working on a new blockout
Posts by DraQu
Here's a preview of the huge UV/Texturing update for Scythe coming in 0.10. Scythe gets its own UV editor + more.
Definitely a lot of good stuff in there!
Still very fond of this doomguy pic I did a few years ago. It's using the actual Doom palette, too
The Skorpion vz.61 is animated. Also reworked the animations for the Tokarev pistol.
HUD is also pretty close to being finalized!
Dope cover art!
Rooftops
Some trees, benches, lamp post in a little park area
A bridge over a canal
A statue in a town square
Another set of #GunmetalGothic environment shots for #ScreenshotSaturday!
Announcing:
🚨 "2 DECADES OF DOOMING" 🚨
Mapping Contest!
The below video outlining the contest guidelines will premiere shortly!
For discussions of the contest, please visit my Discord, "The Entryway": discord.gg/Ascc59b
Looking forward to your maps! Get psyched!
i love starting new wads while i still have 3 other projects to work on
Hey so we just announced SPRAWL zero, a new FPS that we've been working really hard on.
Inspired by classics like Bungie's Halo and Marathon, as well as Half Life 2 and anime from the era, this is our love letter to the golden years of FPS. Wishlists would rule <3
www.youtube.com/watch?v=Ju0r...
Fly through of part of a Keeper level directly in the Unreal Engine editor. Part way through I turn on all of the game objects the player doesn't see -- it takes a lot to make games work.
For level design in Godot, you could use GodotVMF if you'd like to work with Hammer or func_godot and Trenchbroom (Trenchbroom rocks).
Is he cooking? It's too early to say.
I made a Doom style SSG in blender this week.
1385 verticies, 512x512 texture, hand painted.
Video game screenshot from Quake Brutalist Jam III. An underground level of a sunlit enclosed courtyard. Everything is made of concrete and hanging vines are visible.
The ground level of the same courtyard. A multi-tiered bunker-like structure with angular shapes stands in the middle, above the pit. Soldiers stand guard.
A much bleaker scene; the cavernous interior of some sort of megastructure. Bluish fog wraps around a tiered structure and hints at the forms of distant pipes. No sky is visible.
A substructure, reminiscent of a parking garage, but with unclear purpose. Short flights of stairs connect several levels lit by regularly-spaced overhead flourescent lights, and there are various sizes of blue storage containers in the background.
My map for Quake Brutalist Jam III: The Smell of Sunshine.
Notebook sketching.
Looks like this has been patched now!
very short quake edit
video format copied from a minecraft edit by Pyrothmatic
music: C418 - Blind Spots
A private commission recently inked. I need to draw more Quake in my life...
‘It’s the underground Met Gala of concrete murderzone design’: welcome to the Quake Brutalist Game Jam
some screenshots of my map for Quake Brutalist Jam 3. go check it out, there are tons of maps and there's even a standalone version of the mod if you don't have #quake !
www.slipseer.com/index.php?re...
#qbj3 #leveldesign #trenchbroom
Screenshot of a Quake map made in the level editor Trenchbroom for the Quake Brutalist Jam III.
Screenshot of a Quake map made in the level editor Trenchbroom for the Quake Brutalist Jam III.
Screenshot of a Quake map made in the level editor Trenchbroom for the Quake Brutalist Jam III.
Screenshot of a Quake map made in the level editor Trenchbroom for the Quake Brutalist Jam III.
Concrete Maxima, my entry to the Quake Brutalist Jam III
#screenshotsaturday #quake #trenchbroom #leveldesign
Thanks for playing! Huh, I'll have to take a look at that.
I wonder how much of that is is intentionally seeking difficulty vs trying to find unique/interesting ways to utilize the age old roster of enemies or express an idea, and the difficulty spike just being a byproduct.
Designing for QBJ3 is different from base Quake with the new enemy behaviours and weapons like the pistol, which can easily lead to a higher density of monsters to compensate. Some enemies on surface feel more natural to use in droves. Nightmare too is quite distinct due to additional behaviours.
a dreary sky, a lonely grey concrete tower in the center. there are chambers on the base that a person can enter with stairs leading up to them
a brutalist concrete lobby, with nice carpet, furniture, and plants hanging from suspended planters. the lighting is warm and welcoming
a cavernous gallery room, with a high ceiling and artificial sun panels pouring warm diffused light into the room. there is a statue of a floating octahedron in the center. plants and vines hang down from the walls. the room branches off into other chambers.
view of a tall, oddly shaped hallway. carpet down the whole length. on the left there is seating, a cabinet, and a large painting of some abstract rock formation.
screenshots of the startmap I built for qbj3 or Quake Brutalist Jam III
some fancy bits in here will be in the coming update, like the paintings and plaques
I also made a map for it - "The Oppressing Facade". Thanks a ton to the QBJ3 team for making basically a new super polished and audiovisually stunning game. I can't stress enough how high the production value for it is!
had to wait until the servers weren't so overloaded, but I'm proud to announce that Quake Brutalist Jam 3 is out now!
there's a standalone version that works like a game for those who don't own quake too!
www.slipseer.com/index.php?re...
this was a tremendous group effort, I couldn't be happier!
Thank you so much, I'm a huge fan of your work!