 |
|

 |
| Saturday, February
21, 2004 |
|
 |
 |
 |
Photos from the Unveiling of
my DM-CartwrightHall[FuT] Map at The Gibfest/Boozefest Meet at
Cartwright Hall Art Gallery, Lister Park, Bradford. (Friday the
13th, 2004)
I added some photos
to my website that people took of that great event. I really
wish I could have been there in person. (Many thanks to Steve
Manthorp and the nice folks at
http://www.tehforum.net/ for posting these photos.)
Photos of the Event
| Related News: 1
|
|
 |
 |
 |
| Saturday, February
14, 2004 |
|
 |
 |
 |
Happy Valentine's Day and Quick News...
|
 |
 |
 |
DM-CartwrightHall[FuT] - It's complete, but I
can't release yet...
|
 |
 |
 |
| Saturday, October
25, 2003 |
|
 |
 |
 |
Hi, folks!
 |
Sorry for the lack of updates the
past few months.
Some of you in the UT2k3 community know that my wife is pregnant
and due in April (that makes 3 kids for this mapper).
Because of the pregnancy, I've been focusing more on her and
family stuff, so I haven't really been mapping.
BUT, for recent reasons (very good/excellent reasons) I've
had to start mapping again, a little. So you can expect some of the
projects that I've been working on to come out of the woodwork.
Send me an email and say "hi!"
for the hell of it.
Okay, hey, bye.
P.S. Go play that "Call
of Duty" demo. OMG!
|
|
 |
 |
 |
DM-Peak2003[FuT] receives 0wnage!!!
Cliff
"CliffyB" Bleszinski, lead designer for
Epic Games,
and co-creator of the Unreal series, has given my map,
DM-Peak2003[FuT]
0wnage today. Thanks to Cliffy for taking the time to check it out.
Cliffy said:
"Yes, the original gimmick map
returns.
Yes, I said no redux maps would make 0wnage.
Sorry. I couldn't help it here. It has
been a dry few weeks and then this fun little gem lights up my
in-box...what's a guy to do?
Some people like the tight, fall to
your death insanity that is PEAK. Others hate it. Regardless of what
you think of the map you can't argue the fact the map has
atmosphere.
See, it's all about the little things. The wind chimes. The
individual wooden boards on the walkways. The audio. The "Book of
Nali..." I love this stuff and it is worth checking out, just for
that."
Read more:
http://www.planetunreal.com/cliffyb/
|
 |
 |
 |
DM-Peak2003[FuT] is finally here!!!
The Peak Monastery -- Yet another holy
landmark desecrated in the name of sport.
Main Download Location:
DM-Peak2003[FuT]
at
FilePlanet
Download Mirrors:
DM-Peak2003[FuT]
at
FasterFiles.com
DM-Peak2003[FuT]
at
pcgamemods.com
DM-Peak2003[FuT]
at
mapraider.com
DM-Peak2003[FuT]
at
ut2003-universe.ngz-network.de
CREDITS:
Remake UT2003 Mapper (DM-Peak2003[FuT]):
Teddie
Tapawan of
www.funrealtournament2003.com.
Original UT1 Mapper (DM-Peak): Juan Pancho "XceptOne"
Eekels
Music: DM-Peak's original UT1 music "Razorback" (composed by
Peter Hajba) was used for this map. Mix phattened slightly by
Teddie Tapawan (a.k.a. Smart Apple -
http://mp3.com/smartapple).
THANKS:
Thanks to Juan Pancho "XceptOne" Eekels the creator (original
author) of DM-Peak of UT1. Thanks to Miles Asvachin (a.k.a. Mr.
Evil) for the "Boots of Jumping". (http://come.to/MrEvil) Very
special thanks to the private BETA1, BETA2, and release
candidate (RC1) testers. I really couldn't have done this much
without you. Listed below in no particular order:
BesigedB, Capt_13M, Lio Convoy, DirtyBob, Wolv34ine, fuegerstef,
CTFX1, Loosecontroll6, O27, Ejen34, xc3pt, Zimeon, UTroll, Virax,
SealClubber, defalc, Radeon285, Devastation 8 (If I forgot to
mention anyone please let me know so I can update the
readme file.)
Thanks to my wife and son for beta testing the map with me
across our LAN and for putting up with the rest of my crap.
Thanks to BesigedB for hosting the beta and release candidate
files for private download. NOTICE:
DO NOT
modify this map or its associated files in any way.
|
 |
 |
 |
DOM-Aztec[FuT]rev1 - DOUBLE DOMINATION!!!
REVISION 1 of the FINAL version is now
available!!!
I created this Double Domination version
from the remake I did of my son's
favorite Counter-Strike map (de-aztec). This is the FINAL version!
