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Inspiration & Reference
I just wanted to know if people had any links to good websites for either level design inspiration (photos, paintings, concept art, etc.) or just for architectural reference. We had a thread like this on the old qmap, but we know how much good that does us.
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Casa Brutale 
Click to see

Oh, and that's an awesome name BTW. 
Re: Casa Bruatle 
pretty damn cool... 
Fuck Yeah! 
Found the floor plan online, I’m thinking about trying to make it in Quake... 
Marble Quarries In Italy 
To Add To Those Quarries - Awesome Video 
 
nice 
More Marble Quarry 
Re: Marble Articles 
Thank you both so much for these links. From the age of 7-19 I lived in my mom's dream house. For many years she dreamt of having a white Carrara marble floor and when I was very young she and my dad were able to build their dream home with this magnificent entryway floored in Carrara. The marble was so beautiful and tough. When I was 18 my mother passed away and we ended up selling the house and moving away. Seeing where that magnificent stone came from is so special and somewhat emotional for me. Dreams do come true but they will always fade away. 
 
 
The Typical 
Abandoned Factory 
 
https://us.v-cdn.net/5021068/uploads/editor/jk/eyfvh0qegmli.gif

https://us.v-cdn.net/5021068/uploads/editor/7h/j2g0yfi69y0u.gif

awesome model by andrew gilmour for the game SLAIN! (or possibly SLAIN! 2, not sure :P) 
That Would 
make a cool quake model! 
Agreed 
i really dig the quake/dark souls vibe. 
1962 … TWA Terminal- Eero Saarinen... 
Singapor 
Nifty 
because of how they're stacked each apartment complex has ground floor lift access 
Can I Get Some Inspiration To Do The Sound Placement 
I know I need to place some good-ass ambient sound effects in my map but it's a chore. I wish that sounds could be generated from the surface (just like light already is) in the texture editor so that you can get a drop-down menu right in there to select the sound you want emitted from the source, its attenuation and volume, repeated or not and be done with it, but right now this doesn't exist.

It's a chore, please inspire me. 
@Quakeulf 
It's good to have a visual cue that motivates the sound. So a crack in a wall would be a good excuse to put howling wind at that spot. Same with blinking computer textures, put some ambient computer sounds there. Small, dark hallways can have some kind of unique rumble or hum as if they are near a sound source. 
Thangks Mang 
It's what I am currently doing but oh well, I got to churn it out.

Anyhow, which was the first Quake-map to use jumppads? I'm not talking first for either games, but just the first. I know Quake has the tech to make jumppads which was already used in the wind tunnel map E3M5, but it wasn't exactly the concept of jumppads as portray'd in Quake 3. 
Huh? 
I'm not talking first for either games, but just the first.

What? 
Which Game Had A Jumppad First? 
^^ 
Jumpads 
Quake 1 only had wind tunnels.

Quake 3 Arena had proper jump pads.

BUT... Rise of the Triad I believe was the first FPS to have jump pads. 
Oh My... 
You're right. That's the game. 
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