Maps
Himalayan Arena – Global Agenda
I designed this PvP map as a 10v10, 3point progressive capture map, where the attacking team would need to capture all 3 points in succession in order to emerge victorious. Defenders were tasked with stopping them.
- Screenshots of this map are featured on Massively.com, MMORPG.com, IGN.com, and in the March edition of PCgamer.
Tidewater Complex (rev.2) – Global Agenda
I created this map for a new type of PvE experience, Defense. In the Defense scenario, a player controlled team of 4-10 players must fend off an AI controlled player assault. The AI force is trying to destroy the facility power core. In order to win, the defending team must keep the core from being destroyed for 20 minutes.
- Difficulty scales on the fly using kismet script, adjusting the number of AI players to maintain difficulty throughout.
- Features 2 types of secondary objectives. Primary Doors must be closed to keep enemy gunships from firing massive damage missiles at the power core. A 1-time use, 50% repair station is also available for when the core is badly damaged.
- All AI players enter the map through kismet scripted drop ship events with randomization for location, and enemy type.
- During the final 5 minutes a kismet/behavior scripted boss encounter takes place. I scripted the AI behavior/created all weapons/devices in HiRez’s proprietary AI scripting program.
Prototype Ship Level – Global Agenda
This PvP map is another 3point Attack/Defend map. However, I wanted to test something new by putting in an escort for objective 2 where the Attackers have to push a Missile into a hangar full of ships in order to blow them up.
- Utilizes a more sandbox approach where the players are less channeled, but the objectives pull the players around the map.
- 2nd Objective Escort
- Incorporates more Z-axis fighting to create points of contention and control flow (as opposed to forced channeling).
Desert Lab – Global Agenda
This PvE map was my attempt at creating large spaces using modular tiled pieces. I created approximately 50 tiled map pieces that I strung together to create a dungeon experience with variable routes to give the illusion that the player is infiltrating a new facility even though its the same map file.
- Created 50 types of tiles for hallways, intersections, encounter spaces, and boss rooms.
- Each tile is completely self contained with pathing, random mesh actors, bot spawners, and lighting.
- Kismet controlled route events for up to 15-20 unique paths through the 30 minute experience.
- Kismet event where all materials are assigned a random color and detail mask to further add to the “variable facility” experience.
Virtual Reality Arena – Global Agenda
I initially designed this arena to be a deathmatch playground where the other Level Designers and I could, test weapon changes, test bot behaviors, and experiment with core gameplay strategies to enhance our design process.
- Flow balanced for all builds of all game classes in a deathmatch environment.
- Kismet scripted team balancing on the fly to ensure that teams don’t get lopsided even in an environment where players are constantly coming and going.
- Supports up to 30 players simultaneously.
I designed this PvP map early in the combat development process. It is a standard 3point Attack/Defend map and was created to accomodate 5v5 play so is a smaller, tighter experience.
- Used as initial test map for prototyping the current Global Agenda combat system.
- Was used as the control map to balance all core combat gameplay for 8+ months.





