Senior Multiplayer Designer
Mar. 2011 // Prey: Deathmatch
I constructed Bender for the MapCore Cube Challenge in which I had 4 weeks to build a level contained within a 1024x1024x1024 unit cube. I had failed to finish an entry for MapCore's previous 1024 Challenge in 2007, and eagerly dove into this one.
One pet peeve I've always had with cube-based limitations is the difficulty in using the Z-axis. Ramps and stairs devour precious X/Y space, often constraining levels to a limited vertical range or forcing the use of ladders or teleporters. I decided to try and turn this on its head - quite literally. In choosing to build this level in Prey, I set two goals: 1) Use each of the cube's six inner faces as a floor at least once and 2) Use portals to make the level appear to extend beyond 1024 units.
Prey's editor only supports the default Z-up camera orientation, so I was often building areas on their side or completely upside-down. On numerous occasions, I'd start building what I thought was going to be a brilliant connection only to realize that I had just built myself into an impossible corner. In the end, though, Bender is a smooth-flowing (if mind-bending) level that makes full use of every unit on every axis.