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Ideas on Game flow and mission design.
The flow of any particular area should be determined primarily by it 's nature,
the game genre, and the resources at hand.
For instance:
Area: A Jurassic desert canyon, with a spring fed swamp and cave system.
Game/gametype: ONS for UT2K4
Resources: Standard weapons. The "Raptor" aircraft from UT2K4 replaced
with a fictional cross between the Veloco-raptor and Pteradactyle.
The minigun turrets replaced with repeating cross bow turrets.

A brief description of the ONS gametype would be:
Two teams vie for control of the board by powering up "nodes" for their team.
The first team to create a path across the board to the opposing team's base,
and destroy it, wins.

The whole map is designed to be a blend of the world of the caveman
and that of modern UT2k4.
Original gametype concepts.
Slash and burn:
Person-2-Person trainer gametype
A goal based map setup providing just the essentials for the task at hand.
The player is graded...a satisfactory grade is required for progression.
Joust:
A complimentory gametype to 'slash and burn' specificly to train in the
use/control of vehicles.
Demolition:
Covert Combat style revolving around seige/bombardment warfare, stealth,
and explosives. Class based teamplay where members enlist into different
roles. Some may fight in the waves bombarding the opposing teams
fortress; some lay traps, repair, and fortify there base; and others may be members of the incursion team disarming traps, avoiding detection
and placing there ordinance.
Sur-reality:
Bend and warp the world around using switch driven physics constraints.
One team must alter space and time while fending off the opposite teams bombardment, to deliver their payload before it's to late, to it's objective.
Levels:
Currently...
I am working on a map I call 'Temple Of The Damned' or TOTD. It is a gothic cathedral in a lake of lava in hell. It will, when finished, have underlying catacombs, Gargoyles on the flying buttresses, Demons pertruding from walls, and undead spewing from the catacombs.
Before it's done it will
require a script to modify how the Invasion gametype works. It will
also require me to build around 15 more models. It is to have unque
pickups, weapons, and monsters. To top it off I won't be satisfied until
all the textures mesh, the lighting is realistic, the ambient sounds
promote fear, and I can play it on my rather outdated computer.
screen1.jpg
screen2.jpg
screen3.jpg
screen4.jpg
screen5.jpg
screen6.jpg
screen7.jpg
screen8.jpg
ss-in-ed-01.jpg
ss-in-ed-02.jpg
ss-in-ed-03.jpg
Partial Maplist:
DM-Campgrounds(remix-by-fud).rar <-backshelfed due to problems.
dm-crazycubist.zip
br-joyouscarnage.zip
dm-crazycubist-bloodstained-][.rar
DM-[GU]-INV-CircleofPain.zip
DM-[GU]-INV-CircleofPain][.zip
DM-[GU]-INV-SewersOfKarast.zip
DM-[GU]-INV-blood_sphere.zip
DM-[GU]-INV-blood-bowl-beta2.zip
DM-[GU}-1hr_map
DM-Campgrounds2k4-by-fud.rar <-Finished finally when I knew how
to fix the problems.
DM-[GU]-INV-CircleofPain]I[.zip <- A thuroughly revamped version
complete with new textures I made specificly
for it, also new models and new areas.
In the works:
DM-[GU]-INV-TOTD
DM-[GU]-INV-Sunkencity
For 2K7
DM-[GU]-INV-Steamworks_Fane.ut2
DM-[GU]-Tera-Vei-Alore.ut2
DM-[GU]-INV-Freaky_Teaky_island.ut2
DM-[GU]-Azlroc.ut2
Most of those can be found here:
http://gamerzunlimited.net/mtbpman/Downloads/
Some concept art for various things:
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DNF BOX ART CONCEPTS:
(Fan Art)
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Modeling
I started modeling in late july and had many nice models, sadly alot are
temporarily lost, that is at least until I can recover them from the
deceased drive that they are on.
The following in order are:
Hand axe, Powder Keg, Rope Bridge,
Serenge, Staff, Cross, Lantern, Mace, Mace,
Gothic pillar, Morrish pillar, Staff, Bow, Sign Post, and Spider
and are of all my own design.
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Texures
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GRAPHICS DESIGN & WEB DESIGN
Web site templates
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Site for SecondsHelp.com
www.secondshelp.com
Logo designs
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