Really necrobumping here.
It's a shame you posted when you did; I had literally just been on this site a few weeks before you posted finding this thread to make my introduction post over at my new mapping home. :P
First, yes, you may use my idea (for anyone in the future who reads this).
Second, as to what happened with this:
1. I lost some (but not all) of the files. All of the work in Sapien was lost, and nobody had a recent beta for me to extract the tags. While I still do have the models and textures to this day, it was a setback.
2. In 2009, I felt Halo was on its dying breaths. Downloads and traffic for Halo 1 were steadily trickling down, and I had no urge to continue making the map. I had just moved as well and was going through personal issues with my then-girlfriend, and real life took priority over mapping. When the dust settled, I figured it simply wasn't worth reinstalling everything over a game that had been losing players at a steady rate for years.
3. I began to write. Instead of mapping, I devoted my creative energies into writing, managing to convert an old short story (inspired by Red vs. Blue!) predating even this into a full-fledged, 85,000 word, 300 page novel. That took about a year, bringing us into 2010. After that, I wrote 5 one-act plays and got into competitive Pokemon (I know), which ate up my free time until I graduated high school in 2011 and subsequently ran out of people to play with.
4. Over that summer break, I decided to try my hand at TF2 mapping. I had tried it back in my Halo days but I was used to 3DS Max's interface and got frustrated. With my 3 year reprieve from Max, I picked up Hammer (the TF2 editor, basically Sapien + 3DS Max)'s controls really well and managed to get mapping again. Since about June, I've been diligently at work over at
http://forums.tf2maps.net/index.php getting back into the swing of things.
I DID ultimately revive Gridlock in a way. My first map, Dockyard, was a Payload map based around my initial concepts for Gridlock, but it didn't work in TF2's engine. Framerates suffered and the Sniper class dominated. Without vehicles, travel times were too long for it to be truly fun. It was a map designed for Halo, and anyone is free to use any bits of it they'd like with proper attribution.
I'm in college now, so my money can't be spent on Xbox Live when I have a perfectly good computer. My Xbox Live account expired over Christmas, and I can now typically be found on Steam.
If you would like to contact me in the future:
Xfire: englishmobster
Steam: a_pie
Email: Disneylandjay@gmail.com
For those of you who wish to peruse the source files, you may have them here:
http://www.gamefront.com/files/21164380/Gridlock.zip Keep in mind I lost my password for Filefront long ago, so that link will only work for 7 days. If anyone can, please re-upload that to a more permanent source and post it here. If you're in the future and it's broken, shoot me a Steam message or email and I'll see if I still have them.
The zip contains the files for both Domain and Gridlock; Gridlock relies on a lot of Domain's source files to function, but I'm not sure which so I threw the entire folders in there. You can even view the never-released readme, dated October 13, 2009 (12 days before my 16th birthday!).
The tags are long gone, but I hope this comes in handy for someone, at least if to see what could have been. You can even finish it up if you want; keep in mind the remodel was only halfway done or so and so you'd have to deal with a lot of unfinished product.
Enjoy!
Edited by English Mobster on Jan 8, 2012 at 08:33 AM