Personal projects from this past year.
SIXTH STREET MARKET
For 2 blocks on the west side of downtown Cincinnati, 6th St. widened and was bisected by two slender Market Houses: an imposing brick Meat Market (1896), and a comparatively diminutive indoor Flower Market (1890). Produce vendors and other merchants operated in the surrounding streets and buildings.
The era represented in the recreation is roughly 1935. Presently, this location is a feeder street for both an expressway and an interstate that runs between a parking garage and a convention center.
This was built completely with Source 2’s Hammer editor mesh tools, and possesses a level-of-detail that reflects that. No 3rd party 3d software was used. No custom assets were imported.
RAPTURE SCIENCE
This map (campaign?) brings the director face-to-face with the survivors. There are several set-pieces in which the director’s anger level is revealed to the survivors (via emoticon), and the direct consequences of that anger are unleashed.
This map is also designed specifically for versus gameplay, as this is the superior way to play l4d. There are ample opportunities for the special infected to wreak absolute coordinated havoc on the survivors like only fellow humans can. There are also significant tradeoffs available to the survivors along the way, such as picking up high tier weapons at the cost of opening up ambush routes exclusive to the special infected.
The survivors emerge from an anteroom outside the saferoom doors into this large space, which is purpose-built to take advantage of the abilities of each special infected.
The survivors begin with only pistols and leave the safe area into a room that contains supplies they need, but there are tradeoffs. This trigger for the meds extends out of the first room into a situation that puts the survivors in elevated danger of a coordinated attack.
Survivor choice: Opening new routes for the infected in the first room of the campaign. Behind the door featured above is a trigger that will unlock the throwables cabinet. The tradeoff is that it also gives Special Infected access to passageways above the room. Mobs can also now spawn in this space.
It’s in this area of the map that the survivors have their first of three face-to-face encounters with the Director. Depending on the shape the survivors are in up to this point, the Director will react with differing levels of anger. The video above cycles through the ten possible levels.
*I still need to label most of what’s actually being triggered, as a lot of things more interesting than just another horde are happening just off screen or in the pits the survivors have to jump in to exit the area.
BRUT
My Counter-Strike brain is still back in 2009 on a 24 player No Awps/No Autos cs:s server, so I’ve got no business designing a map for cs2. That being said, I definitely have unfinished business in Hammer… so there’s a compromise here somewhere.
All geometry is built in the Hammer editor. Minimal props. No custom assets.