A screenshot of the pipe room. This room acts as a break between the larger water arena and slime puzzle rooms. The intent was to teach the player about using switches to interact with gates which will be used later on in the level. In this case, a gate lowers to open a path into the slime puzzle room.
A screenshot of the final (drained) version of the pipe room.
A screenshot of the ramp room. This room is the room right before the elevator sequence. The player must activate a switch to open a set of large mechanic doors (barely seen on the far left of the screenshot).
A screenshot of the final version of the ramp room. Here you can see the set of mechanic doors mentioned in the previous screenshot description.
3/3
02.10.2024 02:40 β π 0 π 0 π¬ 0 π 0
A screenshot of the final (drained) version of the water arena room.
A screenshot of the final (drained) version of the slime puzzle room.
A screenshot of the elevator sequence. The player steps through a large mechanical door and onto a extending walkway that leads to a large elevator that is home to a spread of computers. Activating the center switch starts the sequence and the elevator lowers into the first of four positions. Each position results in a wave of enemies, pickups, a sewer pipe that needs to be sealed to continue draining the slime below, and for the elevator to progress. This sequence ends in the level's finale where a series of five sewer pipes must be sealed before a boss enemy spawns. Overall, the elevator sequence was an immense amount of work. Far more than I was expecting as it took up half of my allowed time to just get it working, never mind getting it to what it looks like in the final version.
A screenshot of the final (drained) version of the elevator sequence. A main difference between this version and the previous screenshot is the changing of the sequence of sewer pipes. Originally, I was going to have only 3 elevator positions but I found it better for players to have to seal one pipe first then the following positions would have a full encounter + pipes to seal.
If you'd like to see more: artstation.com/artwork/YBlAGV 2/3
02.10.2024 02:39 β π 0 π 0 π¬ 1 π 0
A screenshot of the first water arena. The player activates a switch in the center of the room and the water (not shown) drains, revealing more of the room as waves of enemies spawn until the water fully drains and the path forward is revealed at the bottom. A view into a large pipe shows the water levels within the pipe. Should the player backtrack to the previous area, a locked door can now be opened to reveal a secret.
A screenshot of the final (filled) version of the water arena room.
A screenshot of the slime puzzle room. The player slides down a pipe from the previous room that leads to the player being stuck in this room and they must activate multiple switches to lower the slime to progress. While the switches are activated, the slime lowers while the platforms rotate and the path forward is revealed. Behind a slime waterfall (not shown) hides a secret because behind every waterfall is treasure.
A screenshot of the final (filled) version of the slime puzzle room.
#blocktober is here and that means showing off some of my work for the year. I participated in Map Center's Sewer Jam! I really enjoyed exploring the changing of water levels. If you'd like to try the pack you can find it here: www.moddb.com/games/quake-... 1/3
02.10.2024 02:37 β π 5 π 1 π¬ 1 π 0
The connecting room to player start. Here I introduce players to sewage and using switches to interact with the environment.
The slime puzzle room. Navigate the room by lowering the slime levels.
The elevator sequence. Ride the elevator to it's conclusion to finish the job.
I spent the last month working with the folks in the Map Center discord to put together a Quake 2 Sewer mapping jam. You can find the download page here: www.moddb.com/games/quake-...
We'd all really appreciate it if you gave it a try!
#leveldesign #mapping #quake
19.03.2024 17:26 β π 8 π 2 π¬ 0 π 0
A screenshot of my level, Duel_Stein, a duel map for Unreal Tournament (2014) where you collect body parts and new pickups to alter your character's abilities and build yourself a new bot ally. Find out more here: https://brandonjorgensen.artstation.com/projects/nYGqv1
A screenshot of my level, LF-19, for my senior project, Cavalry. Cavalry is a VR tactical shooter where the player must stop enemy forces from launching a nuclear missile and rescue hostages before time runs out. Find out more here: https://brandonjorgensen.artstation.com/projects/QnooZ3
A screenshot of my whitebox of an MMO PvP arena in the style of WoW. You can find more shots of this and other arenas along with my design thoughts on my artstation page! Find out more here: https://brandonjorgensen.artstation.com/projects/Ze8o2m
Hey everyone, I'm Brandon.
I'm a Game and Level Designer with a love for FPS and MMOs.
I usually work in Unreal but I'm comfortable working in any engine.
I'm currently looking for work and you can find examples of my work here: brandonjorgensen.artstation.com
I'm open to remote and relocating!
07.02.2024 02:51 β π 4 π 0 π¬ 0 π 0
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Award-winning gamedev. Animation/games Associate Professor. Level design author. SAAM Arcade founder. Making Little Nemo and the Nightmare Fiends: https://store.steampowered.com/app/2229030/Little_Nemo_and_the_Nightmare_Fiends/
I'm a bot that periodically posts classic Quake maps from https://quaddicted.com and https://slipseer.com
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