Alex Romo
Gameplay Scripter
Home Scripting Bio / Resume Contact
 
TreeSnipers (Call of Duty: World At War Cooperative Mod Level)

   Images and Download Coming Soon.



Backlot (Call of Duty 4: Modern Warfare Single Player Mod Level)

   Backlot is a mission oriented around a revolutionary force pitted in the middle of an on-coming American invasion. The player must hold the city against American forces.
   I scripted the mission within a three week deadline I set myself; the geometry was provided by Infinity Ward in their public SDK with some geometry changes to add cover or change level flow. A lot of iteration went into it to create a similar atmospheric and gameplay feeling like the stock missions -- I even tied the story of the level to fit in with Modern Warfare's story. While it may have some very minor bugs since I don't have a QA team in my basement to test with me, I feel it is one of my current stronger levels displaying my scripting and mission design abilities.
   The map currently has 4851 downloads, with an 8.0 rating from 53 votes at CoDFiles alone. The map has 831 downloads with a 5/5 rating at ModsOnline. Both sites as well as the YouTube video recordings below have user comments/feedback that can be publically viewed.


Download: Playable Map + Source Files
Videos: YouTube(xNobodyNothingx), YouTube(MigKiller205)



Subway Zombies (Call of Duty: World At War Cooperative Mod Level)

   Subway Zombies was one the first few Zombie maps released for World At War. It was a rework of Subway from Call of Duty by Tony Kramer with geometry changes, an added Christmas theme, and Zombies.
   I scripted in the FX for the level, decorated the level with Christmas lights, and implemented Zombie mode into the level alongside Tony who did a great job modifying/extending the level geometry/layout to work with Zombie mode since it was previously a Multiplayer map. Zombie Subway was made shortly after the public SDK came out for Treyarch's title. We released the map as a tutorial for others by providing all the source files for the map.
   The playable map currently has 37,738 downloads at CustomCoD (Free Membership Required) alone, while the source files currently has 7078 downloads at CustomCoD . The CustomCoD site as well as the YouTube videos have user comments/feedback that can be publically viewed.

 

Download: Playable Map + Sources
Videos: YouTube(289CHJL), YouTube(Genesis Knights)



Subway (Call of Duty 4: Modern Warfare Single Player Mod Level)

   Subway is a mission where a squad of U.S. soldiers are assigned to disarm bombs in a subway system. The player must fight the enemy, and clock, to ensure his objectives are met in time.
   I scripted the mission within a week deadline after a friend, Tony Kramer, developed the level geometry earlier and allowed me to make a  mission with it. With a short amount of time to script the mission, and Subway being the first Call of Duty 4 custom geometry and mission map shortly after the public SDK came out with no technical tutorials yet on Infinity Ward's new tech, it turned out to be a short yet fun map one can play if they want a quick challenge without a lot of story integrated.
   The map currently has 683 downloads, with a 4/5 rating at ModsOnline. The site has user comments/feedback that can be publically viewed. Although I am unable to find a video recording of it on YouTube, I'll try to record a video myself in the future if I have time.
   *Note: If you're going to play the map, the subway.IWD needs to go into a mod folder, and launch the SP part of the game with +set fs_game mods/ModName on the shortcut. This map was made prior to a patch released by Infinity Ward which required custom IWDs to not be in the main folder as instructed in the Subway download. Sorry for the inconvienence.

 

Download: Playable Map + Source Files



Down The Drain (Gears of War Single Player Mod Level)

   Down The Drain is a mission based within the Gears world where the player's ship has crash landed, and must make their way through the town and sewers to the reconnaissance point with some allies.
   I scripted the mission as part of a small four man team in a Gameplay/Level Design class. We had about three weeks to do it as our final, from concept to design to deliver a finished playable level. Following the map's design document and working with the level designer to balance gameplay/cover/cinematics, I implemented the gameplay mission using Unreal engine's Kismet visual-based scripting system.
   The map was never publically released (at least to my knowledge) so there is no user feedback or videos available, but I am providing the download of the map with the design document below. I would not say the map is awesomely-awesome to the nth degree, but this was our first time using the Unreal engine to develop a fully playable mission from scratch within a small amount which required a lot of communication, teamwork, and working under pressure -- which I think turned out quite well.

 

Download:Playable Map, Source Files, + Design Doc
 
All Content Copyright 2009 by Alejandro mo, unless otherwise noted.