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Levels (Page 3) :

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-Redkin - UT2004
Information


Description : Redkin is an industrial timepiece, forgotten and lost in the depths of the Na Pali Siloris' Canyon. Built into the cliff side no human has set foot in the facility for years. With its machinery still active and purring with activity as the warm Nali sun heats the facility, its metal traps the warmth causing those who dare to enter to drown in their own sweat. The level is a medium sized DM map is set in an industrial building. 3.5 room based well flowing map. One to two floors high and entirely indoor.

Type : UT2004 DM - Custom Level

Purpose : The level was created for my own pleasure and the community. It is aimed at providing the perfect combination between high quality graphics, a living environment and hardcore gameplay. I wanted to prove industrial is not dead nor that is equivalent to my own Rankin.

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, texture scheme, concept) and shaders/particles/triggers/etc.

Content : With the exception of a few minor textures, the van and the skin of the spitfire everything you see was self modelled, textured and composed using 3DSMax, Photoshop and UnrealEd. Spitfire skin was made by Desperado exclusively for this level.

Duration : Development on the map was started around August 2004 and I worked off and on on it during the weekends until February 2005.


Awards :

NaliCity Hotlist and Map Of The Month
BeyondUnreal Pwnage


Extra Info : Design tutorial available.


Download

Nalicity - BeyondUnreal



ONS-Dinora - UT2004
Information


Description : A map set across a vast sketch of a neglected and long forgotten beach, the sands are shifting once more. Heralded by the fierce thunderstorm high above, the sun seemingly starts to recapture the land, and below an epic battle erupts between ancient shipwrecks and aged rocks. Medium sized Onslaught map on an Irish influenced beach, long thin floorplan with in the middle a large rock as separation. Bases are set in two old churches.


Type : UT2004 ONS - Custom Level

Purpose : The level was created for the last phase of the MSU. Since the aim was to win the contest I had to have solid gameplay that stands out with graphics that are above solid and unique. I achieved this goal by a wide range of features including combining multiple types of gameplay (z action, flat, stunting) in one single area, real time lighting flashes, multilayered water and lots of small details combined with a unique theme and skybox.

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, texture scheme, concept) and shaders/particles/triggers/etc.

Content : With the exception of a few minor textures and trees everything you see was self modelled, textured and composed using 3DSMax, Photoshop and UnrealEd.

Duration : Development on the map was started around July 2004 and finished by August 2004 (work only performed during weekends).


Awards :

First Place Best Onslaught Level in the 4th phase of the giant MSU contest.
Nalicity Hotlist and Map Of The Month.
Included in the Best of 2004 Mapraider calendar
BeyondUnreal Pwnage


Download

Nalicity - BeyondUnreal


ONS-Sidaro - UT2004
Information


Description : Two Skaarj bases battle each other on the banks of a small river.

Type : UT2004 ONS

Purpose : The level was created for Epic's UT2004 Editors Choice Addon pack. The aim was to bring something new to Onslaught gameplay. I did so by adding by implementing an unconventional lay out and a "figth up the hill" type of gameplay.

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, texture scheme, concept) and shaders/particles/triggers/etc.

Content : Most textures and indoor meshes by Epic Games. All other content was self produced.

Duration : A month part time.



ONS-Adara - UT2004
Information


Description : Two rival weapon manufacture companies are fighting this in thigh mesa canyon for the control over a central bridge. The level is thin but long and medium sized. Because of several large caverns around it is partially indoor and provides loads of z action.

Type : UT2004 ONS - Official Level - ECE Bonuspack

Purpose : The level was created for Epic's UT2004 Editors Choice Addon pack. The aim was to bring something new to Onslaught gameplay. I did so by adding loads and loads of z action in to the level.

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, texture scheme, concept) and shaders/particles/triggers/etc.

Content : With the exception of a ~dozen textures and a couple of trees, everything you see was self modelled, textured and composed using 3DSMax, Photoshop and UnrealEd.

Duration : Development on the map was started around May 2004 and finished by June 2004 (work only performed during weekends).


Download

BeyondUnreal


DM-Argel - UT2004
Information


Description : A deserted building, serving as a refuge for those who seek shelter from the freezing world outside. Ice cold level set in a combination of a standard industrial building combined with fantasy. The map has 3 main rooms and is Medium sized.

