This page contains links to all the mods I’ve finished and released to the public, while some of these were made when I had far less knowledge of the games I was working with and can be incredibly janky, I find it important to acknowledge their existence, so I’ve collected them all here in one easy location.
This list is organised from newest to oldest, with the titles linking to a previously released mod source, usually GameBanana or the Steam Workshop.
A port of the first stage from Sonic Heroes into the Xbox 360 version of the Sonic The Hedgehog (2006), made almost entirely out of spite due to a lazy texture swap reaching the Featured Tab on the ’06 GameBanana page. This proved to also be a good test for our XNO code and the bodged to hell importer I wrote that SOMEHOW worked.
A lot of work done for Glyphic Canyon was also reused for this, which helped speed things up in the development process.
A port of the second neutral stage from Shadow The Hedgehog into the Xbox 360 version of the Sonic The Hedgehog (2006), this was a project that was actually finished relatively quickly, except for one element that stalled everything for a long time, before finally being resolved in a way I deemed “good enough”.
More of a test of the Terraria 1.4.2 Resource Pack system than anything, swapping out the game’s soundtrack with various songs from the Shantae games. A full track list can be found on the Steam Workshop page linked in the header.
A very quick and small hack of the RocketDude mutation introduced to Left 4 Dead 2 in The Last Stand update. This mod makes it so that the mutation can also be played in Survival Mode. This is probably really unbalanced and impractical, but potentially fun.
I also don’t think this works at this point, and I’m far too lazy to bother fixing it.
A port of the first zone from Version 2.2 of Sonic Robo Blast 2 into the Xbox 360 version of the Sonic The Hedgehog (2006), this was a project that took a large amount of work over the span of a year (although work on it was very on and off as the ’06 modding scene matured). A detailed write up of the development process (written from memory and looking through my old screenshots and Twitter posts) can be found here.
An addon modification without the cosmetic flowers (referred to as Greenflowerless Zone) was also made, as the normal version freezes at the start of Act 2 on real Xbox 360 hardware. This version may also help slower computers run the stage on Xenia.
Cleaned up 3DS Max 2018 projects, alongside some very hacky code for programs that aided the development of this mod, can be found here.
If you’re curious how the old attempts at this port (based on the Version 2.1 revision of the zone) looked, I’ve managed to dig up an old 2019 build.
A very small layout mod for Sonic’s Wave Ocean in Sonic The Hedgehog (2006), the general layout of this stage mod was slapped together in about a day, mostly to demonstrate the updated SET Editing Tools, allowing for advanced functions such as grouping and event activated entities.
A custom stage for the PC version of Sonic Forces, using the terrain from all three segments of Tropical Jungle from Sonic The Hedgehog (2006) and essentially reimagining them into a stage for the Avatar character’s gameplay. A Twitter thread of various in development screenshots and rambles (alongside my frustration at cameras) can be found here.
A very tiny lighting and texture edit to Wave Ocean in Sonic The Hedgehog (2006) to make the stage take place at night time, using the lighting data and skybox model/textures from the second cutscene in Sonic’s story.
This has been made pretty much redundant with the existence of the Encore Lighting mod, which changes the time of day for every stage in the game, Wave Ocean’s change in that mod is basically identical to this one’s.
A silly, completely useless little mod which simply exploits the dynamic bones system in Sonic The Hedgehog (2006) (designed to make Sonic’s quills more realistic) to make every single bone on all the player models dynamic, causing them to flop around all the over place in silly, nonsensical ways.
A port of the Westopolis stage from Shadow The Hedgehog to the Xbox 360 version of Sonic The Hedgehog (2006), this mod was mostly made as a serious attempt to put together a level mod for Sonic ’06, as Greenflower was still mostly being used as a test bed at this point. All the object placements in this map were manually typed in using coordinate data presented by HeroesPowerPlant, with Ring positions (sloppily) estimated.
This project also led to the effort to recover and publicise some old private MaxScripts for handling spline data.
A small mod which replaces the Soap Shoes for the Avatar character’s customisation system in the PC version of Sonic Forces with the Custom Gem Shoes from Sonic The Hedgehog (2006).
