Personal projects from this past year on Source and Source 2
SIXTH STREET MARKET
CS2 Hammer Mesh tools
A long gone market in Cincinnati. It consisted of A Brick Meat Market (1896) and an iron and glass Flower Market (1890), surrounded by produce vendors in buildings and stalls.
The buildings and streets are built completely with Source 2’s Hammer Editor mesh tools, and possess a level-of-detail that reflects that. No 3rd party 3d software was used. No custom assets were imported. All stock textures and materials.
Samuel Hannaford and Sons Architects
BRUT
CS2 Hammer Mesh tools
My Counter-Strike brain is still back in 2009 on a 24 player 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.
RAPTURE SCIENCE
Left4Dead2
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. There are ample opportunities for the special infected to wreak absolute coordinated havoc on the survivors like only experienced human players 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.