Dave Johnston
  • Home
  • Blog
  • Level Design
  • Software

level-design

  • Cobbles and Castles

  • Mission Accomplished

  • Cruelneth Returneth (part 2)

  • Cruelneth Returneth (part 1)

  • Cruelness returning...

  • Preachin' Day 5

  • Preachin' Day 4

  • Preachin' Day 3

  • Preachin' Day 2

  • Preachin' Day 1

  • Doodle-storming

  • Low-level 'design'

  • How to topple Counter-Strike

  • Texture-tastic diagrams

  • Playing by the rules

  • Giving the player purpose

  • Rabbits, Carrots and Werewolves

  • Cruelness... the end!

  • Cruelness (part 4-ish)

  • Im**rsiv*nes*

  • Cruelness (part 3)

  • Cruelness (part 2)

  • Cruelness (part 1)

  • Copy'n'paste

  • Something a little different...

  • Big airy bits

  • DoD:S mapping and that

  • A little wad (the story of cs_tire)

  • Unplanned

  • More Fact!

  • Modding yourself employable

  • Design Crossovers

  • Feeling It

  • Fact Screenshots

  • Reach for the Skybox

  • Twee Texturing Tips

  • Inkscapism

  • Casbah... oh dear

  • Casbah... alpha

  • Casbah...

  • DaveJ's Christmas Feel-Good Message

  • Dull map?

  • Light Me Warm

  • Me on: de_view_update1

  • Help me help you

  • pa_fact at night?

  • That D word again

  • website propaganda

  • pa_fact Source'd

  • The Hill

  • Dtaiel vs Dgiesn

  • *design

  • Mission One

  • Normal Service...

  • Game-time versus local-time

  • Level design and style

  • Mission Statement

  • Random ETC2 stuff

  • Ups and Downs

  • Black Mesa: Source

  • Flying Start

  • Engine Paradigms

  • The Map is not the Territory

  • Designing on paper

  • Making a map: first steps

  • Height Changes

  • Common sense strikes again

  • Tubes and Subways

  • The beauty of newbies

  • Directing the player

  • David Johnston MEng

  • Learning from the Masters

  • A couple little tips

  • A couple more little tips

  • Making it all seem real

  • Fun Map Features

  • de_dust_pcg: Source

  • On Source map conversions

  • Mappers and Designers

  • The Happiness Cycle

  • Modding: doing it the right way

  • de_dust_pcg: planning

  • Flow: Keeping Players Happy

  • The key to good outdoor maps

  • Old de_dust_pcg Screenshots

  • de_dust_pcg: conflict areas

  • PCGamer Tutorials

  • Fixed de_dust_pcg

  • de_dust_pcg overview

  • This is final

  • de_dust_pcg screens 2

  • de_dust_pcg: The Aftermath

  • CS:S Credits

  • de_dust_pcg

  • de_dust_pcg screens

  • Keeping CS Maps Fair

  • My Second Map

  • Doom to Quake

  • My First Map

  • Dust 2 = Cobble?

  • Working from the Core

  • Smarties for Statistics

  • csde_bridge: It's Here

  • csde_bridge

  • Me and Machinima

  • More on Blender

  • Source Modelling in Blender

  • HL2 Panoramas

  • CS:S Tutorials Soon in PC Gamer

  • Coming soon to PC Gamer UK

© David Johnston. All trademarks and trademarked content (such as screenshots) are the properties of their respective owners. Except where noted, all other content is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. Site generated with Hugo.