Please note that this is REVISION 1 of the
FINAL VERSION.
Main Download Location:
Waiting on fileplanet...
Download Mirrors:
DOM-Aztec[FuT]rev1
at
UnrealPlayground
DOM-Aztec[FuT]rev1
at
ut2003-universe.de
DOM-Aztec[FuT]rev1
at
ut2003-universe.ngz-network.de
* Webmasters, if you are hosting a beta version or a prior final of this map,
please delete it and replace it with this final version
(REVISION 1). If
you're mirroring the file,
please contact me so I can add you to this mirrors list.
VERSION HISTORY:
1.0 (REVISION 1)
-
Released 04/13/2003
-
Modified LOD of all meshes.
-
Created small full alpha texture to fix strange looking sides
of the rope-weave on the bridge.
-
Better compression on many of my custom textures.
-
Smaller overall filesize due to the above change and other
small changes.
-
Turned all terrain polys that cannot be seen invisible so they
won't be rendered.
-
Fixed the patch of light on the wall in one of the dark rooms
(if you know what I mean). Using a projector now. Regular
sunlight against the wall was not cutting the mustard.
-
Turned the zone lighting down to 20 in the C-spawn double-door
corridors.
-
Changed the light hue of the electrical overhead lights to a
closer match of the original CS lights.
-
Changed the corona skin of the electrical overhead lights due
to the above change.
-
Created a better wood texture for all double-doors.
-
Setup the teepee-oriented wooden slats for the non-usable
double-doors as it is in CS.
-
Fixed some weaponbase placements that were hovering (just a
few units).
-
Tweaked some pathnoding and jumpspots.
-
Tweaked some sections of the assault paths.
-
Now using pickup bases for all amp and health.
-
Added additional playerstarts within the red and blue spawn
areas.
-
Used a better level of light-rebuild.
-
Reduced the fluid grid size for optimization purposes. It had
a lot of unseen overhang/uneeded polys.
-
Made thousands of polys in the terrain of the skybox invisible
to keep them from rendering.
-
Added some additional antiportals. Removed some
non-functioning ones.
-
Slightly increased the collision radius of the assault ammo in
the crate by the blue spawn area.
-
Changed the scrolly description and screenshots to reflect
revision change.
-
Changed filenames and this README text to reflect revision
change.
1.0
CREDITS:
Remake UT2003 Mapper (DOM-Aztec[FuT]rev1):
Teddie
Tapawan of
www.funrealtournament2003.com.
Original Half-Life/CS Mapper (de-aztec): Chris Auty of
counter-strike.net.
|
 |
 |
 |
DM-Aztec[FuT]rev3
REVISION 3 of the FINAL version is now
available!!!
This is a remake I did of my son's
favorite Counter-Strike map (de-aztec). This is the FINAL version!
Please note that this is REVISION 3... REVISION
3... REVISION 3...
did I mention that this is REVISION 3.
Main Download Location:
Waiting on fileplanet...
Download Mirrors:
DM-Aztec[FuT]rev3
at
UnrealPlayground
DM-Aztec[FuT]rev3
at
pcgamemods.com
DM-Aztec[FuT]rev3
at
ut2003-universe.ngz-network.de
* Webmasters, if you are hosting a beta version or a prior final of this map,
please delete it and replace it with this final version
(REVISION 3). If
you're mirroring the file,
please contact me so I can add you to this mirrors list.
VERSION HISTORY:
1.0 (REVISION 3)
-
Released 04/09/2003
-
Modified LOD of all meshes.
-
Fixed rope bridge BSP error.
-
Better compression on many of my custom textures.
-
Smaller overall filesize due to the above change and other
small changes.
-
Turned all terrain polys that cannot be seen invisible so they
won't be rendered.
-
Fixed the patch of light on the wall in one of the dark rooms
(if you know what I mean). Using a projector now. Regular
sunlight against the wall was not cutting the mustard.
-
Turned the zone lighting down to 20 in the C-spawn double-door
corridors.
-
Changed the light hue of the electrical overhead lights to a
closer match of the original CS lights.
-
Changed the corona skin of the electrical overhead lights due
to the above change.
-
Created a better wood texture for all double-doors.
-
Setup the teepee-oriented wooden slats for the non-usable
double-doors as it is in CS.
-
Fixed some weaponbase placements that were hovering (just a
few units).
-
Added some additional antiportals. Removed some
non-functioning ones.
-
Reduced the fluid grid size for optimization purposes. It had
a lot of unseen overhang/unneeded polys.
-
Now using pickup bases for all amp and health.
-
Used a better level of light-rebuild.
-
Made thousands of polys in the terrain of the skybox invisible
to keep them from rendering.
-
Changed the scrolly description and screenshots to reflect
revision change.
