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💜🦊Auroras Portfolio🦊💜

I've been tinkering with various editors since high school such as source(counter strike), forge(halo), and weland(marathon). Not all my maps have had art passes done, but I'm still pretty happy with how most of them have turned out. Some examples can be seen below! To see more click the MAPS header above.

I first started tinkering with game modes in Halo 5 via the in game scripting and then expanded to using LUA(Marathon Markup Language) to write modes for Bungie's old Marathon titles via Aleph One. Recently I've also started learning Megalo and writing modes for Halo Reach. These are some of my favorite things I've worked on and I've slowly been learning unreal to learn newer tech and expand some of them to a newer engine! Lists of modes and more information can be found by clicking the GAME MODES header above 

The summer before I started college I had a bunch of free time and decided to make a texture pack or two or uh 29(i think) for Team Fortress 2. I was sad that the paints available in game to paint cosmetics couldn't be used on the base player models so I created full variants of every paint for every character so players could play with whatever two team colors they wanted! Unfortunately once matchmaking was added and more servers started running with sv_pure enabled custom textures became less popular. This project absolutely could have been done better and a good amount probably could have been automated, but I'm still proud of how it ended up since it was my first major project. A page with some example screenshots and the ModDB listing can be reached by clicking the TEXTURES header above

This page exists for sharing documentation on how to setup a few of the modes I've helped create in Halo 5. Documentation can be seen by clicking the DOCUMENTATION header above

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