

Monday,
January 25, 1999, 5:41:26 PM
I had to dive into first person shooter level editing one day, and well, Half-Life
had the look I always wanted in my own creations... I mean, who wouldn't want
to create something even remotely as cool as Valve had?
In any event, the obsession started in my freshman dorm room at the University
of Oregon. Lately I had set up camp in front of my roommate Luke's comp playing
HLDM till all hours of the morning, when suddenly a friend burst in talking
nonsense about how HL had a level editor on the disc! I was "skeptaple,"
like the kid in the cereal commercial, but after about an hour, there I was
sitting in front of Worldcraft for the very first time. I thought to my self
about all the possible levels I could make, when I finally decided to make a
football field appropriately covered in snarks.
After searching through the hl wad, I settled on a sign texture for the field
and went to work painstakingly creating the fabled trapezoid shape. When all
was "just so," I hit F9 and watched in amazement as my first map began
to load! But NO! The horror! It was all pink and black and you had to jump crouch
to get out of the only spawn point embedded in the ground! But hey, I didn't
care, I ran through the dorm raving about how I made a new map for Half-life,
and me and the guys all feverishly had a crowbar-snark-football fest for the
next hour!
...It would be weeks before I figured out how to set up the editor properly
and actually see the textures I wanted.
Thursday,
August 26, 1999, 10:18:46 PM
For the first month of summer my brother Dan and I dove into Worldcraft trying
to learn all its ins and outs. The most trouble we had was trying to get the
lighting to appear in-game rather than have full-bright maps. One day I was
looking at the compile process and wondered what this "rad" thingy
was, so I tried a compile with it enabled... success! I was like OMFG I have
blue red and purple and orange light! Oh happy day!
The first map I ever successfully lit was this fine creation only ever named
"gauss." Gauss featured nifty track lighting, a cool stairwell, a
room with a side of bacon and a cleaver, a few vents and some great colored
lights.
Some how I managed to get this far with out ever using vertex manipulation,
skewing of brushes, or the clipping tool... Rotations and carving can be powerful
when your an infant. =)

Sunday,
April 28, 1996, 5:34:00 PM
It all started with a game called Loderunner. It was a basic puzzle game that
had a built in level editor. And wouldn't you know it? The first level I ever
created was multiplayer! That's right, good old Macintosh multiplayer with two
people on one keyboard!
Loderunner was an interesting game, and it was even more exciting if you broke
the game's brain so the game ran two times as quickly. This super fast play
is where I got the name for my first ever level, TreasureNugletFast, the level
where players compete to pick up nuglets of treasure really really fast!
This initial level had all the great first timer ideas like bunching massive
groups of weapons together, and implementing items with little or no purpose.
A true classic!




Thursday,
May 27, 1996, 7:53:00 PM
I spent countless hours playing Sim City 2000, and the included terrain editor
allowed me to make my first "natural" game environment.
Sim City's terrain editor had tons to of cool features like a bulldozer, tree-populator
and even a flatten tool! Well, I guess it didn't have much, but it was enough
to get me interested in making a game look the way I wanted it too. It
was great being able to plan your city from the ground up, making space for
future buildings and development projects. My curiosity for level design would
lay dormant for a few years, but come back stronger than ever.


Wednesday,
July 28, 1999, 6:48:06 PM
Worldcraft was still very new to me. But the most interesting feature at the
time was the "carve" function. Carving seemed to be the solution to
everything, and a small endeavor simply named "flat" used it heavily.
I thought it would be neat to connect two rooms containing carved pools of water
by an underground tunnel. I carved a nice smooth transition to the water with
a 32-sided spike. Simply put, this was the first time I really realized that
carve could be evil in the hands of an amateur level designer...
This project chronicles my level design work
form its beginnings to the start of my professional career. In one way its
my "memoirs" of level design, in another, it's a story of level
design to which many can relate. Enjoy!
Comments? caylegeorge@gmail.com
Thursday,
September 30, 1999, 2:06:12 PM
Getting frustrated with a max_leaf error on Gauss, I decided that I should try
a small arena map, and just finish something that would be playable. "Fight
Nite" is the result. It is a circular arena with nothing but a Black Mesa
suv and a bunch of spawns. The most significant thing about this map is the
solid demonstration of my spelling ability. To this day I second guess all the
text in my work because of "Fight nite."


