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Levels (Page 1) :

This page contains most of my Unreal engine level work. Both professional as custom maps. Both for retail games as for MOD's. Download links and info on what exactly I have done on every map can be found below the pictures.
For more info on my professional activities please refer to the Resume page.

The levels are sorted to their release dates and their type, not to quality.

Most of the levels are almost entirely self made. From the concept and gameplay to the modelling of all meshes and texture creation. I make it a case of honor to do as much as possible myself. What I've done precisely for every level can be found in the descriptions.

The duration times of the custom levels are mostly by evening and weekend work. Not full time.



Index - Select a page by clicking its picture :



Level page 1
DM-Krodan (UT3)
MP-TheSpire (Gears Of War)
DM-ThinIce (WarPath)
CTF-Decay (WarPath)
Verlan Island (Far Cry)

Level page 2
Slywood (TCOS)
RingFell (TCOS)
Parliament (TCOS)
Raftyard 1(TCOS)
Raftyard 2 (TCOS)
Raftyard Fortress (TCOS)
The Deadspell Storm (TCOS)
The Green District (TCOS)
Citadel Of Ail (TCOS)
AQ Ormoburu (TCOS)
Carnyx (TCOS)
AQ Demon Army Camp (TCOS)
Trial Caves 35 and 50 (TCOS)
Quarterstone City (TCOS)
Miscellaneous (TCOS)





Level page 3
DM-Redkin (UT2004)
ONS-Dinora (UT2004)
ONS-Sidaro (UT2004)
ONS-Adara (UT2004)
DM-Argel (UT2004)
DM-Sae (UT2004)
ONS-Dawn (UT2004)
DM-1on1-Idoma (UT2004)
ONS-Torlan (UT2004)
DM-Rrajigar (UT2004)
ONS-Dria (UT2004)
DM-Rankin(UT2004)
JB-Addien-Dwy (UT2004)
CTF-Addien-Dwy (UT2004)
DM-Teapot (UT2003)
DB-Ship (UT2003)
Level page 4
DOM-Horean (UT)
Xidia Gold levels (UT)
Red Corridor (UT)
Operation Na Pali levels (UT)
Xidia levels (UT)
JB-Raid (UT)
CTF-Raid (UT)
DM-Amon (UT)
DM-Sion (UT)
CTF-Area52 (UT)
CTF-Aron (UT)
Ortican (UT)
CTF-Ortican (UT)






DM Krodan - UT3
Information


Description : Small DM map set in an atmospheric canyon

Type : UT3 DM Level - Custom Level

Purpose : Created for fun.

Design : Every single thing was self designed and thought out. This includes gameplay and floorplan, events, the theme/the environment/concept/the art styling (e.g. architecture, lighting, atmosphere), etc.

Content : Except for the car, two statues, and the spiderweb texture, absolutely everything was self created. Including all normal maps and even the advanced materials such as multiple texture blend materials that depend on the vertex colors, pixel shader water, randomly animated ivy materials with additional simulated animated specularity on top, and so on.

Duration : A month.


Awards :






MP The Spire - Gears Of War
Information


Description : An estate on top of a spire. Both teams spawn in the gardens surrounding the house, and fight out their battle in the central hallway.

Type : Gears Of War Multiplayer Level - Custom Level

Purpose : Designed for fun.

Design : Inspired by the Gears Of War art style. The concept of a building on top of a huge spire, the general architecture inside, the gameplay and floorplan, and atmosphere/lighting was self designed.

Content : Most textures and modular meshes were created by Epic's art team. All BSP as well as the entire surrounding scene with all the spires, rocks and so on were modeled by myself. This also goes for all lighting and special effects.

Duration : Four days.


Awards :




DM Thin Ice - Warpath
Information


Description : A high tech futuristic Deathmatch level set in a cold environment. Medium sized.

Type : Warpath DM - Official Level

Purpose : Designed and created on demand of Digital Extremes for their FPS Warpath. The level had to feature strong gameplay and fit in to their high tech ice world theme.

Design : Every single thing was self designed and thought out. This includes gameplay and floorplan, events, the theme/the environment/the art styling (e.g. architecture, lighting, concept).

Content : Most textures and modular meshes were created by the Digital Extremes Art team. Everything else was self created. Extra credit to Jean "Chicoverde" Rochefort for additional help.

Duration : A month part time work (weekends only).


Awards :

Mapcore Spotlight level



CTF Decay - Warpath
Information


Description : A rusty industrial Capture The Flag level. Medium sized.

Type : Warpath CTF - Official Level

Purpose : Designed and created on demand of Digital Extremes for their FPS Warpath. Had to have strong gameplay and fit in to their rusty world theme.

Design : Every single thing was self designed and thought out. This includes gameplay and floorplan, events, the theme/the environment/the art styling (eg architecture, lighting, concept) and shaders/particles/triggers/etc.

Content : Most textures and modular meshes were created by the Digital Extremes Art team. Everything else was self created. Extra credit to Jean "Chicoverde" Rochtefort for additional help.

Duration : A month part time work (weekends only).


Awards :

Mapcore Spotlight level



Verlan Island - Far Cry
Information


Description : A pine forest with a lake in the middle.

Type : Far Cry - Custom Level

Purpose : Created as a test environment to learn the basics of the Far Cry editor and to create something other than your average Far Cry palm tree island.

Design : Everything was self designed and thought out. This includes the theme/the environment/the art styling (e.g. architecture, lighting, texture scheme, concept).

Content : Apart from the skybox texture and the ship, everything was self created.

Duration : Three days.


Awards :

Mapcore Spotlight level





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