat objectives for the Brits.

I have been making this map to look as real as possible, and is almost an exact replica of the actual Pegasus Bridge and surrounding area. As such you can expect higher than average r_speeds, but I have limited r_speeds to 1500 w_poly, which everybody should still be able to run, while allowing me some leeway in detail.

Anyway it is looking pretty good so far, and hopefully I will have some screenshots up soon.