Work in Progress: What are you mapping?

Just finishing up the geo & detailing work of a new DM map - Iron Foundry (still have to do lighting, don't worry those interior light shots are not final :p)

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I'm new to Quake after rediscovering it this year. I played the shareware in '96 but settled on Duke 3D instead (sorry!) Now I'm totally blown away discovering what you've all been up to for the last quarter century, and have been working my way through some of the back catalogue over the last few months. Absolutely amazing stuff, although I'm a terrible player, I don't have the reaction time anymore...

Anyway, thought I'd give Trenchbroom a go as I used to love mapping back in the day for Doom and Duke 3D but I've not done any since '97. Here's a work in progress, it's based on this concept art and not really a Quake level as such (it's too detailed), but I'm using it to learn the tools and practice lighting. I have a long way to go but having fun with this, looks like a new hobby as I enter my latter years!


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I suck at committing to working on big stuff and end up hitting a wall since I go into things without a plan but this particular map is something I keep coming back to add small things to it. The newest part of this map is the staircase which was inspired by some of the episode 4 staircases in the main campaign.
 
I'm experimenting with full-colour textures and organic shaped rocks (using OBJ2MAP and converting from .OBJ models). I'm liking where this is going but currently there's too many triangles: need to optimize! Lightmapped with ericw tools using dirt (ambient occlusion), bounce lights, and phong shading. Looks pretty nice I think.

(Ignore the texture resolution differences between the rocks and the floor, eventually this will be made consistent.)


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So I messed up my newbie effort for the brutalist jam (shown above) and had to abandon it. Here's something a bit different instead, a little doodle experimenting with using the Quake engine for a non-combat experience with finer geometry and higher resolution textures. All the textures here are by @Makkon but at a 0.125 scale to increase the pixel density. The image is based on the entrance to the park in the Percy the Park Keeper books which my three year old currently enjoys! :)

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Well at least it's supposed to be the remix of the HL Gasworks DM quite famous map. Turned these 3 gas towers into medieval towers (on the screenshot there's only 1 of them, other 2 are in the works), then added a lilbit of elevations & columns into originally empty rooms, and changes got slightly off hand...
*To be fair there's nothing interesting. Just wanted to bump the thread :)
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Hi everyone, here is a draft of the cr8 map, if anyone wants to test it, go for it.
You can mail your bug reports to maikfranzxaver@gmail.com or just leave them here.
Have fun!


EDIT: Better download link here w/o login:

Heya. @MaikFranzXaver What happened to that cr8 map? I was among those who playtested it :) It felt already finished - just a lilbit of tweaks & additions and good to go. Just can't forget that map to be honest. Jump boots were put in great use in there
 
Goodness me! Breathtaking and beautiful. Only having a 'Like' reaction on here just isn't enough. Every time I try to make my own doodles like this in Quake, I give up because it feels too unrefined for the visions I have in my head. Once again you've shown how it should be done, and it's exceptional. Thank you for sharing.

Is this in Quake scale, and therefore "playable"? I'd love to just wander about there and soak it all up.
 
Goodness me! Breathtaking and beautiful. Only having a 'Like' reaction on here just isn't enough. Every time I try to make my own doodles like this in Quake, I give up because it feels too unrefined for the visions I have in my head. Once again you've shown how it should be done, and it's exceptional. Thank you for sharing.

Is this in Quake scale, and therefore "playable"? I'd love to just wander about there and soak it all up.
thank you! it's quake scale, so you can run around in it. it's currently pretty empty with not a lot going on though. I'll likely include it in the map example files for the next texture wad update
 
More experiments with higher resolution true-colour textures. These are from Makkon's stone wad with a texture density of 0.25 -- so four times more detailed than normal Quake textures. I'm not sure if I'd use this in a playable level, or if it's jut an art experiment... Source ports on modern PCs are more than capable of shifting tons of these higher density textures, but I get the impression most players still prefer Quake's original chunky pixels.

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