My History of Mapdesign

17a24905e7897f520fb9070abefa92ee

Cool picture above, eh? Its a great shot from one single room that I made with the Doom3 radiant in 2003. Any idea what it could be? Whatever it is, it looks pretty cool dont you think? Designing maps for Doom3 and later Quake4 was a little hobby of mine. I tried to express myself, like I always do in my life.

The first map I released was for Doom3. I tried to create a simple level featuring Doom2 gameplay style and trying to experiment with the possibilities of the radiant map editor. Called the map “beta_helljumps”, named after its content. Arranged rooms with a challenge connected through teleports that only spawn after you succeeded in the challenge. The map can still be played and downloaded if you want to experience my apprentice work. Down below are some screens as well as the download link.

af67693b509e5d05c06df1fd834e9b57 f726030b58848583477a69240e6b13bd d4d23d7255d4f0ec3bb08c267989c8c2

Helljumps is a pretty cool map though. I was ready for something bigger. My next map should been larger, longer and greater than everything before! What a stupid plan for an apprentice in mapdesign, eh? I listened to Megadeths Hangar 18 much and thought this would be a cool name for my map too. I started working, created a nice beginning with monster spawns, vacuum outdoor areas and a gigantic hangar area inclusive maintenance rooms all around it. My goal was to create a free roaming areal in which the player had to explore, to discover its secrets and to escape in the end. But how life is, Quake 4 was released and I enjoyed playing it and to start smithing new plans for an epic linear 3 map long side mission of the main game. Below you can view some pictures taken from my Hangar 18 map.

70bc7cce66de3b35af683a0c86b689ba 51c864cea5e21a8d9031cae08e053e70 ca90d748dc9ca36fe909e565e9b1e0a2 6bb083e79452b2482446cfa816a0a12a

The time with the Doom 3 radiant was just plain experimenting and practice with the mechanics. The Quake 4 radiant featured even more cool functions, like implementing spots for monsters to take cover. I created amazing shootouts for my Quake 4 campaign and even complex object movements. Like a cargo-crane that needed to be operated, or else the player could not find an important access card. A bunch of crates blocked the hatch into a small maintenance shaft. It was a large arrangement of tiny and long corridors, full of surprises like a multiple hatch puzzle. It also included different areas how a power station, waste facillity and cargo bay. All in one single map! I got private business to do someday and the maps plus the great ideas got lost, but I saved some impressing screen shots.

1c0913534be0d49f9a78b4260e8829f1 91b787dda2b267206cfa5273809d814a 3a0813b6c137c8e698941c1f3651a52c 97643d56acfe49e9eb7973e3656e3262

Last, but not least. Here is it! One of the bigger maps which I created. Fully operational with Doom3 and the add-on pack RoE. I think the video speaks for myself. Its an 1:1 rebuild of Resident Evil´s Secret Laboratory blow the Mansion. I will update that video later because its not very good. Here is the download link. Make sure to have Doom3 installed with RoE and latest patch. Instructions are inside the package.

((cant believe how awful my english was back then ;))

About acantophis3rd

My name is Joey and I'm an active Lets Player on Youtube for more than 8 years now. I'm playing and writing about games of my childhood & sometimes even step into the world of modern gaming.
This entry was posted in Legacy Posts and tagged , , , , , , , , , , , , , , , , , . Bookmark the permalink.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s