User profile

Moike_the_Squid

member
Registered:
Sat Mar 19th 2005
Website:
http://http://moike.net
Last seen:
Sun Mar 2nd 2008
Location:
CA, USA
Occupation:
Convergent Technologist
Steam profile:
moike_the_squid@yahoo.com
Logins:
1
Snarkmarks:
34
Forum posts:
39
Profile views:
559

Profile

Maps

0
Map: dm_playground_enhanced
Map Type: deathmatch
Rel: 3/1/2008
Author: Mike Jones - [EM] Moike_the_Squid
Email: Moike_the_Squid@yahoo.com
Spawns: 7
Size: 5.80 megs
  • Screenshots:
http://moike.net/gallery/index.php?spgmGal=dm_playground_enhanced
  • Download
http://moike.net/hl2-maps/dm_playground_enhanced.zip
  • Emanon Systems HL2DM Dedicated Deathmatch Server with the map in rotation
moike.fatlens.com ~ 64.124.140.210:27015
  • Credit for the base design goes to Nipper, this map was originally a conversion of Nipper's CS:S map 'playground_x_s_d'
Feedback Appreciated...

####
Updates since the release of dm_playground_deluxe (rel ~ 12/18/2005)
####
  • Fixed the tram system. Trams are visible, larger, easier to get in and out of now, and the button logic system is flawless.
  • Skybox improved, live video feed via a 'monitor' to a 1/16th scale model of the map inside the skybox so players inside the skybox can look down and see what is going on inside the map realtime.
  • Skybox teleport fixed. Props that teleport into the skybox via the tunnel no longer get stuck in the skybox floor surface.
  • Yet again more optimization/gameplay performance tweaks - reduced r_decal_overflow errors, overall FPS boosts.
  • Lighting improvements. Changed the 'mood' of the map to more mid-afternoon, brightened up some of the darker areas of the map.
####
Updates since the release of dm_playground_final_rc2 (rel ~ 07/24/05)
####
  • Redesigned playfield geometry for improved gameplay
  • Removed some ambient_generic entities to reduce overhead
  • More optimization/gameplay performance tweaks - big FPS boost during 10+ player play.
  • Improved textures/lighting
  • Major hidden bonus feature
####
Updates since the release of dm_playground_final_rc1 (rel ~ 7/20/05):
####
  • Fixed a bug that was causing physics meltdowns with repeated use of the ggun during buzy deathmatch play
  • Fixed a problem with the hint/skip brushes. This greatly improves the FPS by quite a bit in many places
####
Updates since the release of dm_playground (rel ~ 6/10/05):
####
  • Redesigned tram system now as working call/activate/send buttons. And the trams are -FAST- now.
Fill the tram bucket with SLAMs,send it over to your crossbow camping friend in the tower across
the way, detonate. Happy explosive death follows.
  • Full soundscapes and sound F/X. Ok, I admit I was wrong. The map is much better with ambience.
Thanks for the suggestion.
  • The 'fun' phys-props added. The crappers, the sawblades, the sofas, etc, all the things you
wish you could huck at people while standing in line at the DMV.
  • Improved textures/lighting/geometry/displacements/props/skybox. Yadda, yadda...it's prettier.
  • More optimization/gameplay performance tweaks.
  • A couple hidden bonuses
####
Updates since the release of dm_playground_beta (rel ~ 3/16/05):
####
  • Greatly improved overall FPS, heavy optimization, much zippier gameplay
  • Redesigned playfield geometry to be less camper friendly
  • Complete texture tweaking/rescaling
  • New detailed skybox
  • Removed the water tower
0
Beta
Preface

Please, keep in mind... This is only my second map for any type of FPS game. Constructive feedback is always welcome. Ripping me a new one is not.

This is not a killbox, nor is it like anything else out there really... Players either love it, or can't stand it. All I can say is it deserves much more than just a quick load up and two minute walk around in single player mode... You really have to play this map with several (good) people to appreciate just how fun and strategic it's gameplay is.

