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 ...
Malevolence
Similar to Houndstooth, I'd intended for this to be a lot more horizontal, but it's...really vertical. I'd also wanted a lot more cave structure to take after the stock CM Labyrinth, but going with the flow makes stuff like this one. Could be interesting for MP, so I've exported a version that divides it into red and blue sides -- probably good for duos/trios, but a quiet 1v1 might...
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...
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...