User profile

Y2kBen_2000

member
Registered:
Mon Apr 5th 2004
Website:
http://ncyphex.awardspace.us
Last seen:
Thu Oct 8th 2009
Location:
Texas
Occupation:
Student: Game Simulation Programming
Steam profile:
ncyphe
Logins:
1
Snarkmarks:
256
Forum posts:
167
Profile views:
774

Profile

[update] So, I'm 23 now. Hmm, been a while.

Alas, I have very little time for mapping as much as I used to, now that I am in school for the thing I love. As said, most of my time is either spent working on my Game Simulation programming projects or my current job as a Sales Associate at Fry's Electronics.
[end update]

19 year old mapper.
I have great plans for my future as a game designer.

Been mapping for a couple years now, but it took me forever to find a theme that would keep me interested. My first "published' map is cargo transit, but that is the creation of several failed attampts.

Be making more maps right now, if it weren't for my nvidia graphics card.

You know, I've actually got nothing to say

Maps

4
Star map!
Updated! Enjoy this new, bug-free (I think) version of Twisted. Version 4, now with a sky and no spawning into an enemy's base.

Been a while since I've been here, but I'm still alive. (Cue Portal credits)

Twisted is a cell shaded style King of the Hill style map. (Cell shaded so that I could get the idea on the web faster)

Gameplay:

Each team has a timer pre-set to ten minutes, when a team captures "The Hill" the corresponding timer is activated. The time pauses when the opposing team captures "The Hill" as well as the opposing teams timer starts.

Each teams timer never resets until one team wins the round; thus, the team how holds the hill for a combined total of ten minutes will win. (This goes along the ideas set by Valve about insuring games will not last an excessive amount of time.)

This build would have been done sooner, but I overloaded vbis in the process and had to painstakingly remove many brushes.

Your comments are appreciated and may be helpful in future maps, but adding more architecture on this map is out of the question.

Please note: The map is hosted at MegaUpload, so you will go through a portal ad page.
0
Hey guys, been quite some time since I've been here. This map was one I worked on a while back and posted on a different different mapping archive.

The following is the excerpt that was posted on that site, including a reference to how old this is, since I no longer work at a theater.

Note: This contains the original, pre-Valve mode for KotH. This map contains the version of KotH (which is remarkably similar to Valves) which I released for the masses to use a whole 1.5 years before Valves official release.

[Old Excerpt]

After watching "Indiana Jones IV" at my job one day, I suddenly had the urge to create a temple themed map. This is the result of that urge. In all actuality, it only took a couple days to execute; however, I constantly found myself putting it off elapsing the development time to 1.5 months.

Read me

KotH Mayan Depths (Release version 1)

How to win:
Take control of the center control point, aka "The Hill", and hold it for a total of 6 minutes. The individual teams timers do not reset, allowing for a game to last around a maximum of 12 minutes possible (not including the time it may take for a team to take control of "The Hill" first).
The timer that appears on the hud is for the team that currently controls the point.
---Due to issues with the engine, only one timer can be on the screen at a time, and the timer cannot be removed from the screen on a new round.

Author: Ncyphe (http://www.fpsbanana.com/members/271109)

Description:
This is a Mayan theme map, featuring a medium size indoor arena. Loaded with plenty of pillers to be used as cover, and anti-spawn camping set-up.

Notes:
I'm well aware that the hieroglyphs in this map are actually Egyption; however, with my current time frame, actually finding material files with Mayan hieroglyphs proved to be futile. Since both language sets share the same name, I went ahead and used them for detail purposes.
Also, remember to rate this map at www.fpsbanana.com

**Install:
Just extract the .bsp into "team fortress/tf/maps" directory. All custom map iles and the .txt are merged with the .bsp and will unload upon loading the map into the client.

Credits:
Map design by: Ncyphe
Custom textures credited to: Sock (http://www.simonoc.com/pages/) and his prefab: obtained from the site "The Wadfather"
Textures modified and converted to Source format by: Ncyphe

Enjoy!

Extra:

On a side note, I realize that the materials in this map do not have the best of quality . . . or bump maps; however, I found these from an old HL1 texture site and converted them myself.

Edit: Also, if many of you show interest, I can even turn this map into a fastCTF map as well.
0
Beta
Personal Map Id: HLTF002

Sorry, but currently this map is sitting on my computer just waiting for me to finish. The map has become so large that my computer may not be able to compile it properly. So, I will attempt to create 2 versions; small and large.

This map is coming out great, it'll be a great brawl-fest.
The map includes a big death deffying split down the center.

Players spawn in a spawn room neiboring the enemies spawn room. Players will be able to see through a cage into the enemies spawn points. From here players will have the opportunity to choose whether to go to the crevas, toxic pit, or their flag room.

The toxic pit is a seperate underground location ment to enlarge the map and provide chokepoints and alternative routes. The underground location contains a single long, winding bridge extending over a pit of toxic waste, barricades for protection, and extra spawn points.

The flag rooms consist of seperate teleportation areas to which the enemy team must wind their way through tunnels of a toxic waste polluted sewer.

This will be a large winding map to ensure many opportuninties of ambush and escape. Hopefully it will be a pleasure to many. Not the best map out there, but should provide some comfort to those curious.

**Update**
The screenshots are of the beta map. The map has yet to be lit