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
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449
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803
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Profile

Maps

0
Beta
NEWEST UPDATE: Well I've finished beta 2 of DM_HYDRO so it's ready for some playing. Finallys the pit is back up so I can get some decent commentary.

DOWNLOAD FROM HERE: http://files.filefront.com/DM_HYDRO_B2/;3802345;;/fileinfo.html
EVEN NEWER UPDATE: Here are some screens of the changes/additions made since the competition, which will be featured in the beta 2 released in a couple of days, new weapon placement permitting. The shots show the new larger tunnels, the addition of a walkway and structure across the canal, and small stairs that have replaced all of the jump crouch areas (they've been clipped so they work smoothly).
NEW UPDATE: Here are some new screens from the compile that I have sent for the competition, showing the basic layout out and features of the map. It's still got some bugs I haven't had time to fix, but they are only minor and do not effect gameplay.

Once I had fixed some obvious errors in the map the compile time was only 2 1/2 hours, just goes to show how rooted it was before, with a compile time of 60+ hours and counting :P.

Download should be available sometime after the competition closes.
UPDATE: Here are some new screens for the map, including some of the partially constructed and still under developement surrounding environment.
Here is my entry for the Valve Mapping Competition which I've been working on since the release of the full SDK. It's set amidst a partially constructed and subsequently abandoned hydro electric plant at the base of a dam.

In its current stage it lacks detail which will be added shortly, as well as the surrounding environment and part of the playable area. I wanted to go for a more open and realistic environment for the combat as supported by the new Source engine, with various vertical levels of combat as well as a mixture of close-long range fighting. These shots show the main generator building with partially completed generator pits (linked with piping) and a section of the water front area. This structure will be situated directly at the base of the dam.

I hadn't intended on posting anything till it was finished, or just about, but after getting back from a weeks vacation and seeing Tarky's release of dm_cascade as well as other maps of a similar theme I figured it might be a good idea to put it up, lest someone thinks I've ripped it off.

Anyway, it has a long way to go still so be gentle. Now I'm back home I should have some updated screens shortly.
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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.
0
Beta
Due to unexplainable problems I can't fix, the map won't be released. It's a shame to waste the work, but I might do a similar layout for a HL2_DM map.
This is my first UT2003 map and it took approximately 1 full week to make.

Its a small DM arena with an industrial/hellish theme. Its fast and furious and the ideal player count is about six, possibly eight if you want. Still tweaking some things like paths and weapon placement but its pretty much done. The UnrealEd shot is lighting only to give you an idea of the layout while the 2 ingame shots show the look. Should have a download link up soon.