Micah | Crush (@ICrushAll) header
Micah | Crush (@ICrushAll) profile picture

| My opinions are my own | Prev Level Designer for Dieseldome: Oil and Blood & Installation 01, Prev QA Tester @EA | Ex-Halo Competitor| Forge Council Member|25

Online Level Designing
Joined August 2009
#Blocktober - Keeper Keeper is an SND Extraction (Counterstrike Mode) map made in Halo Infinite. Inspired by Guardian for the art and story of the map, the map blends CS's gameplay style with Halo's verticality, dynamic map design, & fluid combat encounters. [Gameplay below]
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#Blocktober Hydronuclear - UE5.7 A thought experiment after my time at Apex, I wanted to build a POI based in the universe but with my own spin. I combined hydroelectric plant, thermal plant, & nuclear plant into one to create spaces that would provide a ton of dynamic combat.
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Since the plant is offline, the fuel rods within the center of the reactor are exposed and able to be used by players both as structural cover and for height advantage or traversal.
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I thought about every exit & entrance point to every structure on the map, doing my best to create interesting combat encounter spaces without anything feeling paper thin or sparse for cover. Natural lighting used in the spaces was also crucial for environmental-friendly design.
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Micah | Crush retweeted
Need to get my #blocktober post in before it's over! Some of the screenshots are from early prototype of one of the encounters I designed for #halflife #alyx addon "Onboarding" Really enjoyed working on this mod. steamcommunity.com/sharedfil… #steamframe #VR #leveldesign #Valve
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Hydroponics: The main water circulation & processing area, heavily inspired by Sorting Factory from Apex. Lots of top cover, conveyor belts to ride between areas, & an underground pipe network that creates unique approach/exit points around & through the POI.
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Defense Network: A massive defensive cannon with smaller cannons players can use around the POI? Hell yea! The surrounding area includes the largest storage facility in the dome providing CQC combat while the rest of the POI is mostly Medium range with some bridgework combat.
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Central Hub: The highest point on the map & main connector. Interior roadways drop down to each POI. A dynamically changing water combat space inside the centrifuge. This is the "Tilted Towers" drop spot of the map, with most of the flow and combat going through it.
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Data Loss: Sadly I forgot to back up about 50-75 hours worth of work (color coordinating like Traxus, redesigning spaces, & general traversal improvements) & I only realized after it was too late. So this is the state of the map. POIs below.
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Hydrothermal: Runoff point for excess water from the central hub. Features timed water tunnels that push players, a multi-level hydrothermal pit, & surrounding control/storage facilities w/ elevators. The POI leans to more open & vertical combat with CQC mixed in sparingly.
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