These are some more recent, presentable examples of work I've done.
Prey
Hexen: Edge of Chaos
Doom3
Team Fortress 2
Quake
Before the MultiPrey community was wiped out I began designing some levels for it, but couldn't finish anything in time to try to save it. I had another level that was in beta - unfortunately, my previous host is gone and the thread at 3DRealms' forums has been lost. These are more recent works I've done.
1/25/08 - Small update with pics.
This map was started on January 18th, 2008 and is a WORK IN PROGRESS. I am currently modifying it, making changes, balancing things, etc.
DM_Overgrowth is my most recent Prey map. It's set on part of a space station that has been overgrown by some sort of alien cancer thing. I liked the idea of a research station experiement gone wrong. It's a gravity map with two distinct floors - the normal metal floor or the overgrown alien cancer floor. The alien cancer has some sort of energy capsules sticking out of it, quite possibly why it started growing too fast in the first place.
Currently in beta, and probably won't get much farther than that because I don't have anyone to test it with.
This first map took me less than a week to make. It was more an exercise in layout and use of portals. It is a straightforward, small duel map with no gravity effects, only two sets of portals that warp to either end of the map. I had a really good time experimenting with textures, themes and curves, and ended up with a mostly red/orange level with some strategic blue for a "pop" effect. Never really finished this one, but perhaps someday I'll get around to reinvigorating MultiPrey.
My goal with this level was just to get a small, moody level that had an interesting setpiece and decent lighting. For an hour's worth of work, I don't think I did all that poorly.
Dropped EoC map
This was a level I was in the process of designing which for the Hexen: Edge of Chaos mod for Doom 3. The level has since been dropped from the mod, as it was decided that the mod needed to start fresh with level design. (Every level in the mod, not just this one, was dropped.) The setting is supposed to be a deep underground iron refinery that sits above a lake of lava. Energy is drawn from the lava pool and funneled upward to a big city carved into a mountain.
Unnamed Doom 3 map
I started this map a few weeks before I became completely bored with Doom 3. It started off rather interestingly, but as time went on Doom 3 seemed less and less attractive, and ultimately my work on this map ended up unfinished. I like the look of the map though; It's not every day you see bright yellow Doom 3 map. It was meant to be single player, and I even went so far as to put a zombie in the map in some shadows (which I totally forgot about when I went to take these pics, and it scared the crap out of me.) Even so, the map never got very far. Many parts of the map don't even have walls or ceilings yet.
Frankly, I'm surprised I still have this on my hard drive.
Unnamed TF2 Map
The first map I started for TF2, which ended up turning out pretty bad for a number of reasons. I had to re-learn Hammer after using Radiant for a couple years, on top of learning how to map for TF2. I wanted to make a city of industrial buildings that all blended together into one backdrop. Soon after I started this map, I noticed that Source did not like to work with my GeForce 7900 GTO, and I've had a lot of problems, especially with lighting and textures (a lot of the map shows up as purple, and I have no idea why.) Stray polygons will sometimes clip through the entire level, wall-faces will "peel" off and show the outside of the map, etc.
The map was supposed to have 3 control points, one in front of each team's base, and one in the middle of a neutral factory building which was beginning to crumble. I wanted to make pieces of wall broken and falling, giant holes that players could run through, and so on. It was also supposed to take place at night during a full moon, but I think that the direction I was taking the map didn't fit in with TF2. It turned out a lot darker and HL2-ish than colorful and TF2-ish.
My body of work for Quake is mostly speedmaps and community projects. I ran Quake speedmapping every weekend for around a year or so, and have participated in and helped organize a number of Quake community projects (including Contract Revoked: Lost Chapters, a very high-quality map pack with Quoth monsters/weapons.) The speedmaps aren't really worth looking at, but previous maps by me might be. Below are links to some reviews of maps I've done. (All of my work is under the name 'Zwiffle'.)
Review of Quake Winter Mappack 2005-2006
Review of 1000 Brush Competition
Review of Contract Revoked: Lost Chapters
Review of QExpo 2006 Turtlemap Event