Background
Nov 28, 2011 Wallpapers 2 comments-Normal 4:3- 1280x1024 1280x960 1024x768 800x600 640x480 -Widescreen 16:9- 1680x1050 1280x800 1150x720 740x480

Pushing Three Years
into possibly the slowest production of this modification now known as 'The Development Project', it's still under construction with a fully re-written storyline, new level design concepts and being pointed into the right direction of which will lead to a faster and better continuation of the project where more updates in the future will follow for those that are interested in this modification.
Concept Artists
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Level Designers
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Graphic Designers
Sheepykipz
Sound Artists
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Music Makers
MtM0201
Modelers
Dirtpayne
Skinners
Dirtpayne
Story Developer
Dr.Doozer
Coding
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Beta Testers
Joure, Dec, Mac, Ferret
Voice Actors
DukeRobear, Dr.Doozer, Shinobi-Kitten
Darkness_Called, Bigglesworth, Discrate, Dec, Razura, Ferret, mtm0201, Happy^Camper, Cruckz.
Recruiting:
The Development Team is currently looking for some talented people to help out with this original modification. If you are interesting in applying for a position, send a Personal Message to Weeblinator on Moddb along with some current work you have completed yourself and he will contact you asap with a response.
Cheers,
Mapster
2 comments by ~Mapster(WFc) on May 24th, 2012
Greetings fellow modders!
As I have come to realise that most people that track mods like to know a bit of knowledge about the creator that is working on their eye candy, I thought I would put a little update on here about myself for people to read about.
Ever since the game load-runner has been out (many many years ago), I have been interested in creating things for people to play with puzzles, tests, levels and new things for people to play. This of course was a very old school 2D game and was very fun at the time. Which of course was when Duke Nukem 3D came out with its build editor of which my whole family joined in on at the time building new levels of streets, piles of enemy's to kill, placing buttons everywhere that opened trap doors and moving platforms.
This of course was a very old school 2D game and was very fun at the time. Which of course was when Duke Nukem 3D came out with its build editor of which my whole family joined in on at the time building new levels of streets, piles of enemy's to kill, placing buttons everywhere that opened trap doors and moving platforms.
Soon after that, starcraft came out with its editor full of triggers and editable unit preferences to make a more different game to play. Which also gave the game more different game modes such as Galaxy Defenders that came with the game.
As far as games came along with move high advance graphics with Half-Life 1 and Unreal. These games brought out more of an original feeling to how games feel with multiple shades of lighting, highly spread out story lines, and new enemys for opponents to kill with blood and gore. This was what got me deeply stuck into mapping and over years of learning I soon came to study the world that I wanted to create with triggers, stairs, ladders, breakables and much much more.
Half-Life 2 was released much before its episodes which was where I soon got into coding c++ on a miniture scale learning how to control the program with simple if/then/else structures into a game known as "Text Doom" that got many positive responses even though its simplicity structure of being a simple story reading game then following 2 actions.
This got me highly interested in coding and soon lead me towards working on some private servers for games where I learned some basic java scripting where I made some fairly large scripts and good techniques that I was able to apply into c++ .
As at this time i was apart of a small Natural Selection group that soon stretched to Half-life 2: Zombie Master as well, I started the group known as 'Wireframe'. This group grew to love a map I designed for Natural Selection using the plugin Marines Vs Marines called Floorbound.
Wireframe also start up its own website and forum that slowly built up over time which we also started the mod that is now known as 'The Development Project)'. It all too soon as good as the domain for wireframe was closed and I was unable to start it back up as the ownership of the domain was to someone else and that person was unable to be contacted for months causing the team to split.
Even though the team of Wireframe was no longer together. The project TDP was still under construction as my own learning experience to get me learning more and more aspects of the game development community. Which was where I learned modelling from the other community members that I were able to team up with such as 'The Mortewood Plaza' devleoper Dec1234 as well as '1187' developer Joure that both taught me things that today I would not know if it weren't for joining with them.
Although many facts have been left out and the future is still in the making, soon this will all come to use and I cant help but thank all those that helped me get this far and that I will still and always be a modder.
Thank you
and good night :)
Mapster
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An old Wallpaper from the early stages of TDP for you to set to your desktop.
Only registered members can share their thoughts. So come on! Join the community today (totally free) and do things you never thought possible.
Look good, I track it.
Thank you! :)
aw, dang it. i would love this mod, but i don't have episode 2.... :(
Holding out for Half-Life 3 are you? :)
yea, but i also wan't to be able to play this mod with only hl2 installed, not it's episodes.
IT LIVES! :P
Haha yes TDP is still here, just not getting very far without a modeler atm xD
You are a entity on a magical adventure to go to the carved lands and stop the non-existantly vertex manipulated brush that wants to crash the compiler.
On your adventure you will face many destroyed maps , the void and even T-JUNCTION DISPLACEMENTS !
So now go hero , and save the SourceSDK.
Haha thats very well put!
Thank you for the comment
Looks Like This Project Is
*Puts On Sunglasses*
Under Devolpment
YEAH!!!!!!!!!!!!