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>> No.10322254 [View]
File: 1.62 MB, 1920x1080, 1668149126564097.png [View same] [iqdb] [saucenao] [google]
10322254

>>10321649
Honestly you can revisit the id1 campaign for inspiration. Seriously, id1 holds up like crazy in terms of architecture. I think the only weak map is E1M1, and even then the giant base roof jutting out from the base is quite a sight.

>> No.7801089 [View]
File: 1.62 MB, 1920x1080, vkquake0015.png [View same] [iqdb] [saucenao] [google]
7801089

>>7801069
>and they eat up the wpoly budget like a Shambler at a salad bar.
That would probably matter in 1996.
>A hallway is uninteresting by design because it's just a way to connect the interesting things. But people make them interesting anyway. How? What black majyyk lets them turn nothing into something?
Play the original Quake, and pay attention to id's use of angles, texture work, and the amount of detail they bother putting in to even the most insignificant hallway, or even room, and then just copy it and make it your own. I'm not kidding. Plagiarize it - copy the geometry wholesale from the id1 source maps, and then manipulate it to your liking. Do you think people actually bother making the E1M1 techbase doors themselves? They keep a .map file and copy/paste it whenever they need.

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