Here are some of my creations I made for the “Quake1” game I made.
I’m a bit addicted to this game, as it has caught my attention a long time.
The different aspects of the gamelogic, the mapping part, modelling, coding.
All are a part of my sensual attraction for inspiration.
The mapping part, playing with polygons to create a virtual reality.
The modelling part, the skin texturing, the orygamy like structure of low poly’s.
The coding part, the logical structure of the qc basics, the hardest trail.
Here are some of my additions on my way on graphic design in the Quake world.
Captain’s Log ~ Quake1 ~ StarTrack
- Beer me up Scotty! My eagerly temptation to create a Single Player map from nc1107 startrek mod. The first time I played it I was stunned by the way it was planned and how the gadgets were made.I had a hard time to recompile the map, even add some more corridors. Gathered some guilty Borgs to be out guarded by your hand. May it be a well time in Ten Foreward and get that beasties out!



Four Feather
A large circle of corridors, that lead to three main rooms. First is the security level, that goes to a waterfall. This is a turbine that is used to recharch energy cells. After the dungeon it goes up to the castle where the end fight starts.




Orbs Betrayel
A small attempt to place Quake1 entities in a Quake2 environnement.
It seems to work well I think, only obstacle was dodging down.
That’s not possible in Quake so I adjusted the groundplane.
Only thing I forgot was to add the Orb itself, wasn’t that far then.



GRUNT GRENADIN
This is a remake from 2006. In that time I was rather absent
minded. I posted the map and forgot a water brush. I was told
something was wrong, but I couldn’t force my compiler to
end up without vising and lightning. So I left it that way.
It had a track on me as I couldn’t find a solution.
And even now, while patiently follow Ariadne’s line in compiling,
the funky thing leaks HOM’s while last three maps were GOOD.
I hate that compiler’s witz for a long time now.
But we can get along, as sometimes it isn’t clear who won.
The map is a large collition of a marine base that gets trunked
by a dragon like castle, that leads to a creepy grotto. There
some strange hollows take place the player has to solve to
get savely out of this labarintian maze.




VeniVidiFuzi
One of the first maps I made that became more than some rooms bound together. It is a mixed style of a medieval castle surounded by a venetian river, that can be explored by underwater canals. As I used the Hexen wad it has a kind of gothic flavour. One of my best archievements was in trying to make a monster in the excact size of a 64×64 cube as used in the quake editor.
It would fit precisly in the wall untill it was triggered by the player.
Still my gratitude to “Preach”and “Necros”for have the patience to help me with that creepy qc code to make it go.




MJOLNIR TRAILOR
A poster I made with Animation Master magnificent StarShape model.