User profile

trepid_jesse

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Registered:
Sun Nov 7th 2004
Website:
http://http://www.trepid.net
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Sat Sep 24th 2011
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USA
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Student
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jdavis@trepid.net
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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
For starters, murk is just a synonym for "dark." The idea for this map was basically created by those maps from Quake 3 with the bouncing pads that are used to get around everywhere. Most everyone has said the map is reminiscent of Richochet, but that certainly wasn't in our minds when we were tweakin this map out. The whole point of the map is for up to six Hunters (soldiers) to knock off as many Unfortunates (civilians) to help their team win. This task is greatly complicated by the fact that you have to do this while working your way around all these pads. Oh yeah, and the Unfortuantes are invincible and have quad damage -- so, Hunters are gonna be runnin for their lives. Just, get the map so you can know exactly what we're talkin' about.

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