Sunday, October 17, 1999, 1:27:48 PM
I had been back in school for a month or so, and decided to get down to work
making a new attempt at a hldm map. In the early days of my Worldcraft mapping,
I was prone towards intricate details involving lots of brushes. My new map
junkyard would be no different. Junkyard started with is main attraction,
a full size crane toting junk at "kojak's crushing." This map employed
many features of Half-life I had not used up to date, such as env_glows, func_doors,
func_ladders and light_environments. All of these features opened my mind
up to the possibilities within the HL engine, and encouraged me to learn more
and try harder.
Junkyard was the first map on which I ever used vertex manipulation, (to create
a more natural looking dirt ramp), and was my first experiment with "curved
walls" in the underground areas.
Junkyard was only tested a bit on LAN and was never released to the public,
(probably partly due to the fact leaks kept me from VISing it). Eventually
the map was abandoned, as many maps early on in the learning process are,
and I moved on to newer and more advanced projects.


Wednesday,
December 15, 1999, 9:57:04 AM
Meld, like its name snuggest, is a level that was created by meshing two different
parts into one. Starting with an idea to build a "rocket under repair"
from the original HL textures, and moving on to a snowy rocky mountain map,
I figured nothing could be better than snow and rockets all in one map!
During the creation of meld, I had began to experiment heavily with the vertex
manipulation tool. I quickly became aware that vertex-manip can be very powerful
when going for a natural terrain look, as well as when creating the illusion
of curves. Developed during this project was a method to create terrain rocks
from a cube and five, four-sided pyramids. The result of this method is very
successful in giving that natural but low-poly look, and I still use it in HL
level design to this day.
As with all of my first maps, meld was never released, but I would revisit it
in the future to frankenstein it out to a counter-strike map.



Thursday,
November 18, 1999, 3:11:44 PM
Up until this point in time I had learned a lot about designing levels for HL,
but this map shows that there was still a long way for me to go. I decided to
make a cathedral style church, which I named "churchl." I somehow
got it in my head to make some huge spiraling staircases and a 4000 unit tall
stained glass depicting a roughly shaped demonic charater... The brushwork came
out great, but the compile would crash after twelve hours due to a maximum face
count. Apparently I still had to read up on faces and that whole business of
polygons. Did I say polygons? What do they do? This map has 30x the normal amount
in one view, is that good?



Friday,
December 24, 1999, 7:18:50 AM
My brother Dan and I were really getting serious about HL mapping at this point.
We decided to explore the possibilities in single-player, and even thought a
bit about a space-based mission pack.
A nifty idea we had for the pack was a situation that took place by an airlock.
In the level you surprise 2 grunts holding their post, and are able to activate
the control that opens an airlock out into space. An alarm sounds, lights spin
and the door creeps open. Suddenly the grunts are pulled out the airlock and
gibbed, and the pressure breaks the window in front of you pulling you closer.
If you're daring you can enter the room and collect ammo while fighting the
air current. A simple idea, yet quite effective and exciting. Working on the
airlock map really showed me the importance of entity interaction and placement,
and would inspire me to create exciting game play in "Caged" years
later.


Wednesday,
March 15, 2000, 10:29:44 PM
A good friend Jake and I began to start a level for a new modification called
Medieval Madness. The mod never came through, but it did push us to try some
fun new things level design wise.
The map we decided to make for the mod was a castle-keep. This map landmarks
the first texture I ever made, and prompted me to make many more. I eventually
created almost every texture in the map, and soon grew to realize the freedom
and benefits of custom textures.
Some of my first textures had notable names such as wood1, brick, grass4 and
granite. Uber unique =).



Tuesday,
June 20, 2000, 5:21:19 PM
My level editing for Half-life didn't often dive into the popular themes of
the "lambda complex," or the generic lab scenarios; however, this
small 1 room level is an example of an anomaly in my style. Particle Accelerator
was basically started as a novelty to play with ideas surrounding experimental
equipment and effects in the game engine. This map contained some of my first
experiments in "dynamic" lighting styles as well as beam and laser
effects, all tied together with managers.
Interesting to note, is that in the screen shot on the right, the pipes high
on the wall actually run through special holes which were built to look like
supports. Form this it is obvious that I had not yet learned the benefits of
func_walls, as making the pipes into them would have allowed the pipes to go
directly through the supports without having individual holes for each pipe...
No wonder my poly counts were always higher that I would have hoped for.


