This'll be a somewhat short portfolio update.
I bought a website, still working on getting it up and running. The foundations been poured, wood framing is going up. It'll be a week or so before its furnished enough to post here.
As for portfolio pieces, I'll go through the current plan.
KOTH_MillMills doing fantastically so far. Everywhere its been tested its getting positive responses. Theres been a bit of a performance issue but I've fixed in in beta 4 with the help of Shmitz, of tc_meridian fame and all around cool dude. I ended up redoing the optimization from scratch as well as a whole bunch of other things.
Mills doing so well that the next version will be the first release candidate. There are a few things I'd like to do for this version.
1. Rebuild a lot of it from scratch. A whole host of the map is fragmented to hell from me constantly slicing and manipulating brushes. I'm hoping to simplify it a bit. At the very least the respective side's buildings will be rebuilt.
2. Get more competitive feedback. They gave me some great stuff for beta 3, and I don't want to ignore them.
3. Fully hint/skip the map out, CORRECTLY this time.
Thats more or less my checklist. I hope to work on this after I explain a future option and the website.
Get KOTH_Mill b4
here. Thanks to everyone whos been helping out, like Kessel, El Mole, Shmitz, artisticmonkey, En Ex, Francis, FLOOR_MASTER (and everyone at 2fort2furious), and everyone else I forgot.
Cold BloodedCold Blooded 0.3 was released on the 28th of March. I know I haven't mentioned it for a while (except to declare every now and then that its on the backburner). The current version is for Left 4 Dead 2. Theres still tons of bugs in it and the navmesh blows but it is actually working start to finish now, minus some nagging bug in the finale that causes it to sometimes not trigger. Still figuring that one out.
Speaking of the finale, it'll be getting some major open-map surgery in the next version. I hope to decrease the amount of wierd areas (between the fences and the barricades) and some restructuring of the finale area. I'm also exploring a little new interpretation, with CEDA's presence. I think they could add some interesting shapes and spawning areas for zombies.
Get the newest Cold Blooded
here. As always thanks to everyone of team Chilly Reception. I'd link the group that has everyone's names but the steam sites being fussy.
Dead Light!Nothing really new to report here. Still doing tweaking of item placements with the new stuff that L4D2 brings to the table.
Portal MapsI started working on rebuilding my old Portal level Test20 yesterday, and after about 5 solid hours of working on it, its in pretty nice shape. Check it out compared to the old one below. Old Maps on top, new maps on bottom.


I wanted to make the puzzle pipe more visible and remove the ugly framing I had to put on it. A lots changed in my understanding of level design in 4 years, and I hope this map will reflect that. I'll be building 2 more puzzles along with this one to give a sense of progression with the puzzle mechanic.
The OLD MAP can be downloaded
here. Extract it to your portal/portal directory and play it by going to Bonus Maps on the main menu, then selecting Irish Taxi Driver's Maps.
So there, thats a pretty good idea of what I'm doing right now, excluding playing through Arcanum. Elves ain't got nothin' on me with my bullet deflecting top hat, mechanical power armor and exploding axe.