Catalyst Gaming

General => Creations => Mapping => Topic started by: Bromine on April 18, 2011, 08:37:43 PM

Title: Mapper Introductions
Post by: Bromine on April 18, 2011, 08:37:43 PM
Sticky this, please.

MY LIVESTREAM: Http://www.livestream.com/bromine (http://Http://www.livestream.com/bromine)

In this thread, we will introduce ourselves if we are mappers, and maybe give some details.

I am Bromine, and I have been mapping since about 2009. My skill level is detailed when it comes to small maps, and generally lowers as the map size increases. My most popular release is going to be released at a later date, and I'm almost certain it will have some popularity. I am one of the 2 mappers with the indie game grou InfinitRED, I'm a huge an of CG's HL2RP server, as well. I have made a variant of the map rp_c18 as a daytime, and it is compiling as we speak. I have tried a beta version and it looks great. I'm looking forward to meeting new mappers here as well.
Title: Re: Mapper Introductions
Post by: Statua on April 19, 2011, 12:49:58 AM
I'm the lead mapper (and so far the only) for the RLRP map Rockford being developed. It was origionally planned for OCRP:Serious but they died and Albert bugged me enough to work on it here.

I started mapping when I was 12. I didn't know about steam yet (though it was available at the time) and wanted to make little levels for my friends to play on in HL1. I made a dozen of levels ranging from schools to offices to nuclear bunkers. The quality of them however was somethig different.

I then got HL2 and GMod and learned how versatile gmod was for maps and it's game. I started off by making simple build maps for a community known as W.I.R.E. I then decided to make a map for spacebuild which wasn't all that great either. A few other maps for the community came out such as a desert, an ocean, and a more complex build map.

W.I.R.E. died and I moved to Nodex. They also wanted custom maps. I then took my skills tothe second level and created an arctic with very deep water and a sea floor to explore. Another version came from that which included a sub pen. They still use this one to date. Next one I made was an island surrounded by water. It was meant for building and had an airport plus a deep sea floor. There was a second smaller island with a few houses on it.

Inbetween these I was working on an older rp map called Acreditar which I was hoping Pulsar Effect would use as sgt. Sickness was being slow or something. I never finished it. I was also working on a city sort of for a gamemode I wanted to make called GMHP or Garrys Mod Hot Persuit (a cops n robber chase game) but I never finished it or the gamemode.

Finally I got into OC where frosty needed some help with Cosmos City. I built several buildings and made the sewers (including the pesky manholes). I helped optimize it and clean it up too.

That got finished and a plan for CosmosCity2 was in effect. It was lead by me and planned for the serious gamemode. I decided that cosmos city was too unrealistic and almost a month of deciding got the name Rockford. That's up to date.

Over those years, I've learnt things from displacements to areaportals to I/O sequences to make things like traffic lights and learnt about making/using custom textures. I also know the tricks and secrets to map efficiently, realistically, and optimized. I can even get proper lighting and soundscapes to make things even more real.

TL;DR, I've mapped for amost 5 years and am working on Rockford which is a RLRP map for CGRP.
Title: Re: Mapper Introductions
Post by: [FPSN]Bokslag on April 29, 2011, 06:38:03 PM
Well... Not sure If i rally count but... I decided to try mapping and I am having a lot of fun with it. Right now I'm working on a simple 4 story apartment building... So hi
Title: Re: Mapper Introductions
Post by: Bromine on April 29, 2011, 10:43:58 PM
Sweet, got any screenshots of it in Hammer?
Title: Re: Mapper Introductions
Post by: [FPSN]Bokslag on April 29, 2011, 10:51:14 PM
No not yet. Still cant figure out how to make all the textures look good and shit. I kinda suck at mapping  ;D
Title: Re: Mapper Introductions
Post by: Bromine on April 29, 2011, 11:04:56 PM
I could help you if you want.
Title: Re: Mapper Introductions
Post by: [FPSN]Bokslag on April 29, 2011, 11:45:39 PM
Well the problem is that, I'm not sure what to do with a BIG building. What I did was make two blocks for each wall... Each sort of small. The outside is brick and the inside is plaster. But the fact that it's one block makes it look ugly on a big scale... Even when I make it so it doesnt repeat or whatever... I'll edit with a screenie in a sec
Edit: Heres a link http://steamcommunity.com/id/bokslagkids/screenshots/
Title: Re: Mapper Introductions
Post by: Snapster on May 15, 2011, 03:08:04 AM
I'm Snapster, been mapping for about 3 years, currently have 1.5k hrs in source sdk. I have never released a map of my own :P. I worked on perp_sierracity with wronkles; I designed some of the buildings for that map, like the dealership, firestation, etc.

I am currently working on a RP map most of you guys have seen my map (Rp_Carcery). I was making it for a community but that community died.  I know pretty much everything that deals with hammer. I love helping people with hammer/building things in hammer.
Title: Re: Mapper Introductions
Post by: Statua on May 15, 2011, 12:18:56 PM
Update us on Carcary plox
Title: Re: Mapper Introductions
Post by: Snapster on May 15, 2011, 05:55:08 PM
okay, I just started working on it again. I will update you guys :P.
Title: Re: Mapper Introductions
Post by: guard on May 29, 2011, 09:06:56 PM
I have worked with level designing since 2002 for the GoldSource engine for different Half-Life modifications, including Counter-Strike (1.5 and 1.6). In 2005 I started working with the Source engine both in level designing and programming.

I have released two maps overall, but they got deleted in the database of the website where I posted them, due to new database (gamebanana).