Tuesday,
July 25, 2000, 5:55:37 PM
Moving back to single player levels, I thought I would try my hand at a more
organic, natural style of environment. Drawing architecture styles from some
of the desert scenes in Half-life, I managed to come up with a reasonably natural
looking environment. Obvious enough is that my grasp of good natural lighting
was still rather weak.


Monday,
July 10, 2000, 8:03:24 PM
The Counter-Strike bug had hit me. Countless hours of my studying time in college
had been wasted honing my CS skills, and what better way to continue that path
than by designing some levels for CS? Eventually named "Laidlaw,"
the map started off being called bankheist.
CS never really had a good bank robbery level, so this project started with
some very clunky geometry blocking out a rough bank on an urban street. Making
the outside of the bank was too big of a task, so I decided to import the bold
bank architecture into a new map, Laidlaw. The bank was now acting as the facade
for a prison. Laidlaw was the first map where I really felt I was getting the
hang of making quality textures. I have often felt that the manila colored wall
with bared windows in Laidlaw was one of my crowning texture achievements of
the time.



Thursday,
July 06, 2000, 5:21:38 PM
While frustrated with my inadequacies relating to making full playable maps,
I decided to whip out a fully playable map for Counter-Strike. The result is
a single room of horrible regret. Overuse of colored lighting, ugly geometry
and general boring layout made this map find its way to the back of my map list.
Perhaps I am being too harsh, I am still partial to its TMP vs. MAC10 only game
play.



Tuesday,
October 03, 2000, 11:35:10 AM
The best improvement to Counter-Strike of all time, was the addition of user
controlled off-track vehicles. For the time, it was quite revolutionary in the
HL engine for a player to be able to control a craft along any path he or she
chose. I couldn't wait to try it out, and quickly produced the small test level
"rigatta." Featuring jet-skis and a small boat called the Royal Sampler,
my roommates and I had many fun water battles tearing up the lake.
Rigatta was the first level in which I discovered the difference between a func_water,
and a plain water brush. Using plain water brushes in rigatta allowed me to
make interesting under water architecture without sacrificing framerate.

Tuesday,
August 08, 2000, 5:06:51 PM
My first released level! I worked very hard to make this tightly knit small
diffusion map for Counter-Strike. All textures and lights are aligned perfect,
and the action was fast and furious. At the time, I remember telling my brother
that I thought that it "should be an official CS map, it's awesome!"
However, Looking back on de_generator, it is probably good it was not an "official
map." Generator lacked all the basic CS mechanics, but it was a good design
experience, and will always hold its own place in my heart. *sniff*


Friday,
November 03, 2000, 2:37:42 PM
A lot of level design is trickery. Most levels involve a creative use of the
game's tool set in a way which may not have been initially obvious.
This small test level creates the simple effect of a mirror in a room, by mirroring
the brushwork on the opposite side of a transparent brush. Such "special
effects" are commonplace to most level designers; however, at the time
it was a quite new and novel idea to me. Once I got in the mode of looking at
the game's entities from a generalized perspective, I was able to create more
complex and engaging effects.
I eventually used the base of "bathroom" for a semi-easter egg in
the map de_rapidtransit.

Sunday,
December 10, 2000, 1:54:12 PM
What could be more fun than fraggin' inside a rackmount server? Well a lot of
things actually, but that doesn't mean that "Xeon" wasn't fun to toy
around with. I've always enjoyed the "rats" genre of levels; mixing
in some computer tech and a bit of HAL from 2001 I made a nifty little level.
It never got much farther than a LAN game in my apartment, but I did manage
to salvage some of it for a sequence in a game I made my brother for his birthday
2 years later.

Tuesday,
January 09, 2001, 2:12:00 PM
A new year of level design sparked interest in a new modification: Pirates,
Vikings and Knights. The PVK mod had some zany wacked-out levels, so naturally
that appealed to me very much.
I started building on the pirate start point first, where they would spawn in
their "pirate airships." It never got much farther than that. (What
the hell are pirates doing in balloons anyway???) In the screen shot, the balloon
on the right was made at around 4:30 in the morning (looks a bit like pole-position
eh?). After a good nights sleep, I made the balloon on the left... I guess sleep
depravation and level design are a bad idea. But when is a level designer not
sleep deprived?




