User profile

Kasperg_JM

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Sat May 20th 2006
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Maps

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These four HLDM maps, FloatingPoint, FloatingLine, FloatingSurface and FloatingVolume consitute one of my playground themes for abstract architecture and light experimentation. They all have similarities in texturing (same palette, use of the HL glass textures) but are very different in layout and approach to gameplay. While not the prettiest textured maps ever made, they did help to "free my mind" and some of the ideas have been incorporated successfully into my more "normal" maps.
I have considered taking this theme into the Source engine with its use of lightmap grid and bigger brushwork geometry.
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This map takes place in some sort of Egyptian tomb, where you will find combat as well as some little puzzle solving. If you are looking for a long and challenging SP map, this might not be what you want. I still think it's worth a look.

There is a bug I am aware of, which you will only encounter if you backtrack in a certain place. I might fix it in the future. Right now I don't consider it worth another compile.

Custom textures by me, so I apologize if some of them look cartoony.
The whole build time (including creating the WAD file) was somewhere between 20-15 days. Enjoy the map.
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This map was made for the "Reconstructification" mapping competition in TWHL > http://twhl.co.za/compoinfo.php?id=21

The objective was to recreate a Blue-Shift area in the Source engine. Although the amount of geometry and props is high and the performance suffers a bit (it's just a showcase map), I learnt quite a few things that I applied in later maps. The most notable one (right when the map starts) is how standard Combine props can be used in new interesting ways. That's also something Adam Foster did a lot in Minerva.