Stuart Scott
Games Developer | Lead Level Designer

Archive

Category: Custom Map

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  • Date

    6 May

mp_stash

Set in a rundown Japanese ammo dump complex situated in the dense jungle, mp_stash was a personally ambitious project that I started with the intention of testing my level design and environment art abilities.

Harnessing the confidence and ability I had gathered from my previous successful public releases, I wanted to produce a highly detailed and realistic exterior locale that provided a harmoniously balanced gameplay. There was also the added challenge of dealing with the latest version of the game engine which imposed strict limitations regarding asset and texture usage, as well as a greater reliance on occlusion and performance enhancing techniques during design.

Unfortunately the project was shelved shortly after I began as a professional Level Designer on Driver: San Francisco owing to time commitments, but I hope to return to complete this project in the future.

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  • Date

    6 May

mp_scrap

Set in the heart of a fictional scrapyard, this project won the MODSCON08 mapping contest and was regarded as one of the most balanced and competitive custom maps released for Call of Duty 4.

Setting myself a challenge of creating a map that would successfully support all available gametypes, I designed an original layout and theme in an attempt to create a compelling realistic environment as well as a finely balanced multiplayer arena. Ensuring the map was balanced required a long process of playtesting and adjustment to the environment, particularly the piles of scrap that dominated the landscape.

It was within this central area of the map that I wanted to provide players with a new experience in navigation and decision making, offering choice to fight atop or amongst the piles of scrap that created a maze like arena of dangerous possibilities for players.

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  • Date

    6 May

mp_shipment2

This was my first custom release for Call of Duty 4 which expanded on the original stock mp_shipment to support more players and provide additional gameplay options.

Originally intended as a test project to familiarise myself with the new toolset, I decided to complete and release the project after identifying shortfalls in the original mp_shipment multiplayer map which I felt my version rectified. Keeping the initial layout I decided to allow player access to the top of the shipping containers providing additional dimensional gameplay, as well as effectively doubling the size of the map without losing the frantic close combat of the original.

mp_shipment2 was quickly accepted as a superior version to the stock map amongst the modding community and was very popular for deathmatch and team deathmatch gametypes servers, as well as proving a favourite arena for Paintball mod servers.

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  • Date

    6 May

mp_bardia

Based on the real world location of Bardia in Libya, this Call of Duty 2 multiplayer map was my second public release of a custom map which was praised for its attention to detail and design.

Using photographs and reports taken by Allied forces following the Battle of Bardia (1941), I constructed a semi-realistic representation of the key buildings in the township of Bardia situated atop the cliffs above the harbour. The map featured more diverse and detailed interiors and tighter close combat areas compared to my previous released project mp_foucarville.

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Featured Image
  • Date

    6 May

mp_foucarville

Based on the real world location of Foucarville in Normandy, this Call of Duty 2 multiplayer map was my first public release of a custom map and received high praise from reviewers and players alike.

Focused around the grounds of the church of Saint-Lô and the surrounding fields the map offers a balanced mix of long sight lines and tight close combat. The map layout and dimensions were established by analysing maps, images and After Action Reports from Allied forces during World War 2 to produce a realistic representation of the area as it was in June 1944.

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