Wednesday,
February 28, 2001, 5:00:40 PM
A few months earlier I had made a small rusty texture set on my brother's computer.
I finally got around to trying them all out together in "Junky." The
title fits the level well, as it is very, well, ugly. It's interesting to see
something like this crop up so long after I started into level design. I guess
it makes sense though, seeing as about 1 in 30 of my levels actually get completed
and released.


Saturday,
March 03, 2001, 2:44:32 PM
The Day of Defeat modification was just getting underway when I started making
vehicle props for a future DOD level. A cross between a World War One and a
World War Two tank, the German monster could hold 4 players inside featuring
gunports and all. Additionally, the small user controlled half-track was a zippy
little transport.
My favorite texture at the time of "Tank" was the gray and silver
gear texture used here. Photo-sourced tank textures are hard to come by, so
I created my own. I began to learn that often you can use parts from several
different images to create the texture you need.


Tuesday,
July 03, 2001, 10:06:56 PM
Pinball is one of my favorite past times; nothing better than a mix of real
physics with electronics... Ebay was beginning to be a great source for photo-realistic
textures for me, helping a lot in getting each machine just right. A lot of
the machines in the arcade would make their first public appearance two years
later in the massive multiplayer project Urban Nights.
Note in the back left of the arcade is the original Counter-Strike pinball machine!


Sunday,
July 15, 2001, 9:09:56 PM
Rapidtransit, a defusion level for Counter-Strike, is the main reason my previous
year of mapping was filled with sporadic unfinished "idea" levels.
Started in the beginning of October 2000, Rapidtransit's subway theme style
went through too many transformations to list. A quick check of the hard drive
shows approximately 60 progressive versions of the level. The best thing about
making the level was that I had a lot of concept help from my roommate, Jake
Anderson. Jake and I poured over the intricacies of the level, working out the
shooting lanes, rush times, clan-based tactics and so on. The result was a very
tactic rich level that could be played from almost any style.
Arguably the best feature of the level is the moving train which crosses over
one of the bomb sites. Not only does this feature introduce excitement, but
also some very comedic gibbings.
Rapidtransit is deffinantly a favorite among players, though more of an "underground"
level as it is not widely distributed. A beta review of the map at the Valve
Editing Resource Center called it "Exceedingly well crafted... should be
an official map." On the other hand, a player named "=CC=Dr. Ogenki"
once said: "This map fucking blows." I guess it's your call.



Wednesday,
October 17, 2001, 9:02:19 PM
"Hey Yesu, lets make DM maps real fast and play em on-line, like in
15 minutes!"
A bunch of the regulars on the Valve Editing Resource Center's IRC cannel would
sometimes group together for 15mm sessions; making deathmatch levels very quickly
in 15 to 60 minutes. Talk about the biggest frantic level design rush ever,
your brain just about rolls off of your desk trying to make a playable level
in that time frame.
After the inaugural session in which yesukai and I each made levels, the 15mm
would continue on to make some classic crap-fests all the way into 2003. Not
just a heart attack in level design, the 15mm was a great friendship builder
and a great exercise in freeing up clogged computer gray-matter.


Wednesday,
November 07, 2001, 4:57:04 PM
As a variation to the 15mm maps, a group of people decided to get together and
make a "frankenstein" map. Each designer was given an area of space
with which to fill in part of a multiplayer level. Themes between designers
were not discussed ahead of time giving the resulting level some very
strange changes of scenery. The player might walk from a mountain landscape
through a door into a city, or even into mario-land.
Frankenstein_dm1 was created over a few days, with a second collaboration, frankenstein_dm2,
created only about a week later. Frankenstein_dm2 featured a lot more vertical
game play, and has been reviewed as one of the biggest Half-life deathmatch
levels of all time.
The frankenstein levels were some of the most exciting and enjoyable design
experiences I've ever had. Teamwork and collaboration are fantastic when it
comes to games, it's too band frankenstein_dm3 fell through...



Saturday,
January 12, 2002, 6:32:16 PM
"Someone has wasted weeks learning Worldcraft in order to make this
huge, steaming heap of a turd of a map." - Snark Pit
While chatting with some level design friends one afternoon, I came across some
level reviews at a website called Global Assault. I couldn't believe what I
was seeing, the website was handing out good reviews to designers of "killbox"
style maps (levels which were just a big room with a bunch of weapons). Irritated
with reviews promoting ugly and poor level design, I decided to make them a
horrendous puke-bag of a map while I was chatting with my friends.
I think in all, it took me about 6 minutes to make, and another minute to compile.
The result was "Turdbox." I quickly sent the level into Global Assault,
happy with myself at forcing them to actually play it.
The best part; however, is that Turdbox made its way to another website called
the Snark Pit. There, Turdbox has gained the title of one of the "top
10 most horrendous things ever rendered by the Half-life Engine."
It's hard to feign terrible level design though. Looking closely at Turdbox,
it runs very smooth at barely 90 polygons, with no real level design errors
other than its horrible looks.



Tuesday, November 13, 2001, 2:02:46 PM
One afternoon I decided to make a fun little map with very little legwork
involved. I did not want to spend days on a project, just something to free
up my brain a little. Copyright infringement aside, the product of about 3
hours was this cute little map for Counter-Strike, "Monopoly."
"Little Big" level design has always caught my eye as a fun way
to add a new dimension of play to a level. What better way to have fun than
playing a first person shooter on the game board of my childhood memories?...
Well probably a lot of things, but cs_monopoly is still a level which I adore.
In the design of this level I learned an important lesson about the Half-life
engine which dealt with the properties of game-lighting on the edges of BSP
brushwork. If the player stands on the edge of the monopoly board, he or she
turns black, blending invisible with the "skybox." In any other
map this would have been a very ugly error; however, in cs_monopoly it becomes
on of the biggest game exploits ever. -Something I take full advantage of.
=)
Sunday, March 24, 2002, 9:42:38 AM
Caged is at the top of my list of personal single-player favorites. Set in
a semi-futuristic prison, the level challenges the player to escape from captivity
and gain their freedom.
Caged is a level which was designed for Project: Quantum Leap, (PQL), a single-player
mission pack. The idea for PQL was partially spawned from the 15mm. Its goal
was to create an experience where the player went from one single-player map
to the next, each by a different designer, without a consistent theme or storyline,
(much like the television show Quantum Leap). No one on the design team for
PQL discussed ahead of time wheat the themes for the levels were to be, so
when the expansion was finally assembled the result was a very unique gaming
experience.
Everyone on the PQL team was looking for no more than a good time while making
a fun level-pack. Along with Caged, I also made an "intermission"
for PQL. It was a short film consisting of a 1920's style nickelodeon about
Gordon Freeman and his crazy antics, some of which involved a young portly
lad who "brings ice cream." Looking back, I think that's why it
was such a fun project. When everyone is working together for a common goal,
in a relaxed environment, you are only pushed harder to make something that
is truly wonderful. PQL was deffinantly a landmark in deciding to push myself
for a career in level design.
Everything in Caged flows like butter. I will always be proud of it. From
the game play to the nonlinear environments, the level has an exciting mix
of action and puzzle. A number of websites gave Caged rave reviews and PC
Zone magazine also put up an article on PQL in the Feb 03` issue, giving the
pack as a whole a 61/100... meh. For me though, a map that comes together
well is the true reward of level design. When you design something that people
truly enjoy, you just know all the hard work was well worth while. Im still
amazed to this day that I was able to pack it all into a single map...




Wednesday, November 20, 2002, 12:05:55 PM
When the Quake 1 themed mod Deathmatch Classic came out for Half-life, I
instantly jumped on the opportunity to be one of the first people in the community
to release a custom level for it. I figured "hey, I'll make something
small and sweet and everyone will love me and shower me with candy."
So more than a year later, I released the final build of Fireball to the public.
So maybe it wasn't the first user made level for DMC, or even the 50th, and
no one threw candy at my feet, but Fireball turned out to be a fantastic level.
The map has all of the themes of classic Quake design. It has buckets of lava,
traps, teleporters and even secret areas. Most of all, though, Fireball features
some of the tightest knit connectivity ever, making it an extremely fast playing
map that is a blast to play.
I've always been proud of the stylized look of Fireball: simple geometry lending
to pleasant angles and game play. The level is consistent throughout, something
I have always had trouble keeping up in my projects. I only wish that more
people had taken the time to enjoy it.





Wednesday, May 22, 2002, 9:22:16 PM
If you have ever seen the film No Escape starring Ray Liotta, you'll understand
the basic theme of this map. Well, actually, you probably will not as there
is no real resemblance to the film. None the less, as with the film the action
in Absolom takes place on an island. The level features palm trees, cabanas,
laundry huts and even a spiced rum shack! Woo hoo!... Erm... What the heck
was I thinking???
Plot anomalies aside, Absolom was a fantastic start to a beautiful Half-life
map. It was very unique in theme and ambiance, along with a very unique compile
time of 29 hours 30 minutes... So in all reality, the last version of the
level was really finished on the 21st of May 02` around noon or so.
Looking back at the map its shortcomings are obvious: hard edged polies, lack
of ground cover... the list goes on. What worked for Absolom, however; was
its use of rich vibrant colors in conjunction with the well suited sky-box
I built for it. Nothing beats a clear sunset on the Pacific ocean, even if
its in Half-life



Sunday,
June 08, 2003, 11:53:16 AM
Milwaukee WI has some of the most texture rich industrial decay of any city
I have ever been to. From the old decrepid Pabst brewery to the run down commercial
districs along the river, it's a texture treasure trove. Having recently moved
to Milwaukee, I decided I would try and recreate one of the fantastic scenes
close to where I lived.
After scouting some locations I came across this aging wharehouse on Water st.
The environment was full of many fantastic run down visuals and I decided that
it presented a unique challenge. I decided to try and mimic as closely as possible
a reference photo that I took of the building with a screenshot from within
the Half-Life engine.
On two seperate days I went to the area and took source images for the textures
in the scene. The main facades of the building had to be cut up into a number
of 256x256 textures per the HL engine, on top of which I had to eliminate neumerous
OpenGL blending seams; the most tedious part of a level design project ever.
The geometry in the scene was very low poly, (about 850); however the textures
for the street and sidewalk proved to be particularly difficult to capture.
The texture for the corner of the sidewalk was made from 16 different photos,
each of whiched mapped a different section of the final texture. Pulling and
tugging in Photoshop revealed an impressive result, a texture which I am very
proud of... If only I had a ladder...



Sunday, January 05, 2003, 3:03:02 PM
Just a few days before leaving on a two month vacation to Europe with my sweetheart,
I got down to business and fleshed out the introduction to an idea I had for
quite some time. The working title for the project was Amnesia. The introduction
was a black and white cinematic sequence depicting the loss of a doomsday
device by the German army during a bombing raid in World War two.
Amnesia was a single player mission pack which set the player in the role
of mankinds last hope for survival, preventing the use of the doomsday device
in the not so distant future. One of the most thrilling ideas behind the project
was an all classical and techno soundtrack. Depending on the era of gameplay,
past or future, the style of music would change setting a unique mood to the
game. Maybe someday the idea will develope into something more than an introduction.
I would love to be able to use the stunning sequence in a full game.


Monday,
June 30, 2003, 9:46:54 PM
I guess for the record it should probably be noted that I first blocked this
map out on December 12th of 2001. That makes the total development time somewhere
in the range of 19 months! Who knows, maybe its some sort of design record for
the slowest level designer ever?
Initially I set out to make this map for a mod called the Real Deathmatch; however,
like most mods it was never realized. After toying with the idea of gifting
the map to a number of different community projects, I finally decided to release
the map with a mod called The Specialists. The levels layout fit great with
The Specialists as its game play was not far from Real Deathmatch. Set in a
huge city, Urban Nights allowed the player to adapt his or her unique game play
style to the level. From vertical game play where one might be taking fire from
opponents 20 stories up, to connectivity giving seamless flow from one area
to the next, the level offered the player a myriad of combat areas.
Urban Nights literally pushed the limits of the Half-Life engine. To start,
the level spanned the entire eight thousand unit width of the Half-Life universe.
Additionally, nearly every single hard coded compile limit was pressed using
more than 99% of the maximum allowed planes, clipnodes and leaves. All of this
was achieved keeping wpoly counts under 600, and texture memory under 5 MB.
I would have loved to detail out the insides of more of the buildings, but it
was just not possible in the engine.
Urban Nights is one of many maps I would love to one day revisit in a more robust
and capable engine. I consider it one of my personal masterpieces, a map which
was built to be played the way I love to play games. It was one of those maps
where I started with a vision, a glimpse of the possibility of a great level,
which in the end, turned into something far more beautiful and exciting than
I could have ever initially thought of.
In any event, I had a blast making Urban Nights and would jump at the chance
of making something else on the same scale. Not only is the level completely
unique in the world of HL design, but it came together graphically, stylistically
and most importantly in its game play. Few things come close to the 32 player
deathmatch games I've had in Urban Nights.


