Tuesday, September 29, 2009

WIP: RatBoy's Castle

Alright just to show off something before this month expires, I give you here some screens from some Jazz Jackrabbit 2 levels I've started, non of them are even nearly finished, but maybe some day they will xD

Technical issues

Been having some issues lately, was working nicely in Zenith but got some mind block and couldn't progress, the level is gonna get finished and released, but may take me some extra time than calculated.

Also been throwing around some stuff in PolyWorks, got some pretty good ideas for a couple of Soldat maps, and IMO great layouts.

Been also working on finishing some stuff I started a long time ago in Jazz Jackrabbit 2, maybe will release a short single player campaign to get the stuff I started out there =D

On top of all that, a deadly virus stroke my computer and I'm still getting everything the right way again, gonna take some time sadly =\

Expect some WIP screens soon with nice surprises =D

Wednesday, August 26, 2009

WIP: UT's Zenith

So I've been keeping myself pretty busy. With what? With UnrealEd of course. I'm seriously loving this editor and engine, always so neat, so perfect.

Been working really hard on what will be my very first level for UT99, a kind of ancient temple filled with lava pools and dark corridors.

Took me some time to adjust to the ways of this engine, that's mainly why I started with UT99 instead of UT3, to fully grasp knowledge about this engine from it's begining, that's why I plan to make several maps for all three generations of games, since it has been always one of my favourite shooters.

I don't know how long it's going to be until Zenith is released, but recently I've been advancing in very big steps, I'm liking how it's turning up, general layout is basically finished, probably need some polishing but the base is there.

So here I leave a couple of WIP teaser screenshots, enjoy.

Thursday, August 20, 2009

Soldat: Ratsteroids v1.3

This is the last of my released maps, the one that was missing. This map together with Defaultor are the two maps that took me longer to finish, many many hours finishing details, testing and redoing stuff. The last version is pretty much it, the map is huge, for about 16 players almost.


The original map is CTF, but the download features also a DM mode, with layout rearranged for it's gameplay. Theme kind of inspired by Quake III and Unreal Tournament space maps, wanted to achieve that feel in a 2D scene. Pretty happy with the outcome really.

Track it down!: Official Soldat Forums - TMS

Some screens:

Tuesday, August 18, 2009

Soldat: Tiki-Ness v1.0

Brand new map this time! Just released it to the Soldat public, and here I am to post it right over here.

It's a small 1on1 arena for tight duels, more players than that would be madness. It's based on a sketch I got from the SForums, some long time ago. Gave it a dinosaur temple theme, with the right amount of detail, not overwhelming like my last map, Defaultor, but just fine.


Track it down!: Official Soldat Forums - TMS

Some screens:

Monday, August 17, 2009

Sauer: Lifepool v2.2

Coming up my second released map for Sauerbraten, another port from one of my Cube maps. This time Lifepool went through a lot of detailing, main layout is the exact same though.

For the last version I had to make all the normal mapping for the textures of the level. Used a little program I got from the interwebz. It's called CrazyBump, and gotta say it works amazingly, the results can be seen all over the map.


I'm also planning on updating this level here, probably make it bigger and better playable, since it's currently very small and suited for 1on1 matches mostly.

Track it down!: Quadropolis

Some screens:

Monday, August 10, 2009

Sauer: KatreZ Dark Night v2.2

This is actually the same map I made for Cube ported to the new engine Sauerbraten, featuring lots of better details, better lightning and two different versions of the map, one with day light and the other....wait for it....night light. I submitted both versions to the oficial Sauer package and the day light version got in and it's still there, so if you have the game, you have that one.


Between the two I ike more the night version, lights look better IMO, so since the other one was official I released this one separatedly for everyone to enjoy. I do plan to update both versions using the lastest features of the engine, since this map was then planned in the first Cube engine (Wich doesn't allow rooms over rooms) and ported, but many things can be improved and added to it, but for now here's the last version.

Track it down!: Quadropolis

Some screens: