Return to Castle Wolfenstein (RtCW)

Major Projects:

Infamy (2003):
Download (RtCW Files)
Download (Team Warfare League)

Reviews:

Screens: Crashed Zero | Crashed Zero 2 | Brick Building | Lobby | Hospital | Hospital 2 | Oasis | Office | Office 2 | Electrical | Street | Incinerator | Warehouse | Sub Pen | War Room | Barracks | Stairwell | Watch Room | Fire House | Street 2 | Sewer Works

I have wanted to create a map with balanced play for quite some time. Being in a well-known clan while mapping, I learned a lot about what league players wanted as far as map balance and game play. For the most part, they don’t want any thing too funky, such as added interactivity, dynamic spawn times, etc. I also had been wanting to create a Pearl Harbor based map for a while, since it was a theme that hadn’t been touched on in RtCW. For more originality, the objective is suicidal in nature. Once the documents have been captured, the Axis player must throw himself into a giant incinerator.

I learned much from working on this map, as I always do. I created many of my own decals and shaders, fixed shader bugs that are common to RtCW, and exported lightmaps for editing in Photoshop. I conducted quite a bit of research for this map, including digging through many architecture books, spending hours pouring through Time and Life magazines from the World War II era in library archives, and checking out books about Pearl Harbor. The hospital and fire stations are based on actual buildings in Hawaii, and many buildings are based on American industrial and public buildings from the World War II era. I also found http://memory.loc.gov/ to contain a wealth of historical information and media.

In the final stages of design, engaging environmental effects were added. Custom shaders were used to give some buildings a charred look. Other buildings and brushwork was redone to give the level a more realisic feel. Sounds were added in along with interactive scripting which were the final touches that made this level complete.

As a special note, this map was deemed worthy of competitive play, and added to the Team Warfare League customs ladder.


Train Siege (2003):
Download (RtCWFiles.com)

Reviews:

Screens: Trains | Engine | Coal Car | Secret Weapon | Secret Weapon 2 | Dining Car | Tanker | Oil Spill | Cargo | Caboose | Caboose 2

Originally, I was commissioned by the Team Warfare League (TWL) to create a map for their one life to live (OLTL) RtCW ladder. Unfortunately, the clan that was to test this map fell apart, and the project fell through the cracks. However, I already had most of the map finished. I decided to complete the project anyway. The concept was too have two moving trains, side by side. The Allies are attempting to stop the Axis train, so they must find a way to the other train and pull a series of brake levers. In order to get to the Axis train, the Allies must use dynamite to blow the roof off one train car, or blow up a stack of lumber, both of which create bridges between the trains. For the moving train effect, I used custom shaders on the ground and canyon walls that scroll at the same speed. I used script movers to carry players away from the train if they fall or are blown off the train. The environment was tweaked to give the level a foggy night feel to enhance gameplay. Realistic lighting was added, and sounds were made by hand.


Kung Fu Grip: Tournament Edtion:
Download (RtCWFiles.com)
Download (Team Warfare League)

Screens: Kids Room | Parents Room | Hallway | Kids Room 2 | Bathroom | Office

With the founding of a new custom map league, the Team Warfare League asked if I would update "Kung Fu Grip" for competetive play. Most notably, the lighting had to be dimmed and revamped and the music taken out to allow for voice communications during play. Other gameplay changes were made, such allowing of airstrikes in any part of the level, a new route, and the relocation of a few interactive pieces. While casual gamers won't be keen on the updates, competitive players will welcome them with open arms.

As a special note, this map was deemed worthy of competitive play, and added to the Team Warfare League customs ladder.


Kung Fu Grip (2002):
Download (RtCWFiles.com)
Download (local)

Reviews:

Screens: Office | Bathroom | Bedroom 1 | Bedroom 2

“Kung Fu Grip” is probably my most well known work. In “Kung Fu Grip,” the players are four-inch tall action figures who run around the rooms and hallways of a house. The allied objective is to defend a (fake) RtCW CD-Key hidden in a fish tank. The Axis must attempt to steal and transmit the CD-Key via a computer located in an office. “Kung Fu Grip” features some of the most interactive scripting to date, including a moving toy train, a remote controlled car, a NERF gun which allows access to the fish tank, a hamster wheel that opens the fish tank lid, music that changes with the objective that comes from a stereo (which can be turned off in-game) and a fully functional air duct system. “Kung Fu Grip” also features beautiful lighting and scenery, custom shaders and textures, custom models, and efficient game play.


