Dismal signal Regorged - Editing shots

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I'm working on a level in not sure if I can make it in time for the mapping "Sewer-Jam-2". It's my first quake map ever and I'm expecting technical difficulties due to my lack of exp. But oh my god it's so much fun!😍🥰#leveldesign

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HEY. I've been working on this Quake map for the last few months, and I'm nearly ready to release it.

If you would like to help playtest it please send me a DM!

It's called Azure Moon:

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Some prefabs for the upcoming maps! Some doors, some portal stuff, metal mushrooms, metal cacti, metal weeds... y'know, typical Mars stuff. (:

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ive been working on my first map a little, still a heavy WIP!

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Another Quake Mapping Jam taking place over on the Quake Mapping Discord. Runs from 07/22/2020 to 08/02/2020. Join up and GO MAP! https://t.co/21Lf9hJ4G2

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Latest gun is done! Inspired by the Winchester 1897, or "Trenchbroom"

442 tris, 256x256 texture

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what happens when you try to overhaul a map for PvP as fast as possible?
<Morpheus: he's beginning to believe...>

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My current workflow:
1) Concept art in Xournal++
2) Texture in Wally (via wine)
3) Modeling in
4) Compositing and Logic in (#Qodot)

Dell G5 + Eizo 24" + Cintiq 16"

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Fully made in including emission textures for light placing!

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Living without internet right now so I've decided I'm gonna practice using Blender 2.8. I'm trying to recreate the Trenchbroom experience. Used 's textures.

I'm trying to figure out how to get a good workflow going for this sort of thing within blender.

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I've been precariously balancing against burnout between work and really bad sleep. But in the last month I picked up TrenchBroom2, and used Substance Designer to do everything I can to make Quake not look like Quake. Here's some screenshots and textures

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