Jonas was my first level ever. Jonas 1.1 is the nearly the same architecture, but a lot of details and possible actions have changed along the way. I didn't bother too much with the not-so deformed rocks, the sharp edges or the weird lighting flashes(those I would like disappeared). I cared more about game play balancing between reflexion and action, moderate head scratching, surprises or desig...
A much quicker build than Malevolence (4 or so days opposed to a week), this level features that dome I was so stoked about a while back. Otherwise this is a pretty simple one -- four colors, four corners, four large hallways, etc,. Also returning are my favorite cheesy geometry additions: decorative five-ways! Although very prominent in Pyroclastic, there's only a small pile of them here to sp...
Non-suffixed version better-optimized for gameplay purposes, -G is closer to the original vision.
Hoping I've learned a thing or two since publishing Heirloom a few months ago. Happy to take constructive criticism and may make some small tweaks eventually, including to the lore. The blue side's a little tight due to decaling and how the geometry came together, and there are a few minor AI nav ...
Continuing my everlasting struggle with sizing things appropriately and making them conform to some kind of grid structure, Conduit is a much larger challenge mode level than Meridian, Pyroclastic, or Houndstooth. Inspired by the stock map Pipeline, this level is strongly focused on open sight lines and maintaining a sense of speed.
There are a ton of decals in this level -- lots of repeats to...
Work started on this almost immediately after finishing Pyroclastic -- had a really cool idea for a visual effect that I wanted to try out, and hence the bottom room was born. Not quite sold on the whole thing as a level, and it all feels a little off-grid since the hexagonal stuff propagated outward a bit (getting all the grate decals on the bottom floor passably lined up took a few hours betw...
Jonas is not a traditional overload/Descent Single Player map. It is meant to be explored slowly, replayed, discover the goodies and solve the little puzzles.
It is not perfect but hey! This is my first map ever! Fun to play is what it is all about, not only blast our way to the exit as fast as possible.
(I suggest to turn on "Show Text for Audio Messages" and set the "Voice V...
This is the first level I've made for any game. Smelter is an industrial facility with several rooms above a large interconnected cave.
*Challenge Mode*
This is my second level made with Overload's level editor, and my first using geometry I alone came up with. This was a lot easier in some respects due to being pretty tightly gridded compared to Quarry, but also a lot harder in others since I was more liberated to place decals and use complex textures -- many more were usable (and used!) in this map than in my prior release. Not much playtesti...
This is a sprawling complex that fans of Descent: First Strike might recognize. This was intended to be the first in a short series of levels exploring SP-spaces-as-CM-levels, but the build and results aren't spectacular (since everything in D1 is off-axis ever-so-slightly, making a quality conversion impossible) so I think this will be the only one. Still, fun project, good trial by fire for l...