Hi there, I use mapping as a means to relax and do this for almost a decade now. Due to this easy-going attitude, I never finished/released many maps. The only exceptions are sg_prison and ctp_pulse for the HL1 mod StargateTC and sg2_pulse_b1 for StargateTC2 (HL2). StargateTC1 is still my favorite HL1 mod altogether, probably because I invested so much time in it as forum moderator, news translator, tester and mapper under the name DarkKyp. Some time and a change of name later, I reprised these roles on SGTC1s successor StargateTC2 until its descent into inactivity. My current project is a detailed interior map of the spaceship Destiny from the new show Stargate: Universe.

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Tikay Blog

Ok, using ModDB to present a Map was probably a stupid idea.
It's a MOD site after all. I didn't update the project here for months but rather made Facepunch its home.
Check out my thread over there for more up-to-date screenshots and info about the map:
Facepunch.com

Cya there.

First entry

Tikay Blog

SO, this is my first blog entry here. I want to start documenting the progress of my map project, currently nicknamed sgu_destiny.
The idea for the map was born the moment I saw the trailer for Stargate Universe. And after watching the pilot episodes I opened up Hammer and started with the gateroom.
Since then, I had to re-do the gateroom and its connected corridors twice....
The first time after I played the map with another player and realised that the proportions are way off.
And the second time after Producer Joseph Malozzi posted blueprints of the set of the show on his blog. These blueprints made clear that I measured wrong again.
Re-construction of the brushwork and some props was finished yesterday so that I can concentrate on new parts of the ship now.

What I have atm:
The gateroom, its lateral corridors, the nexus (control interface and kino room) and rough versions of the infirmary and mess hall. See? There's a lot to do, like:
The observation deck, the hydroponics lab, crew quarters, storage rooms, the communication stone room and a confusing hell of a lot of corridors.
After the brushwork is done, the models need polishing and only then comes the textures. Maybe some sound effects for the doors and consoles at the very end.

Of course the screenshots here are outdated so I will post new ones as the map progresses further.

Thank you for reading this wall of text. ;)
And please comment the screenshots, I need input.