Type : UT2004 DM - Custom Level

Purpose : The level was created the 1on1 Mappack and the 3rd phase of the MSU. Because the 1on1 Mappack was released in the winter we aimed at creating cold levels. UT1 style, good gameplay and solid looks were the aims.

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, texture scheme, concept) and shaders/particles/triggers/etc.

Content : Apart from the Sounds nearly everything you see was self created using 3DSMax, Maya, Photoshop and UnrealEd.

Duration : Development on the map was started around December 2003 and I worked off and on on it during the weekends until April 2004.


Awards :

Nalicity Hotlist twice and once Map Of the Month.
Honorable Mention Best Level Phase3 MSU.
BeyondUnreal Pwnage.


Extra Info : Part of the 1on1 Mappack.


Download

BeyondUnreal


DM-Sae - UT2003/4
Information


Description : A mysterious soaking wet, cold cave below the sea floor. Small map for a limited number of players. Fantasy styled and atmospheric environment.

Type : UT2003/4 DM - Custom Level

Purpose : The level was created for the second phase of the MSU and had to bring the perfect combination between good gameplay, great and unique graphics and in the shortest timeframe possible. 100 percent efficiency was the goal.

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, texture scheme, concept) and shaders/particles/triggers/etc.

Content : With the exception of the Statue (exclusively made by Lehmi ) everything you see was self modelled, textured and composed using 3DSMax, Photoshop and UnrealEd.

Duration : This level was created in October 2003. It holds my current speed record. The entire level including the planning, modelling, texturing, lighting, particles and tweaking everything was done in less than 40 hours.


Awards :

Nalicity Hotlist and Map Of The Month twice.
Best Level Using Original content 4th place Phase 2 MSU.
Best Level Finalist Phase 2 MSU.
BeyondUnreal Map Of the Month.
BeyondUnreal Pwnage.


Extra Info :

A how to tutorial is available in two parts. First part focuses on the entire process. Second part is an introduction to cave modelling.

This level was part of the 1on1 Mappack.



Download

Nalicity - Beyondunreal


ONS-Dawn - UT2004
Information


Description : Medium sized Warm fantasy styled level. The level takes place around a lush create with two bases on opposite ends. The crates two center nodes and various ways in and out create interesting gameplay..

Type : UT2004 ONS - Official Retail Game Level

Purpose : Level created for the game. Like Idoma this level had to feel surrealistic and not scary and provide a unique gameplay aspect.

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, texture scheme, concept) and shaders/particles/triggers/etc.

Content : Textures, Sound and most StaticMeshes by Epic. Everything else was created and composed by me.

Duration : 2003 - Two weeks.

Note : Screenshots are from the personal edition of this level and do not represent the final in game level.


Download

Buy UT2004



DM-1on1-Idoma - UT2004
Information


Description : Small indoor level set in a building with a mix between Industrial and natural. First level of the singleplay game.

Type : UT2004 DM - Official Retail Game Level

Purpose : Level created for the game. Aimed at providing simple yet efficient gameplay combined with unique visuals. I wanted to create a new and fresh theme with a special feel about it. Surrealistic and not scary.

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, texture scheme, concept) and shaders/particles/triggers/etc.

Content : Sound by Epic. Textures by Epic and Shaithis. All modelling and other content by myself.

Duration : 2003 - A week.



ONS-Torlan - UT2004
Information


Description : A lush valley with a dried up riverbed in the middle. Torlan is middle welsh for "on the river shores". The level was one of the first Onslaught levels to be made and also the most successful one.

Type : UT2004 ONS - Official Retail Game Level

Purpose : Level created for the game. One of the test case levels for the new gametype Onslaught.

Design : Design was made by Streamline Studios, some Epic and Psyonix influence and myself. I was responsible for most of the composing, floorplan and concept design and all lighting and other UED work.

Content : Textures by Epic and Streamline Studios. Staticmeshes by Streamline Studios and myself. Sounds by Epic. Other content by me and further finished by Epic.

Duration : 2003 - Initial map in two to three weeks.

Extra Info : Included in the demo and in all press and E3 presentations.

