Quake 1 Mapping: “Damaged” or “Aged” Architecture

Quake 1 Mapping Screenshot
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As part of the map Fire, Water, Squish I was trying to achieve a damaged and/or aged architecture look in some places. Basically I built it around the idea of having a solid “stone” core within the walls, covered by thinner textured walls (the blueish standard texture used throughout the map, DM4 style).

You can see the areas of the map where I tried to go for the look in the screenshots below.

Quake 1 Mapping Screenshot
Example of a wall with bits broken off
Quake 1 Mapping Screenshot
Example of a wall with bits broken off
Quake 1 Mapping Screenshot
Example of a corner column with broken bits
Quake 1 Mapping Screenshot
Example of a corner column with broken bits

The things to keep in mind is not to twist, turn, shear etc. your blocks too much, otherwise you’ll run into problems with qbsp when compiling your map. Also make sure that you use clipping brushes where appropriate, e.g. the larger columns in my last two screenshots are “inside” a large clipping brush to prevent players from standing on the jagged edges of the columns, not intended for multiplayer deathmatch.

In my opinion, this is a nice approach to make the maps visually more interesting compared to the boring repetition of long walls with the same texture. Of course there are also other options that I’ve been using within the map, so I tried to go for a good combination of different ideas here.

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tim

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