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Here a few samples of textures I'm preparing for UT3 maps and also contributing to a level for the UT1 single player campaign Residual Decay. They're mostly handmade, but use spots of photosource. |
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| DM-Nebulon is my most recent map. I built it to relearn the UT2004 Editor. While I had played with the editor quite a bit in years prior, I hadn't produced a completed map. So, this map serves as a stepping stone to the UT3 Editor. The map itself is a medium DM suited for 6-10 players. The big feature of the map is the twin energy chambers which release deadly bolts of lightning. Because I did not have access to 3dsMax or Photoshop for most of the construction process, almost all the content is from the game itself. But it still has my unique style and is pretty fun too. |
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Level Background Story: Nebulon 6 was a remote research observatory deep within the Oberon Nebula. While the sector initially attracted tourists looking to take in the beautiful cosmic colors, peculiar gravimetrics and lightwave oscillations earned the entire sector a quarantine from the NEG. This particular Nebula was noted for it's peculiar light quality, the emissions and vibrations of which were detectable in our own dimension, not merely in the fifth. Nebulon Stations 1-5 were decommisioned after an inability to control what appeared to be safe technology. Using stritium nitrate particles, scientists were briefly capable of suspending the elusive brand of grativon which was pervasive in the nebula. However, on station 6, violent electrical storms began to build up within the graviton collection deccelerators, making for unweildy terawatts of energy. While the team was able to control the frequency of the outbursts, the violence of their discharge fried local systems and left the station with only marginal reactor power, enough to keep everything running, but not at all condusive to precise scientific research. Liandri now ships fighters to this extremely remote station for a little sightseeing. Be sure to step on the button in the gift shop. |
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Have you ever purchased a live album of one of your favorite artists only to find that a live recording of your favorite song is completely different? That's basically what this is. I was never happy with the middle of CTF-Malicious, so I rehashed it and retextured it, and completely turned it over. It's very enjoyable, but in a completely different way. I made this map with the excuse of using it for a LAN party with some old friends, but as it turned out, it reminded me how much I love this stuff, and made me question why I ever put LD down. The map name comes from chiaroscuro which was a painting technique Carravaggio perfected, and I've always liked his and Rembrandt's work because the intense contrast heightens the intensity of emotion. Hopefully the unique lighting in this level is somewhat reminscent.
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CTF-Atropos was the significant blip in my years away from the editor. I had tinkered with UT2004 level design, but decided it would be more fun for me to create a really great UT map for old times' sake. This level features a big custom texture set, which bears the same name, you can download here. The map itself was actually begun shortly after I created Disposable Heroes, but had to be put on hold. Which turned out to be a great decision, as this version is far superior to the one I had started. The level features 3 of my trademark Max-skinned terrain brushes, and is so chock full of detail, you won't believe it runs smoothly. People have complained that all of my maps lack decoration, which is really just my style. I find a lot of deco cliché, so most of my maps prior to now were somewhat minimalist. So, to prove that I had the capability, I wanted to showcase some other skills in this map. As a result, I think it's a map which is fun to explore, and full of things to look at. The gameplay is strange, it's very linear, which I thought made a nice contrast to Disposable Heroes. But this just ends up keeping the action very tight and focused.
This map recieved a sterling review at Insite.com which is viewable Here. "Easily one of the best CTF maps in existance. "I've been mapping for the last few days and I'm not really satisfied with the amount of detail but, upon reading your readme, specifically the line about how sometimes blank walls just work for the believablity of the place, it just sorta put that part of architecture into perspective for me. The layout weaves through 3 floors and the brushwork is on par with that of Hourences and Bot_40. The lighting was subtle and clean in a way I've never quite seen before. The texture pack is [definitely] a jewel. A welcome change from the Richrig industrials. "Though you did stress that a clean look is neccessary to the coherency of your very believable theme, The amount of detail here is really staggering. Atropos has redefined my thinking of the industrial theme. Anyway, it is helping me get past some mapper's block I've been having. "Again, awesome map. I hope to see more from you in the future." comments made by Reciprocity |
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Disposable Heroes was my first elite map. I have a special fondness for this map which is my first to have style, but also my first to be extremely well reviewed and well received. This map uses a custom terrain brush which was skinned in 3DStudio Max, which at the time made it a first of its kind. The whole map is very immersive, and the groan of rusting floors and spooky echoes of dark hallways make this a great experience. You'll be drawn in by the aesthetics, but find it hard to leave because the gameplay is so tight and fast. This map is the #3 all time download on popular servers at Unreal Playground and was quite successful online because every match is unique and the design offers every kind of player a way to fight.
This map recieved an impeccable review at UnrealPlayground.com which is viewable Here.
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| Obviously, I've made many other levels. I would estimated my works started to works released ratio at 6 to 1. So considering there are 5 levels here and another five releases I've not listed, there plenty of incomplete works not listed. If you recall something I've posted online at some point, just drop me an email and I'll do my best to dig it up. |
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Please note that all the ideas and designs found on this website are the intellectual property of Andrew Monroe, and may not be used without proper citation and written permission from the author/designer. These ideas and designs are my life's work and I will have no misgivings about their authenticity or ownership. |