I also wanted to adapt many of Taufner's sensibilities - the Combine-like trellis barricade bars were inspired by his original blockout, and I enjoyed the little pool of water in the beginning and even added a second pool later on in the map as a sort of echo. If I hadn't reused stuff, it would've taken me much longer to get everything together. Reusing the light and fog settings, skybox, texture scheme, and architectural modules really helped me fit this jam into my schedule. I repurposed a lot of theming from one of my half-finished unreleased SMEJ Jam map, a snowy gothic stone compound full of flying buttresses and arches (a nod to Dark Souls). ![]() Building off of Taufner's solid blockout, I knocked holes in a lot of walls and ceilings to try to unify the rooms and give more breathing room, while ensuring they still played in roughly the same way. Taufner chose approach A, so one of my main goals for the art pass was to try to get all these small rooms to feel less cramped while preserving the original player flow. The size constraint also pushes level designers to use space efficiently and creatively, which implies two design strategies: you can either (A) try to cram a bunch of different rooms that fit around each other, or (B) make one big complicated room that you repopulate and reconfigure multiple times. It's a helpful scoping constraint to force everyone to make something small, and thus actually finish something at the end of the year. This is pretty small for an entire level - in real world terms, 80x80 feet is a bit smaller than a baseball diamond, and in Quake terms it's about the size of a big arena or two. Since 2017, the annual Quake community Xmas Jam has had one traditional constraint: all maps must fit within a 1024 x 1024 x 1024 volume. The original blockout version of the first encounter, by MrTaufner The collaboration here was ideal because I didn't feel like doing gameplay stuff, and Taufner didn't want to art pass, so we exchanged duties and took turns working on the level. Taufner handled the initial blockout and gameplay, while I did the art pass and tweaks. I made another Quake map, this time in collaboration with fellow mapper for the 2021 Quake community Xmas Jam.
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