Click thumbnails above for a gallery.
Level Layout and Planning
The map is designed to be a very straightforward deathmatch map. The plan was to create several small spaces and connect them with numerous larger passages. The idea was to let the players get to any part of the map very quickly.
The map is set in the ruins of City 17, after the citadel was destroyed. The project started off as an exercise in lighting, but I felt that my concept was strong enough that I kept working on it and tweaking it. I also had a large array of friends who were more than willing to help me play test the map. As a result this map is a really good example of how constant feedback and playtesting can really strengthen a project from the very beginning.
The map was one of the first I worked on using the Source Engine. The images showcase some of main areas of conflict in the map. The map is very claustrophobic and set at night, keeping players on edge and providing for some very dramatic lighting.
Assets and Scripting
All the structures on the map were made using Valve's Source Hammer editor. All props and textures are the ones provided by Valve, mainly because there weren't any assets I needed that weren't already present, but also because I try to keep filesize in mind when making maps like this.
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