Dernière mise à jour, : 26/08/2008 à 11h18

Current Project : Resting

About this place

Hellkeeper

On 2002, Hellkeeper discovered FPS and level-designing through Doom Edit and Worldcraft (also known as Hammer, but he prefers Worldcraft) for DOOM and Half-Life. Since then, Level-designing, or as they say, Mapping has been his main reason not to kill himself. His first encounter with Unreal occured on a PS2 edition of UT99. He became an addict of this friendly and violent style of game, especially the Unreal serie. What a surprise to find an editor in these games. Unrealed has since been his main tool for mapping, soon becoming a need, as a drug would be. Even thought inspiration his pretty hard to find now, he remains confident that, someday in the future, he will release an interesting map.

Despite his deep hatred for most people on earth, he decided to help. Knowing how hard it is to start from scratch, he wrote some tutorials on how to handle Unrealed and his abstract notions. Somes of these texts have been posted on Unreal-Design some on Projet-3D.com, but some theoritical materials were kept on Hellkeeper.net for some unkown reason.

The Site

The first version of Hellkeeper.net appeared on the web with a shameful design and a terrific content. The second version was the beautiful (and impossible to maintain) ancestors of today's site, featuring pretty buttons and the same lack of content than it's predecessor. Then came Hellkeeper.net 3.0, shameless copy of various websites, easy to use, easy to maintain, featuring a consistent content but was infortunately impossible to display for old browsers. Here is Hellkeeper.net 4.0. The actual version of this site showed the same results with Internet Explorer 6, Internet Explorer 7 and Opera 9.0. CSS 2.1 and XHTML 1.0 are perfectly valid according to W3C's specifications, as you might see if you click on one of these beautiful links at the bottom of the page.

It is believed that any problem occuring on a different browser would be a problem of the browser and not a mistake in the source code. This website and it's dynamic content are powered by XHTML, CSS and PHP, but I swear that I will never touch PHP again after such a crime against Nature's Law.

Of course, everything here is © Hellkeeper 2004-ever, except the names, logos and physical manifestations of Unreal and Unrealed (they do belong to Epic Games), so don't try to release maps based on my works. It could have horrible consequences for you and members of your family.

A short explanation about the green

34,105,89

This is the RGB "name" of this greenish colour you might see all over Hellkeeper.net.

34,105,89 is approximately the colour of the lights rendered on the screen in Premaka. If you want to know, It's not exactly the colour specified in Premaka's lights (the "real" colour is 64,121,65), but the thick fog in the map make it seems washed out and less saturated, ending in this hybrid colour between green and cyan. It's also close to the colour used by Unrealed to display Static Meshes.

© Copyright Hellkeeper 2004-2008, All right reserved.

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