Thanks,
-Mike-

###

Map: dm_plastic_beta_5
Map Type: deathmatch
Rel: In a few months
Author: Mike Jones - [EM] Moike_the_Squid
Email: moike@squick.net
Spawns: Several
Size: Raw BSP 9.44 megs ~ Compressed ZIP 4.0 megs

###
  • Screenshots:
http://moike.net/dm_plastic_beta_5
  • Download ~ 4.0 Megs
http://moike.net/dm_plastic_beta_5/dm_plastic_beta_5.zip
  • EFNet #Motorcycles Server with the map in rotation
66.127.103.165 / moto-games.squick.net

Since this map is in the beta stages, Feedback is Greatly Appreciated...

### 01/04/2006

<<< See screenshots at http://moike.net/dm_plastic_beta_5 for the major updates. Most of the big updates are improved gameplay. >>>
  • The logic systems have been fully debugged at this point, I can't find anything else wrong with them. I'm sure someone will.
  • There are two new teleport systems that seem to work gangbusters for getting player flow around the map interacting better.
  • Weapons and health/batteries have been either removed or relocated as I saw fit to improve flow as well. I made some major physical changes to the overall map to clean things up a bit and add some new gameplay features.
  • The sniper tower now has a switch that will bust the glass window out of the trapdoor control room for 15 seconds. After this the window pops back in place and the switch in the sniper tower locks out for two minutes before it can be used again. The status of the switch is indicated by a green/red lamp. A map-wide alarm sounds when the glass breaks, and the four lights on the killing floor switch to red for the 15 seconds that the glass window is broken out.
  • The trapdoor control panel now has a 2.5 second delay on the buttons after the trapdoors reset. This is indicated by a green/red lamp. This prevents a n00b getting up in the control booth and just hammering the buttons and racking up trapdoor capture kills. Now the trapdoors take some timing and skill to use, not just blind luck.
  • Successful trapdoor capture kills are now accompanied by a map-wide award alarm, and the four four lights on the killing floor switch to green for 7 seconds.
  • The tram system is greatly improved, it doesn't kill you 1 out of 10 times anymore. Call button response time is about 75% faster now.
  • Overall FPS improvements, lots of eye candy, some texture work, lots of player clips added to smooth things out.
  • Semi-protected spawn points now. This was the biggest complaint about the last beta, My spawns were out in the open.
  • Soundscapes installed, server sound bugs finally sorted with ambient_generic entities.
<<< Things to do >>>
  • Lots of square rooms/corners and blocky surfaces still yet to be dressed with func_detail or displacements.
  • All the lighting prop_staics need to be installed.
  • All the ropes and cabling needs to be installed.
  • Textures and decals/overlays still need quite a bit of work.
  • Major bug with being able to see part way into the pipe room through the perimeter fence from the upper corner of the glass killing floor. You can also see part way into the tunnels leading to the pipe room from up in the sniper tower. This one has me stumped, I know it has something to do with the skybox texture being semi-transparent, and those parts of the map being close, and within line of sight. Hey... that's why the map is beta.
0
Beta
I happened to notice during the last Server update some chatter
about SDK being supposedly fixed again. So I started playing
around with Hammer and cranked this out in the last couple days.

It's going to be a very small enclosed frag-friendly multi-level map
with a simple layout and eye-pleasing design. My focus will be on
fun and very balanced weapons placement and game flow... in the
spirit of my dm_playground_deluxe map.

At this point basic geometry is done, weapons placement (no RPG)
and some experimental textures and lighting. By far quite a bit
to do yet, no optimization of any kind done at all at this point, but
it is playable on the server even with the worst framerates dipping
into the 50's on my mediocre client gaming system. No real eye
candy or dress-up bits yet. I'll move on to that once I'm sure
that this first version plays well and is optimized.

If you just download this and walk around it, expect to be pretty
bored. It has to be played with two or a few friends to really
appreciate the thought process in it's development.

###

Map: dm_plato_beta1
Map Type: deathmatch (small)
Rel: Some time in November '06
Author: Mike Jones - [EM] Moike_the_Squid
Email: Moike_the_Squid@yahoo.com
Spawns: 6
Size: 2.53 megs zipped ~ 5.41 megs expanded
  • Download
http://moike.net/dm_plato/dm_plato_beta1.zip
  • Server with the map in rotation
70.91.205.205 / moto-games.squick.net

###

Orph, please don't bother... it's a 'box with stuff in it'.

Thanks,
-Mike-