1. pleasingpixels:

    Pleasingpixels: Ad_swampy, Arcane Dimensions (Quake).

     

  2. Here’s an in-depth look at the design of One Thousand Cuts, by its author Sock. It delves into detail about the design choices & methodologies for this great modern map.

     
  3. animeclipart:

    quakemaps:

    quakemaps:

    In A Forest Of Flesh | Tronyn | Func Map Jam 3 - Zerstörer Theme  | jam3_tronyn.bsp

    The basic design, by-the-numbers gameplay & low detail of the new Machine Games episode really made me appreciate the widely under-reported developments of the last 5 years in the Quake mapping scene. Modern Quake mappers are amazing, and I believe they deserve the spotlight. These shots are all from one map, made by one person. Please take some time to study the astounding level of detail in each one. There’s more to appreciate in this one map than in any of the original “five” episodes of Quake.

    And people say BSP is dead! I really wish more modern game engines like Unity allowed for BSP style workflow. It’s so much more manageable for one person, particularly if you’re not artistically inclined. Yeah, it’s not as “efficient” as static mashes, but the results can look just as nice as shown here.

    …441 monsters, tho?! Ouch. As beautiful as most Quake ultramaps are, they were always exhausting for me to play. I always preferred medium to large maps in the classic id style because you get just enough map, with room leftover for dessert. :p

    Yes, I know what you mean. I rarely even play most single player maps, preferring to noclip around taking screenshots with notarget enabled. But I’m a bit weird!

    Hooray for bsp!

     

  4. softchassis asked: I looked into those colored lighting maps for Quake and it turns out their creator also made a tool that generates them automatically too, dunno if you posted that yet. (quakeone com/forums/quake-help/general-help/4915-quake-map-lit-files html#post60479)

    Haha yeah. that’s the link I posted here a while ago. I hadn’t actually paid much attention to the tool. I wonder if I should run it on the hundreds of maps in my id1 folder… (probably not!)… but yeah, perhaps I should run it on some of my favourites and see how they compare. Thanks for highlighting it!

     

  5. justblackforever asked: What engine are you using? That colored lighting looks fantastic yet faithful to the original game.

    The engine I use is Quakespasm, which certainly does stay faithful to the look & feel of Quake. It supports coloured lighting, large bsps, higher resolutions & other stuff. When I shot the original maps that shipped with quake, I used a special coloured lighting pack. It’s linked in the end.bsp post from a few days ago.

     
  6. quakemaps:

    In A Forest Of Flesh | Tronyn | Func Map Jam 3 - Zerstörer Theme  | jam3_tronyn.bsp

    The basic design, by-the-numbers gameplay & low detail of the new Machine Games episode really made me appreciate the widely under-reported developments of the last 5 years in the Quake mapping scene. Modern Quake mappers are amazing, and I believe they deserve the spotlight. These shots are all from one map, made by one person. Please take some time to study the astounding level of detail in each one. There’s more to appreciate in this one map than in any of the original “five” episodes of Quake.

     
  7. The Underworld | Machine Games | June 2016 | e5m6.bsp

     
  8. The Power Supply | Machine Games | June 2016 | e5m2.bsp

     
  9. The Military Base | Machine Games | June 2016 | e5m1.bsp

     
  10. Dimension of the Past | Machine Games | June 2016 | start.bsp

     
  11. Quake’s 20th Anniversary bonus post: Deathmatch maps!

    The Place of Two Deaths | Tim Willits | June 1996 | dm1.bsp
    Claustrophobopolis | American McGee | June 1996 | dm2.bsp
    The Abandoned Base | John Romero | June 1996 | dm3.bsp
    The Bad Place | American McGee | June 1996 | dm4.bsp
    The Cistern | Tim Willits | June 1996 | dm5.bsp
    The Dark Zone | Tim Willits | June 1996 | dm6.bsp

     
  12. Quake’s 20th Anniversay bonus post: Secret maps!

    Ziggurat Vertigo | American McGee | June 1996 | e1m8.bsp
    The Underneath | Tim Willits | June 1996 | e2m7.bsp
    The Haunted Halls | American McGee | June 1996 | e3m7
    The Nameless City | Sandy Petersen | June 1996 e4m8

     
  13. Shub-Niggurath’s Pit | John Romero | June 1996 | end.bsp

    This post marks the end of this blog’s month-long celebration of Quake’s 20th anniversary! The screenshots were created, as usual, using the Quakespasm engine at high resolution with max anti-aliasing. The original Quake textures are featured in these shots, but coloured lighting has been added thanks to the .lit files pack created by MH because I really like it.

    Stay tuned for some bonus 20th Anniversary posts & more custom maps as usual.

     
  14. Azure Agony | Sandy Petersen | June 1996 e4m7.bsp

     
  15. The Pain Maze | Sandy Petersen | June 1996 e4m6.bsp