User profile

trepid_jesse

member
Registered:
Sun Nov 7th 2004
Website:
http://http://www.trepid.net
Last seen:
Sat Sep 24th 2011
Location:
USA
Occupation:
Student
Steam profile:
jdavis@trepid.net
Logins:
1
Snarkmarks:
182
Forum posts:
27
Profile views:
997

Profile

Maps

0
Well, it's finally here...shoobuh is complete. There's not much to say that's would be different from the r01 and r02 pages. This is the biggest map we've ever made, and we think it's the best looking map we've ever made.

This is a CTF map with a twist. You can cap the flag in your team's respawn room, or in the enemy base for 2 points and 10 seconds of quad damage. This simple addition to the map caused quite a headache in tweaking it out, but we think we've found just the right settings.

Earlier, when I said this map is the biggest map we've made, I meant it...seriously. This map takes up all of the space in Hammer, witht he exception a couple of empty areas in the corners. We also didn't go too high and low with the map, but it is rather tall, overall. This is mainly due to the pits, but the map does have some height either way.
0
Don't wanna, can't stop, ahhhish!

We dubbed this map style "jousting," and it's pretty easy to see why. The main goal of the map is for a Red and Blue player to try and kill one another in mid-air. All you do is run off of a ramp, and then try to hit your opponent. Arenas 1 & 2 don't have any movement based restriction, but Arenas 3 & 4 are "air strafe free." All that means is that you're movement left and right movement is confided to a corridor that spans the distance of the two pads in Arenas 3 & 4. There's not really just a whole lot to explain, but the map is really fun.

Special thanks to Kaleign from kalmaps.com for helping to come up with the idea for the map.
0
Well, this map idea was thought up while wolteg was in it's _r01 version. It's another map we've made using the mztfc.wad created by MikeZilla. Anyway, the basic idea of the map is this...

Your team has to control command points with idols found in your respawn and then pay tribute to your command point idols with gold stolen from the enemy base. The point system is setup so you are better rewarded for traveling farther with idols and gold, for example: you earn more points for capturing the command point closest to the enemy base. You also receive points every so often for holding command points which use the same kind of point system as capturing command points in that you earn more points more frequently for holding the command point closest to the enemy base. The gold is also using this point system, except in a sort of opposite way in that you earn more points for capturing gold on the command point closest to your base.

It probably sounds a lot more confusing than it actually is. We suggest playing it if you're confused, because once you play it...it won't be confusing. It's quite simple and really fun once you get the hang of it. So get to it already...

Articles

Texture alignment through arches using displacement maps

in Half-Life 2 » Architecture

Using displacement maps to preserve texture alignment around arches.

Curved Geometry along Curved Surfaces

in Half-Life 2 » Architecture

Creating curved geometry using arches