I've been interested in programming since I was young, and in playing since even before then. When I was 13 I started by writing scripts for the chat program mIRC; channel watchdogs, file sharing tools, server stat reporting, etc. I became a Dungeon Master for an IRC network's Multi-User-Dungeon game, which got me other DM gigs for MUD's while I learned Basic and VB in high-school. I also mapped for Total Annihilation and more-so for it's spin-off TA:Kingdoms. I also became a world champion player for team "hi-" in a Half-Life mod called Frontline Force. I took a year of software engineering in college where I honed my language skills (and learned some C), and started Beta Testing and doing media for Frontline Force. I took up mapping for Half-Life, and joined the Source version of Frontline Force's team as a mapper. That mod was never released, so I made that FLF map into a basic CS:S map. Later, I became a top 10 Supreme Commander 2 player, and now spend my time modding that game.

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HoT_Ho11oW_PoiNT Author
HoT_Ho11oW_PoiNT - - 161 comments

This map got remade for CSGO: Steamcommunity.com

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Description

A Counter-Strike:Source map that I worked on. The original concept started as a map for the Half-Life mod Frontline Force, but did not make it in time to be published before being adapted for the Source version of that mod. The Source version was never publically released, so I again adapted it using Counter-Strike Source entities. I released a public Alpha version to the Toronto Darkly Server, and it met with favourable reviews, with the main complaint being that I packed in an overview map so it was hard to learn (despite being quite small). The Alpha version (picuted) shipped with the *basic* layout (open to change based on feedback), 90% lighting done (dark sections are left purposefully dark because they are a back alley that is not integral to gameplay, but would have been great to take the never-used-due-to-no-dark-areas-in-other-maps night-vision-goggles), about 80% textured, 30% of dispacement surfaces, 20% fully decorated with props, 50% optimized, 0% skybox, no overview texture packed into BSP.

If I ever get a better gaming PC I would definetly like to re-visit this in the most current generation of Worldcraft/Hammer/SourceSDK or whatever it's called now adays.