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Mayan Depths - A King of the Hill, Team Fortress 2 Map

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This map was the first time I developed the layout before texturing the map. I built the map using default orange and gray grid textures. Yet another KotH map, but I was striving to get something out fast. The theme, however, turned out pretty nice. I relied upon some old materials made for the Goldsource engine (aka Half-Life 1). I took these materials and modified them in Photoshop, applying color modification to generate TF2 style colors.

One of my favorite features was the giant indoor space I created. Using the skybox efficiently, I made it feel as though you were in a giant chasm built into the temple.

The success of this map was dismal. Most of the feedback I received was about it being too small and cramped. I was ultimately aiming for an arena style of gameplay (like I did with twisted), but I focused too much on the visual appeal of the map.

You can find out more info on this map over at its profile on FPSBanana.com.
Originally Posted On Thursday 03rd of July 2014 05:09:25 PM GMT

Twisted - A King of the Hill, Team Fortress 2 Map

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Twisted is a King of the Hill style map. It was one of the first KotH maps for TF2 that was posted over at FPSBanana.com, using the same game rules that Valve eventually added to the game long before King of the Hill was in Team Fortress 2. The design of this map was created from the basic color materials found in the material browser. I only used 3 materials in this map, everything else is created from pure modelling. I have to say, it was a hug pain tring to debug all the polygon errors created from the map compiler.


The skybox, however, was not created by me. I was stricken for time and relied upon another work that was available for use from FPSBanana.com.

You can find out more details about their map at the details page at FPSBanana.com.

Note: Even though I created this map before Valve added the official entities to the game engine, I updated the map to use Valve's entities at the request of a TF2 Server host.
Originally Posted On Thursday 03rd of July 2014 05:05:28 PM GMT

Web Portfolio
As part of my programming experience, one small accomplishment I'm quite proud of is this portfolio. I programmed all (most) of it from scratch out of PHP and MySQL, and it was a long arduous process of failures and successes. The first biggest failure was the inability to run a webserver off of my Raspberry Pi without the MySQL corrupting on the server's shutdown.

I designed the site around the idea of simplicity. I'm a programmer, not an artist, per say; thereby, it needed a simple layout where everything can be easily found. One of the features I was adamant about adding was a tag system. I wanted to create a relation ship between different project that could be easily explained, say if I developed a map that had coding built in, I could post it as both Map Design and Programming.

Coming from a Games and Simulations Programming degree, I found it rather difficult trying to comprehend how such a system worked; however, it hit me when I realized that a web site does not have to be highly efficient like a game. In short, the tag system consists of two tables, tag definitions (tag names and ids) and a table of links (an entry id linked to a tag id). So simple.
Originally Posted On Thursday 03rd of July 2014 04:57:41 PM GMT

Cargo Transit - A Half-Life Deathmatch Map

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This was the first map I ever published for download. I got many compliments about the map, including its easy transition from open to close quarters, and players being defaulted to carry a machine gun on spawn. At the time, I was using a computer not optimized for gaming; thereby, the compile time for this map would last up to 6 hours. In the end, I made one texturing mistake, that people had noticed, that i didn't feel it was worth spending the 6 hours fixing.

You can find more details over at the FPSBanana Map File.
Originally Posted On Thursday 03rd of July 2014 04:40:33 PM GMT

Unity 3D Category
Recently, I made a promise to myself that I would learn Unity3D. I was initially trying to earn Unity through the development of more complex games I wanted to create; however, it was proving to be futile due to the larger complexity of the project. In the realization that I need to work on smaller projects to develop my skills, I thought it would be a great idea to post my small success here, on my portfolio.

As such, this space is reserved for all my future Unity3D projects.
Originally Posted On Monday 23rd of June 2014 08:50:44 PM GMT

Map Design
Just created the 'Map Design' tag, please wait as content is added.
Originally Posted On Monday 23rd of June 2014 08:46:19 PM GMT

Programming Added
Just created the 'Programming' tag, please wait as content is added.
Originally Posted On Monday 23rd of June 2014 08:45:48 PM GMT