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Quake Brutalist Jam II

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Re: Quake Brutalist Jam II

#71
post #28

If you enjoy brutalism and video games I highly recommend Control. Beautiful, beautiful game.

I hated Brutalism before playing Control. Just look at how intimidating the Boston City Hall fortress is, as it looms over you, while you try to even find the entrance.

But Control's architectural and furnishings atmosphere was very appealing, and it warmed me towards the Boston and Cambridge buildings that I'd previously disliked.

Screenshots: https://www.gamedeveloper.com/art/the-real-buildings-that-in...

Re: Quake Brutalist Jam II

#72
post #32
post #6

Fantastic work from these artists, the engine really just lends itself to these environments it seems! As a side Anyone know of a good way to get the geometry of Quake maps out as a 3d model? I thought it would be quite cool to view these on the web. Either individual buildings or as a fly-through. Edit: Found the following leads: 1. https://github.com/sbuggay/bspview 2. https://github.com/passiomatic/elm-quake3-rend…

> the engine really just lends itself to these environments So I used to think "this would make one hell of a Quake level" in places that it would be really inappropriate to think that: government buildings, hospitals, a school or two. It occurs to me now that these were all Brutalist-influenced buildings. This is something I never ever talked about, growing up in the wake of Columbine. In retrospect I guess it's not…

My friends and I made levels of our school campus dorms, etc. for both Doom and Quake. This was all prior to Columbine and nobody thought it was strange in the slightest; on the contrary everyone thought it was awesome (faculty included). A couple of years later, and who knows how it would have been perceived or if we would have even felt that it was appropriate.

We only had two buildings with an architectural style that favored the game environments though. They were both built as "modern" buildings some time in the 70's. Somewhat unsurprisingly the school has since torn them down at great expense and replaced them with buildings that are stylistically compatible with the rest of campus.

Re: Quake Brutalist Jam II

#73
post #57

Earlier quoted context omitted.

it's a genre issue. these types of games will never be popular to most people given the alternatives now available

Agreed, and people (presumably under 20) even call them "Boomer shooters" :( I get pretty upset about that, especially considering how unbearably Fisher Price Fortnite and Valorant etc look, to say nothing of their completely lacking the hardcore, balls-to-the-wall fast aiming, prediction and spatial planning. It takes the most difficult mechanical aspects of Counterstrike and makes it 10x faster; apparently "kids th…

John Romero wants you to feel okay about the term "boomer shooter". [1]

Pull quote:

"The funny thing about boomers, it doesn’t even matter because for people who made up the term boomer shooter, anyone who’s old as a boomer, boomers are actually the kids of World War Two vets.

"That’s my mom. My mom is 20 years older than I am. She’s actually a boomer. So, boomers are not typically developing games.

"It’s funny. It’s a funny name. And I usually say it is a boomer shooter. It’s got a shotgun in it. It makes a big boom sound and you’re shooting. it doesn’t bug me. It’s really like you’re trying to nail the aesthetics of the style and that’s like that’s a phrase that kind of says what you need to know."

[1] from https://howtomarketagame.com/2023/09/25/john-romero-on-his-b... and HN discussion https://news.ycombinator.com/item?id=37649594

Re: Quake Brutalist Jam II

#74

OH man. So many hours in Quake - I'll have to learn how to get one of these engines up and running.

Running QBJ2 in a modern source port is really simple: unpack the QBJ2 and the source port into the game dir, run the executable, switch with "game qbj2" in the console. Personally, I prefer https://github.com/Novum/vkQuake because it allows disabling texture smoothing. Too bad vkQuake development has been put on stop recently.

> Personally, I prefer https://github.com/Novum/vkQuake because it allows disabling texture smoothing.

All hardware-accelerated Quake source ports that I'm aware of allow you to disable texture smoothing, going all the way back to the original GL Quake (if not earlier).

It was historically set through the console (rather than through a graphical menu), via the `gl_texturemode` command

On modern hardware capable of trilinear filtering, the appropriate texturemode to disable texture smoothing (which keeping the other niceties of hardware acceleration) was

```

gl_texturemode "GL_NEAREST_MIPMAP_LINEAR"

```

For the Ironwail engine, which is the currently preferred Quake source port for modern 3D hardware, options on whether or not to use texture smoothing (and other "retro" aesthetics like whether to use square or circular particles) are things that can be toggled in the video configuration menu.

Re: Quake Brutalist Jam II

#78
post #32
post #6

Fantastic work from these artists, the engine really just lends itself to these environments it seems! As a side Anyone know of a good way to get the geometry of Quake maps out as a 3d model? I thought it would be quite cool to view these on the web. Either individual buildings or as a fly-through. Edit: Found the following leads: 1. https://github.com/sbuggay/bspview 2. https://github.com/passiomatic/elm-quake3-rend…

> the engine really just lends itself to these environments So I used to think "this would make one hell of a Quake level" in places that it would be really inappropriate to think that: government buildings, hospitals, a school or two. It occurs to me now that these were all Brutalist-influenced buildings. This is something I never ever talked about, growing up in the wake of Columbine. In retrospect I guess it's not…

Moscow subway (which have had terrorists blow it up) just have officially released a counter strike bomb map based on a fictional station a few days ago.

https://transport.mos.ru/mostrans/all_news/117153

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