Untitled (WIP, Quake 3 deathmatch) |
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| Shown above is my ongoing project to port my Quake 2 level, Derelict, to Quake III Arena. For the visual theme, I choose to recreate the high-tech haunted-house feel of q3dm5. The goal is to bring a solid 2-atrium deathmatch floorplan with a Quake 3 aesthetic, but beefed up to a modern level of geometric detail. |
Rubicon 2 (WIP, Quake single-player) |
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| Rubicon 2 is a single-player mission for Quake, still in development. The setting is a heavily industrial sci-fi base, a more developed version of the style of the original Rubicon. I have also painted an entirely new texture set, coded two new enemies, and created a handful of new environmental effects, sounds, and props. |
Antediluvian (2005, Quake single-player) |
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| Antediluvian was designed to recapture the ancient, inhuman feeling of a monstrous sewer/ventilation system in Tim Willits' The Wind Tunnels (e3m5). This was a return to old-school Quake single-player gameplay as well, with a lot of big, surly monsters to soak up the bullets, good opportunities for exploration, and some satisfying secret rooms to discover. |
Icepick (2001, Quake 2 deathmatch) |
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| Icepick is a heavy, sprawling deathmatch map, with many interconnected passageways and split-level rooms, suitable for a hectic free-for-all. Wherever you are, there is a good chance someone else can sneak up behind you, or even drop down from above. Icepick makes exclusive use of the texture sets I created for the Oblivion mission pack. |
Derelict (2001, Quake 2 deathmatch) |
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| Derelict was one of my most refined deathmatch layouts from my Quake 2 days, featuring two large, open rooms threaded by an outer, spiralling route. Like Icepick, this level exclusive uses the texture sets I created for the Oblivion mission pack. |
Concrete Dreams (2000, Quake 2 deathmatch) |
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| Concrete Dreams is a tightly-wound Moebius strip of half-flooded canyons and concrete facades. One of my design goals for this level was to create a distinctive feel for each location, so that even first-time players would be able to tell the different areas apart, which I accomplished by giving each section a unique architectural structure. |
Quake 2 levels, 1998-2000 |
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| Space Debris (left) was built to help develop the textures I was then painting for the Oblivion mission pack. Concourse (center) was a good opportunity to learn the unique level design requirements of capture-the-flag gameplay. Ruiner (right) was an experiment in rapidly prototyping gameplay spaces. |
Quake levels, 1997-1998 |
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| Rubicon (on the left) was quite popular with players at the time, probably in part due to my all-new texture set. The Crawling Chaos (on the right) was my very first Quake level. While geometrically simple, I think it captured the gloomy, stifling atmoshpere of Quake well. |