User profile

tnkqwe

member
Registered:
Sat Mar 31st 2007
Last seen:
Wed Jun 10th 2015
Location:
Bulgaria
Occupation:
High school student
Steam profile:
tnk_x5000
Logins:
1
Snarkmarks:
684
Forum posts:
560
Profile views:
1362

Profile

I am free at steam:tnk_x5000
TNK means The New Killer
Real name:
Aleksander
Live in
Varna : Bulgaria : Erupe

Maps

0
Desert - where the futuristic has decayed, but the ancient has remained.

After a whole four years later I decided to return to this map and make a little redux on it. I made some improvements on the terrain, replaced all textures with original ones and added unique detail textures to every texture. This way I give the illusion, that the textures are with higher resolution than they really are, without worrying too much about performance. Also, this is the main reason for the large download file. Original version: http://www.moddb.com/members/tnk-x5000/addons/desert-for-gomod

Installation instructions are included in the readMe.txt file. I have used Vluzacn's ZHLT v33 to compile the map, and believe me, they are much better - faster, less resource consuming and smarter. You can find them in the Sven Co-op forums and I have added a link in the readMe file.

Originally created to the HL1 mod Go-Mod: http://www.moddb.com/mods/go-mod
0
Beta
I haven't been around here for a loooooong time. I have been mostly gaming, getting in university to study Informatics/Computer science and programming different stuff. I am planning to soon start a game project...

I and 3 colleagues played some HLDM and this inspired me to launch the good ol' VHE and make a map or two. I am also using some upgrades: http://forums.svencoop.com/showthread.php/41265-Vluzacn-s-ZHLT-v31-Update , man are thous fast. There is also a further modified VHE in the forums. This is my second map since then, I made a much smalled one, that I haven't uploaded yet.

I made this map for a few weeks (a week if I collect the time I had spent every day developing) and this is what I crafted. Can you give me an idea for a name?

V 1.0
The map is not yet named- it's called "none", because I am still thinking of a name. The map is playable, but the gameplay is not yet tested. You are free to test the map and I would like to hear feedback from the testing, but please don't repost it or use it in any public servers yet.

The map is smaller than I originally intended (but it's as big as most of the original maps) and is not as detailed as I would normally make it- after all, this is a multiplayer map. Still, I am quite satisfied with what I managed to achieve. I built the map quite randomly- rooms connected with corridors with the idea to make a Stalkyard copy. Eventually I came up with other ideas that made the map take its own path. When the main part was finished, as in, I thought that the rooms were enough, I started randomly detailing them with no attempt to add any logic into the map's concept (as if you actually care if there is story in a deathmatch map in a multiplayer mode with no story).

I tried to use the "twisted corridors" solution for optimizing the map and it worked- I am developing the map on an 7-8-year-old laptop and the map runs smoothly on average graphics. But I am not giving any assurance that it will run smoothly on older PCs...

The map's architecture is done (unless testing reveals that there is a need of tweaking), weapon, ammo and spawn point entities most probably need to change. Testing will reveal that.
0
A little town map for the zombie mods.
DO NOT PLAY ALONE IF YOU THINK IS A CRAP.DOWNLOAD AMX mod X AND A ZM PLUGIN,THEN PLAY WITH SOME ONE.

Downloads

triangled xen cave

in Half-Life » Prefabs

A xen cave made of triangles.This method can imitate the Source.It takes time,but it's fun playing with triangles.

HL entity list+ description

in Half-Life » Utilities

Thees are all the Half Life entities and their usage.
The VERC community's site is dead, but the files are still safe (Thank God!).
Enjoy

Some textures

in Half-Life » Textures

My first textures.Includes normal sized textures and textures for HD shadows in GoldScr.The textures for HD shadows are with dimensions of 512/512.In the editor you have to make their scale 0.25\0.25 in order to make them normal sized and to have HD shadows.This will make the compile time allot longer.