User profile

haikeebah

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Registered:
Sat Jan 1st 2005
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Fri May 20th 2005
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USA
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I started learning about mapping while making textures for Quake 2, started actually making maps with Quake 3, left mapping to write shaders and mod Q3A for a year or so, started mapping again with UT2K4 and Doom3, hope to release my 1st ever map "to the public" with Half-Life2.

Maps

0
An 8-12 player DM map with an urban theme and a mixed indoor/outdoor layout.
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01.02.05: Added a download link 3:48am EST - beta two is ready to get run through.

01.04.05: Put together a quick feature page. Check out more screenshots there. Posting a new beta in a couple hours.

Addendum: New beta is uploaded.

01.07.04 Uploaded beta four.
Comments/crits are as usual, requested and encouraged. Now has 13 (OMG unlucky) spawns and I think it would run 8-12 players decently. 10+ would be pretty intense, but IMO, still not too spawn camping crazy.

Got a bit of feedback from some individual testers, but no feedback from a full-on game. Hoping it doesn't run like an epileptic three legged donkey when the prop_physics start flying and there's 8 ppl in it.

Still has mistakes/unfinished zones, therefore the lonely +1% added to the percentage done. I mainly have been dealing with boo-boos and reworking existing stuff. For example, I finally have all four ladders working decently. :/

Still plan on Jan 10th release!

01.08.05 - OPTIMIZZLESHIZNATION in effect. This view http://andrewbakerart.com/hl2source/images/hl2dm_nighthawk_sh03.jpg used to clock in at 17 FPS. Bad, but performance-wise, that is the very worst part of the map you could possibly be at. Up to 25 FPS now with some smartey menz optimizing. This is on a AMD XP2500+ and a 9600XT, so I am hoping it will be acceptable into the future - and more optimizing should push it well over 30 FPS before I release it as final.

I had a person offer to host it for beta testing on a server last week , sent BETA4 but to them, but have not heard back yet... :(

01.10.05 - BETA FINAL. That's it. Last run around. next set of fixes and updates and this gets a fork stuck in it.
Took out all the logo-statue jibba-jabba in the street - I think the extra space will make it better for play, and replacing those func_physbox entities speed things up some. Done a large amount of converting geometry to detail ents - so much the .BSP file is almost 1MB smaller, even tho I have actually added more to the map.

I'd really love to hear if anyone spots mistakes, or just plain dumb stuff. Whew.

01.13.05 - I'm frikken done. Have at it! Final version is availiable for downloading and complaining about!