Assassination (2002):
Download (RtCWFiles.com)
Download (Local)

Reviews:

Screens : Tunnels | Den | Mirror | Bathroom | Hitler | Bunker Hall | Mansion | Complex

"Assassination” was my first RtCW map. Along with my former roommate, we learned the basics of Quake 3 engine mapping. We wanted to do a map where the objective was not to simply use dynamite, or make a document run. Rather, our concept was to assassinate Adolf Hitler. Besides taking on a major portion of the brush editing, I edited the existing MD3 game models using Milkshape 3-D and MD3Compile. I also changed the model texture in Photoshop to create the Hitler skin. In addition, the bunker is based on the floor plan of a real life bunker used by Hitler. For compiling I learned the importance of “caulk-hulling” to speed up compile times. I learned how to create ROQ files and created the load screens and objective snap shots for each objective. Also, I created the terrain for the map using GenSurf and EasyGen. Another innovation in "Assassination" was that this was the first RtCW to use a mirror shader. Finally, I wrote an online reflection of the mapping process, which was published at Gamehelper.com.


Minor Projects:

Dance Studio (2003)
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Screens: Stair Case | Furniture | Lobby | Kiosk | Barcelona Chair & Ottoman | Le Corbusier Grand Comfort

The dance studio map was created for an interior design student's senior thesis. For her project, she renovated a historic building. She was advised to find a 3-D designer to help model her project. She asked if I would make her space using GTKRadiant. Within a few hours, I created this dance studio to scale, where 64 units equaled three feet. I used photos of Le Corbusier and Barcelona style furniture to create the furniture in the space. Screenshots were taken and presented at her final review. The professional architects and designers were impressed with the realistic quality of the renderings from the computer model.


Saturday Night Demo Wolf TV Lobby (2003):
Download

Screens: Lobby

This map was done out of pure love for the RtCW community, and I plan on doing more like it. On Saturday nights, a prominent RtCW clan, Seven Stars, broadcasts demos from the weekly league matches. They asked me to create a new lobby for their WolfTV broadcasts. The lobby consists of a film projector that uses custom shaders and script movers to give a life like effect. Models were added, as well as some outside textures for the speakers. A ROQ movie plays on the wall, and a custom shader and texture is used as the light beam of the projector.


Friday Night Fights (FnF) Tournament Map (2003):
Download

Screens: Wide | Door | Arena

Most of the brushwork for the FnF tournament map was done before I touched the map. However, the FnF gang sought me out, asking if I could do some advanced scripting for their map. For their first version, they had to have referees open doors on both sides of an arena to let participants battle. The people at FnF wanted buttons outside of the doors on each side of the arena, so that players had to press their button before the arena doors opened. I did just that, which allowed for smoother tournament game play. In addition, the previous mapper had done a poor job with spawn points, so I changed the spawning scheme such that players could choose which color coded arena to start near. Also, I modified the brushwork, caulking certain parts that weren’t, as well as deleting superfluous brushes to increase r_speeds.


Arise Practice Map (2002):
Download

Screens: Arise | Bunker | Hill

The Arise practice map was a small, check point style map I made for the Arise clan. I copied bunkers from the mp_beach RtCW map, and situated them on hills, which are located in each corner of the map, as well as placing bunkers between the hills. The goal is to touch each flag placed throughout this symmetrical map. This was done as a favor to the Arise clan for allowing me to test maps on their server.


Marathon 2:

Prison! 1.1 (1995):
Download
Mirror

Screens: Load Screen

“Prison!” was a single player campaign, which consisted of three lengthy levels with save points and a separate story line. The map concept centered around a Cascadian (played by the Pfhor) that had to escape from the evil Saliusians (played by the BOBs). The first level consisted of a difficult prison escape. The next level took the player through a military base, through a sewer system to a secret transporter, which then brought the player to an orbiting space ship. From there, the final level was to disable the space ship. Also, the expansion offered difficult game play. However, the scenario wasn’t difficult because of the sheer amount of enemy AI, but rather, the way in which enemies were placed, where items were placed, and how the enemies patrolled and watched certain areas of the map. Also, this map pack was unique in that the enemy AI were on the player's side and vice versa. The modification of the AI was done through a custom physics model. Changing the AI hadn’t been done up until that point. This pack was very well received within the Marathon community.


Fishhead (1995):
Download
Mirror

Screens: Man of the Hill | Phort 1 | Phort 2

“Fishhead” was a project I released during high school, after making countless other unreleased maps for Marathon LAN games I would participate in. “Fishhead” is a map pack, composed of six maps. One map, “Fishhead,” is in the shape of a giant fish, and the goal is to be “king of the hill” around the eye region. Another similar map, “Man of the Hill,” is in the shape of a human, and the torso region must be controlled. “Bridge Around the Bend” is a longer, flowing, multilevel death match map, and the most fun in my opinion. There are lots of places to hide, numerous corridors, many rooms, and great item placement. “Phort” is a “man with the ball” style map where players must steal a skull, which is much like capture the flag. When we played on a LAN, we made the map team-based so the goal was to hold the skull for as long as possible in your team’s bunker. “Capture the Flag” is a variation of this, where there are two skulls, and the goal is for a team to possess both skulls. Keep in mind that true capture the flag games hadn’t yet been implemented, even in Marathon 2.

Last Updated: Tuesday, May 27, 2003