|
|
||||||||||
|
|
|
![]() |
|
|
||||||
|
|
||||||||||
![]() |
||||||||||
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
||||
![]() |
||||||||||
![]() |
||||||||||
|
|
|
|
|
|
|
|
|
|
|
|
This level was assembled by yours truly as a resume piece: nobody is playing Quake 2 anymore, I know, but I wanted to have a deathmatch level under the belt. I enjoyed making it tremendously, and playtesting it here at work as well. I also used the Eraser bot for generous amounts of early testing.
As a resume piece, I wanted to shoot for something technically tough to pull off: a large deathmatch level with carefully managed connectivity and line of sight. It's about as big as ID's own "Warehouse" level. R_Speeds are pretty reasonable all over, though there are a couple of spots where you can click it over 700 if you look strait up. R_speeds are on par with the Xatrix deathmatch levels. You shouldn't have a problem with them.
I went for a definite theme with the city texture set, and a track-lit curved arch that dominates most of the architecture. I think it's cool looking, and gives the level a unique and tight look and feel.
Anyway, I'd like to do a level for another game next, but I'm not sure what folks are playing. I wouldn't mind making a level for Heretic 2 or Kingpin, but very few folks seem to be playing those games now. Half-Life might be a cool idea, but is a bit tricky to do with QERadiant. Lemme know what you think would be cool. Until then, I'm gonna mess around with Quake 2 because I'm a nostalgic mofo. And yes, as soon as Quake 3 is out (or even Unreal Tournament--the level design is great in the demo) I'll jump on that If you're running this level on a server, drop me a line so I can play. :-) Alternately, send me a demo of a deathmatch in the level. That would be cool.