The VW00x series were my learning of RED (the Red Faction (PC) Level Editor) back in 2003. They ranged from simple creations of rooms and linking them together, to creating skyboxes and getting an idea of scale in the game. That scale turned out to be 1 RED unit to one real life yard.
One of the test levels was the capstone of my worse fear at the time. The level consisted only of a horizontal H shaped platform inside of an invisible box. Inside RF the sky box was visible on all sides. The fear was falling indefinitely. Yay for facing fears and getting rid of them. *looks both ways and continues story*
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Some time in the middle of developing The Temple, I created Hex Duel. From design to completion, I spent one Sunday morning. A few minor touch ups were made the weekend later. The basic idea was a Dueling level, a level meant to be one vs. one, and in a hexagonal shape—my favorite polygon. (VW010 screenshot top, inside)
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The hexagonal shape, my piece of Keeping Sanity that had some creative sparks. My second attempt at a CTF map involved several hexagonal and square rooms linked together by teleports. It work so well too—in single player mode. Sadly, the RED editor was unable to use teleportation triggers properly in multiplayer. RF’s creators made teleporting specifically for single player, which is where I tested my maps. In multiplayer, after some tweaking, the teleport trigger will teleport everyone on the map to the destination point. Needless to say, this feature was rather useless. Perhaps some day I can return to that map and make it inside some other level editor.
*The grey box textures show walls where I no longer have the original textures for