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Photography, software development, Quake mapping and other stuff

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Quake 1 Mapping: Rotating Brushes

Quake 1 Mapping: Rotating Brushes

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 🙁 What does exist is the Scourge of...
18. December 2020
  • Gaming
  • Mapping
  • Quake

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, was Blender in combination...
8. December 2020
  • Creativity
  • Gaming
  • Maker
  • Mapping
  • Quake
  • Uncategorized
Look what I’ve found…

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.
4. December 2020
  • Gaming
  • Mapping
  • Quake
Partial logo for my new Quake map “Fire, Water Squish”

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 pricing model (I do own...
1. December 2020
  • Creativity
  • Gaming
  • Image Editing
  • Quake
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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