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Destruction
Sequel to my first map, "Interruption", which follows on from the events in that level. This puzzle is much harder - well, atleast I think so. It also includes some more cinematic scenes, on a bit larger scale than those in the first one... (If the excursion funnel doesn't appear make sure you look around properly, but I'd be surprised if anyone missed it) There is a bit of a lighting glitch that occurs near the second-floor glass. I tried for ages to fix it but it refused; it's pretty minor though. Updated to fix two exploits. Updated to replace a texture that you may not have.
The Part Where Everything Goes to Hell Boss 1 V2
This is a updated boss battle. I added a few more steps to beat the boss as well as adding a few more extra things to it. The bomb room is now accessible and is part of the boss battle.
[Coop] Kyo's Testing Enviroment
This is my second ever publicly released map. The first was a now ancient HL2DM map called undertow_v2. It had a lot of issues but found its way onto at least one server rotation which I was most pleased at. Nothing too complicated here for this coop map but some quick portal placements are required. Any issues or comments please use the contact page on my website at http://www.kyorisu.net. 1.1 Notes Fixed being able to skip first section without using the cube. Fixed jump in third area sometimes failing. (Catapult reports it's altering player trajectory but sometimes sends you into a wall). Minor appearance modifications made to second and third areas. 1.2 Notes Aligned some textures. Replaced some visible nodraw texture. Other misc fixes related to me being an idiot. Nothing players would notice. 1.3 Notes My airlocks replaced by ones made by chickenmobile which match Valve's implementation. Minor texture alignment. Adjusted some info_placement_helpers End instance room will now look for mp_coop_kyo_02.bsp (unreleased). Quit through the menu or force a changelevel through console. Well it should I've only tested on my local machine. Screenshots http://i34.photobucket.com/albums/d142/ ... 010003.jpg http://i34.photobucket.com/albums/d142/ ... 010002.jpg http://i34.photobucket.com/albums/d142/ ... 010001.jpg http://i34.photobucket.com/albums/d142/ ... 010000.jpg
Currently Untitled
Currently Untitled, a map in the old decaying aperture style, with the following features: * overgrowth! and water! * laser-burning-turret madness. * cubes, a sphere, a funnel, and a light-bridge. * HDR lighting * Relaxation vault for when it all gets a bit much. See here for screenshots: http://steamcommunity.com/id/RufusThorne/screenshots/ I'm looking for some help with optimisation: The map is fully sealed, but suffers some jerkiness. Please take a look at the included VMF and let me know if there's anything I can do in terms of HINT brush placement, etc. Also any things that need changing. Item placement, number of cubes, etc. I'm also looking for fellow mappers to 'dirty up' the environment. Suggestions for fog, particle effects, etc as well as some basic help on these topics would be appreciated. Thank you
Coop Extension Boxes
Two Coops maps, Six puzzles, Alpha release. P-body and Atlas are sent down an abandoned hall of the facility.
portal map for fctbarnes
just a random map
DARKCHAMBER
I'm making a Map called Darkchamber where 5 gigachambers are together and you need to use the things of one in other and viceversa. So, Now I have only the initial spawn and the first full room. Good luck, any bug, tip or help will be welcome. Screenshots: http://puu.sh/4CvF http://puu.sh/4CvG http://puu.sh/4CvH
Third Person View
Third Person View Plugin! Press F10 for the normal Third Person View. Press F9 for the Shoulder View. Image: http://cloud.steampowered.com/ugc/55979 ... 522A0ED36/ http://cloud.steampowered.com/ugc/55979 ... CE5EC58EC/ http://cloud.steampowered.com/ugc/55979 ... 3B2B223D3/
emanci-lasers
lasers + cube + sphere + grills = cake
Prometheus
This is the first map in a series that I will finish after the Gravitygunville mapping contest. I wanted to feature the Tartaros theme for the underground, and I also wanted a good intro to mapping, so I did both! Plus, there is a significant story underlying all of this, so await with anticipation the final release!