I am a developer for the "Guard Duty" and "Operation: Black Mesa" mod teams. My main focus and skill set lies with Level Design, though I also create world textures and 3D props as well. I have been Source mapping since 2006 and have been creating textures for just as long. My skills with 3D modeling has been gaining ground since May 2011. Level Design, and video games in general, are truly a great passion of mine. I am always striving to learn more and become the best artist I can be, so that one day I can achieve a career doing what I love.
Posted by EvilGoodGuy on Jul 5th, 2010
Hey everyone, I'm EvilGoodGuy, a relatively new level designer on the
Guard Duty team. When I was brought onto the team I had a desire (as I
still do) to bring a more logical and artistic style of mapping to the
I am assigned to re-creating maps in the Chapter "Duty Calls",
which had already been mapped by a previous level designer. The
purpose of this DevBlog is to show the comparisons between the previous
level designers version and my iteration; and the process I go through
when designing a map.
Before I even begin mapping I ask myself the questions: "what
is the purpose of this area?", "what is the theme/style of this area?",
"what is the main attraction of this area?", and "what could I do to
make this area more realistic/appealing?", etc.. I then research any
photos/information I can find that may relate to the area I'm creating
and use it to aid me in my re-creation.
In the beginning areas of Duty Calls, the player finds himself
in sub-level storage/maintenace area. The resonance cascade has
occurred, so lights are flickering, alarms are going off, and a sense
of gloomy chaos fills the area.
In the previous mappers version of the map (as seen below) the
original areas have been re-created with a similar structure to match
the original, but have some issues:
In my iteration (as seen below), I decided to start from
scratch and made a great deal of changes to the area:
(Early WIP screenshot of same area made by me)
It is to be noted that my map (as seen in the screenshot) is
still very much a Work In Progress and does not reflect the final level
of detail and structure that it will have in its final stage. Even at
its early stages of development, I believe my iteration displays a much
more appropriate and styled area.
Well, that concludes my first devblog. Hope you guys learned a
little about my mapping style and stay tuned for future devblogs