User:Farragar: Difference between revisions

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This is Farragar, I'm a university Computer Science student in the UK, please feel free to email: laurence.james@gmail.com or laurie@farragar.co.uk for any information. I've always been a big gamer, and mapping for games quickly became a way for me to play around with my very neglected artistic side.
[[Image:farragar_banner.png|left]]
Hello there, this is Farragar. I'm currently a first year MComp Computer Science student at the University of Sheffield in the UK, please feel free to email: laurence.james@gmail.com or laurie@farragar.co.uk for any information. I've always been a big gamer, and mapping for games quickly became a way for me to play around with my (usually)very neglected artistic side.


Having used UrealED a (very)long time back, I got into mapping for Portal after thinking that it would a) be a great platform for [[Image:farragar_banner.png|right]]
Having used UrealED a (very)long time back, I got into mapping for Portal after thinking that it would be a great platform for community maps - the very clean, consistent design through the test chambers meant people wouldn't have to focus on the artistry as much as the puzzles - the main gameplay elements. Playing a few of these community maps made me decide I could probably pull one of, and so 'The Electric Castle' was born. It suffers from a lot of typical 'first map' problems, such as bad mapping technique (1 unit brushes, non-standard (2^n) brush size, and it's possible, albeit difficult, to trap yourself.)  I like to think that it was a reasonable map though; I appreciate the faults in the puzzles but I think the 'moving fizzler' was a decent innovation.
community maps and then b) playing a few of these. 'The Electric Castle' was, as you can probably tell, my first map. It suffers from a lot of typical 'first map' problems, such as bad mapping technique and some misaligned textures, although it does introduce some new mechanics; things often not seen in first maps.




While my only released maps have been for [[Portal]], I'm planning on making a [[Team Fortress 2]] map hopefully sooner or later.
While my only released maps have been for [[Portal]], I'd like to make something for [[Team Fortress 2]] map hopefully once I have a slightly less aged machine.
 
(If anyone would like to sponsor this epic quest with an i7, it'd be very much appreciated ;-)
Map details to follow:
 
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Revision as of 07:45, 2 March 2010

Farragar banner.png

Hello there, this is Farragar. I'm currently a first year MComp Computer Science student at the University of Sheffield in the UK, please feel free to email: laurence.james@gmail.com or laurie@farragar.co.uk for any information. I've always been a big gamer, and mapping for games quickly became a way for me to play around with my (usually)very neglected artistic side.

Having used UrealED a (very)long time back, I got into mapping for Portal after thinking that it would be a great platform for community maps - the very clean, consistent design through the test chambers meant people wouldn't have to focus on the artistry as much as the puzzles - the main gameplay elements. Playing a few of these community maps made me decide I could probably pull one of, and so 'The Electric Castle' was born. It suffers from a lot of typical 'first map' problems, such as bad mapping technique (1 unit brushes, non-standard (2^n) brush size, and it's possible, albeit difficult, to trap yourself.) I like to think that it was a reasonable map though; I appreciate the faults in the puzzles but I think the 'moving fizzler' was a decent innovation.


While my only released maps have been for Portal, I'd like to make something for Team Fortress 2 map hopefully once I have a slightly less aged machine. (If anyone would like to sponsor this epic quest with an i7, it'd be very much appreciated ;-)