(Released on Oct 13th 2008)

 

 

My second level ever, Rive started very differently than this finished version. After my first level presented players in a very urban setting, I wanted to work on a different one; one that would not only present me with more organic structures and challenges but would also let me explore working on different time settings and lighting. The first vision was a night time foggy map. It turned out as it should for a multiplayer level: A total disaster

Casting this level aside for a long while as Stug and my work with Day of Defeat Source took to new heights with Valve Software, I would continue accumulating feedback and various ideas while working on Dark Messiah as I became better and better with the Source engine.

After moving to Montreal to work on Prince of Persia, I finally decided to finish Rive in its current form with the help of many playtests and countless feedback from a very dedicated group of players. From its night time setting, it changed to a late autumn afternoon and did away with the fog. To this day it remains one of my most solid levels, providing a range of choices for all players and classes depending on gameplay evolution throughout all rounds.

© François Roughol
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