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.
Quake Brutalist Jam II
81–90 of 115 posts
Re: Quake Brutalist Jam II
#82Re: Quake Brutalist Jam II
#83The 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 :).
Re: Quake Brutalist Jam II
#84Looking at those, I could just feel myself plugging my 3DFX2 card into my Matrox Millenium II.
Re: Quake Brutalist Jam II
#85I 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?
Re: Quake Brutalist Jam II
#86Making 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
#87I 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 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
#88Fantastic 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…
Re: Quake Brutalist Jam II
#89Re: Quake Brutalist Jam II
#90Was this for Quake 3 or Quake 2 or?