Sunday,
March 23, 2003, 6:26:32 PM
I spent some marathon days getting this single player mission ready. I whipped
up over a hundred new textures, a new weapon and even a nifty new seagull creature
to make the experience complete. And so, seven days after the first sketches
were laid down, X-Treme Violence was finally finished.
It all started on a Monday evening when I received an e-mail from the gaming
company The Collective, located in Los Angeles. They asked if I could make them
a single player level as part of my interview process with them. They provided
me with a story line and simple concept for the mission and told me they would
like to see the finished result in a weeks time. I was thrilled at the opportunity,
and instantly went down to the food jobber and stocked up on Gatorade.
The premise of the project was to put the player in the role of a special-ops
counter-terrorist on a mission to infiltrate a terrorist hideout and thwart
their evil plot. The game was to be called: X-Treme Violence. The level was
also required to showcase the outside, as well as the inside of the terrorist
base. The rest was up to me.
After brainstorming in the car as I drove home, I decided to set the location
in the fictional seaside town of Poloviti Italy. The terrorist hide out, located
inside the local butcher shop, held the production facility for their evil plot:
packing telephone booths with C4 in an attempt to destroy London!
I had an awesome time creating the mission, mainly because I pushed myself to
touch on all of my talents in a time limited situation. I allotted 2 days to
lay out and tie up the town surrounding the butcher shop, one day to create
the small cinematic introduction and to build the cargo ship at the pier, 2
more days for the inside of the terrorist base and a final day of tweaking,
play testing and getting the result packaged up into a self contained modification.
Everything came together far better than I could have expected with the project.
The level looked better than anything I had created to date, played wonderfully
and most of all was fun. Oddly enough I did not get the job at The Collective.
It was pretty disappointing because I put a lot of work into X-Treme Violence.
They never even took the time to finish the mission all the way through....
What a burn.


Thursday, September 13, 2003, 10:24:33 AM
Exactly one year prior to the release of Big Lolly I gave a very special gift
to my oldest brother Dan for his birthday. It was a level pack set in a small
universe of carnival puzzles revolving around many of our inside jokes and
brotherly culture. Dan was so thrilled with his present that when his next
birthday was getting near, I decided I would take the time to develop a much
more complete present. The result was a truly unique gift named Big Lolly.
The theme of Big Lolly was a candy universe in which the player battled various
sweet-tooth theme creatures with a variety of crazy weapons, (one of which
is a big lolly pop). The idea initially came from the thought of possibly
making an entire Half-Life mod in one night a la the 15mm club. However, once
I actually started in on the project I realized that it could be much more
than a quick fly-by-night modification.
Big Lolly included a five level single player campaign as well as three deathmatch
environments for lolly bashing excitement. Enemies included evil red gummi-bears,
grumpy ginger bread men and zany sour patch kids. The sour patch kids were
the most difficult to create of the three, being a replacement of the original
Half-Life cockroach. I had to use a hex editor to hack the model so the sour
patch kids would scurry around, (rather than spin in place like drunken hop-heads).
Thinking back, I was kind of partial to the little drunkards.
The universe of Big Lolly was a complete one man project. All of the textures
were hand drawn in Photoshop, the sounds were all voice acted by myself, (even
the weapon sounds), and I modeled all of the new weapons and player pick-ups.
I even learned some basic C++ with which I tweaked the single player and multiplayer
code. The one main feature that was planned for the project which never made
it into the game was the music for the single player campaign. Unfortunately
only one of the songs was complete in time and so the soundtrack was not used.
Upon reflection one sound was not created by myself; my soul-mate Jamie made
the snow footstep sounds by ingeniously shaking a box of Total cereal. =)
When I came to visit on his birthday I presented my brother Dan with a CD
marked Big Lolly. His initial comment was something like "Wtf? Big Lolly?,"
but when he played it he couldn't help but love its insanity. I am still happy
to this day that I was able to create a fun an exciting gift for his 30th
birthday.
An unexpected result from Big Lolly was me finally realizing my dream to work
professionally as a level designer. During the development of Big Lolly I
interviewed at 2015 inc. where I showed them a preview of the mod. I was subsequently
hired by 2015 and would like to think that my crazy spark in Big Lolly had
something to do with it. Tulsa OK here I come! =).













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