User:Hurricaaane

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Revision as of 06:43, 29 December 2007 by Hurricaaane (talk | contribs)
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Hurricaaane (Leave a new message)

Experience

Counter-Strike

First time I ran Worldcraft, I've made a map with no knowledge of the game proportions. The whole map was a huge leak in a room with 4 walls and a door, ressembling to a small reserve room where you put your vaccum cleaner. Then I've made a complete new map testing func_doors. I even made an horizontal ladder, I really enjoyed that. Because of that, I made a map named ladderparty, which was basically a knife map where you move around hanging on ladders.


Half-Life

I was a member of a french community website dedicated to map beginners named "Worldcraft". I bacame a friend of the administrator whom I was taught many things, expecially triggers, multisource and other cool stuff. His nickname is FabHacker. It's because fo him that I love setting up entities. Then I've found another french mapping community, named "Le Site du Zéro". Their tutorials are quite obselete now but... well. I am still browsing this website for other reasons.


Sven Co-Op

Sven Co-Op is a cooperatve game with Half-Life singleplayer stuff. I spent a lot of time on this mod, but I never came to something consistent. I've made an anti-telefrag teleporter as in Sven Co-Op, the main problem are teleporters. When two players teleport to a same position on a small interval, the first that goes in gets telefragged. I've made a map sheet where a Voltigore can only be killed by controlling a crate elevator machine, requiring a lot of cooperation as we need to trap the Voltigore into a dead end where the elevator is.


Half-Life 2

In Half-Life 1, you have plenty of mapping websites where you can learn to map. At this time in Half-Life 2, the only website available is this website, the Valve Develoepr Community. The experience I acquired on Half-Life 1 mapping was enough so I can learn alone. There's nothing consitent I made of this game.


Half-Life 2 : Deathmatch

On this official mod, I've made two maps. One with a friend for a contest, a friend named "Iggy" who is also one of the leaders of Perfect Dark Source. Iggy made the bruskwork and textures and models (custom models), I was in charge of playtesting, fixing, and adding entities like a system of special teleporters. We playtested this map with friends on Ventrilo, a voice chat program. They are Harzardous, Kirikouille, Fawn, Hicks, Ninfame and conno.

The other map is called "pashteck", where you spawn in a small cube. A melon dispenser on the ceiling throws melons in all directions so you can grab one and try to kill the others players with a melon. The melons, thanks to a vphysics_motion, don't explode when hitting a wall.


Portal

In Portal, I am part of a Portal mapping community website called "ThinkingWithPortals" I studied and rebuilt the main gameplay elements like the superbutton, the apparatus vent, the doors, the switch and other things using a system of logic gates made of logic_branch_listeners. I also made cube floaters, a unique element made to levitate cubes. This works like a cube catcher, but also a button push delay device, when placed under a superbutton.

I began a series of maps, called Logic Portals.


Notepad

I've put this link as a shortcut when I don't remember some editing functionnalities.