User profile

Kasperg_JM

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Sat May 20th 2006
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Maps

0
Beta
*After clicking the dl URL, select your address bar and hit the Enter key. I will arrange a better mirror ASAP.

This was my third HL2DM map, and IMO better than the ones I made before it and after.
It takes place in a city that was abandoned right before the 7-hour War, and in which the Combine never had much presence. I'm quite happy with the layout and the good performance, but I know some things could have been better:
  • The sun doesn't match the sky
-Some more buildings should have roofs
-Some physics objects collide with the player while stepping on them.
5
Star map!
The Citizen is set parallel to the events of the original Half-Life 2. The player takes the role of an ordinary man, pushed over the edge by the oppressive regime controlling his life.

His home trashed, his family dead, The Citizen leaves his apartment for the last time. He seeks new friends, and a way to help the human resistance to smash the iron grip of the Combine. What follows is a winding tale of betrayal, determination and grief.

Many obstacles lie in his path which require a sleek combination of agility, stealth, intelligence, and sheer violence to overcome.
Version 1.1 Details
  • Overlay problems for people running in DirectX7 mode are fixed.
  • Fixed the squad turning on you in certain circumstances.
  • Fixed being able to get into jail without offending.
  • Fixed the churchbell spawning too many NPCs.
  • Improved skyboxes in some maps.
  • Some minor general gameplay changes.
  • Some minor acting scene and cue changes.
  • Some lighting additions and changes.
  • Some decal additions and changes.
  • Additional detail work in some areas.
  • Additional dramatic music at the ending.
  • A small scene has been added to the secret ending, along with Andy B?s Explorer Award plaque.
  • Added texts to indicate when an easter egg is found.
  • Repositioned all existing in-game text.
Created by:
Kasperg_JM and Chris Fox
Development Time:
8+3 months
0
Beta
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.