Level Design
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               Updated: 4/03/05

Unlike web design, designing and texturing video game levels is my true passion. Here, you may sit back and explore the levels

that I've created. So far, I've created maps for Warcraft III, Call of Duty (not shown), and Unreal Tournament 2004.

 

Warcraft III Maps: Last Updated: 2-26-05

   WE is perhaps my favorite editor because it is simply so diverse. I fully completed six maps, and here they are. Both of them require

TFT, and I will have more soon.

 

(4)Paths of Near:

         My first released melee map, not a very grand design, but a start to be sure.

(6)Glacial Pass: (Picture)

     A large improvement from my origonal map; it features a traditional set up with players gold mines on either side of the map, but there is a major

choke point in the center which becomes a vital part to your success in the map.

(8)Golem Gale: (Picture)

     My first map after taking about a two year break. Similar to Glacial Pass, there aren't as many expansions as there are players, so you'll have to

control them to achieve victory.

(6)Razorwind: (Picture)

         So far, this is my only fully asymmetrical map, and I love it; there is some intense action a couple of the mines, because as like both Golem Gale

and Glacial Pass, only four mines for six players.

(4)Darrowmere Glade: (Picture)

      My first fully symmetrical map since I stopped mapping for war3. It uses the Cityscape tileset, something I've always wanted to

use. The map origonated from one of my first maps for Warcraft 2, and I liked it, so I brought it back. Also, instead of having

players bases be elevated, I wanted to switch it up and they are now below the average map level, creating and interesting aspect

of gamelplay, something which I'll want to do more of later on.

 

Unreal Tournament 2004 Levels: Last Updated: 4-3-05

Ok, since I might not get the othern Unreal site up, here is links to where you can download all of the levels,

along with a breif summary. All of these are in RAR format...I highly reccomend using RAR Archiver to reduce

the size of your maps greatly.

 

CTF/DOM-Munach

     This is an Eygptian themed map, made for the Masteirng Unreal assignment. It is a bit dark, and the whole level could have used a lot of though before I jumped into UED, but I am done with it, finally. I've added emmitters and some sounds, and I lazily added a little skybox for the top hole.

        CTF- Munach                                           (Picture1)  (Picture2)

        DOM-Munach

        Both versions in a map pack

CTF- Cadaver

    My very first map, it is very cubic and there are a few lighting problems, but the actual design of the level was pretty good.

            CTF- Cadaver

DM-1on1-Extremity

    My most visually apeasing map origonally came from my friends idea; he told me to make an extreme room for 1on1 and when I was done, it turned out to be pretty decent.

              DM-1on1-Extremity

DM-Belail

   This map I tried to rid myself of room-corridor-room syndrome, and while it may have worked, I found the design of the map lacking. Check out these screens.

              DM-Belail

DM-Satar

     One of two maps that I am currently working on; Satar is the bigger one. Once complete it should be the best designed map yet, and it already shows some very cool visuals. In addition, I had my friend create some custom music which sutes the theme well. For now, I only have these screens;

             (Picture1)  (Picture2)