Due to how the textures for the shoes are handled in ’06, I had to rather sloppily colour them myself, leading to a rather messy fade between colours.
A silly little project inspired by Mods like Metroid Prime – Google Translate Edition & old bootlegs like Pokémon Vietnamese Crystal. Using the Google Cloud API’s free trial, I was able to translate every piece of text in ’06 thirty-five times to severely mangle all the text in the game.
Due to how I translated things, there ended up being a LOT of dollar signs as well as random Ns and Fs due to me never removing the $ placeholders and new lines/new textbox characters, which kinda added to the silliness in the end.
I would eventually update this mod almost two years later to finally clean up its presentation, sorting out the mid word linebreaks and fixing up some other minor annoyances that weren’t part of the humour of the translation itself.
A very small mod that replaced all the Xbox 360 button icons in Sonic The Hedgehog (2006) with the equivalent Xbox One button icons from Sonic Forces.
A small, custom layout for the third section of Tropical Jungle in Sonic The Hedgehog (2006), the initial goal with this (besides creating a layout for a section Sonic never visits), was to serve as a proof of concept for the SET Editing Tools we had at the time. At this point, object templates were all created manually and added when I needed them, rather than being auto generated thanks to figuring out various file formats.
This is also one of the few Sonic ’06 mods that I actively provided a PlayStation 3 version of.
A port of the first act of Greenflower Zone from Version 2.1 of Sonic Robo Blast 2 to the GameCube and Xbox versions of Shadow The Hedgehog. This mod was created mostly as a way to experiment with Shadow The Hedgehog, as I felt like the support in HeroesPowerPlant felt like an afterthought and wanted to see if it was useable.
Development of this started on my actual Xbox, before I changed my focus to the GameCube version, as it was easier for me to test the mod on Dolphin than it was for me to FTP it to my Xbox each time.
I did initially plan to make a PlayStation 2 version of this mod, but all of the files in that version are packed into one large archive on the game disc, which I did not feel like dealing with at the time.
A custom stage for the PC version of Sonic Forces, using the terrain from Glyphic Canyon from Shadow The Hedgehog and essentially reimagining it into a stage for the Tag Team gameplay.
This stage was primarily created as an entry into the Sonic Hacking Contest alongside Lava Shelter and was only really made thanks to me finishing Lava Shelter far ahead of schedule.
A custom stage for the PC version of Sonic Forces, using the terrain from Lava Shelter from Shadow The Hedgehog and essentially reimagining it into a stage for the Avatar character’s gameplay.
This stage was one of the ones that, even at the time, I knew I was half-assing by the end, with the branching path used for the Dark Mission getting very little care in design.
A small mod which replaces the first pair of glasses for the Avatar character’s customisation system in the PC version of Sonic Forces with Lilac’s headpiece, using the model from the demonstration mod from the A Hat in Time workshop.
The main difficulty with this was making the specular mapping look decent, due to me not understanding how the hell PBR maps in Forces work.
A port of the Spider Complex map from the multiplayer mode of Metroid Prime 2: Echoes to Killing Floor 2 as part of my unfinished project to port all six maps from said multiplayer mode. Spider Complex used a few very sloppily set up teleporters to “emulate” using the Spider Ball tracks to ascend to the higher parts of the map, leading to tacky invisible walls to prevent ZEDs from walking off the platform and back into the teleporter in an endless loop.
This would be the last map I released for Killing Floor 2, before my frustrations with its editor grew too great to work with. The later addition of paid DLC weapons souring me to the game also didn’t help with my motivation to try and finish the project.
A port of the Crossfire Chaos map from the multiplayer mode of Metroid Prime 2: Echoes to Killing Floor 2 as part of my unfinished project to port all six maps from said multiplayer mode. For some reason, I decided to completely change the mood of this map, by replacing the day time lighting from the original game with a dark, moody night time lighting setup, which, as it turns out, may have been TOO dark in some cases.
A small mod which replaces the Football Helmet for the Avatar character’s customisation system in the PC version of Sonic Forces with Megaman’s helmet, ripped from the model from Smash 4.
