Experience: Several years mapping experience with Source in TF2, L4D and CS:S.
- de_wetwork (A remake of Wetwork from Call of Duty 4)
- dm_destruction (A remake of Destruction from Return to Castle Wolfenstein)
Collaboration partner in mapping: Mikey (Mikeypilk)
Experience: Many unfinished attempts at maps, have got a folder full of control points, buildings and half finished maps. Acendia is really aweful and doesnt work properly, I did it years ago. Also interested in composing music for games and making textures.
Collaboration map 1:
CS_Pilko_estate formerly (cs_mansion)
Mikey: Our first (proper) cooperative venture into the world of mapping in the source engine, although I must confess I probably didn't present my 50% effort in this project, I made a plan and an sketch version of the map I wanted us to make together. Jack said that my initial version was not started properly as I had started detailing the map way to early, He made his version with a revised plan for the map blocking it out using Dev textures. I made a few textures along the way and helped with the playtesting and stuff but hardly did anything towards it really.
Mikey: This is the pic I used for a stimulus, its from some poncy american architect website I just copied the picture into MS paint and drew round it (cause im pro innit.) then i went about sketching it out roughly in hammer. Its a hostage rescue map for counterstrike source.
Jack: I liked the idea, but something bugged me about it in Hammer...I have a feeling it's just me being an a-hole really, but I struggle to work on maps that don't follow a strict plan. I drew up a new plan, keeping some aspects of Mikey's beginings of the map.
To cut a long story short lots of mapping happened and it ended up looking something like this...
There is also totaly not a secret hidden room somewhere in it...Ok there is totaly an awesome secret room somewhere, you should really waste your time trying to find it. It will totaly be worth it to hear the classics of Rick Astley, shame you don't though.