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

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.
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
Another day at the black mesa, transit style.

Personal Map Id: HLDM001
  • --Gameplay--
  • Spawn with a pre-loaded M-16 every time, for defense and instant action.
    --Setting--
  • Dawn at the Blackmesa Vally Cargo Depot: Storage and Transport.
    --Enviorment--
  • Small but not too small a map
  • Several ways to ambush, several ways to escape.
  • Has 2 small arenas and 1 set of tightly snug tunels for the trains and 1 tunnel tram platform.
  • Hop aboard 1 of 2 trains that travel throughout the entire map.
  • Has 2 boarding platforms (1 arena, 1 subcanyon)
  • Train remains at one height; however, the arenas' floor is located far below the floor of the tunnels.
  • 1 Fast elevator and only 2 quick doors.
  • One secret that provides a weapons stockup and health payload.
    --Extra Info--
  • Ensured to provide fun for those who enjoy small battles.
  • Only one error that could not be fixed, on water silos (visual)
I had a lot of fun makeing this map, I hope you enjoy it as much as I did.

--Note-- Includes detailed Readme file for those less suitable for manual install.
My first released map.