Alex K. Gustafson

Game Designer

Flower

MODs

warcraft 3 mod

Tides of Darkness




A conversion of the gameplay of Warcraft III to the gameplay of Warcraft II. Created over a few weeks, this custom game gives the player the experience of Blizzard’s previous blockbuster real-time-strategy game set in the world of Azeroth. Players select to play either the Orcs or the Humans and then re-live the experience of playing Warcraft II, but with some minor benefits of Warcraft III, namely, graphics. All units, spells, structures, and mechanics have been customized to those that were present in Warcraft II. The map itself is well balanced and playable by any combination of up to 8 players.
Please note that the map was crafted utilizing the expansion pack for the game, and thus, requires it to play.

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OTHER WORKS:

unreal tournament 3 mod

I began using the Unreal III Editor during the fall 2008 semester of my junior year at Champlain College. Learning the basics of additive and subtractive geometry, texture application, and static meshes, I constructed a simple team deathmatch level over the course of several weeks. The level attempts to create a central vertical space where combat takes place through the lava column as the focal point of the level. There are numerous small research laboratories adjoined to the central column where weapons and breathing room can be found. These secondary rooms are interconnected through the lava column, elevators, and curved glass walkways over boiling lava. The exterior of the level provides ample space for sneaking from one part of the installation to another, and finding hidden power-ups.
Below is a collection of screenshots from the level, Pyre, a volcanic research facility and power station:



warcraft 3 mod

I used the World Editor quite a bit throughout my teenage years, and it is a tool I feel very comfortable using. Below are two additional scenarios I have created:

Spirit Verge – Melee

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Initially designed as an endeavor to create a clan map with other Warcraft III MOD builders. I completed the terrain for the map in under 2 weeks, and was excited to begin scripting and customization with my fellow mappers; however, many of them lost interest in the project and progress sputtered to a halt. Not wanting my work to go to waste, I converted the game-type to a standard 2v2 melee map so that it may still be enjoyed. The design features a shared-base format, making it excellent for long games on the large map size.
Please note that the map was crafted utilizing the expansion pack for the game, and thus, requires it to play.


Gold Rush Tower Defense

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Completed in 2005, this MOD attempts to instill additional player involvement into the traditional tower defense game-type through the use of unique towers. Many of the structures possess spells and abilities which must be triggered by the player, accentuating the micro-management skills practiced in a real-time-strategy game. Many of the enemy units also possess special properties which require additional thought on how best to defeat them.
Please note that the map was crafted utilizing the expansion pack for the game, and thus, requires it to play.

game maker tutorial levels

Discovered in the summer of 2005, the software provided a new game development tool to explore. Utilizing the tutorials, I gained a basic understanding for the scripting system and workflow. However, one of the tutorials caught my attention as it played much like the NES series, Adventures of Lolo. I decided to create a short sequence of levels utilizing the artwork and scripting of the tutorial. I customized the audio of the tutorial as well, taking sounds and music from games by Nintendo and Blizzard Entertainment.
You may play through the short series of levels by downloading the stand-alone application below:

Maze Quest

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A short sequence of level designs made from a puzzle-game tutorial.

heroes of might and magic 3 custom map


One of my favorite games, featuring a simple map editor for user created scenarios. The tool is fairly traditional, only allowing for play experiences within the bounds of the traditional gameplay. The majority of the control came in the level design and progression of a map as well as the artistic layout.

Mineral Wars

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Inspired by a well crafted Heroes of Might and Magic II scenario, I emulated the design with the excellent gameplay of Heroes of Might and Magic III. The map is playable by up to four players and stresses the required diversity of resources for each. Each player can easily achieve a monopoly on one of the precious resource types while the others are in short supply.
Several screenshots of the map layout can be viewed in the gallery above. Please note that the map was crafted utilizing both expansion packs for the game, and thus, requires both to play.


starcraft custom map

A staple of real-time-strategy, I used the Campaign Editor prior to the release of Warcraft III. At the time I was too young to understand scripting, and I focused development on traditional maps. The tool did however inspire me to use other custom content software at the time including Warcraft II and Heroes of Might and Magic II.

Invasion of Earth

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Completed in 1999, the map is very small, and designed for a quick game between two to four players. The layout is relatively balanced and no one player should have a dominating position. Bridges also serve as excellent choke-points for defense on either side of each player’s starting location.


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