Well, hey there.

Vaconcovat

L3: Member
Jan 15, 2012
116
188
Well, hey there.

I'm Vaconcovat and I map for the VintageGamingLeague. Looky here.
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I started out mapping idle/achievement maps. My first EVER was a colab with a friend, a remake of achievement_all_vsomething. We expanded it, and added a cow-pocalypse. We were quite proud, it was awfully gimmicky.
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Then, somehow, i managed to get the job of creating one of VGL's event maps. I basically created a gigantic maze and teleported people to it when they found a bunch of Easter eggs, IN ORDER. I learnt logic entities.
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Then, I created a complete remake of VGL's idle map at the time. I added a nuke, a flood, lasers, crushers, pits of death and a large amount of aesthetics. I learnt what the hell skyboxes were.
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After some time, i was getting confident. I wanted to make my own ctf map. I did, after some time. It was so boxxy and horrible, but it was 100% mine.
Ooh
Ahh
I'm never touching that thing again. I learnt that layout and thought DOES MATTER.
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Once i had spent some time being the admin of an idle/achievement server, i got very frustrated by the whole "idling/farming/spawnkilling/ahhhhhh" conundrum. So i set out to fix it. AND I DID.
I created idle_vgl_v10 (alpha stage) and it was great. Here's a list of what it does:

*Filters between active and idle players when they spawn via some fancy magic and then teleport them appropriately, no more attempting to farm idlers with actives getting in your way.
*BLU actives cannot get into the BLU idle spawn, but RED can, and vise-versa. (Prevents you from defending your idlers.)
*In each idle spawn, there is a team-specific damage pad, to hurt the idlers, but if they're actually actives and move off the damage pad, they die instantly.
*Over-hauled the idea of a "nuke". The whole map goes into lockdown, alarms sounding, bombs landing and blast shields deploying. It's quite a spectacle.
*The tiled floor and main koth-like CP is dynamic. It's hard to explain, but imagine that each tile can come out of/sink into the floor at different heights to make some fancy patterns and keep things interesting.
*The ability to activate arena mode, where everybody is teleported to an arena, with a full dynamic scoreboard with timer and overtime and sudden death and everything, built into the map. A whole lotta logic and detectors put into there.

It is awesome, but it's not finished. I'm not going to reveal my secrets, but have some screens.
woah
wow
#italiano
(Those aren't really up to date, here's a more recent one, of the arena.)

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Also, I completely remastered ctf_facility and i'll probably put it up here some time, you can see it by sleuthing through my screenshots here.Don't worry, its barely related to the original ctf_facility.

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ANYWAY, I WANT TO ENTER THE PAYLOAD COMP, SO I MADE AN ACCOUNT. THERE'S MY MAPPING LIFE STORY
 
Last edited:

Vaconcovat

L3: Member
Jan 15, 2012
116
188
Thanks, I'm not putting up my remastered ctf map here yet because i have something organised with VGL. But once that's all finished, i'd love to get it up and running here. The contest is, well, going well from what i can tell from my fullbrightbuildingspamfest, but my dynamic element is working, better than i expected.