Note : Screenshots are from the personal edition of this level and do not represent the final in game level.


Download

Download UT2004 Demo




DM-Rrajigar - UT2004
Information


Description : A dark gloomy mine inside a cavern. Loosely inspired by Xidia cavern levels and Unreal's Rrajigar mine level this map is medium sized.

Type : UT2004 DM - Official Retail Game Level

Purpose : Level created for the game. Good graphics and cool gameplay were the goal.

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, texture scheme, concept) and shaders/particles/triggers/etc.

Content : Sounds by Epic. Textures by Epic and Shaithis. Almost all modelling and other content by myself.

Duration : 2003 - A week and a half.

Extra Info : E3 Presentation Level.




ONS-Dria - UT2004
Information


Description : Very large medieval inspired level set on the shores of a giant frozen river.

Type : UT2004 ONS - Official Retail Game Level.

Purpose : Level created for the game. To bring variation to the game this level had to be more wide open and larger than the already existing levels.

Design : Concept and theme by me and Lee Perry. Floorplan, initial gameplay, composing, texturing, lighting, particles and terrain creation by me.

Content : Sounds and Textures by Epic. More than half the StaticMeshes by Epic. Rest by me.

Duration : 2003 - Two months.

Note : Screenshots are from the personal edition of this level and do not represent the final in game level.




DM-Rankin - UT2004
Information


Description : Set in a dark factory this level provides hardcore gameplay while a thunder storm rages outside. Medium sized, suitable for all types of player loads and lots of gameplay.

Type : UT2004 DM - Official Retail Game Level

Purpose : Level created for the game. The goal was to create a level that played really well and was aimed at the hardcore clan community. The visuals were meant to be secondary in this level yet still solid and stylized.

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, texture scheme, concept) and shaders/particles/triggers/etc.

Content : Sounds by Epic. Textures by Epic and Shaithis. All modelling and other content by myself.

Duration : 2003 - Small two months.

Extra Info : Included in the demo.


Download

Download UT2004 Demo



JB-Addien-Dwy - UT2003/4
Information


Description
: A conversion of my level CTF-Addien-Dwy for the Mod Jailbreak.

Type : UT2003/4 JB - Included in the Mod

Extra Info And Download : Jailbreak Mod



CTF-Addien-Dwy - UT2003/4
Information


Description : Small to medium sized level in a very atmospheric old house during a calm summer night. A murder just took place and death hangs in the air.

Type : UT2003/4 CTF - Custom Level

Purpose : The level was created to learn the new engine. To show thematic design. For the first phase of the MSU. And as a test case for a company. It had to have ridiculous amount of details, a type of realism, feel damn scary and tell a story.

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, texture scheme, concept) and shaders/particles/triggers/etc.

Content : With the exception of a few minor textures (by Epic and GMotha) and the sounds all content was self created using Photoshop, 3DSMax and UnrealEd.

Duration : 2002-2003 - Multiple months in multiple stages.


Awards :

Nalicity Hotlist twice
Beyondunreal Map Of The Month
Best Level Using Original Content 4th place Phase1 MSU.


Extra Info : Background Story by Mr.Prophet


Download

Fileplanet (UT2003 Version)
Nalicity - Beyondunreal (UT2003 Version)
Nalicity - Beyondunreal (UT2004 Version)


DM-Teapot - UT2003
Information


Description : Medium sized level set inside an old teapot with tech modified dead spider laying in the middle of it. You play on top and inside the dead spider. Unfortunately the level was never finished due to several technical bugs and problems.

Type : UT2003 DM - Custom Level

Purpose : Created in order to try something new and experimental theme, concept and gameplay wise.

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, texture scheme, concept) and shaders/particles/triggers/etc.

Content : With the exception of half the textures, everything you see was self modelled, textured, lightmapped and composed using 3DSMax, Photoshop and UnrealEd.

Duration : Development on the map was started around late 2002 and lasted several months.




DB-Ship - UT2003
Information


Description : Medium sized Deathball Level set inside the cargo area of a futuristic ship.

Type : UT2003 - Deathball Mod level.

Content : Most textures and sound by Epic. Other content by me.

Duration : 2003 - A week





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