A port of the Shooting Gallery map from the multiplayer mode of Metroid Prime 2: Echoes to Killing Floor 2 as part of my unfinished project to port all six maps from said multiplayer mode. Unlike my other Killing Floor 2 maps, this one USED to contain collectibles in the form of breakable Phazon Canisters (if my memory serves me correctly), however I removed them in an update due to them serving no purpose and due to the collect sound being STUPIDLY loud.
A very small set of edits to the object layout for the Casino Forest stage in Sonic Forces. This mod was an attempt to improve the original layout by adding unused elements and changing things around to try and make the stage more engaging to play. For a while after releasing this I worked on a few more Revised layouts, but found that working on them felt restrictive; plus, some of the changes I was making were completely asinine. In the end, I felt it more interesting to make proper stage mods, rather than simple layout tweaks.
A custom stage for the PC version of Sonic Forces, using the terrain from Wave Ocean from Sonic The Hedgehog (2006) and essentially reimagining it into a stage for the Avatar character’s gameplay. This was my first big mod for Sonic Forces and it shows; there is a lot of poor design choices (both in terms of gameplay and in terms of internal organisation).
I did work on a from the ground up remake, but ended up scrapping it around a 90% (possibly higher) completion state due to being completely unhappy with how it was turning out. Sadly, the files for that version are long since lost.
A tiny modification to the Iron Fortress stage in Sonic Forces which simply removed the stage’s out of the blue autoscrolling section, while also breaking a camera right after it somehow.
My first small cosmetic mod for the Avatar character’s customisation system in Sonic Forces, replacing various cosmetic items with the stereotypical Free to Play items in Team Fortress 2; the Ghastly Gibus, Pyrovision Goggles and Mercenary Badge.
This was originally planned to be updated into a general Valve Cosmetic Pack, but I never ended up making that.
A small sound mod which replaces the Achievement Unlocked fanfare in Team Fortress 2 with the Extra Life sound from Sonic The Hedgehog 4.
For some reason, the upload of this on GameBanana only had the wav file, rather than a folder structure or a VPK. This upload has been packed into a VPK instead.
A port of the Sidehopper Station map from the multiplayer mode of Metroid Prime 2: Echoes to Killing Floor 2 as part of my unfinished project to port all six maps from said multiplayer mode. This map is actually based on my earlier Half-Life 2: Deathmatch version of Sidehopper Station, recreating most of the brushes from that version in the Unreal Editor used for Killing Floor 2.
This was the first thing I made with the KF2 SDK and it shows; with poorly aligned and scaled textures and a complete lack of blood splattermaps (as they don’t work on brushes). I did plan to make a version of this using the original Metroid Prime 2 terrain (hence the Steam Workshop upload having a Legacy tag), but never got around to it before losing all will to work with Killing Floor 2.
A completely original map for Left 4 Dead’s Survival Mode, designed as a (rather small) manor. This map, in hindsight, has some very questionable design, such as brush based doors that can easily be jammed and an overall rather cramped design, but hey, I liked it enough to put it in my Twitter header apparently!
The GameBanana upload of the Left 4 Dead 1 version was apparently also never actually packaged into a VPK for some reason?
A model mod for Team Fortress 2 which replaces the Engineer’s Wrangler weapon with an Atari 2600 joystick. This came about thanks to me being bored in collage and toying around with 3DS Max, before modelling a copy of the little Atari 2600 joystick key chain. Once I did that, I decided later on to drop it into TF2.
An original map layout for Half-Life 2: Deathmatch, based loosely on Chemical Plant Zone’s appearance in Sonic Generations. This is another of my maps that really shows that my design philosophy usually devolves to “Throw brushes at the wall and see what sticks.”, usually revolving around a central area.
According to the GameBanana page for this, I made it within the span of 24 hours?
A port (recreation?) of the Sidehopper Station map from the multiplayer mode of Metroid Prime 2: Echoes to Half-Life 2: Deathmatch. This was mostly made as a way to try and rebuild a mesh based map as a brush based one, while also messing around with gimmicks such as (admittingly slightly sloppy) recreations of the Kinetic Orb Cannons found in the original map.
This map’s rather alarmingly high filesize mostly comes from the music packed into it, as they are all uncompressed WAV files.
