Jindorah Falls
[MP Deathmatch Map for Sidrial Q3 Total Conversion - Completed 2002]

Jindorah Falls is the most complicated map I created for the Sidrial Total Conversion. All of the maps that I created for this TC were designed to take advantage of Sidrial's flight capability. I built this map to thank Fountainhead for showing me around Dallas and taking me on a trip to Quakecon 2002. The setting of this arena style map is a small village on an island with a gorge running through it. It has plenty of opportunities for rooftop combat which the community told me was a lot of fun in Ancient Archipelago. 
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City Ruins
[MP Deathmatch Map for Sidrial TC - Completed 2002]
The ruined city level I built for Sidrial takes full advantage of the players flight capability with high cliff overhangs and skyscrapers which lends itself to the more vertical style of Sidrial gameplay. 
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Adisis Factory
[SP Map for Sidrial TC - Completed 2002]
With the emphasis on a Final Fantasy: Spirits Within styling, this prison map was built with the brief to build a single player map without any enemies in it. This was a tough assignment with an engine built specifically for arena style combat but it was a lot of fun creating all the traps and the unique architecture given the limited polygon counts with this engine. The map was split into two parts, a prison section and a factory section.
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Tempest Utopia
[CTF Map for Quake 3 Team Arena - 2001]
Generating the longest single-map thread on Quake 3 World from some teaser images, Tempest Utopia was my first CTF map for Quake 3 Team Arena. The layout is asymmetrical and based in a futuristic jungle gorge. I built several custom models for this map all of the foliage and rock textures. As with all of my levels, clean geometry and careful landmarking support the fast paced action expected from a Quake 3 CTF map. For this map I developed a technique for creating smooth cliff faces and also created the custom skybox using Terragen.
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Ancient Archipelago
[MP Deathmatch Map for Quake 3 Arena - Completed 2000]
Ancient Archipelago is one of the highest rated, most commented and most downloaded Quake 3 Arena maps on LVLWorld. It was featured on that website as well as PlanetQuake and many others. This is the second Quake 3 Arena deathmatch map I built and it was set on an island in a classical palace style building. The main features of this map were the rooftop access, scripted traps and the vaulted ceilings. It has been downloaded more than 100,000 times.
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The Omnipresent Eye
[MP Deathmatch Map for Quake 3 Arena - Completed 2000]
Described as "enormous, extravagant and elaborate" on LVLWorld, this map was my first foray into Quake 3 level design. It is a large deathmatch map set on a snowy planet overlooked by a vast unblinking eye. The architecture is a blend of gothic and my own style ranging from open exterior locations to interior arenas. 
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Chronic Mansion
[Engine Development Test Map - Completed 2000]
This map was created as both an architectural study and also a test level for a friend of mine at Electronic Arts who was programming an engine called ChronicTech as a personal project. This simple BSP level can also be run in Quake 3 Arena. The layout of this map is not suitable for gameplay and is more of an archivis style map.
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Escape Reality
[MP Deathmatch Map for Half-Life - Completed 1999]
This map was the second level I released for Half-Life deathmatch mode. It was a personal study of surreal architecture and a lot of fun to create. The emphasis of this maps design style was the minimalistic futuristic style architecture, a mixture of brightly lit multi-level arenas and tighter rooms with pockets of light. Each area was unique to aid in player navigation with recognizable landmarks to help guide the player around the level.

The map was featured on the cover disc of PC Zone magazine as one of their favourite Half-Life community maps.
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Aftershock
[MP Deathmatch Map for Half-Life - Completed 1999]
Aftershock is a multiplayer map created for Half-Life deathmatch. It is the first map that I released online and featured many scripted events including a fully functional elevator and an manually operable defense turret. Another unique feature of the map occurs when the level, themed around an industrial base, is struck by two earthquakes at random points during the match, altering the layout and revealing previously inaccessible routes. 

Aftershock was featured on the cover disc of PC Zone magazine.
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