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Posted (edited)

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: 

 

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

Edited by Daniel Nilsson
Posted

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!

Posted

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 :)

 

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?

Posted

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...  :rolleyes:

 

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.

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