Latest Ramblings:

Well, some sad news now,I'm afraid. Due to a complete lack of interest from anybody to do any kp skins for me, along with some other problems regarding the completion of this mod, I've decided to give it a miss. It's impossible to do this type of thing without reliable help from interested parties, and it seems that is not going to happen in this case. I won't stop working in the editor, but it will be a sp map-pak for rtcw, without the KP factor. This means of course that I have to make new maps, even though I will be keeping the first map I've already finished, POW, because it is all rtcw, but the remainder will be re-done or dumped. I apologise for this turn of events, and the lateness of the update, but I was hoping something would come thru by now, but it's not to be. I will be in contact with Mr.Damage to see if he's still interested in hosting this site, seeing as how it still has a lot of KP-related stuff here, but even that is no longer a certainty I guess. As soon as I know for sure what is happening, I will post another update, hopefully with screens of my new maps, so keep dropping in now and then to check on the status of the whole shebang. Thanks for stopping by.

13 Mar. 2004


I sent a couple of short avi rolling demos to KPforever last night, showing some of the gameplay in the level I'm currently working on. Movie 1 shows me getting my ass shot off not long after entering the park separating the industrial part of town from the 'downtown' section, and movie 2 is shot in the industrial area itself, shortly after the level starts. There are no KP characters in there yet, the player first has to make their way thru these parts of town to get to the area where the nazis and gang members are organising their assault on the city. In the park movie, you'll note there are quite a few nazis present, but the frame-rate stays high, indicated by the rate of gunfire...I was getting a constant 50 - 60 fps, even with the recording going on in the background, so slower systems should handle these areas ok. Enjoy the movies :)
PS - if you can see a number in the upper left hand corner during the movie, ignore it, it's related to the recording software. The movies are compressed using Divx 5.1 codec, and I run them fine using Windows Media player vers 9. Mr.Damage should have a couple of links up soon for downloading them.

05 Jan. 2004


Here are 3 new screens from the city section of the current map. You'll note there's not much going on in the background of a couple of the shots, because it's still a work in progress, so the city is only partly done, but I did promise to get a couple of screens up before the New Year. The low wall you see in a couple of the shots up above the "strip mall" and other buildings, is a monorail system that I haven't decided if it will be staying in yet or not. You'll also recognise a few textures from Max Payne if you've played it. Enjoy the screens!
The local shopping centre...with a half-track in the parking lot... Looking across the street from in the city park...note the fire escapes on the building... looking back from the city park to where you entered the city from the big park at the other end of the tunnel...

27 Dec. 2003


Ok, I've heard from someone willing to help out with the skins for the mod, so a big thanks goes out to Jake for volunteering his time and talents to this project :) I'm currently working on the city part of the level that lies on the other side of the park shown in the last set of screens, and this will be where the player first encounters the gangs as well as the nazis. I'm trying to make this the "better" part of town, so it's all KP textures, but with better-looking buildings and surrounds, which is turning into quite the challenge on its' own, trying to make the city look a bit 'upmarket', and still fit in the KP universe...I hope to have some new screens for you shortly, but in the meantime, Christmas is only 4 days away, so I wish you all a happy and safe holiday season, and a promise of new screens before the New Year :) Merry Christmas!!

21 Dec. 2003


Well, things are starting to settle down finally (whew!), and I'm slowly getting started again in the editor, but I gotta say, I still have had no response at all in my search for a skinner and/or modeller to help out with this project. Without this assistance, this project is going to grind to a halt I'm afraid. It's the only way to put Kingpin into the RTCW engine, so I'm hopefull someone with the know-how will contact me soon and offer their help. Otherwise I'm kinda pissing in the wind...was that the name of a song a long time ago? Cheers.

03 Dec. 2003


Sorry about the delay in updates, things went kinda crazy after I finally went back to work, and I haven't had any time to myself at all these last few weeks...I hope to have something to show you all in the near future. Thanks for your patience.

