Ever since the editor was released
for Call of Duty 2 I have been making maps for the modification "Unbound
Forces", www.unboundforces.com. First I started on an old urban
map with mostly brick and concrete. This map took so long
because I started to make custom textures and implemented extra sound for some added ambiance. I enjoyed working on this map the most because I never made a modern city before and had plenty of room to explore possibilities.
Next was a large office building, stories above
Ambassador City, our fictional city. Out of all the maps for Unbound forces, this
was the longest and most painful one to make but also the most rewarding when it was done. It is very
difficult to get a good game play flow when you have stories on top of
each other, one of the very few times I hope make a vertical map.
A few staircases and elevators with specific control points made it
happen but the floors had to work together too. There always has to be a away around the enemy so thats
why I added the elevator shafts and a ventilation system between two
floors. The best part of this map was portaling it was a breeze,
maybe 6 portals in all and rarely could you see between the next floor
up or down. This left plenty of room for detail and/or complexity
while maintaining a simple floor plan. One feature I wanted to
add was falling to your death since the map takes place about 20
stories above the street and yes, you can fall all 20 stories inside
and outside.
At last is the Ambassador City
subway. This map is set in the winter and is completely
indoors. The only way you can tell it's winter is when you are in the main lobby on the ground level, snow is on the windows and road. This is one of my smaller maps but don't underestimate, it is still a large map and I feel I have brought out the best in the normal and specular maps. The "sun" is at an angle that reflects slightly on the walls but mostly directs itself on the floor giving it a feeling that not everything is flat and casts shadows on my normal maps. When the light is slightly on the walls it is highlighting the top of the normal map which beings out the brick a noticeable amount but its not drastic. This map consists of the lobby, three sub-rooms, two landings or stations, and an underground portion connecting the stations. This map has been by far the most pleasurable to work on.
More maps to come and I will show pictures when I have something to present.




