
TC_Rubble was one of my first projects for Firearms: Source. I was tasked with capturing the essence of the old tc_rubble for Firearms on GoldSrc and porting it to the Source engine. However, since a direct port of tc_rubble did not play well with the new FA:S gameplay model, I had to put it through rigorous testing in order to balance it. In FA, tc_rubble had only 1 control point that both teams fought over. After I had finished my edits to the layout, tc_rubble had multiple new routes added, along with a second control point added for additional balancing. The map now plays very nicely and is a favorite among the testers, used now as a server filler because of its smaller size. Its non-linear layout provides the player with an interesting battleground for tight CQB fights. Scattered throughout the level are sniper nests to allow for alternative combat styles.

TC_IwoJima is a remake for Firearms: Source that was a starting point for me to learn how to map with the Source engine. The project gave me an opportunity to hone my existing design skills as well as apply my newfound understanding of the Hammer editor. The map is loosely mirrored allowing for a balanced game, but is distinct enough that the player will not forget on which side of the map he or she is. Despite the name, the map is actually not modeled after the island of Iwo Jima. Instead, I went for a more tropical look, one that I felt was missing in the FA:S map lineup. The map has become a favorite for the teamwork required to push through the tunnels and reach the opponent's outpost. Machine gunners and other support weapons are needed to hold the both outposts.

PS_Snowstorm was the first push map that I worked on for Firearms: Source. The goal of the game mode is simply to push the other player off the map by capturing the flags in a linear fashion. The map's layout is generally linear, but I have done a lot of edits to it in order to relieve the pressure on the choke points. I had to find ways to reduce the amount of "spam" (i.e. grenades and other explosives) that was being used against the entries to the middle area. One of my solutions to the bottleneck was the addition of routes. The map is set in a fictional military outpost converted from an abandoned Siberian factory with bunkers on either side. While the map is mirrored, I used unique geometry and different color pallets on each side as useful reminders to the player.
