Work in Progress: What are you mapping?

Progress on my Reliquary map. Experimented with the visuals and a few prefabs this weekend.
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Yeah, I thought someone might be curious!

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In the screenshot I posted before, there are 2 halves of a tube brush bobbing in opposite directions (-1 and -2) with a 0.01 wait time. A full bob cycle in a small fraction of a second. But only two halves bobbing like that left a gap in the middle. Couldn't see it above 60fps, but at 60fps or lower you could start to see the two brushes separately, and the illusion was destroyed.

I have since added two more brushes bobbing at half the distance (6 instead of 12) to fill in the middle and make it look better at a lower FPS. Now, even at 10fps, there's no split between the brushes. Looks more solid. I also shifted the textures around on the brushes a bit to make it look a little less uniform.

60fps
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10fps
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I also added a clip brush to prevent it from shaking you senseless when you stand on top, but also a hurt trigger on the top and sides so the electric fence actually hurts (but only 1 damage, as a deterrent but not too big of a hazard).
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I guess u expected such question :) How did u make those blinkin laser fences? Very fast plats?
 
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Been tinkering away at this one for a few months now. I work on it for a few hours here and there between other stuff. It has a loose story about infiltrating a heavily fortified stronghold deep in the swamps of another world to retrieve a rune. Player starts in the swamps just outside of the stronghold and must weave their way through cave tunnels and knee high muck to reach their destination, followed by a frantic ascent through the structure leading to a large, vertical exterior area riddled with broken walkways and hidden caves, all focused around a distant tower branching off of the main stronghold that contains the rune. Here's some screenshots of the blockout so far:

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^ Starting room. Player spawns just below camera position.

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^ Early encounter. Starts from base of central structure, leads to button at top of "tower" that opens the door at the bottom right

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^ Large exterior silver key area (very unfinished)

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^ Top down view of entire level so far. My ambition on this one might be a bit out of hand, but it's fun, so whatever
 
Been tinkering away at this one for a few months now. I work on it for a few hours here and there between other stuff. It has a loose story about infiltrating a heavily fortified stronghold deep in the swamps of another world to retrieve a rune. Player starts in the swamps just outside of the stronghold and must weave their way through cave tunnels and knee high muck to reach their destination, followed by a frantic ascent through the structure leading to a large, vertical exterior area riddled with broken walkways and hidden caves, all focused around a distant tower branching off of the main stronghold that contains the rune. Here's some screenshots of the blockout so far:
Looks awesome so far. Hope this gets released in some form eventually
 
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I've got a lot of experience with BSP under the Source engine, but Quake and Trenchbroom are all new to me. I'm building what is turning out to be a pretty large level as a way to learn the tools and encounter design. It's a mix of base and desert temple themes.
Nice screenshots, and welcome to Quake! I like how there seems to be an angled support motif in both sections.
 
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Working on a map that's Mirror's edge Inspired? Became very ambitious at the start but I ended up scaling it down until it became more manageable to finish. Hopefully I can finish in time! Just blocking out the whole map atm
 

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