Hey im John from Australia I have a passion for level design and modding for games most notably the Cod series,I aim to produce as many high quality maps and missions as possible to keep the great cod modding community alive and active and just to show activision that in order for your games to survive the community must be involved with making the content.
Since I started single player mapping in 2011 on moddb my maps have a combined total download count of:
To everyone that has played any of my maps I would like to thank you for being apart of the amazing experience that is PC modding and Call of Duty Single player. I hope that I can entertain you in the future especially with 'Triumph of the Will'
Sorry guys I set the date for November 1 but the download hadn't been archived for a few days now and by accident I clicked the 'Archive' button by accident completely hiding my mod from the public.
Anyway now I have to wait for both the download and the mod to get archived to view the page again so ive uploaded the map to mega-upload for the time being so people can play it.Hopefully is doesn't expire. If so ill re-upload. I also have the mod uploaded on filefront and waiting authorization.
Enjoy and don't forget to read the readme!!
mp_urban - Cod4 Promod (Downloads Currently: Over 200)
mp_dusty - Cod4 Promod (Downloads Currently Including beta versions: 1500+)
sp_rush - Cod4 Single player Mission (Downloads Currently:1,841)
sp_outfoxed - Cod2 Single player Mission (Downloads Currently: 688+ 200 from previous version)
sp_redsquare - Cod2 Single player Mission
sp_favela_fight - Cod4 Single player Mission
sp_coronet_1946 - CodWAW Single player Mission
mp_duga - Cod4 MP map
mp_crude - Cod4 MP map
Future Project ideas:
Im thinking about another Cod4 mission or a CodWAW Zombie map
Feel free to send me any ideas on what I should do after RedSquare.
why level design is the most important thing in a mission.
After conquering hundreds of games SP levels ranging from Medal of Honor to Portal 2 I have realized what creates a fun experience.
The design and layout of the levels, not the scripted events which are by today's standards what makes a "blockbuster" game.
The levels witnessed from great games such as Call of Duty 1 really stood out because they were varied from vertical elements to seamless transitions from huge battlefields to ambient back alley skirmishes something that is lacking by today's standards, just look at the later CoD series namely mw2 and blackops where many of the missions involved just a simple route from A to B being flanked and attacked by enemies every bit of the way and predictable scripted events that wouldn't be remembered occurring at the most meaningless of times.
Industry developers of today seem to have forgot this and increasingly try to create games that act as interactive movies rather than the games we used to play and even tho they may be 5,10 or 15 years old still play.
Thankfully the communities modders and mappers continue to release their work free of charge and to a quality where the level design of the past is actually present in 2011.
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