A commentary of my in-development map, New Cerberon, has been released by Ferdinand "cityy" List.
Many thanks to cityy for his time; hopefully I can learn much from his thoughts and comments!
I figured I should update the blog again while I have the chance. I'm looking into completely redesigning the site though at some point, but don't ask for an ETA on that just yet.
Anyways I recently purchased Issue #50 of the 3D Artist magazine which includes some neat programs and features such as Vue 10 Frontier, which I'm experimenting with along with Blender. I'm pondering the idea of making several showcase-only pieces with them, but we'll see how it goes.
Some truly wonderful news to deliver - my Warsow map Catharsis (Beta 2) is featured in the map pool of the
Sparta Duel Cup #2, organized by Puffdar. The date is set for December 23rd, and this Sunday the prize money (courtesy of several generous donators) from 1st to 8th place will be announced.
Full details available at the official Sparta Cup page: http://spartacup.tourney.cc/ Thanks to Puffdar for the announcement and organization of the cup. Hope to see some awesome matches on it!
The map has received some attention from the competitive community, and as usual you can find it on the Warsow ESport servers, thanks to crizis of course. A few games have been played on the second beta already, which is exciting to hear.
Feel free to leave by comments, suggestions, and bug reports. Your thoughts are always welcome!
Here's a screenshot to whet the appetite:
The not-so-exciting news: I've got a new logo up from my Assault Force map. Originally wanted to do a rotating banner, but it really messed up the layout and proved too much of a hassle for the time being.
Some more exciting news: I've been working on a Warsow (an id tech 2-based arena shooter which blends elements of Quake and Unreal Tournament) map lately, with three alphas released. Soon enough, hopefully, I'll have a beta released. In the meantime, stick around for updates!
Another room for my upcoming UT3 map. That one room behind the glass panels is inaccessible, and contains a conveyor belt which loads twenty crates, and move - disappearing and reappearing from one side to the other to give the illusion of a continuous supply of boxes. The belt gave me some great practice with the powerful Kismet system, yet was surprisingly easy to design. Feel really good about how everything is turning out so far - only one room to go now and I should have a beta ready.