Wednesday 3 February 2016

Level design by TMG Nukem

Level Design By TMG Nukem

Call of Duty World at War : Zombiemode

Nazi Zombie Lagops
Release date November, 5, 2011
This was my first go at level design for any game , I spent most of the time learning the tools and getting used to how they worked .The map build took around 2 months





Nazi Zombie Waterworks
Release date Febuary 05,2012
Build Time 2 months
My second release .This was a testing ground for multiple things for me working more on layout to gain better understanding of how people interact with the level design .linear flow with a loop around back to one of the main areas.Spawn placements and the effects on game play .Choke points and hold off areas as well as free flowing running spots . Making use of custom scripting by the community to add to the players enjoyment .







Nazi Zombie Airport 
Release date April, 03, 2012
Build Time 2 months
My third and Most downloaded custom zombie level made currently + 140000  I am very proud of this .
This map was designed around a Mod :  The ZCT Mod incorporates new game play features difficulty levels and much much more . The level design needed to be spacious to allow for the faster running animations and cluttered feel the mod brings with the increased spawn rates teleporting zombies etc. based on a linear design the player must go beyond the standard mechanics of the game to proceed on there journey using specific weapon types to destroy walls and doors and gain access to new areas .Objective based game play to add to the players interaction with the level .







TMG Alcatraz 
I joined the Modding team TMG : Triple-M-games in 2012
Build Time 11 months (before Black ops 2 was out)
Release Date January 10,2013 
This is when level design and detailing took off for me having had time to hone my skills it was time to make the design look more professional . I based the design on the iconic Alcatraz federal prison i spent time researching reference photos and layout of the site . I loosely based the layout on this as i knew i didn't have the skill to pull off a complete replica at this point . The level starts linear and ends up nonlinear allowing the player to encounter areas as they choose .The prison internals made dark dingy with a feeling of no escape when played on the hardest difficulty setting, once free from the main prison you open up to a beautiful colorful spacious world to enhance/relieve the feeling of stress set upon the player at the beginning of the level. The level is fully custom scripted by Tom Crowley (TOM-BMX) & TMG Yaphil for which I am very thankful.  The complete overhaul of the power system took place changing what had been set in stone with COD Zombies since it began . The players must collect fuel and refill generators located around the level enabling the perk machine to be used .The generators use a math based system for calculating the power usage of each perk machine as well as the PaP when fuel runs out or a generator breaks down the perks needing the most power will shut down taking the players perk enhancement temporally until refueling or repairing the generator using custom animations . The level is jam packed with custom scripting and weaponry .
Sanya the Legendary animator for CoD4 and a good friend agreed to make me the first custom animated duel wield weapons for World at war using the CoD4 UZI the results are amazing !











TMG Christmas 
Build Time 5 Weeks

Release Date January 7 ,2014
The design is based upon a small town in Finland ,a linear layout with a underground area leading to the center of the map and paths back in to either side or the level . The map has a custom Easter egg in which you collect gifts for AI characters in game, once collected they give you parts to build a machine which collects zombie souls once you activate the machine you have to stay within an area to collect the souls leading to the end of the game in a fireworks display .A quick map made as a thank you for the support to the community that have supported TMG and the zombies community  
The level feature all custom weaponry, I re-rigged Sanyas duel wield uzi's from TMG Alcatraz and bound the joints to the meshes in Maya for the raygun mk2 from Black ops 2 to give a duel wield raygun. Custom voices over by the TMG team . Custom scripting by TOM-BMX (Tom Crowley) & TMG Yaphil  FX by TMG Quizz & Nukem  Level design by Nukem one area detailed by TMG Zniic Weapons and materials by ElTitoPricus model re-skinning by TMG Radimax & TMG Pork + Support by ZCTxChaos 











Work in progress

TMG Carnage 
Build Time 18 months + 
The design based with a COD4 feel around a town with a train yard running through it .
The aim is to have the player feel as if they are in a bigger area using surrounding buildings to set a scene following the standard linear flow i have stuck to in the past with a loop round . The players are flown in on a helicopter which is blown up as an intro to the map .The level uses a modified version of the power system from the TMG Alcatraz . only two generators used to power all the perks and PaP with edits to fuel consumption time and cost after feedback from the community . Custom weapon drops and all new weapons to World At War .Aspects of the level are purely made to improve my skills in certain areas ,something i try to do with each level i make .There is a custom Easter egg in the map for players to find and enjoy solving .






















Work in Progress

TMG Revolution 
Build Time 12 months + 
This time i thought i would try something different , I have rebuilt the multiplayer level from World at Wars DLC 3  MP Revolution.
Once again this will be a zombiemode level but with a nonlinear design .I'm in the detailing stage of this map so i will update as i go .