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The Legend Of
Thief 2 ________________
A story & suspense mission for Thief 2, in the flavor of
any M. Night Shyamalan movie, but never finished.
This mission was the first thing I ever did with a map
editor, but, since Thief is an old game, most reason to finish
it died. Regardless, Thief missions are
the funnest, most interesting map projects I have ever
worked on, and they're something I miss. |

Faceless Thief 2 ________________
After "The Legend Of", you'd play "Faceless" (which, for
some reason, took place before). Hundreds of hours and months of
work and planning went into this mission, as well as
over 60 pages of in-game diaries,
papers, book excerpts, hidden notes, and various writings found throughout the
game-world.
It's only too bad that there were few people
to play it, so it was never finished.
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Torlanights UT2004 ONS ________________
My first released map, Torlanights is a nighttime
conversion of Torlan that I made simply to learn the
Unreal Editor, as well as exercise my 'thiefy' nighttime
atmospheres.
The gameplay is mostly unchanged from Torlan; it's
just a nighttime makeover, with atmospheric sound and
music, new lighting and floodlight effects, a custom
night sky, and tons of hidden secrets. |

Dreamus UT2004 ONS ________________
ONS-Dreamus is my first from-scratch UT map, made
simply to be fast and fun. I was under the influence of custom map servers that ran small, simple, fast-paced
fragfest maps (great fun), and wanted to make something
for those servers to play.
Of course, that meant more work in later trying to make
this into a "real map". |

Dreamus2 UT2004 ONS ________________
Still using Dreamus 1 as a starting point, Dreamus2
is just a big revamp, which
won 4th place in the nVidia Make Something Unreal
Contest.
Featuring a
better look, new layout, lots of
desert effects, and a big, Oddworld-inspired secret
area, Dreamus 2 was a very well-received map, with a serious
problem: it would crash if you played online. :( |

Dreamus2SE UT2004 ONS ________________
This is the final version of Dreamus, with an
atmospheric overhaul, redone special effects, and a fix
for the online crash.
What else is there to really describe? |

Plaza 17 Half-Life 2: DM ________________
Plaza 17 started as a map for Valve's HL2:DM mapping
contest, but couldn't be finished in time. (so, it was
just a regular release)
If you ignore the endless time I had to take doing
optimization (to make it run fast on the computers of
the day), the bulk of it took only 10 days to construct.
In the process, I
really learned to appreciate Hammer, the map
editor.
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