
This map takes place under water. There is a good amount of z-axis fighting, and some open areas for the lightning gun. As well as deep, dark, close fighting near the bottom.

This map takes place under water. There is a good amount of z-axis fighting, and some open areas for the lightning gun. As well as deep, dark, close fighting near the bottom.

This is an update of DM-Terse (released in 2005) to fix some of the problems it had. I updated the custom music track, toned down the buzzing noise, added a more pleasant sky, and completely re-lighted the map. I also updated the item layout to address some issues found through a couple years of playtesting. It is a small map that takes place on top of an island.

Since the original map scenery took place at night, I began getting requests for a night version of my popular remake. This version also has a few minor improvements.

A remake of a popular, but tragically unfinished map. This is undoubtedly my most popular map. The original map (dm-pipeworks-002 by Len “e-byte”)became famous for its open, smooth game-play in the TAM game mode; and like “Last Man Standing” it wasn’t designed with pickups.
The original also was nothing more than a few BSP blocks for a layout and maybe a skylight. Because, the original was never intended to be released at all. The map was leaked onto other servers, and exploded in popularity. though it was popular, it looked terrible, and had few spawn points, and had no playability in other game modes. Since the original author decided he never wanted to touch the map again, I decided, with his blessing, to complete the map.
My version adds support for deathmatch and full Team Arena Masters – zone naming; also, complete and tested bot-pathing. I tried to add as much detail and optimization to truly create a worthy replacement. UTstats

This level was designed for a contest, and some of the constraints were that the map had to have specific zone names for navigation of players. I took it a step further, and designed the lighting and rooms to be specifically different and memorable. Also, this is the only map I have ever seen with a working black-light.

This map is the result of some experimental design, and has some hidden gems of custom radiosity work. The unreal engine 2.0 does not support light bounce calculation, so I sought to do it manually with emphasis on realism.

This map was designed for my friends and I to play half-life style deathmatch over our LAN. I used textures from Return to Castle Wolfenstein, and that was the main reason it was never released.
It features a hotel with three floors, half a saloon that has fallen into a ravine because of a rock slide or something, and a house with scaffolding that connects the bottom of the ravine with the large bridge. It was intended as an experiment with Z-axis design.