My name is David Lundvall, a game developer from Sweden. I started doing level design in 1998 after playing a lot of Quake 2 and Half-Life, my favorite games. Quake 2 with an addictive multiplayer and Half-Life with its immersive single player experience.

And coffee is nice. :)

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It's finally here. My single-player mod, Spherical Nightmares, is now released and can be downloaded at its ModDB-page. There are some extra download links on the mod's official website.

Here is the trailer:


Wow.. What a ride. It's been almost 5 years since I started this "small" project. It started as the final project during my level design education and I estimated it to take a couple of weeks to create. Heh.. I had no experience creating single player or create a mod. I had previously only created multiplayer maps, mainly for Action Quake 2. So my experience, even though I felt confident and comfortable with the Source tools, was very non-existent. Early in the development of the mod I got a job at the game developer GRIN, as a level designer. So the mod was put on ice.. It felt great entering the game industry, working with something I enjoyed. I tried to, at times, get back to developing the mod. I wanted to finish it, because I felt I had a great concept and idea. But the project was too ambitious, too big, too many things. I had small periods when I loved working on it, good vibes. Other times I realized it would never be finished and it was easier to not think about it, to do other things.

Then I started to bring it down in scope. Remove areas of a map that played really bad. Change approach on certain designs, just because I couldn't execute them well and remove entire levels... The mod started to become easier to managed, I saw possibilities to tie levels together and not only have a bunch of different levels, with no connection.

In 2009 I showed the first gameplay:

The clip shows an area called "The Playground" and it looks and plays almost the same today. I love that, making it a corner stone. A core thing. A signature for the mod.

I had my on and off's with the mod still, but every push I did got me closer to finishing it. Even though I didn't fully believe it back then. It feel too far away. I had moments when I felt really close to finishing it, but that was me daydreaming. I had a couple of semi-stupid updates on ModDB that I am not too proud of, where I would promise more frequent updates or even set a release date for the mod. That date passed. But I just didn't have the experience..

Good thing was that I kept going. I continued working on it. I had moments when talking about the mod with my friends and colleagues, that always motivated me to keep going. Because I could see their interest about the mod when I explained it and what I had created so far.

In 2012 things really started to take off. I focused on finishing the mod. I put in the hours almost every day that year. I managed to get the mod into a whole package, so you could play it from start to finish. I started to playtest the whole mod, instead of just single levels. Feedback made for faster iterations. I knew what I wanted to create now. Things made sense. It was a mod now, not a map pack. I arranged public playtests and that generated even more bugs, feedback and made it easier to tie everything together. I started to put in more hours, every day and kept doing so up till now..

It's released!

I hope you have a good experience playing it! I will get some rest now, sleep more and breathe. :)

Bugs bugs bugs..

Bugs bugs bugs..

WizardExt Blog
2013, here we go!

2013, here we go!

WizardExt Blog
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Podcast17

Podcast17

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Podcast 17 is a weekly podcast that covers the latest news, reviews, interviews, gossip, rumours, websites, maps, mods, media releases and anything else...

Comments
medve
medve

next time you add an arena for bossfight (like vs the 3 hunters), dont make the arena too obvious. also, would be nice to see some more custom content, i see you already have natural talent watching your aq2 maps, shouldnt be much of a problem. keep up the good work.

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