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Everest (4-29-2001)
Jeez. This was a while ago. It's fun seeing how I did things back then. It was a slightly complex maze of rocks and snow made for the Snow War mod. Sorry about the terrible pictures--the textures were lost long ago.
  • It was big. In a mod about snowballs. That's kind of cool. I think.

 

Afterdark (10-13-2003)
Afterdark is a quick and simple edit of Valve's C1A0. It's a night time-y, after-hours version of it with extra rooms, pathways and such. It was compiled for The Specialists mod and uses it's appropriate entities for proper gameplay.
  • Air ducts add a number of alternate pathways around the level as well as provide hiding and sniping places.
  • Small details like shattering monitors, light switches, and moveable furniture add to the fun.
  • The main feature is the airlock trap. Players can risk snatching the power-up and end up poisoned to death or running free and powerful.

 

entmap_tc (v3) (08-22-2004)
This map was made for a Metamod plug-in named EntMod which lets players edit brush and point entities in-game. When you load the map you find yourself on very large and flat ground and it seems very uninteresting. The point of the map is to build things using the objects underneath the play area using EntMod to move them to the top. It was hard for me to compile this map without RAD, but objects like the building pieces had to have constant lighting on all pieces.
  • Half-Life 1 map. Sven Co-op custom entities used.
  • Absolutely huge. Over 319 brush entities and 237 point entities to fool around with.
  • A ton of wadinclude'd textures built into the .bsp file. No custom .wad files needed!
  • Convenience of room name on player HUD and admin teleport room to avoid long noclip trips to rooms.
     
 


Bridge Crossing (December 2004)
This is a recreation of America's Army's Bridge Crossing. You've got to see the old one to see how well this turned out.
  • Developed for Day of Defeat: Source.
  • Smoke grenades and hiding from fortified machine gun fire make it exciting!
  • Custom models and textures created by myself.

 

 

Doomed (10-19-2005)
This is a very simple map for The Hidden which took only two days to complete. As the name implies, it's a dark and metallic map focusing on shadows and ambience. It uses simple Iceworld gameplay and allows 'the Hidden' player to hide in the shadows above the Marine players.
  • Great gameplay available with only a small amount of players.
  • Simple layout for zero BS wandering.
 

Depot (08-04-2006)
This was built off of a Half-Life 2 concept image. It's a background map in the Hyperborea mod.
  • Water swishing, gulls flying, train track creaking, this map makes you feel like you're watching a really awesome screensaver. Which is good, of course!
 

Monopoly! (09-03-2007)
This was the game board for the Monopoly mod. The basic property slots aren't in there because we were thinking of a 'cleaner' way of selecting them (VGUI, perhaps). The player's view would orbit around the board's origin.
  • It's a Monopoly board with proper texture and model measurement ratios.
  • "Please don't sue us."

 

 

Setting Sun (04-10-2008)
A riverside forest created for in-game color correction and postload processing effects. Not made for gameplay.
  • Hard and soft contrasts between color blends and scales.
 

Splish Splash (04-17-2008)
A short, wet and stormy ship map focusing on masking, decals, and particle details. Does not focus on gameplay.
  • A quick walk-through FX test level.

 

 

Gate! (05-28-2008)
A composite Korean-style city gate based on Gwanghwamun, Namdaemun, and Dongdaemun in Korea.
  • A ton of custom textures.
  • A bunch of custom models.
  • A handful of love.

 

 

 

     
     

Early 2008