A small arena map. A remake of the awesomely brutal DM-Morbias for Unreal/Unreal Tournament. Not alot here but it has helped me explore the concepts of adding detail to a map. Something that separates a good Quake3Arena map from a great one. I also added a unique element in the center of the map. While standing on the blue platform you have infinite quad damage!
NOTE: This .PK3 makes the quaddamage.wav silent in ALL maps.

Morbias | Textfile
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| Fire-Logo-Map for Unreal Tournament |
While learning to hate UnrealEd I decided to create my own background map for when Unreal Tournament is at the main menu. Its a variation of the spinning U seen previously in the leaked beta of Unreal Tournament. Again not much but adds some charm (heat?) to an already great game.

Fire-Logo-Map
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| Arena-PAK for Rocket Arena |
I had never had the chance to play or see the original Rocket Arena until well after Rocket Arena 2 was released. Im glad I eventually did because the speed and character that the modification brings simply commands agressive, fast and well-designed maps. After playing through the original maps I realised that Rocket Arena could really do with an injection of newer more Rocket Arena 2 styled levels so I started to make some maps and to convert some little arena style maps I had made.
So far Ive only had the time to finish 2 arenas. If I get the urge I may reinstall the Quake map editor and finish off the other couple I had also started.


Arena-PAK | Textfile
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My first and more annoyingly only finished Quake 2 deathmatch map. Good intense play with 4 or so players but has alot of beginner mistakes regarding map design ( ie clip brushes ). Its small, medium paced and has a cool quad exit.

Sonic Death | Textfile
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| Balance Modification for Quake 2 |
For some reason or another I got real um, idealistic on gameplay a little while back and worked out what i thought would be a more balanced set of weapons for q2 to allow for alot faster gameplay. I got a good friend of mine in Big-Brown to code it for me and the result is a deathmatch gameplay mod. Heres a quick rundown on some changes :
- Railgun does 50 points damage
- Rocket Launcher does 75 points damage
- Players health counts up to 100 - the lower the health the quicker the increase
- Armours are set pickups like Quake's armour items
- 0.3 seconds weapon change
- Chaingun has no wind-up
- Machine gun & Hyper blaster spawn as Chainguns
- Shotgun spawns as Super Shotgun
- All Health items removed from level, except mega health
- Powershield & BFG removed from level
- Armour shards removed from level
- Hand grenades are just ammo
- Players can select a default weapon to spawn with plus minimal ammo for it
- Plus much more non-sensical crap . . .
Ok. So its not sounding that balanced. We stopped work on it after we heard of Quake 3 Arena's gameplay and began praying that id wouldnt fuck up... draw your own conclusions on that. Give it a shot though. Its different thats for sure. And if you have any improvements for it please get in touch.
Balance Modification | Textfile
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| Mir Massacre for Duke Nukem 3D |
I loved messing around with maps for this game. Like the Doom series it just oozed atmosphere. I only made a couple of maps and as usual my best work was never really completed. I found the .map file for this level and Im going to try and complete it. The premise is deathmatch on a space station that is covered in blood and bodies from a not too recent crewman gone insane massacre.

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| Doom Doom 2 & Heretic Maps |
I had my 486 for a few extra years than most people and because of this my interest was Doom engine games. I made maps for 18 months before I even had access to the internet. My first set of levels for Doom & Doom 2 were extremely ID-like due to lack of influence from other authors. But these levels got noticed enough for me to work with some of the coolest and most talented people I know. Despite the new games that are out now days Doom will always feel superior. Its going to take ALOT to bring back the fear and blood-thick atmosphere that Doom created.

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