Here's a trailer for it:
www.youtube.com/watch?v=oW0b...
Here's a trailer for it:
www.youtube.com/watch?v=oW0b...
Thanks a lot for playing both of my maps and your feedback, appreciate it!
Thanks a lot, appreciate your words!
I also made a map for it - "The Oppressing Facade". Thanks a ton to the QBJ3 team for making basically a new super polished and audiovisually stunning game. I can't stress enough how high the production value for it is!
I also made a map for this - "Keen as Mustard"! Go and play the whole pack... if you dare.
I also made a trailer for my new #Quake map:
www.youtube.com/watch?v=0ASJ...
I also made a map for this!
Wishing you the best, cancer sucks!
Looks sick!
I hope it will get better for you soon! π
Cool, thank you for playing! That was the intention.
Ha, Discover seems to work then. :) Thanks a lot for playing and your kind words.
And that's it, thanks for reading!
I walked my partner through the map to see if progression is clear. The way to the last chamber was initially more convoluted, with the player having to activate a dedicated elevator in the hub across states. She suggested to reuse the existing elevator in the west side, creating a little puzzle.
Regarding encounters the map features lots of low HP "popcorn" enemies, mixed with high attention enemies like the hammer ogre. I don't care too much about enemy theming, but "cold" encounters generally use different enemy types than "hot" encounters.
I started arting one room first (the temperature switch room). It should look similar to the old map, but I wanted to make some changes to keep it fresh.
Then I built encounters with prototype textures, keeping in mind the scale dictated by the art style.
During playtesting and due to remaining time, I eventually moved the exit room from the outdoors to the inside, cutting one room.
I also connected the two rooms on the west side of the map vertically, reusing the space for combat while still having a platforming challenge to change the pacing.
I then made the blockout in Trenchbroom, focusing on progression - after the first day it was possible to play the map already; just with empty rooms, some even just small cubes as stand-in for the final one.
The map starts off linear as well, but has many loops and ultimately opens up more.
google keep finger sketch
I did the rough layout in google keep (I rarely sketch it out like this, but I wasn't at my desk at the time). It very quickly came together.
I wanted to have a central distinct hub to help with player orientation, and then rooms which require the state either in hot/cold and/or jump boots.
Usually I pick a focus for each map, to have clear goals as a designer.
I wanted the progression to feel like a mini Zelda dungeon, which is something I always wanted to do in Quake. This should include having to switch between hot/cold state multiple times which gates/opens paths.
The old map, Frozen Factory
The old map, Frozen Factory
My concept was to make a sequel to one of my existing maps, "Frozen Factory", from the Twisted Christmas Jam. The unique mechanic for that map was freezing/thawing. Progression recontextualised spaces, but was linear. I was fine with that for this one, but I wanted to change it with the sequel.
Here's a small making of of my latest Quake map "Freezing Furnace".
Build time was about two weeks and the map had to use the mod Arcane Dimensions and feature the jump boots item.
π§΅ #leveldesign
Some screenshots from my latest Quake map, "Freezing Furnace", part of the Christmas Jumper Jam pack.
New Quake Jam dropped, the Christmas Jumper Jam! It's build in Arcane Dimensions and features the jump boots in every map.
I also made a map for it! π§π₯π’
Thanks! I upped the brightness a bit in the meantime, can be quite hard to see on mobile.
Thanks! Glad you liked it.
Never posted this overview of my recent published #Quake map: "Hammerhaller", from the Slipseer π¨Bonk Jam, where players use a hammer for traversal and combat. Plus some screenshots for context.
Yep, I never did so many nor so in-depth art exploration for a map before. I quite like it having this no pressure scribble time.
Level art doodle (textures by @makkon.bsky.social). Was experimenting the last weeks with different styles. #Quake
Started playing it earlier today. I absolutely adore it! The plot keeps me engaged, the level design is clever, puzzles are interesting and it feel great to play.
And it is also the right amount of spooky for me (so far).