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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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Beyond Gritty 
Not Quakey In Any Way: 
Looks Like 
The Buenos Aires Italian Qaurter. When the immigrants came off the ships they had no paint for their houses, so bought it on the docks. The paint was all for ships, so the colours were from all over the spectrum. 
I Dunno What I Like More, 
that every house in that shot is a different color, or that every house in greece is whitewashed with a blue roof:

http://commons.wikimedia.org/wiki/Image:Greek_Church.jpg

So Mediterranean. 
Ijed 
you're thinking of Camino street in Boca. What you say is right back then, now only one street (the tourist street) has house like that. 
Fair Enough 
I was there less than a day. 
Yay, Precarious Heights. 
Truss Reference 
Warren Spector Master Class 
These are some great (and long.. over 2 hours each!) videos of Warren Spector interviewing a bunch of game industry people for a master class at U Texas.
info: http://junctionpoint.wordpress.com/2008/03/03/master-class-videos/
mirror of videos: http://www.ninjadodo.net/temp/spector/

I watched Hal Barwood, Richard Garriott, and Tim Willits which were all quite interesting. Willits kept calling Quake a "mess", and seemed to like Q2 more. 
Into The Pixel 2008 Winners 
http://www.intothepixel.com/artwork/2008_contest_winners.asp

Some great artwork by game developers, very nice to look at!

Sneak peak of a possible theme in HL2 ep3 (could perhaps be seen as a spoiler). 
Tim Willits Was Only Interesting Due To.... 
it showing how fucking retarded he really is. 
Watch Seamus Blackley 
It's awesome. He's awesome. 
I Drive 
Which Shooters 
Have a sixties military laboratory environment?
http://history.nasa.gov/SP-4308/p111a.jpg 
The Awesome 
No-One Lives Forever
I guess. 
Parts Of Half-Life 
seem a bit 60's techno retro. I only recall a few labs in No One Lives Forever (btw, it was awesome), a sub base in the second, a chemical lab in the first, but neither had much technical detail. Most of the places were groovy instead, like the club in West Berlin, the shag carpet and corkscrew stairs in one villain's hidden private quarters -- good stuff. 
Fly Like An Angel 
Welcome To Mike Tyson's House Of Gaudy Excess 
 
Love 
 
Neat. I love the idea of procedurally created things, because they can come up with content you may never have thought of or just provide a feeling of 'randomness' within limits. I'm a big fan of controlled chaos, and procedurally generated stuff fits in so snuggly with that.

Cool find. 
Cool.... 
i've wanted to make a game with proceduraly generated worlds for a while. Partly because it's a cool artistic/programming blend, and partly because 1-man teams can't rely on lots of content creation. 
Furthermore... 
As game worlds require increasingly more content, teams using procedural generation can (arguably) always be smaller than teams that do everything "b hand" as it were.

I'm curious, where is the boundary between procedural generation and just really good tools? 
*"by Hand" 
 
Inertia: 
that's what i was going to say -- the ideal tools from an efficiency standpoint are probably using some procedural generation layered on top of designed content. 
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