13 Nov. 2003


Here are the updated (for the 2nd time) screens, going from night to late afternoon. I've included a couple of extra ones for you to peruse...Kingpin with trees!! Enjoy the screens.
The area you first arrive at in the KP world... Looking across the street from the warehouse... looking back from the other again... Looking out from under the tunnel you can see in the previous screens...note the nazi flag hanging off the side of the building... This is the stone bridge connecting the industrial part of town to the park the nazis are using to base their attacks on the rest of the city...no, they are not ranger stations... This is how you got here...well, the last part of it anyway...

04 Oct. 2003


Just a quick update to let you all know I'll be changing those screens again tonight or tomorrow...same subject matter, just different time of day. I thought I'd see what the map looked like in daylight, and apart from looking better, the framerate also improved dramatically, due, apparently, to less shaders in the the skybox textures. So when I replace that last set of screens, it will be late in the afternoon on a chilly autumn day, with threatening skies above, and nazis from arsehole to breakfast-time. The improved framerate also means I've been able to add more detail (currently underway), and still keep better fps than with the original night skybox. Check back tomorrow to see the updated screens...

03 Oct. 2003


Now you guys are getting spoilt, what with me sitting at home with nothing to do all day but work in the editor...here are some more screens...these are later versions of the screens at the bottom of the page (which I will be removing shortly, btw). This "Kingpin universe" city has 2 distinct areas, separated by a large park, which is accessed via an old stone bridge from the poor/industrial part of town. The nazis have already taken over this section, which is also, unfortunately, where you arrive on the scene. They have started building up forces in the park, in preparation for their assault on the larger, more well-to-do section of the city, and it's up to you to try and thwart their plans. Apart from the terrain map and the tree models etc, I've used KP textures throughout this level so far, and I'm pretty happy with the KP "ambience" I think I've managed to get when playing thru the level, and that's without all the KP sound-effects/character models. Like Kingpin in a new set of threads.

28 sep. 2003


Aaarrgghh!! It would seem that I have lost the names/addresses of the people who said they were interested in skinning some RTCW characters for this upcoming mod....I obviously forgot to transfer them from my old machine before I got rid of it (along with a bunch of others). Could those interested please contact me again. I do apologise for this oversight, as I need their talent to bring the KP gangs into the Q3 world. This calls for a DOH!! of huuuuuge proportions...

23 Sep. 2003


I had an accident at work on Tuesday, while working inside a 109ft boat, involving my head and a bulkhead, resulting in me spending most of the day being told I had managed to break my neck after having it x-rayed...not until late in the day was a cat-scan taken that told a different story, resulting in an "axial compression", as opposed to a fracture, much to my relief. However, this has resulted in me being home staying quiet for the next couple of weeks,(doctors orders), so I thought I'd put a couple of new screens up depicting what lays ahead in the level after riding the elevator shown in the earlier shots with the 3 nazis in it. This level is now pretty much complete, apart from some fine tuning. I haven't taken any screens showing what's down the bottom of the site lift outside, as I want that to remain a surprise, for now at least. The screens are taken at night, hence the darker shade :) Thanks for stopping by, hope you like the screens.
An electric fence surrounds the site...and it really zaps you! That's the mine shaft where you finally exit back into the night air...to be shot at... Same mine shaft, looking out...

18 Sep. 2003


I just updated my system again, I'm now running a P4 2.4ghz(HT), 512mb Kingmax ddr400 ram, and 128mb Geforcefx card. So once again I had to transfer all my stuff from one Hd to another, and I think I finally got it all sorted out. Also had to put window xp on the new system, they tell me 98se can't run the new generation motherboard/cpu setup, it's too old to communicate with it all..(?).. now my maps run better than ever, so I have to make sure I keep the fps (frames per second) at a reasonable level, or the maps will run like a dog on anything slower than what I now have. I figured I can use the maps I have already made as a template for these no's, as they ran fine on a celeron 1.2ghz with 384mb ram and a 64mb geforce2 mx card. So now I can get back into the editing, so rest assured there will be some new screens up in the next couple of weeks. I also hope to get a new counter back on the page, seeing as how the one I was using is no longer available (last count was approx 5875 hits, and that was about 1 month ago...). Thanks for stopping by, sorry about the delay in updates, but everything is back on track again, so there should be more regular updates in the future.

