User profile

Riven

Wuch ya look'n at?
super admin
Registered:
Mon May 2nd 2005
Website:
http://www.playingarchitecture.net/
Last seen:
Fri Mar 14th 2025
Location:
Austin, Texas, USA
Occupation:
Architect
Steam profile:
76561197963460081
Logins:
1
Snarkmarks:
1266
Forum posts:
1640
Profile views:
2272

Profile

The Pit could definitely be considered my first home on the web. Back in 2005, this site boasted one of the most responsive and active mapping communities on the internet, and its focus on Half-Life and Source engine level design would curve my interests for years to come.

I eventually made my way to architecture school graduating, moving to Austin, Texas and working on establishing my career there as an architect. Admittedly, mapping has completely escaped my concerns as the quotidian business of life carried me off to new enterprises, and connections.

While life has a way of chamfering one's interests and efforts, it's hard to let go of core values, and mapping and game design have always remained part of my ambitions. Finding ways to integrate those principles into the world of architecture has continued to be my life's passion. So needless to say, my connection with the Pit, mapping, and Half-Life have remained with me and represent a connection with a community that I recall fondly and am proud to be a part of.

My wish is that the Pit offers at least as much to you, and thank you for taking time to check out our little corner of the internet. As always, happy mapping!

-Riven
Owner of The SnarkPit
(Last updated on 03/19/2022)

Maps

4
This is my second map for the source engine, It was designed for the purpose of fast gameplay in mind, which deathmatch does deliver. The purpose and sense of the map is just another scene in City 17 that has become under control of civil protection...
I am open to all criticism, which i know the people here really dish out. I would like that, so please give me some harsh comments. The latest update presents some screens of the final stages for the map.....enjoy!
4.666666666
Beta
This Portal map is an attempt to inspire others for the upcoming SnarkPit mini-competition. This is my first attempt at a Portal map, and I'm using it as a learning experience in order to promote community created puzzle maps. This genre isn't new, but the style for it is. I aim to replicate Valve's style as best I can in order to show how easy it is to build a Portal map!
4
Abandoned
This short single player mod was supposed to incorporate quite a bit of custom content, unfortunately steam decided to erase all of my content under its folders. It is completely erased. It was a short adventure from your apartment in the city, and down a block to pick up some flowers for your girlfriend. There would be no fighting or shooting whatsoever. In fact, i created it to sponsor a new kind of environment, a living environment, where nothing was wrong, there would be no convient destructed obstacles to keep you from the edge of the map. Instead, it would have living streets, with interactive people walking down the sidewalk, much like the gta series, but in Source. there would be cars, and city ambience. You would have gotten to see a wreck between some cars and a police chase occur right in front of you. The story would be straitforward, but the interactivity would compensate for that. So, here is a look at what you all would have been able to play in the following months with no thanks to steam.

Articles

Interview with Spencer Rose

in General » Interviews

An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there. This is series entry #8 with Spencer Rose (RabidMonkey).

Interview with Jon Rickenbacker

in General » Interviews

An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there. This is series entry #7 with Jon Rickenbacker (Orpheus).

Interview with Jefferey McDowell

in General » Interviews

An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there. This is series entry #6 with Jefferey McDowell (Muhnay).

Downloads

Random Radio Barks

in Half-Life 2: Episode Two » Prefabs

This is an example map to showcase the Source engine's capabilities for performing random 'barks' from a seemingly simple radio transmission. There are a total of three barks meant to be played in succession over one another at random intervals without repeating until all are played. At the player's response, the barks are to cut off and respond appropriately, ultimately unlocking the door and resuming back to the background static noise. This is all achieved through the use of a logic_timer, logic_compare, and logic_relay. NOTE: the sounds do not start until you walk up onto the raised area.

sliding doors(2-way directional)

in Half-Life 2 » Prefabs

These doors slide back into the wall first, THEN slide open, parting from one another like regular pocket doors.

Abandoned Inspiration (photos)

in Source (Generic) » Textures

These are a collection of over 450 photos taken by someone else, from a latent online portfolio over four years ago. The collection was so good, I downloaded them all and am uploading them here. If you need "Abandoned Inspiration" for mapping, these should help! (file is 18.6 MB)