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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Maps

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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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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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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.