DM Aperature begins

Yesterday I started a new map to try to get a fresh start. I have most of the level blocked in and a very rudimentary path system set up to test with bots. It’s a small map (2-6 players) but it will be nice working on something with such a small scale. I will create a page for it once it’s playable.

Keep checking back!

Whew! Long time no see!

Hey there everyone. I’m not sure who is subscribed to this feed but if you have been, I’m sorry about the lack of updates. To be honest there aren’t many updates at all with my portfolio. I’ve been working at Staples in the Copy Centre. I just recently got a promotion to a Lead position and have been working 40 hours a week with my spare time full of hitting the beach and hanging out with friends. I need to get this thing back on track though I’m hittin’ the editor. Well tonight I won’t be but it will be starting again pretty quick. Are you all excited to see what new projects I’ll be working on? I am also. I have a game design under wraps that might end up here one day. Right now I gotta get my levels completed and presentable :)

See you again soon!

April Update

If you’ve been frequenting my site you may have noticed not much has changed in the last couple months. My new level DM Asahi Shisetsu is currently being constructed and should be testable in the coming days. It is fully greyblocked and only needs spawns and item placements. A page, summary and screenshots will all follow when I upload the level for public viewing.

I have been working on some levels and designs offline and have, unfortunately, neglected my internet domain. Yesterday I updated the following pages:

I have also uploaded a new level for Counterstrike Source called AIM Corner that can be found on the Level Design list – it currently does not have it’s own page; there’s a short synopsis on the level if you follow the link.

I also have been working on some mechanics for a game I designed and have been reworking for the last couple years. I will not be posting anything but the barest of bones for the public to gnaw on, but I feel responsible to account for some seemingly unaccounted-for time.

WAR Confluence!

I’m starting a new project. WAR Confluence.

This is my first time making a Warfare map and so far it’s been pretty interesting. It will take a lot more effort to build bases for each node and I think that is where I need a lot of practice. This will definitely be a fun and educational experience. I’m going to try working with flying vehicles also. Usually I avoid them because of the headache they involve for the environment but it’s a weak point I have and it’s time to try to remedy that :)

If you’re worried about Inlet Control then don’t. Inlet Control is at v0.90 and it needs more testing by the community to proceed further. I have fixes in-store for it for the next version (ie. fixing the waterfall) but that will be happening after I get this (Confluence) map playable.

Don’t forget to click here to check out more information on Confluence.

Unreal Old Friends

I found a great website full of people who love to level design. I posted up my map and have received a lot of valuable feedback already. I’ve had my map available on the Artery for the same amount of time with… so far… no feedback haha.

So props to all the guys out at Unreal Old Friends.

My thread on UOF can be found here.
My thread on the Artery can be found here.

Wow, that post has a lot of links!

My level finally has a little bit different visual style (with working water – hopefully) thanks to the guys over at UOF. They informed me that I can’t use a “Fallback” material or else it would show up as plain black in-game. Who woulda thunk!? I’ll get some new screenshots available soon. Maybe at the end of the day today. Right now I’m working on customizing all my terrain materials. I’ll need to add a new material to paint with to help draw the players along the paths from base to base. Wish me luck.

Inlet Control ~v0.63 [update]

LINK: VCTF-Inlet Control page

So I’ve finished both bases and begun working on weapon and item placements. You’ll see my progress on the right under “Goals” right now (and for the rest of this week). Today definitely wasn’t the most productive day but I still managed to progress on my level. I spent a little time on the Artery also. I wish I had finished more but tomorrow will be the day of days… at least until next week ;)

I’ve also put a link on my site to a Livestream to show my progress as I’m working (screen capture). It will be running on and off, Monday to Friday between 7:30am and 5:00pm. I make no guarantees but I will be streaming when I’m working. This is also a learning process for me so I won’t be streaming when I’m trying to figure out how to do something – only when I’m actually doing something. I hope you appreciate me trying to keep you from being bored :D

The next time I upload screenshots it will be either version 0.6 or 0.7. Hopefully by tomorrow evening I will have version 0.8 available to be tested. Stay posted.

Inlet Control v0.55

LINK: VCTF-Inlet Control page

I redid the hacked terrain because it was giving me troubles. Now it should be working well. I also optimized the terrain with the correct tessellations and replanted the trees. I lowered the density of the trees and scaled the foliage down a little. I also toned down the postprocessing above water.

I’ve decided to have the level downloadable at v0.8 for beta testing. Stay posted! ;)

(Version 0.6 will be item placements and 0.7 will be the bot pathing.)

Website Updated!

Okay so I’ve updated my root website (www.bquaal.com)! Finally some progress. Now you will be able to follow me as I work. Or just look around. I will be posting updates on here as well as on the page the updates will be going (for example my new Inlet Control map will have updates both here and there. I’d suggest you check there for the most up to date news though).

Enjoy the new site!

Hello all!

This site is under construction. Check back soon for updates.

Also check out my new level I’m working on called Inlet Control up at the top there.