I'm cleaning up an old work drive, and found these 'level negatives' I made to feel out how things look at scale. They ended up kind of pretty in their own way, like a lost 1-bit 2dplatformer.
You don't think they'll try to Rocket Jump out of bounds. But they will.
I think for my next map I'm going to focus on 'gamepad controls' Quake. I'm not getting younger and my Quake wrist days are over.
Attempt at recreating a part of the Museum of Fine Arts in Boston (mostly the front of the building). Practice for triggers, patrols, and anything I didn't get to try in FlowBase01.
You can find the map here: https://shysaursoft.itch.io/flowbase02
(vkQuake HIGHLY recommended due to coloured lights and scripting.)
Some thoughts on the map, lessons learned and recommended reading below the cut.
Happy how the map turned out. Now to see if it passes the sniff test of my resident Kobold Quake Expert. I got lost in the sauce doing dumb visual flair, but still managed to practice some gameplay I'm happy with. The Ring of Shadows is a fun thing.
Working with coloured lights in Quake has been fun. I'm not sure if I'll stick with it for the next map (it makes them look weird in Vanilla Quake. But since this map has trigger setups that are illegal, it wouldn't work in Vanilla anyway.
left: jp, right: us
(~650 KB each)
JP full version / US full version, 8704×6480
Beautiful!
Hitting Ctrl+A by accident, or the 'AAAH' red screen of panik.
Today's work. Almost done with this map, which has been a great learning experience. I wanted to really focus on triggers and more interactive elements.
Thank you random Kitty Squad from the previous match, you helped me finally unlock cow.
Old rendered menus are a trip.
But what really intrigues me about it is that the developers went on to make two more games after this: The Fortress of Dr. Radiaki and Harvester.
Talk about a gameography.
Sorry short animals.
Happy little trees.