I am currently looking into new techniques of design styles and also looking into release a new series of level designs where I use different techniques — you have to wait for that :)

I am into random designs, but whenever I design a map that is intended to be released to public I always draw this up — first on paper, then Photoshop. It's important for me, that I have something to follow while designing, same as graphics.

I have also worked on several custom compilers (BSP, VIS, CSG and RAD) from existing projects (such as ZHLT and MHLT) so I do programming too. Currently I am looking into working with Nem's HLLib to create useful tools for my work.

If you have any questions about above, feel free to ask. I will try to answer you as good as I can.
Title: Re: Mapper Introductions
Post by: [ECO] ReaPeR on June 16, 2011, 05:03:58 PM
Hi,im reaper i have been mapping for several year now,not consistant and have made a lot of jailbreak maps,most of them are not very popular yet,if you ever played on -ToG- jailbreak you may remember them.I also have made a few glass maps km_alphaglass,it was on the killme WoW mod server if you ever played that.
Title: Re: Mapper Introductions
Post by: James on June 24, 2011, 01:08:16 PM
Im james and I make cool maps you dont want to play, I don't release my work anyways.
Title: Re: Mapper Introductions
Post by: Darkshifter98 on July 14, 2011, 10:48:26 PM
Well my name is Darkshifter98. I started mapping around 2010 and I'm still learning but I would say I'm pretty good at it but not that good. The current map I'm making is one that could be used for HL2RP (CG doesn't have to use it if they don't want to) and for movie making purposes. I also hope they we can all work together one way or another.
Title: Re: Mapper Introductions
Post by: Martinerrr on July 15, 2011, 12:13:25 AM
MY LIVESTREAM: Http://www.livestream.com/bromine (http://Http://www.livestream.com/bromine)
Your link should be;
Bromine' Live Stream (http://www.livestream.com/bromine)
You cap'd the H and therefor it fails.
Title: Re: Mapper Introductions
Post by: Retro on July 16, 2011, 06:14:01 AM
G'day, I am a mapper, A pretty decent one at that. Thanks for your time.
Title: Re: Mapper Introductions
Post by: Logik on August 07, 2011, 01:00:48 AM
Hello,
My name is Logik, my main aspiration isn't to be a mapper, I like coding more, however I decided to be a well-rounded developer it wouldn't hurt to learn both. I take to making maps for a variety of reasons, one is because I like to develop for small, hole-in-the-wall communities that lack the resources or man power to create one on their own, I make modifications to popular maps of their choice to better suit their community. Another reason I make maps is because I have ideas that, similar to writing a dream down, I make a rough copy just in case I like to use it for later. My skills in mapping are decent (My objects sometimes get a bit blocky and undetailed and lead to me having to correct them later), and of course the more time a spend on a project the nicer it ends up being. Recently I've taken to developing a series of TRON-related maps, I've made simple rendering of the "Light-Cycle Arena Grid" (A simple feat at the most, practically just making and texturing the walls and ground) but plan on making a massive, role play-ready map including areas canonically present in the latest installment of the TRON series (As of now, TRON Legacy) such as TRON City, The game arena, armory, out-lands, the Arija ruins, a rebuilt End of Line Club, the digital rendering of Flynn's Arcade, and more. Over my week-long break I wrote tons of script ideas and I'm considering the idea of developing a game mode, but for now I will stick to the map idea. I am currently experimenting with NPC Nodes, trying to come with neat little nodes to add ambiance and life to an environment as well as doing the coding for my own SNPCs.
-Logik
Title: Re: Mapper Introductions
Post by: AcornMan on August 07, 2011, 01:46:15 AM
Did mapping for ZPS only, couldn't really get into Gmod mapping and since Source SDK isn't available on mac, my mapping days are done unless I get on my Toshiba crap-top I mean lap-top. I still made a bunch of fun ZPS maps along with a buddy of mine that goes by Nopego or Fang, I'll have to check my friends list eventually, but he mainly did objective maps while I stayed in the area of survival. All in all, my days are gone for now unless I get back into ZPS which has gotten a recent update but is only available on a windows OS (even though Source has been modded for Mac recently).
Title: Re: Mapper Introductions
Post by: Nespc on October 27, 2011, 04:58:09 AM
Hi
I'm Nespc i've been mapping for around 7 - 9 months. Lately I've been trying to edit BA_underwater_prisonV5 cause it looks like a decent map that could be used for machinima. but there are so many things to edit. That and I havn't used it for awhile

edit: shouldnt this be stickied?
Title: Re: Mapper Introductions
Post by: .:KFrohman:. on November 09, 2011, 07:33:11 PM
Bump for content.

I can't actually remember if I posted in this or not. Oh well.

I'm Frohman, formerly known as Kazuo. I modified the original City 45 maps from tnb to CG's specification, something I'm still doing to this day.
Elsewise, I don't do much. I make the occasional personal map for myself, and I was the creator of the ever popular Robot Wars map back in the days of OC. A version of it can be found on toybox.
One thing I suppose will set me from the rest, I damn near obsess over lighting. It has to be a certain way, sprites have to use a particular texture, etc.
Title: Re: Mapper Introductions
Post by: Sexy Frog on November 09, 2011, 10:49:45 PM
I'm Sexy Frog, I'm a mapper.
Now I've never completed an RP map but I have done a TTT map before known as TTT_Giant_Daycare. Good or not, that is debateable but non the less I made it and it was when I was less experianced. I will say that with a recent TTT map I'm working on I'm having a problem where whenever I load the rendered .BSP into Gmod it crashes Gmod entirely. If anyone can help me with this I would love you long time. Oh and how to impliement custom models/props that are not source ready would be awesome too. Anyways, yeah, that's pretty much it.
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