Game Level Design
Game Level Design
While I haven't had time for it recently, I've always been interested in game design and development. Below are screenshots from some of the maps I've worked on and/or released over the years.
Clockwork Rush
Made for the first Turtle speedmapping competition, this map was built in one week and is suitable for playing small groups of people. Based off the beautiful textures created by Rorshach.
Q3 HH6
Developed for the Quake 3 Headhunters mod, Clockwork Processor is a medium-sized map featuring suspended walkways over watery pits. The map utilizes the texture set Clockwork Droid by Rorshach and is loosely based off of the map Spoon Keep.
Only available in the Q3 HH3 release which can be found here
Forgotten Creed
A small, symmetrical map designed for fast-paced one-on-one action. Set in a gothic style, the map packs a fair amount of detail into a small space.
Double Cross: Chapter 1
"Double Cross - Chapter 1" had it all - a really solid set of alternate paths, some DX-style ethical decisions to make, lots of nice, concise conversations, excellent lighting, a ton of interactive objects and all in a tight area just crammed with gameplay. In other words, an excellent implementation of classic DX gameplay ideas. This was easily the most polished, professional mission we received - one we could have shipped with the original game." Warren Spector, Ion Storm.
Gloom 2 Special Edition
My first released map for Quake 2 Gloom. The map is a remake of the classic by REX and features updated looks and modified areas to help certain alleviate gameplay issues found in the first.
The Flood
Developed for the Quake 3 mod, Tremulous, The Flood is set in a waste water monitoring facilty. The primary waste water channel has backed up and now the humans must risk crossing the sewage to reach the alien base nestled at the far end of the complex. The map features a mix of textures by Sock, Lunaran, and myself as well as custom models.






