A long artificial chasm with small pipes running along the walls and much larger pipes draining into it. It is lit a sickly green.
A tall shadowy room with narrow passages leading off to the side, each housing rows of machinery. A button is visible in the distance.
A large bulkhead-style door drenched in red light, with many "EXIT" signs positioned around it.
09.03.2026 05:31
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It was a trip seeing this and thinking it's a RE9 screenshot that looks very Modern Warfare, then seeing the HUD and realising it WAS Modern Warfare, then reading the context and realising it WAS RE9
06.03.2026 10:03
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Europan Mining Operations #pixelart
09.02.2026 13:34
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Progress on my Quake Sewer Jam 3 map.
These models were hand sculpted in blender and then converted to brushes with OBJ2MAP, 800 faces per model.
Baking is done with combined, so the normals and the lights are baked in the texture.
27.02.2026 23:44
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I'm watching someone play and the menus look really good, lots of conveniences that are all too rare.
27.02.2026 20:56
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retro game art screenshot of a white brick castle in a purple sky
retro game art screenshot of a white brick castle in a purple sky
retro game art screenshot of a white brick castle in a purple sky
making another quake map for a mapping jam, it looks like a gothic cat tree in places
13.07.2024 04:34
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SPRAWL ZERO - REVEAL TRAILER
YouTube video by SPRAWL
Hey so we just announced SPRAWL zero, a new FPS that we've been working really hard on.
Inspired by classics like Bungie's Halo and Marathon, as well as Half Life 2 and anime from the era, this is our love letter to the golden years of FPS. Wishlists would rule <3
www.youtube.com/watch?v=Ju0r...
27.02.2026 00:03
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lil before/after of the dwell d2end blockout vs what @balbafu.bsky.social turned it into :D
22.02.2026 19:06
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it didn't have enough AI
19.02.2026 18:30
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check out the Liminal Spaces Jam, lots of backrooms and backrooms-adjacent stuff in there
18.02.2026 20:40
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view of the right turret array by the entrance of the castle. several bridges capped by towers with holes for firing arrows are visible
some towers in the back behind the keep, looking up at them from the ground. they don't serve any purpose other than looking nice.
a closeup of the keep's upper exterior. it opens up into many rooms and windows visible from the outside, presumably feeling safe from enemy fire at this height
more shots
03.10.2025 20:25
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screenshot of a long stone bridge overshadowing a medieval town. the bridge has a gatehouse in the middle, which leads to the entrance of a castle
the entrance to the castle. tall towers and turrets are scattered everywhere, it's an insane and dysfunctional layout mostly for showing off
the implausibly large keep in the center of the castle. octogonal tower with turret towers in the corners that go up the whole length.
a higher up view of the towers at the gate, with the massive keep visible in the back
big gothic castle in quake from last year. didn't make it for any other reason than I was using it to make new textures and enjoying myself.
03.10.2025 20:19
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Woah! That last one especially is exactly my jam.
I wonder why they went with the 8-bit palettized look when the environments are so modern in detail and scale.
14.02.2026 21:32
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I always recommend Underdark Overbright, followed by The Punishment Due. Both are episodes using the Copper mod with vanilla-adjacent aesthetics. Beyond the very good combat design and layouts, they offer an easing-in to larger maps with more difficult combat and navigation. Maybe play on normal.
09.02.2026 09:58
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The best part of fan content for games is obviously the fun of playing (and creating) it, but detecting each creator's unique voice, and what they saw in the original work, is an underrated delight.
09.02.2026 09:47
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Nice lighting. I wonder if idTech 4 is a buff to those skills?
09.02.2026 09:21
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Quake techbase level. A large inclinator stops at a landing, flanked by higher platforms. A big heavy door leads deeper into the facility.
Quake techbase level. A button sits behind an armor pickup and a single grunt. Two sets of shuttered windows overlook a pitch-black room.
Quake techbase level. A dim red room that corkscrews slowly down around a greebled pillar. An open door leads to a brighter room in the distance.
it feels good to have some forward momentum on this thing again
09.02.2026 06:45
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free level design advice for creating an FPS arena that people will call the best multiplayer map ever made for generations.
04.02.2026 19:53
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The most fundamental pillar of environment art is placing a spotlight on the floor in the corner of a room.
01.02.2026 13:40
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If you converted the Quake WADs to png to use in Doom, does that mean they're still in the Quake pallette?
01.02.2026 12:21
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I like to imagine the red one isn't actually going anywhere
29.01.2026 07:21
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There's always a way to forget.
28.01.2026 07:53
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the difference made by having more than one funny little noise when you jump / hit the ground is unreasonably large
26.01.2026 13:33
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So I played Iris for TDM, which in Quake terms gave a comparable experience to The Forgotten Sepulcher: huge, beautiful, easy to spend hours getting lost in secrets, but still fairly straightforward on the critical path. Lots to discover, or miss entirely. My final time was over 6 and a half hours.
26.01.2026 06:23
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I'd probably seen it before, but I can't believe I only just discovered @thiefguild.com. I'd been complaining for ages that sorting through all the Dark Mod missions was overwhelming, and I didn't even know where to start with T1/T2 FMs after The Black Parade. Turns out it's all on one site!
26.01.2026 06:23
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I'm so down for a suzysode
26.01.2026 05:01
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Abstract forms in concrete, more sculptural than architectural: surfaces converge at odd angles, and pieces seem to meld into each other. A floodlight above casts stark shadows. Below, concrete stairs and walkways meet at various angles.
A view from the walkway below. A thick gate blocks the way forwards. A glimpse of the tiered structure can be caught.
A dilapidated utility area with a very long drop below. Metal catwalks overloaded with blue storage crates have bent and given way, and an embedded ladder has many rungs missing. Cage lights do little to hold back the darkness. More pipes.
A secluded area. A lowercase letter "h" has been spray-painted on the wall in red and white illuminated manuscript style. The red spray-can still lies on its side in a pool of paint. Spare concrete paving tiles and more crates are gathered to the side.
More screenshots. Graffiti texture by @ptoing.bsky.social
26.01.2026 04:44
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Video game screenshot from Quake Brutalist Jam III. An underground level of a sunlit enclosed courtyard. Everything is made of concrete and hanging vines are visible.
The ground level of the same courtyard. A multi-tiered bunker-like structure with angular shapes stands in the middle, above the pit. Soldiers stand guard.
A much bleaker scene; the cavernous interior of some sort of megastructure. Bluish fog wraps around a tiered structure and hints at the forms of distant pipes. No sky is visible.
A substructure, reminiscent of a parking garage, but with unclear purpose. Short flights of stairs connect several levels lit by regularly-spaced overhead flourescent lights, and there are various sizes of blue storage containers in the background.
My map for Quake Brutalist Jam III: The Smell of Sunshine.
26.01.2026 04:44
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very short quake edit
video format copied from a minecraft edit by Pyrothmatic
music: C418 - Blind Spots
24.01.2026 21:05
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