I am a Level Designer that has released a number of successful maps for the Call of Duty series, although I am also familiar with other engines such as Source, Unreal and CryENGINE. My last released project, mp_scrap, won the MODSCON08 mapping contest. I am also a capable programmer with a variety of languages including C++, AS2 and 3, Java and HTML. I recently graduated in Multimedia and Digital Entertainment Computing, where I have gained experience and knowledge in a number of useful areas. These include; Animation, Sound Editing and Production, 3D Modelling, Film Production Techniques and Special Effects, Web Development, as well as Game Design. I am always interested in the production of new and innovative games, and hope to one day secure a job in the Games Industry. I am not currently looking to become a full-time member of a Mod team due to my time constraints, but I am always willing to share my opinions, knowledge and experience to help others where I can.

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mp_stash Update 2

Carcass26 Blog

Wow, has it really been that long since I released an update for this map? Well, in between starting a new job, completing various other projects and my PC having a meltdown, I have managed to keep doing the odd little bit here and there on the map.

I am really determined to produce the highest level of detail on this project, whilst still providing amazing and balanced gameplay. The trouble is that now I have even less time to map compared to my past projects so this will probably be a slow burner...

** UPDATE **

I am still yet to begin the terrain work so I'm afraid it is a few more interior shots to show you all.

1st floor interior of a hut that overlooks the main entrance to the depot.

1st floor interior of adjoining hut to picture above.

'Basement' of one of the above huts.


As always, feedback and suggestions are welcome, although I realise that there is not a lot to see.

Thanks

mp_stash Update 1

Carcass26 Blog

Well unfortunately I still haven’t started work on the terrain as I have been tweaking the main building some more, as well as starting on some new separate buildings that I decided were necessary at the front of the depot.
However, I do have some new screens of the interior of the depot! This is the main area of the building, and as you can see, it is fairly open. Holding the catwalk’s in this area will be crucial to defending the building as they provide a critical height advantage over the ground floor. Player’s perception skills will be put to the test in this area, as enemies can appear above and below, and practically nowhere is safe from harm.
I’m hoping for some intense and exciting gameplay in this area, and the inclusion of Domination and Headquarters objectives will surely add fuel to the fire!


[W.I.P] mp_stash - CoD:WW

Carcass26 Blog

I'm pleased to announce that I've managed to dust off the old mapping gear and have started a new project for CoD:WW. I have to admit it's been great reacquainting myself with the ModTools, and finally being able to develop an idea I've had sitting on a shelf for a few years now.

Situated deep in the jungle, nestled amongst a mountainous valley, lays a recently discovered Axis weapon's dump. The map will feature intense CQC within the dingy recesses of the dilapidated storehouse, and blinding open warfare amidst the sweltering midday heat of the jungle and surrounding rocky terrain.

The central building of the map (being the storehouse) is almost completed as a prefab, leaving just the terrain and dense foliage to complete, or indeed begin...
So for now here is a couple of teaser pics of the interior of the first storage area. (Lighting/Vision settings could be subject to change)