Program Used:
Source SDK Autodesk 3ds Max Photoshop CS5 Approximate time to completion: Four weeks Original Design By Bungie |
Longshore was one of the most popular Halo 3's Mythic 2 DLC map pack. One of the things that amused me is the asymmetrical designs that set different path choices for the player to choose. I decided to challenge myself to replicate the same design and style of the original map into Counter Strike: Global Offensive. I show this map to the original creator of the Longshore map, Lars Bakken, Lead Designer at Bungie, and he was quite impressed with the overall design I made so far.
The program I used the most was Source SDK ( Mainly the subtools Hammer ) which took time to constructively build the map out of blocks based on size and proportion to the original design. Then, I used Autodesk 3ds Max to create custom uniquely made props that I was unable to model in Source SDK, and Photoshop to include custom made textures. If you have Counter Strike: Global Offensive, then you can download this map for free. |
Program Used:
Source SDK Autodesk 3ds Max Photoshop CS5 Approximate time to completion: Five Month Original Design By Bungie |
Powerhouse was another Halo's map that I redesign in Source Engine. The tempestuous design and architecture made this map nearly impossible to create only with primitive geometry. Any slight adjustment to the map was brutally insane, to avoid issue with the compiler. My mind once gave up, but my heart kept me motivated to work on this map after several issue and problems with it.
Eventually with a help from my friends, I was able to use 3ds max completely to design the majority of the props and design (That was causing so much problem) on this map. I was able to cheat the engine to re-use the library materials onto the props, and ensured that the map's final size was no greater than 50 MBs. You can read more here. |