The Source Experiments Part III
Scene experiment for the 2 week mod project on the Facepunch forum.

Scene experiment for the 2 week mod project on the Facepunch forum.

The mod was using the then recent deferrend lighting from Alien Swarm.

The mod was using the then recent deferrend lighting from Alien Swarm.

Recreation of the famous E3 Ravenholm docks scene.

Recreation of the famous E3 Ravenholm docks scene.

Scene test of the UK motorway.

Scene test of the UK motorway.

In Mind is a Half-Life 2 project developed for the GravityGunVille contest held by PlanetPhillip that won 1st place. The main inspiration for this was Portal, Afraid of Monsters: DC, The Stanley Parable and Research and Development.

In Mind is a Half-Life 2 project developed for the GravityGunVille contest held by PlanetPhillip that won 1st place. The main inspiration for this was Portal, Afraid of Monsters: DC, The Stanley Parable and Research and Development.

Although the gameplay is a bit underdeveloped, the atmosphere is pretty strong.

Although the gameplay is a bit underdeveloped, the atmosphere is pretty strong.

Classic Half-Life toxic sludge in a warehouse where you need to activate the forklift to progress.

Classic Half-Life toxic sludge in a warehouse where you need to activate the forklift to progress.

Test scene for the GravityGunVille contest where I was experimenting with the idea of a city streets destroyed by a conflict, forcing the inhabitans to navigate through a series of bridges between buildings.

Test scene for the GravityGunVille contest where I was experimenting with the idea of a city streets destroyed by a conflict, forcing the inhabitans to navigate through a series of bridges between buildings.

Scene test for a Team Fortress 2 map.

Scene test for a Team Fortress 2 map.

Blockout recreation of a fortress I built with my friend in Minecraft.

Blockout recreation of a fortress I built with my friend in Minecraft.

Plybox is an arena map for Counter-Strike: Source developed in 2 weeks during the summer break.

Plybox is an arena map for Counter-Strike: Source developed in 2 weeks during the summer break.

One of my early attempts to make the next Dear Esther.

One of my early attempts to make the next Dear Esther.

A year into my Source adventures, I was already determined to master displacements.

A year into my Source adventures, I was already determined to master displacements.

Scene test for a Half-Life 2 map.

Scene test for a Half-Life 2 map.

Roof was a 2 map project I created for The RooftopVille contest on PlanetPhillip. Development time for it was around 2-3 weeks. This was the time I got to experiment with Input/Output systems and more elaborate events in maps.

Roof was a 2 map project I created for The RooftopVille contest on PlanetPhillip. Development time for it was around 2-3 weeks. This was the time I got to experiment with Input/Output systems and more elaborate events in maps.

Unfinished layout.

Unfinished layout.

Warville is a king of the hill map for Team Fortress 2. The map was created as part of an 11 day challenge on World of Level Design.

Warville is a king of the hill map for Team Fortress 2. The map was created as part of an 11 day challenge on World of Level Design.

Unfinished map for Counter-Strike: Source.

Unfinished map for Counter-Strike: Source.

Bridge scene test for Half-Life 2.

Bridge scene test for Half-Life 2.

Bridge scene test for Half-Life 2.

Bridge scene test for Half-Life 2.

Thread header I made for the Facepunch map pimpage thread v10 on the now dead forums.

Thread header I made for the Facepunch map pimpage thread v10 on the now dead forums.

Scene test for a Team Fortress 2 map.

Scene test for a Team Fortress 2 map.

Subway scene for Half-Life 2.

Subway scene for Half-Life 2.

Ultravision is an arena map for Counter-Strike: Source. It's the first map I ever released.

Ultravision is an arena map for Counter-Strike: Source. It's the first map I ever released.

Development started after playing Mirror's Edge on my then new PC and being blown away by the graphics.

Development started after playing Mirror's Edge on my then new PC and being blown away by the graphics.

My result may not have matched the source inspiration, but I had fun working on it.

My result may not have matched the source inspiration, but I had fun working on it.

The map marked my adventure into the Source engine and fueled my desire to one day work in the games industry.

The map marked my adventure into the Source engine and fueled my desire to one day work in the games industry.

The Source Experiments Part III is a collection of notable Source maps and tests I worked on between 2009-2011. The year in the brackets marks the release or end point for the project. The development time of these projects ranged from a few days to several weeks. This was a period of experimentation where I did a lot of small tests.
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These include:
Scene test x 8 (2011)
Hurr (2010)
Warville (2010)
Orange (2010)
Bridge 3 (2010)
Facepunch thread header (2010)
Scene x 2 (2010)
Ultravision (2009)
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Special shoutout to everyone at Mapcore and my friends for the continued support over the years.