Halcyon | flow
Calm and peaceful; tranquil | Continuity and smoothness of appearance
American Heritage Dictionary 4th. Ed.
Calm and peaceful; tranquil | Continuity and smoothness of appearance
American Heritage Dictionary 4th. Ed.
Here I have collected the various scripts, plugins, maps, and other modifications that I have created for various PC games and other systems. You will need the appropriate game for each mod, as indicated in the description. Enjoy!
This is my first map for Unreal Tournament 3. It consists of a freight elevator shaft and a number of lifts - some large, stalled lifts and some usable smaller lifts - as well as jump pads for getting around. It's an open, vertically oriented map with a fast pace, ideal for 6 to 8 players.
This map was inspired by the survival horror game series Silent Hill. I adopted many
elements of the series' visual style and integrated those with some of my own. The
result is a gritty, dark, atmospheric deathmatch level.
If you have seen the Unreal editing video tutorials from 3dbuzz.com, you'll likely
recongize part of this level's layout. I built on the idea for the level in that vtm,
placing weapons and items strategically and adding an extra dimension of challenge in
getting the really good stuff.
I spent of lot of time tweaking item placement and the pathnode network so that bots would be fun to play the map with. Although this level isn't terribly original, I have had fun making and testing it, so hopefully you'll enjoy it too.
I also reccomend that you try the map with Mark Beaumont's excellent "Remote Strike"
mutator. These custom weapons seem to fit the map well.
Although I had some experience in building levels for PC games, this was my first with an Unreal engine. Thanks to the excellent video tutorials on the UT2004 DVD SE, I was able to become familiar with the editor and build this level in just under a week.
This being my first attempt to construct a level in the Unreal engine, I decided something simple would work best. The general idea was a central room with some vertical element (which ended up being two levels of walkways) and a ring-like hallway around this central chamber. The design is small, reccomended for 2 to 4 players, and has very fast play dynamics. You have to keep moving at all times because it is very easy to be spotted, thanks to the windows on two of the walls and the numerous Adrenaline pickups to serve as an audio cue to other players.
After playing Alien Swarm for a bit, I thought "I bet it would be fun to make a map for this." I wanted to do something a little different from the tight interior levels in the official campaign. My first attempt was a re-creation of the events in the film Pitch Black, but large outdoor areas don't work so well with a small field of view. I toyed with other ideas for a while, and eventually started sketching out a rough map for a city exterior level. Soon enough I was well into Ao-BugCity, and even started learning a bit of Maya so I could throw in some custom meshes. I'm happy with the result, and I hope you enjoy the map as well.