NOTE: This is an archive of the old wiki.
Expect content to be outdated and links to be broken.

User Tools


obsolete:community:levels:ge_temple_mk

Ge Temple Mk

Development

Development started as a way to learn Hammer; Temple was chosen because of its rectilinearity.

A1, 29 December 2005, was a port of brushwork from a defuse map. Made by eye from GE64, it was a geometrically accurate design scaled for somewhat quicker-moving CS:S players. It featured textures and torches from ge_egyptian, and a design based primarily on Perfect Dark.

A2, 30 December 2005, was a cosmetic update increasing the lighting.

A3, 8 May 2006, was a gameplay update seeking to make the map fit better with GoldenEye. Brushwork was changed away from the Perfect Dark styling, ledges were clipped, and lighting increased.

A4, 28 May 2006, was a cosmetic update to A2, increasing the lighting beyond that of A3.

A5, 27 December 2007, was an update for GE:S beta 1.1h. Entities were reworked for the weapon-spawning system, lighting increased, and dynamic lighting effects removed.

A6, 13 February 2009, was an update for GE:S beta 3 at Frexx' request. Entities were reworked for the new weapon-spawning system, torches raised out of the way, and skybox changed for the new engine.

Work on the map has ceased, based on the hope that Lo-Fi will eventually finish his Temple.

This map is obsolete.

obsolete/community/levels/ge_temple_mk.txt ยท Last modified: 2023/09/03 18:43 by 127.0.0.1