After Cross and Kit Kat, my understanding of the Quake engines was quite good. "Chances Are" was done in five days, which is a short time. The map is quite dark and moody, and it focuses on more than just deathmatch. My intention was to make the map another character in the game, and as so, the players must also fight it. |
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My first approach to modern game making was with Quake mapping. While everybody was doing Death Match maps, my 14.400 connection didn't let me enjoy that modality, so I turned to the Single Player maps. |
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I did the Graphic User Interface for the Half-Life MOD "Wizard Wars". The Graphic User Interface is used on the main menus of the MOD. |
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While mapping for Quake2, Had an idea for a DM map which consisted of a building full of glass (breakable) windows. This idea didn't go far, because Quake2 didn't supported breakable objects in DM mode. I would have had to include a modified .dll in order for people to use my map. Thaw I did the modified .dll, the map was never finished, and the idea discarded. |
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Cross was my first attempt to do a single player mission for Half-Life. Is based on the "Chaos Theory", a game design concept I cooked at the time I did this. The idea is to have the player in the middle of a crossfire, so not all enemies are after him, they are also fighting each other. This way, every time you play the level, things are different. I |
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The Chaos Theory for Games is based on the assumption that the player's control over a character doesn’t necessarily imply everybody else wants to kill him. |
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