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Blog Category: Mapping

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

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 thinner textured walls (the blueish...
28. November 2020
  • Gaming
  • Mapping
  • Quake
Quake 1 Mapping: Multiple moving func_door entities connected to a single button

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...
24. November 2020
  • Gaming
  • Mapping
  • Quake
Quake 1 Mapping: Some more information regarding func_train and lighting

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) into different positions to...
19. November 2020
  • Gaming
  • Mapping
  • Quake
Quake 1 Mapping: func_train and what’s possible…

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 kind of massive “chain” constantly...
9. November 2020
  • Gaming
  • Mapping
  • Quake
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