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Quake Level [WiP]

  • Daniel Nilsson
  • April 28, 2015 at 3:53 PM
  • Daniel Nilsson
    • April 28, 2015 at 3:53 PM
    • #1

    Hi!


    I've started working on a Quake(yup, the old original classic) level. I think it's got a good flow and that Q1 feel, but would love some more feedback. Graphically it's a bit barren at the moment but I'll work on it, lighting haven't really got any love yet either. But as it says in the title, it's a WiP.


    Here's a link to the current build (2015-04-28): https://www.dropbox.com/s/4usbs213q99egv3/daniel.bsp?dl=0


    And here's a quick playthrough:

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    As for engine/sourceport, I would suggest playing it in Quakespasm (link: http://quakespasm.sourceforge.net/download.htm)

  • Sjonsson
    • April 28, 2015 at 4:45 PM
    • #2

    CooL! If I get time over and remember I'll check it out this weekend!

  • FRAG
    • May 5, 2015 at 3:27 PM
    • #3

    Awesome to see a Quake map! I have a few questions.


    • What editor have you used to create your level and how are you finding it?
    • How long has this level taken you so far?
    • Any pre-production involved?(initial sketches etc)


    From the video the level has that nice classic Q1 look and play to it, will have to give it a go!

  • mjens
    • May 6, 2015 at 5:01 AM
    • #4

    Ah, Quake 1, memories <3


    Isn't that awesome that there are people that still make levels for Q1? I'm really waiting for TB2 to be released and I want to put my hands on it!

  • Sprony
    • May 6, 2015 at 6:59 AM
    • #5
    Quote from Daniel Nilsson

    Quake 1 goodness....


    Daniel, have you tried posting it at Func? That's the place for Quake 1 development and feedback. Actually, that place is THE Quake community


    Quote from seir

    Ah, Quake 1, memories <3


    Isn't that awesome that there are people that still make levels for Q1? I'm really waiting for TB2 to be released and I want to put my hands on it!


    Dude, I'm waiting for the same thing. Do you want to do one together?

  • Daniel Nilsson
    • May 6, 2015 at 2:20 PM
    • #6
    Quote from FRAG

    Awesome to see a Quake map! I have a few questions.


    • What editor have you used to create your level and how are you finding it?
    • How long has this level taken you so far?
    • Any pre-production involved?(initial sketches etc)


    From the video the level has that nice classic Q1 look and play to it, will have to give it a go!

    Thanks!

    I've used Trenchbroom, a modern Quake Ed. where you build in 3D view. Found here: http://kristianduske.com/trenchbroom/ 


    Kind of hard to estimate how much time it's taken so far. Took a break from it a couple a months ago and that break continued until I was finished with Bloodborne...


    As for pre-production I tested a, for me, new approach. I didn't do a top-down as I have done with levels in the past. Instead I played one of my favorite levels in Q1 E1M3 - the necropolis and made a flowchart of it where I identified the purpose/challenge/items of each room/corridor and how they were connected. Later I did my own flowchart and Incorporated some of the things I found. That way I saved the design-part of the ideas until the mapping. So a rectangle could read: "Traproom, nailgun" or "Medium intense fight, puzzle to continue".


    It was an experiment and I'm not really sure about if I'll do it that way again. I think I will return to making some top-down planning as well as a flowchart.


    And Sprony Yes I'm aware about Func Will post there soon. But I've got some great feedback recently and I'm in the process of changing somethings and adding others. So I'm waiting to post there until my next update.

  • Daniel Nilsson
    • May 6, 2015 at 2:25 PM
    • #7

    Oh and if someone wonders how those flowcharts looked, here they are:

    Q1 E1M3: https://docs.google.com/drawings/d/1lP…dit?usp=sharing


    And my level: https://docs.google.com/drawings/d/13x…dit?usp=sharing


    I during production I strayed a bit from the plan...

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