-
Changed filenames and this README text to reflect revision
change.
1.0
(REVISION 2)
-
Released 11/26/2002
-
Fixed problems with bot pathing. Specifically with
translocator destinations.
-
Bots will now go for the Ion Painter. (Although I don't think
they know how to use it.)
-
Fixed the location tags that were incorrectly named. (This is
for locating team members in TDM mode.)
-
Changed some of the textures back to LOD 0.
-
Changed the preview pics to indicate revision change.
-
Renamed all files to indicate revision change.
-
Updated this README file.
1.0
(REVISION 1)
-
Released 11/04/2002
-
Found a bsp error around some stairs. Fixed with blocking
volume.
-
Changed the preview pics to indicate revision change.
-
Renamed all files to indicate revision change.
-
Updated this README file.
1.0
CREDITS:
Remake UT2003 Mapper (DM-Aztec[FuT]rev2):
Teddie
Tapawan of
www.funrealtournament2003.com.
Original Half-Life/CS Mapper (de-aztec): Chris Auty of
counter-strike.net.
|
 |
 |
 |
| Wednesday, March
26, 2003 |
|
 |
 |
 |
CTF-Face2003[FuT]rev3
REVISION 3 of the FINAL version is now
available!!!
The seven-year asteroid
belt has formed around Earth's upper atmosphere once again. Like a
swarm of bloated locusts they swirl high above. This has caused the
Earth Government Council (EGC) to order evacuation of all Earth
populants to neighboring non-hostile planets and their moons due to
the possibility of one or more of the asteroids plummeting to the
Earth. Therefore, the Tournament Commission has hastily moved the
Tournament competitors to an uncharted "island-asteroid". It is
believed that this floating mass was once an intergalactic meeting
ground for nomadic religious sects because of the strange
monastery-style towers at each end. This island-asteroid and its two
towers have proven to be a perfect setting for Tournament CTF
matches. So face your enemy and let the games begin!
NOTE: This is REVISION 3 of the FINAL VERSION.
Main Download Location:
Waiting on fileplanet...
Download Mirrors:
CTF-Face2003[FuT]rev3
at
UnrealPlayground
CTF-Face2003[FuT]rev3
at
FasterFiles
CTF-Face2003[FuT]rev3
at
ut2003-universe.ngz-network.de
VERSION HISTORY:
1.0 (REVISION 3)
- Released 03/26/2003
- Many miscellaneous fixes.
1.0 (REVISION 2)
- Released 03/23/2003
- Fixed weapon collision error
of Blue side interior base terrain.
- Deepened the stair well to the
sniper ledge at the top of the towers. Added a step and moved
the stairs away from the teleporter. Fixed the pathing in that
area after the change.
- Changed description to reflect
revision change.
- Changed screenshot text to
reflect revision change.
- Slowed down the rotating
skybox so you folks with vomital tendencies will not "hurl"
more than assault grenades.
- Slowed down the earth rotation
to deal with the slowed rotation of the above change.
- Fixed some "Jump Down"
jumpspots.
- Again, I think that's it.
1.0 (REVISION 1)
- Released 03/21/2003
- Fixed cull distances on some
objects. They will no longer disappear while in your actual
view if you back up to a certain distance.
- Fixed Shield and Big Health
sounds. Actually removed the classic sounds for those. Left
the Amp sound. The Amp will let you pick it up regardless. So
no strangeness between picking up and sound, etc.
- Tweaked lighting. Outside base
lighting is more consistent between the two bases. In other
words, red is not darker around the outside of the base than
the blue base. You get the idea.
- Fixed bot pathing behind
bases. Turned out to be a bad assault node.
- Also fixed some funky bot
pathing near the outside weapons.
- Removed fire damage for
torches. Fire damage was not present in the original UT1
version and some players have told me that some of they're
playing strategies have been pooped on because of the fire
damage.
- Added a static mesh double-bar
at the ends of the arch meshes I created for the ceilings.
- Possibly fixed a texture bug
that can also be seen in the retail Face3. If I didn't fix it
in this revision for you, then I'm stumped.
- Fixed some long polygon errors
on my ground staticmesh at the back of the bases. Just needed
to knife it up a bit and retriple, UVmap it again, then import
to replace the other ground mesh. Some of the polygons were
too long so light wasn't getting distributed evenly. Also
possibly fixed a couple of flickering polys in the mesh that
some people were seeing.
- The redeemer loft should feel
a bit more roomy and head-roomy.
- Scaled down the weapon pickup
bases down just a little bit in the two lofts (redeemer and
sniper) and the sniper ledge (top of towers) for each side to
help make those areas feel a bit less cramped.
