While working on my recent map, I also looked into the possibility of having rotating brushes (in Quake 1), but unfortunately no such thing is possible when the map has to be compatible with the original Quake 1 đ What…
Opening or converting Quake maps in different apps
I spent the last couple of days on and off trying to find a solution for opening/exporting/importing Quake (1) maps. Some software, such as AC3D only support Quake 3 files, so that didn’t work for me. What did work, though,…
Look what I’ve found…
An old multiplayer map I started to build ages ago. Have a look on the corresponding page, if you like.
Partial logo for my new Quake map “Fire, Water Squish”
I am currently changing my photo and image editing software from Adobe Photoshop to Affinity Photo recently (well, actually this is a process that needs a bit of time), as I got fed up with Adobe’s Creative Cloud and their…
Quake 1 Mapping: “Damaged” or “Aged” Architecture
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…
Quake 1 Mapping: Multiple moving func_door entities connected to a single button
Another room from my upcoming map “Fire, Water, Squish”. The initial idea of the sliding floor (as originally seen in DM2: Claustrophobopolis) somehow didn’t seem enough. To make it visually more interesting I decided to add some more moving elements…
Quake 1 Mapping: Some more information regarding func_train and lighting
Following up on my last post, I wanted to provide you with a few more thoughts and details. As you can see in the editor screenshots, I put the individual func_train entities (for the moving chain segments and the lift)…
Quake 1 Mapping: func_train and what’s possible…
Most of you who are interested in Quake 1 mapping will have come across the func_train entity at some point. I also used to know about it, but until recently never thought whether it would be possible to build some…