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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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Flames 
Just Cuz 
What Book Is That? 
 
@Qmaster 
Ahhh. That's The Quake Level Design Handbook by Matt Tagliaferri. I've had it since it came out in '97. Came with a CD with QED and all of the tutorial maps were in QED's proprietary format. I tried to install the editor not too long ago and failed I'll have to try this file from Quaddicted. The wads they used for the levels were god-awful but overall it was a great reference when I started out. The editor was pretty good at the time.

The book on Amazon

There's probably a digital version out there somewhere. 
JA!! 
Heatherwick's Zeitz MOCAA 
Lost Paris Housing Estates Now Documented 
Days Of Future Past 
Nice find, Zwiffle. It's always interesting to see what "futuristic" looked like for designers of the past.

About the Zeit-something, interiors look very cool but the exterior shot makes me wanna barf. 
Tower 
Some Info About That Tower 
Orava Castle, is situated on a high rock above the Orava river in Slovakia. The castle was built in the Kingdom of Hungary in the thirteenth century.
Orava Castle was owned by many aristocrats, county heads and noblemen, protecting important road to Poland and serving as an administrative and military centre for the region

Here's the full castle from a distance
https://i.imgur.com/7oOVxB2.jpg 
Zhinvali Dam And Reservoir 
Just outside of Tbilisi, Georgia, the European country you'll find the Zhinvali Dam and Reservoir. It was completed in 1986, several years before the fall of the Soviet Union.
At the dam head there is a huge and rather strange monument to celebrate the event which consists of an enormous slab of concrete with figures embossed on it and enormous steel spikes.

https://i.imgur.com/KxCMUXg.jpg
https://imgur.com/a/oqjsV 
 
#4002 Nice!

#4004 Wow! Very quakey. There's a lot of strikingly odd monuments from the soviet era but I didn't know this one. 
Noclipping Around Westminster Abbey 
HEH 
Inside The Home Of A Saudi Architect 
Looks Like A Dream I Had Once 
It's a little uncanny. 
Jean-pierre Ugarte 
The art of jean-pierre ugarte

https://goo.gl/BNFd9R 
Brutal! 
cool find 
Ironic 
.... that most of the images people post here are of giant imposing structures. All fine and good. I love this.

But when I make some giant imposing structures in a map my scale is all "wrong" and my map needs to be "smaller, tighter."

8-{ 
 
Brutalism is very difficult to do well dumptruck. Brutalist architects often face similar criticism. It usually goes wrong when a designer only thinks about their product in terms of overall scale (i.e. they just make shit big), because good Brutalism is more "complex maths" than just "big numbers". 
Dumptruck. 
You don't make "some giant imposing structures", your whole maps are giant. 
@text_fish 
I'm not attempting Brutalism in my maps. Would love to some day. OTP fair enough. 
#4012 
Vast spaces and imposing structures are awesome but aren't much fun to play in. Most games seem to solve this by making such spaces/structures occupy the backdrop and/or keep parts out of reach of the player (like the cliffs from half-life, for an extreme example). The worlds of dark souls and bloodbourne seem impossibly vast and full of towering buildings, but remove anything that isn't a space the player can occupy and you're left with a much smaller area tailored for gameplay.

Scale is probably the single hardest thing to get right for me and is why I greybox everything and don't even think about art until the space is correct. In my test map, cartographer's nightmare I tried to make spaces feel large while limiting the play space. For instance, the largest space isn't even playable and is first seen by the player while he is in one of the tightest spaces. Other examples include being able to see multiple stories while being confined to a tight footpath, and an 'infinite' ceiling forever out of the player's reach. Despite these tricks, one of the criticisms I still remember is that the spaces were too claustrophobic and the player felt like he was always about to "hit his head". Go figure!

tldr: scale is one of the most important factors in gameplay and therefore one of the most difficult to get right. 
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