- Made it so that you can't
stand on the sniper "grate" (the 4 slats that are in front of
the lower sniper loft. You will slide off if you try. But you
can fall directly through two slats to get into that sniper
loft. As in the UT1 version.
- New screen shots taken for
menu preview.
- File names and readme files
updated to reflect the revision.
- I think that's it.
1.0
CREDITS:
Remake UT2003 Mapper (CTF-Face2003[FuT]rev3): Teddie "teddabod"
Tapawan
Original UT1 Mapper (CTF-Face): Cedric "Inoxx" Fiorentino
Music: CTF-Face's original UT1 music "ForeGone" (composed
by Michiel van den Bos) was used for this map. Mix phattened
slightly by Teddie Tapawan (a.k.a. Smart Apple -
http://mp3.com/smartapple).
THANKS:
Thanks to Cedric "Inoxx" Fiorentino, the creator of the original
CTF-Face.
Thanks to the nice folks on the INA forums for letting me know
about bugs and for giving great feedback to aid me in doing this
revision.
Thanks to all the folks who play and support my maps. Makes me
happy to make you happy.
NOTICE:
DO NOT
modify this map or its associated files in any way.
|
 |
 |
 |
Sorry for the lack of updates lately,
folks. I've been extremely busy with regular work project-deadlines,
etc. So real quick,
here's the latest 3 maps I've completed:
Thanks for your patience. Enjoy the
maps.
|
 |
 |
 |
| Thursday, January
2, 2003 (Updated Tuesday, January 7, 2003) |
|
 |
 |
 |
DM / TDM / DOM / CTF / BR Decks!!!
Deck 16 BioWaste Refinery and Deck
17 Magma Refinery. Corrosion by slime... Incineration by lava.
Two extremely dangerous facilities connected by central points
of aggression.
CREDITS:
Mapper:
Teddie Tapawan (a.k.a. teddabod)
http://www.funrealtournament2003.com
Music: Deck 16's music "Go Down" REMIXED
by
Teddie Tapawan (a.k.a. Smart Apple)
http://mp3.com/smartapple
THANKS:
Thanks to
Miles Asvachin (a.k.a. Mr. Evil) for the "Boots of Jumping".
Thanks to my wife for the voice over the PA System.
Thanks to Elliot "Myscha" Cannon the creator of Deck 16 -
the mothership of maps that spawned many Decks.
Thanks to all the folks who play my and support my maps!
NOTICE:
DO NOT
modify this map or its associated files in any way.
|
 |
 |
 |
| Thursday, January
2, 2003 |
|
 |
 |
 |
DM-Deck17[FuT]rev1
REVISION 1 of the FINAL version is now
available!!!
Enter Deck 17 - Magma Refinery...
Deck 16's hot neighbor.
Main Download Location:
Waiting on fileplanet...
Download Mirrors:
DM-Deck17[FuT]rev1
at
pcgamemods.com
DM-Deck17[FuT]rev1
at
ut2003hq.com
DM-Deck17[FuT]rev1
at
mapraider.com
DM-Deck17[FuT]rev1
at
ut2003-universe.de
VERSION HISTORY:
1.0 (REVISION 1)
- Released 01/02/2003
- Slowed speed of the elevators.
You can now do the lift jump from the lift to the middle level
floor. You can't lift jump to the redeemer anymore (I think).
- Fixed piping around elevators
so that you don't bump your head when lift jumping.
- Fixed piping around Damage
Amplifier so you don't bump your head.
- Expanded blocking volumes
around piping near the pit of death so you don't bump your
head trying to use the boots from the pick-up spot to the
middle level floor.
- More use of anti-portals.
- Better zoning.
- Set cull distances on some
meshes and fluid surfaces.
- Rotated the lava pit. Don't
ask why.
- Fixed some lava zones around
the lava pit.
- Removed some unnecessary
subtractive BSP.
- Changed some textures around
elevators and other areas.
- Changed the preview pics to
indicate revision change.
- Renamed some of the files to
indicate revision change.
- Updated the readme file.
- Other items were fixed or
changed that I can't remember...
1.0
CREDITS:
Mapper:
Teddie Tapawan (a.k.a. teddabod)
http://www.funrealtournament2003.com
Music: Deck 16's music "Go Down" REMIXED
by
Teddie Tapawan (a.k.a. Smart Apple)
http://mp3.com/smartapple
THANKS:
Thanks to
Miles Asvachin (a.k.a. Mr. Evil) for the "Boots of Jumping".
Thanks to Elliot "Myscha" Cannon the creator of Deck 16 -
the mothership of maps that spawned many Decks.
Thanks to all the folks that waited patiently for me to
finish this FINAL version of Deck 17.
NOTICE:
DO NOT
modify this map or its associated files in any way.
|
 |
 |
| | |