Casa Brutale
#3942 posted by
Mugwump on 2017/08/02 19:18:13
Click to see
Oh, and that's an awesome name BTW.
Fuck Yeah!
#3944 posted by
Mugwump on 2017/08/02 20:10:34
Found the floor plan online, I’m thinking about trying to make it in Quake...
To Add To Those Quarries - Awesome Video
#3946 posted by
Vondur on 2017/08/04 09:40:41
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.
#3954 posted by
killpixel on 2017/08/08 22:45:25
Agreed
#3956 posted by
killpixel on 2017/08/09 03:30:26
i really dig the quake/dark souls vibe.
1962 … TWA Terminal- Eero Saarinen...
#3957 posted by
Zwiffle on 2017/08/10 17:04:40
Singapor
#3958 posted by mfx on 2017/08/13 04:35:11
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
#3960 posted by
quakeulf on 2017/08/13 12:49:48
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
#3962 posted by
quakeulf on 2017/08/15 19:19:38
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?
#3964 posted by
quakeulf on 2017/08/15 19:53:57
^^
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...
#3966 posted by
quakeulf on 2017/08/15 22:02:15
You're right. That's the game.