02 Sep. 2003


Here are the new screens. I took some of the earlier ones off the bottom of the page to keep the loading time down until I get a page up dedicated to the new mod. Hope you like 'em.
Oops... This is what made that hole in the floor... The power source for all this new tomfoolery... This is the prototype of the short-range teleporter, with test subjects kept in cages nearby... This is the actual portal you step thru, with what appears to be a cage on the other side...makes you wonder what their using for test subjects... And this is who comes to check who the f*%k has been playing with the big new gun...

03 Aug. 2003


I'll be putting some new and updated screens up this weekend, as I've almost finished the first map. I've had a couple of small hiccups during my learning curve with the RTCW engine, but luckily there are some great forums/tutorials on the net that help me thru 'em all. So it's all finally coming together. I had a look the other night to see if "Sanctuary" was still being downloaded, and to my pleasant surprise, the counter is still moving:) Over 300 downloads, so I would like to once again thank all of you that took the time to grab it and give it a go. Now that the first map in this new mod is almost done, it shouldn't be too long before I get into some serious mapping within the KP universe. Some of the new screens will show some of the technology the nazis have mastered using the information they have gleaned from the artifact they found, inlcuding their first short-range teleporter, and a 'ray' gun they constructed and are testing...guess who gets to push the button first ;) That's it for now, feel free to drop in again and see how it's all progressing.

29th July 2003


Ok, here are the screens I promised, showing the inside of the new pow camp/lab compound where it all begins. The first few shots are of the prison camp area, which you have to escape from to access the rest of the new facility, parts of which are shown in the last few shots. I still have some work to do in a couple of areas, so again, consider these a work-in-progress.

Teach him to smoke while I'm having a dump... The new toilet block was a huge hit with the faculty staff... There's stuff in there if you can make it without getting shot... That's the way out...and that opening in the pylon contains an mg42...and there's 2 of the buggers... Laser lighting...cool.... The generators for powering the fancy lights... Another part of the lab facility...and look, more mg42 mounts...

22 June 2003


Sorry it has taken me so long to get another update up. Lots of overtime at work these last couple of months, so I haven't been able to spend as much time either here or in the editor as I would like....BUT...I have been doing some mapping, so hopefully I'll be able to put up a few more screens this coming weekend. The screens will be of the pow camp where the whole new adventure starts. The player will start the game with nothing but a knife, and some ammo left in the latrines by a contact the OSA had in the local populace helping in the construction of the new camp facility called Stalag 51. It's the most modern facility the germans have built to date, and you're there because of rumors that the germans are working on some kind of teleport device, powered by a strange artifact found during Heinrichs' search for his occult-related dealings (cue Return to Castle Wolfenstein). The facility housing the camp also houses the latest research laboratories the germans purpose built for examining the artifact, so security is extremely high, hence the only way you could get access to the labs was to let yourself be captured near the new camp, getting you placed inside, where you have a better chance of getting to the lab areas. The camp is so new there are currently no other prisoners, as it hasn't officially been declared operational, so it's just you, and more guards than you can count....with only one prisoner to watch.....

17 June 2003


I decided to put up a few more screens showing part of the KP world in the Q3 engine...again, these are "works in progress", so things may change. I found it amusing that the "Heilman" name is appropriate to the visitors...maybe that's why they came to this warehouse first. Anyway, enjoy the screens, feel free to send any feedback/questions you may have, and don't forget to keep dropping in to see how it's all shaping up. Have a happy and safe Easter :)

The name on the sign is appropriate... A nazi after 2 cans of beer... This is how they plan to move around...

17 Apr. 2003


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