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 pricing model (I do own...
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...
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) into different positions to...
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...
Re-Opening After finally finding the time to (hopefully!) come up with an “Impressum” and a “Datenschutzerklärung” for a simple private blog, I decided to re-enable the WordPress site again. I also added another category to the menu (see top right) with Quake,...