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TreeSnipers
(Call
of Duty: World At War
Cooperative Mod Level)
Images and Download Coming Soon. |
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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) |
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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) |
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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 |
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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 |
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All Content
Copyright 2009 by Alejandro mo, unless
otherwise noted. |
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