A small model and sound mod for Left 4 Dead that replaces the Desert Eagle weapon with an NES Zapper. If I remember correctly, something to do with the Desert Eagle in the SDK Tools were actually completely broken at the time (and might still be) so I ended up using the Pistol animations and files instead.
A port of a map from the bizarre versus mode from Revelations 2012 to Left 4 Dead 2 as a survival map. As Revelations 2012 also runs on Source (pretty much the same version of it as Left 4 Dead 2 does) I could just decompile it with BSPSrc, spend ages copy and pasting material and model files over before scattering items around and slapping together a nav mesh.
A project that was designed to recreate all the acts from Sonic 3D Blast as survival maps for Left 4 Dead 2. The original Green Grove for this (present in the pack as Throwback Grove) was originally designed as way for me to learn how to use Hammer, although it took me a while to actually decide to release this. Originally I just released Green Grove on its own, then Rusty Ruin, then Volcano Valley, before deciding to forgo the individual zone releases and compile them into one big pack, although these Legacy versions are still available on my Steam Workshop and here, with Green Grove and Rusty Ruin containing unique mirrored and icy variants.
If my memory serves me right (and looking at the VPK implies it is), I never actually finished the full set of acts, with things like Spring Stadium Act 2 being missing from the pack, I don’t believe I still have a version of the pack with a prototype SSZ2 in it though.
Due to filesize limitations on the Steam Workshop I split the pack into four addons, with the music kept in separate, optional addons, though the download provided here has all four parts together.
A port of the Meadow Match Zone multiplayer map from Sonic Robo Blast 2 to Team Fortress 2 Classic‘s Deathmatch mode, frankly I’m not sure why I made this? I think I was just bored one day and decided “screw it why not?”.
A recreation of Green Grove Zone from Sonic 3D Blast in Sonic Lost World, using modified versions of the terrain from an early version of the Left 4 Dead 2 map.
This mod was made at a point where I didn’t understand even the basics of Lost World modding (not that its really gone anywhere since…), so the most basic of shit is broken or sloppy, but it seemed well received at the time, if only for being kind of explorative in contrast to Lost World’s usually rather restrictive level design.
I also didn’t know about ACBInjector (or it didn’t exist at the time), so the music changes involved repacking the entire AWB, contributing to this mod’s hefty size for a single level.
The original 1.0 release, which only contained Act 1 with a different layout, may or may not be lost to time at this point, as I probably overwrote it on my old Mega account with Version 2.0.
A small sound mod for Team Fortress 2 which replaced the hitsound with the Windows 9x error sound and the killsound with the Windows 3.x startup sound. Due to how I set this up, I ended up needing to include an image showing what the pitch settings need to be set to.
A port of a map from the bizarre versus mode from Revelations 2012 to Left 4 Dead 2 as a survival map. Like with the later Forest map, the creation process for this was mostly copy and pasting assets, thanks to both games running on very similar builds of the Source Engine.
A small music pack I made for Left 4 Dead 2, replacing various music tracks with ones from the original two Oddworld games, partially made thanks to the Oddysee Slog music being PERFECT for Tank music, everything else just kind of evolved from it.
As a sidenote, how the hell are you meant to represent music mods on something like the Steam Workshop?
My first “real” map for a Source Engine game, Sppoku (sometimes mis-misspelt as Spokku) is a very, very messy “port” of the stage from the ancient SRB2 Halloween demos (from 1999!), done mostly through a very broken Doom to Quake Converter. This map has everything, broken terrain, broken pathing, nonsensical layout, poor item placement, the whole works! Still, Sppoku eventually led to me making Green Grove to better learn how to use Hammer, so it has its place in my mapping history.
The name (which is now a bit of a meme in my friend circle) is simply an incredibly butchered spelling of Spooky, where I somehow managed to put two Ps instead of two Os and put a U instead of a Y. How I managed a failure like that is something I still can’t quite figure out to this day.
I keep forgetting about this, apparently Meadow Match was the first thing I released on the Steam Workshop? At the time I didn’t even know how environment lights worked until someone told me, so I’d tried rather poorly to light the map by spamming point lights everywhere….