Not having posted for a while doesn’t mean I’ve given up on my map, it’s just that life is keeping everyone busy. In the clip above you can see how I set up 32 individual func_train entities, each connected to…
Quake Mapping: Fire, Water, Squish Map Update
As Covid is keeping many of us busy, it’s been a while since the last update. There’s been a bit of progress with my Quake map, so here are some screenshots for you to look at: Through the “windows” you…
Happy New Year (and a bit about terrain generation for Quake 1 maps)
Another year has passed and now we’re here in 2021, all hoping to get back to a more normal life sometime this year. Anyway, over the holidays I’ve spent a little more time working on my upcoming Quake 1 map,…
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…