User profile

Jinx

member
Registered:
Wed Nov 27th 2002
Last seen:
Mon Nov 19th 2018
Location:
Ohio
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76561197970327666
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874
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Profile

I've been mapping for Half-Life for several years, though not so much lately as I've been busy with work etc. Action Half-Life is the mod I have been most involved with. One of my maps is in v1 of the mod, and I spent a lot of time behind the scenes beta-testing, fixing issues in other maps, and supporting other mappers in the scene. I also ran the AHL Map Deport for a couple years, writing reviews and digging up 'lost' maps to make them available.

As a mapper I tend to focus on visual effects, ambiance, and game play innovation. The HL1 engine is pretty limited, but that makes the challenge greater in a lot of ways when you want to do something different. I'm also big on customizing- most of my map .zips are big and have a ton of files because I always use custom textures, sounds, models etc. I tend to view each map as a mod unto itself, so I want them all to be very distinct.

I also DJ regularly, mostly electro-industrial & EBM. I am poking around at writing a fantasy novel, too.

Action Half-Life - <A HREF="http://distraction-mod.com" TARGET="_blank">Distrac

Maps

0
NOT my newest map, just making it available here for the first time.

This was my first released map. It was overly ambitious for a first map and took several months. It is sort of embarrassing how gaudy it is, and how confusing the 'theme' or lack thereof is. But I learned a lot from it, and it does have custom textures, sounds, etc. which few first maps do.

After this map I realized how important it was to have a proper theme and a matching texture set! The textures are custom, but they are cobbled together from all over the internet and don't really 'match' that well.
0
A 'lite' version of my Temple map that is in v1 of AHL. This is the old layout, and it resembles the old Goldeneye map much more closely. Basically, I thought this layout was different enough to warrant a separate release. Also, I wanted to go for a "console-style" look in this map. So the architecture is simple, there are fewer textures, and weapon spawns are marked and whatnot. The map also has teleporters in the pool. They take you roughly in the direction they are from the center of the pool, and each in/out set shares a unique sprite so you can quickly learn them. Anyway, it's a bit bland, but I figured GE fans might like it.
0
This is a map of mine that is included in Action Half-Life. I decided to finally make a HLDM version.

Things to know about this map:

*It includes detail textures (r_detailtextures 1 in console to turn them on), so surfaces look less blurry up close. The effect is really nice, though it can cause a little engine lag on some systems.

*It has a system similar to some stock HLDM maps- you press a button and the central room's doors start closing. You have to be inside when they close or you are killed. A small text readout at the bottom of the screen will warn you, and notify when you are in the safe area.

*It has a game_player_equip starting players with a jump pack and magnum. This is to offset the size of the map, and the fact that the stock pistol is garbage.

*It has custom everything- sounds, textures, sprites, skybox. And yes, those are cinders/sparks shooting out of the flames.

Anyway, hope some of you HLDMer's enjoy it. It has its flaws, but I'd rather work on new maps than revise old ones to death.

There is also a slightly revised 'director's cut' of the Action HL version:
http://www.cryotank.net/maps/temple/ahl_templedc.zip

Articles

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