Veteran and freelance independent mapper for previously Star Trek Voyager: Elite Force, nowadays for Jedi Academy and other idtech3 games. Developer of the 2004's highly regarded and signature map "Asteroid Base" for Star Trek Voyager: Elite Force (now available for Jedi Academy).
Before the port to Jedi Academy, Release THREE of Asteriod Base saw its initial development in Elite Force, the game where it all began. A large portion of the map was already done before the port and at that moment, the default executable (stvoyHM.exe) couldn't handle the map anymore (MAX_SHADERS hit).
I decided to port the map towards Jedi Academy for a number of reasons. The first would be the obvious since Jedi Academy has higher limitations, therefor providing me with more room to do things and secondly since Jedi Academy still has an active modding community. Compared to Elite Force's modding community (which is is practicly zero), the choice was once again pretty obvious.
I could've sticked with Elite Force and I could've used an extender such Thilo's efport progress or GSIO01's rpgxEF project in order to make a full, dedicated RPG-X version of "Asteroid Base" but both projects haven't seen any development since 2013 and therefor should be regarded as "abandoned" and "dead". Much unlike Jedi Academy's OpenJK project, which is still going strong.
While browsing through my archives, I came across a pre-TOS mapping project from 2011 that I had intended for the Elite Force RPG-X modification. This unfortunately never saw completion because of my qualification and classification as untermensch by the same RPG-X community.
Since the map was pretty far into production, I have decided to publish several screenshots in order to demonstrate the map its design and sophistication, aspects that are featured in all my released works and I am currently investigating a possible Jedi Academy port.
As of today, a new download location is available for the map Battlestar Bellerophon for Star Trek Voyager: Elite Force. The service of LoneBullet has arisen from the ashes of the former Gamefront era (Ziff Davis, Break Media).
Other then ModDB (which cannot host anything remotely inspired by NBC's Battlestar Galactica) and Nexusmods (Which requires a registered account to download files larger then 2 megabyte), LoneBullet offers a download service that does not have the earlier mentioned restrictions.
In the next few days, I will make an attempt to make my other created content available through this service so that all of my creative works can and will be available again without restrictions and/or limiting policies.
A promotional image intended to for the release of Extended TWO of the map "U.S.S Leonov - 'the Animal'"
Extended TWO would've taken advantage of the special rpgxEF branch that was being developed when this version was being developed. Especially the number of entities would've been increased (including blue and yellow alert) for this version.
rpgxEF is no longer in development and its homepage doesn't exist anymore.
Ultimately, Extended TWO formed the basis for the Jedi Academy version Outline THREE, which saw further development and the restoration of certain design elements that had to be cut from Release ONE, notably on Deck 2.
Some concept images from the time I was still developing the Battlestar Aurelia map for RPG-X. At the time, I was toying with the transparent workstation idea that I had seen in Avatar.
Most designs were pretty locked tight at that moment and found their way in the Aurelia map before it was being ported towards Jedi Academy.
Tomorrow an update will be released for Asteroid Base for Jedi Academy. The update will address several issues brought forward during the 2016 summer courses that I have given plus that after 13 years, it will add a working bot support. The bot support will also work on the old Release THREE version.
Outline THREE of the map U.S.S Leonov - "The Animal" for Jedi Academy has been released and is now available through the Download page.
This outlining release is the result of continued development based on the cancelled Release TWO version for RPG-X/rpgx-EF, which are both no longer in development. It will give players a chance to see how the development of the map is progressing, other then the usual screenshots posted on the webpage and other channels.
Though the map can be percieved as "odd" because of its heavy Star Trek influence and design, feedback is as always much appreciated.
The amount of harddisk space as it was used by my Star Trek Voyager: Elite Force installation, not bad for a game that was only shipped onto one 650 MB CD-ROM. After 16 consecutive years, I have decided to remove the game from my primary harddrive in favor of other games and other projects that I intend to release under the Apprentice banner.
Altough Elite Force remains one of the few Star Trek games that actually "worked", on a development level was the game "done" a long time ago. Singleplayer development was already dead after Freelance went to another game before it was canned and the only multiplayer development that existed was RPG-X, which is no longer in active development since the whole rpgxEF project and website is no longer available (Github displays files that are at least three years old).
This left my Elite Force installation gathering dust and that was unfortunately not by MY choice. The main RPG-X developer by the name of TiM chose to be an arse and decided to dismiss one of the last if not the last independent developer for his aging RPG-X product, by superceding his own ego and his own pride and subsequently hides behind his 'privileges' and refuses to talk in a more profesional and mature enviroment other then pointing fingers and blame others. This makes the choice (if you can call it a choice) much easier: delete it!
So now I have more room to develop projects and maybe those that were originally intented for Elite Force, will see a Jedi Academy release since that game has still an active mapping and modding activity.
One of the advantages of porting "The Animal" to Jedi Academy is that besides higher limits, I don't have to take in consideration a somewhat poorly programmed modification with a whole lot of bells and whistles that takes a lot of memory, thus reducing the actual room available to produce content.
This enables me to restore certain areas that had to be cut from the original release (which used Thilo's Elite Force engine release to make it barely work), primarily on Deck 2 which will be significant larger then the original Regular and planned Extended releases for RPG-X and rpgxEF.
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