Being able to design and play levels for the games that I played first got me started in wanting to develop video games and artwork for a living. As such, it has a special place in my heart. Here’s some examples of the levels I created over the years for others to enjoy.
This page is currently being updated with more to come. Click on the images for more information about the level’s design.
Back In Action (Latest Work In Progress)
Rightly named so, I decided to get back into mapping as a break between modeling, creating artwork, and looking for a job. It’s very wip right now, with a few jolts of ideas down on paper and a quick block-in besides the warehouse section which is farther along in development. This is currently being designed to be played as a single player level using Half-life 2: Episode 2, with a conversion to co-operative gameplay via Synergy once I’m content with the single player version. For this piece, I decided to start designing in about the middle of the map, rather than the usual start-to-end. As compared to my other maps which are a fairly linear approach, I will be focusing more on loop-based gameplay and gameflow to break up the shooty-shooty bang bang bits, allowing the player a bit more breathing room in between larger battles. The overall feeling of the level I’m striving for is sort of a mixture between the coast levels from Half-life 2 and the outdoor forest areas from Half-life 2: Episode 2. The player will start off in a vehicle by some sort of a gated tunnel in anticipation of making a prequel level involving the player’s escape from a classical jail scenario (This one’s architecture being more of a combination between an actual jail and combine citadel architecture.)
A general plan of how the level might work as I keep building and testing.
Syn_urbanchaos is a map that I developed before attending college, as part of the Synergy mod team for Half-life 2. (Synergy is a modification that added co-operative online gameplay to Half-life 2, along with some of our own custom content).
Bg_Hector was a level designed for the Half-life 2 modification: Battlegrounds 2 (A multiplayer online revolutionary war game). The level was created for linebattle servers, in which players of large teams gather in lines and fight to the last man standing. Most of the line battle maps were too flat and linear for my tastes, so I created this map to be a rather open valley with hills tall enough for a more dynamic z-axis battle, and players moving to gain height advantages for both bullet drop and meele combat. A couple of buildings by the lake were placed in the center of the map between the two teams, providing a skirmishing point for those seeking cover.
Zps_Horizon was a level designed for the Half-life 2 modification: Zombie Panic Source, a multiplayer game in which every player started off as a survivor with little weaponry except for one randomly selected player, who spawned as a zombie. As the game progressed, the zombie player would kill off the survivors who would in turn become zombies themselves. The level was designed in hopes of adding more daylight to the game, with most maps for the game being set at night. The outside area provided a safer point for survivors to be. It however, lacked enough ammunition and weapons to defend. In order to find more weapons, the players were encouraged to go searching into the dark buildings and corridors, which just so happened to be where most of the random zombie spawn points were located. The close quarters provided zombies with a perfect place to ambush. By the end of the game, enough survivors who had gone looking for weapons would be turned into zombies, giving them a horde advantage over the few players left remaining in the open spaces.