Affiliates
My name is Edmund Fovargue, aka Rhino and I live in the South West of the UK.

My Interests are video gaming, films, music, modding and level design

I got into level design/mapping first really with CS:S where I just decided to have a go for the hell of it. I ended up making a few small custom maps for CS:S but they where never fully released outside the clan I was with at the time. I also got involved with a small HL2 mod for a very short space of time called BT:MI I think and I made one very small map for them before they sadly closed down due to not enough active team members. Then BF2 came out and after playing it for a few months, when the editor files came out I also felt like giving mapping a shot. I made quite a few small test maps, none of which where released but one did become quite popular inside the clan. Then after word got around DesolatorDan tried out one of my custom test maps and after that I was part of the Terranova mod for BF2. With the help of Dan I made one, pretty simple map for the mod but learned a lot about modding and a lot more about how BF2 maps worked with him.

Some Time later some of my clan members encoraged me to try the Project Reality Mini-Mod v0.2 (was a mini-mod at the time) with them. I had already given it a bash on my own before but when I first tried it I did not like the gameplay at all, back then I was very use to vBF2's gameplay but after playing PR as a team with my clan mates, I saw its full potential and how it was meant to be played. After getting more into PR, playing it on a regular bases and after v0.25 came out with its map pack, and bug fixes etc I realized what the mod was missing and what it really needed. Something to use there littlebird to there full potential as at the time, it was the only weapon that was not from the stock game, that was in game. I ran though a few ideas past a few people, mainly JellyBelly (a clan mate who has helped me out when with ideas etc) and in the end, came up with a map design that we now know as "Muttrah City". As the map was taking shape the PR Dev team became more and more interested, as at the time the only non-stock maps they had where infact BF2 Custom Maps that where made for BF2 and not for PR. Muttrah City however was different as it was being made with PR's gameplay and weapons in mind. In the end I ended up joining the PR Dev team as a normal mapper, and got Muttrah City into v0.3 of Project Reality. With v0.3's release Muttrah turned into a instant classic for PR that will never be forgotten.


A few months after thou the Terranova mod closed down, which I was still working for at the time along with working for PR but with the lack of active Devs etc there was no future for the mod.

Soon After v0.3's release and Muttrah City was final, I brain stormed through a few more ideas. This time being part of the Dev team etc and having there full support, I wanted to go full out on this one. I went though quite a few ideas, but ended up with this idea of a train bridge. Really at the time I didn't quite have an idea for a map layout etc but all I could really think of was a train bridge. I got one of the modelers ([R-DEV]wylb] to model the train bridge which was done in pretty quick time, but then sat there as we didn't have any one to really import it properly. Then matt.b turned up, a community member at the time who looked to have some potential in creating statics who quickly joined the dev team and ended up importing the train bridge, helping me make the first real tunnel in BF2 and also make a bunch of other custom statics for the map now know as "Operation Ghost Train". Operation Ghost Train (OGT) went through a load of experiments of trying out and testing all different kinds of things, most of which where not used but a lot where. In this map I went into huge amounts of detail where I have not in other maps, including ambient sounds by getting sofad, our new sound guy on the dev team to help create a bunch of custom jungle, river and wind sounds for the map. OGT was released with Project Reality v0.4 and was one of the first maps to have the British Forces in. OGT was not so much of a hit at first as Muttrah, as people needed to realize the train bridge was a death trap, and walking across it meant that you have a 80% chance of getting shot . As soon as players started to realize this most have really enjoyed the map as it offers up lots of routes to flank the enemy and also requires I different kind of gameplay where stealth and concealment is a very important.



Now I'm the Lead Level Designer on the Project Reality mod team, directing and developing a wide range of maps and with any luck, I should be updating this site soon with some of my WIP work I'm working on at the moment but I cant tell you about that quite yet.

Hope you like my site and my work!