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Quake Brutalist Jam II

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81–90 of 115 posts

Re: Quake Brutalist Jam II

#81

What I often remembered most from first person shooters is the architecture, and music, even though I didn't focus on it at the time. I frequently also dream architecture or vistas. I love those dreams. Sometimes I wonder if I chose the wrong profession. I also love some architecture that noone that I mention it to seem to understand. Those buildings just speak to me in a wordless manner.

Forerunner (Halo) structures and half life 2's Citadel probably harbor the strongest place feelings I've experienced. You almost don't need to tell an explicit story in those places, the walls do enough

Re: Quake Brutalist Jam II

#82
Making quake mods when I was 12 got me interested in programming. I think my last one was 'Tellytubbies: Must Die'. It was fun making maps, models, textures and editing sounds of teletubbies in pain.

Re: Quake Brutalist Jam II

#83

The scene has existed since the beginning, but the work that has been coming out of the Quake community for the last 6 years or so has been outstanding. They keep making more and knocking it out of the park. I've played all of it, and keep coming back for more :).

I think TrenchBroom deserves credit for that.

Re: Quake Brutalist Jam II

#85
post #39

I am still playing Q2 on a daily basis. You can download Q2 and see all live servers without downloading an address file. http://q2s.tastyspleen.net/ There is still an active development for quake2 executable and anticheat detection. There are roughly 20-30 people playing almost on a daily basis. We have tournaments too. (This year's tournament will play its finals). You can also check q2servers.com. Most players hav…

what engine do you use? yamagi?

Q2Pro is the standard in the servers. You'd get kicked or see warnings without it:

https://github.com/skullernet/q2pro

Re: Quake Brutalist Jam II

#86
post #82

Making quake mods when I was 12 got me interested in programming. I think my last one was 'Tellytubbies: Must Die'. It was fun making maps, models, textures and editing sounds of teletubbies in pain.

Mapping and modding Quake 2 and 3 pushed me from Basic and HTML/CSS into much less forgiving C/C++ programming around the same age -- wouldn't be the engineer I am without it. It's invaluable to modify something you know and understand and extremely rewarding, which is the first thing I teach to friends who want to learn.

Re: Quake Brutalist Jam II

#87

I love how level creation for games like Doom and Quake has developed into these small, independent scenes, with a rich community history and a real sense of taste and refinement in how they approach designing for these games. In the same way that "pixel art" has evolved from a necessity driven by the limits of early hardware, through early attempts to recreate a "retro" look, to the point where it is a well-develope…

If you haven't seen it yet, I highly recommend checking out the story of MyHouse.wad: https://www.youtube.com/watch?v=5wAo54DHDY0

If you want to go in spoiler free, I'd recommend downloading the WAD and playing it through blind. But if you don't have the time for that, there's a ton of great youtube videos that covered the topic.

Re: Quake Brutalist Jam II

#88
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…

This reminds me of the time I made counterstrike skins based on me and my friends. Seemed like a fun idea, and at first it looked great, but once we started killing each other in game, it quickly felt very ghoulish.
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