Here you can see some of the public projects I've worked on.
These are largely going to be maps and mods for the Source Engine.
HECU Arena BattleRelease date: May 6, 2015 Game: Black Mesa Source Workshop Link |
While not the first map I ever made (that dubious honor goes to a one-map campaign for Half-Life 2 simply titled "Kill Breen"), this is the first map I publicly released in order to celebrate Black Mesa's Steam release. It's a very simple but somewhat entertaining arena you spectate where four teams of color-coded HECU fight each other. This map started out as a port of a map for Half-Life 2 with Combine Soldiers instead, but that version never got released while this one ultimately did. |
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Sniper_029 RemakeRelease date: December 1, 2018 Game: Half-Life 2 Gameplay Video |
This is a recreation of a map from the Half-Life 2 leak named sniper_029, but remade from the ground up in the style of retail Half-Life 2 using retail's design cues. I thought it would be a fun challenge to try and see what such a map would look like if it had survived unchanged into what we have today, but given the similarities I concluded that this map is probably what became the sniper alley in Follow Freeman. |
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FringeRelease date: August 8, 2020 Game: Garry's Mod Workshop Link |
Started off as experimentation with Forerunner architecture in Hammer before I realized I wanted to make something involving Threshold's Forerunner gas mines. When looking for inspiration, I happened to look up and see the cable rising up into the distance, and that there was something massive up above it was connected to. The rest is history. |
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Security ZoneRelease date: November 27, 2020 Game: Garry's Mod Trailer Video |
A remake of Security Zone, the Firefight map from Halo 3: ODST. I made it from scratch, flying around the actual map in Theater Mode and eyeballing the proportions as I went. I tried incorporating elements from the actual map, including the big barricades that could be blown up and the Halo 3-style turret functionality and destruction. |
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ONI Alpha Site (Exterior)Release date: January 1, 2021 Game: Garry's Mod Trailer Video |
Given that Security Zone is just a portion of a larger campaign level, I set my sights to recreating that whole thing. Unfortunately, I ran into map size limitations and had to settle for just the outside areas. More elements from the actual map are added in here, including the door that separates the bridge from the interior courtyard and the sequence you go through to blow up the bridge, from arming the charges to climbing the watchtower and activating them. |
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MismanagementRelease date: November 18, 2022 Game: Garry's Mod Workshop Link |
I had been playing Control, and thought that due to the brutalist architecture, it might be cool to see something like that made in Source. The world of Control and how well-realized of a place it is let me add a whole bunch of details in the Source map I thought would be recognizable from the actual game. The first version of this map was released in 2020 as a smaller, cut down environment (solely the cateria segment) as a survival map for Codename: Cure. However, I consider this final, expanded version of the map to be the "complete"" one. |
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Lost PlatoonRelease date: June 21, 2023 Game: Garry's Mod Trailer Video |
Another recreation of a Halo 3: ODST Firefight map from scratch, this time the wide open map Lost Platoon. This map is absolutely massive in terms of size in-editor and really goes to show the sheer scale that the Blam engine can handle. There were a lot of tricky elements to get right here, like the roof of the central structure and the widespread usage of displacements, something I don't have a lot of experience with. |
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StadiumRelease date: February 19, 2024 Game: Black Mesa Demo Video |
This is a map I'd been working on in small increments over the course of several years, a recreation of a classic Sven-Coop map, made from the ground up for Black Mesa using minimal custom assets and mostly relying on existing remade textures and models Entity work was done entirely from scratch, and I was able to recreate most of the core functionality from the original (arena controls, spawn menu, etc.) within the constraints of the Hammer entity I/O system. |