Remove Fighting Remove Playtesting Remove Texture
article thumbnail

new Quake map: "Taught By Thirst" for Remix Jam

Radiator Blog

However the dark lighting and texturing transform much of the play area into an unpleasant mid-brown mess, and its reliance on Source displacements leaves it feeling a bit blobby and melty. Thanks to Makkon's excellent textures , as always.) They are still key areas for gameplay with major fights.

article thumbnail

new Quake map: "Heart Like A Bird's Nest"

Radiator Blog

This jam placed specific constraints on submissions, asking designers to map for a "slot" with a specific texture theme and weapon progression. The arena has a little observation deck with a little floor hatch to drop down into the fight when the player's ready. I've usually used Makkon's (excellent) textures for my Quake levels.

Co-op 52
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Solo dev Almar works on debut game Repunk “I’ve had some darker moments”

PreMortem.Games

But the process doesn’t end there, and usually I keep discovering things that make me go back and forth and iterate, playtest, iterate, refine, playtest, iterate… I definitely recommend getting feedback from external playtesters at each step.” “I What’s the biggest lesson learned from this project?

Dev 160
article thumbnail

new Quake map: "When There Were Wolves"

Radiator Blog

With textures by Makkon as usual.) Basement, teach player about buttons and door types, via two 512x512 quarter-rooms and small player-initiated fights 2. Halls, introduce wood barricades and more complicated fights, via two 512x1024 half-rooms of 2 waves each 3. My art pass also needed to punctuate Taufner's progression.

article thumbnail

new Quake map: There's a Certain Slant of Light

Radiator Blog

The two big changes I made were the texturing and the monster placement / player flow. One of my big motivations was to use Makkon's updated textures. Yet as I aligned the 100th trim texture on a brush, I wondered whether my level was also anti-brutalist in its own way. Maybe it wasn't such a bad map after all?

Texture 52
article thumbnail

new Quake map: Tell Me It's Raining

Radiator Blog

It uses the Makkon sci-fi themed textures as showcased in the stunning Alkaline start hub map -- a major inspiration for this map and I assume other maps in this pack as well. I also tried to tackle another design weakness of mine -- I rely a lot on fights with shotguns. The water is now boring and blue.

article thumbnail

Oscar Salandin, developer of BOTSU Ridicuous Robots: “Solo dev can be lonely” 

PreMortem.Games

Feedback from playtest sessions with friends or players is really important. There are loads of things I’m not good at, like 3D modelling and texturing (especially colours), PR, marketing, testing, so it would be good to work with someone who is good at those things. Especially early-on.

Dev 138