[Quake 1] [BETA1] Monastery Gardens

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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DaEngineer
Posts: 211
Joined: Fri May 28, 2010 2:30 pm
Location: Germany
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[Quake 1] [BETA1] Monastery Gardens

Post by DaEngineer »

Monastery Gardens is my very first Quake 1 map. Except for playing around with the Half-Life 2 editor in the late 2000's, I've never created an actual single player map for anything so far. I really wanted to change that, and this is my attempt to do so.

The map is loosely based on q3dm1 "Arean Gate". Loosely in the sense that I took a decompiled version of Arena Gate as a basis, because I just wanted to make a small and compact first map to get started. But I kept adding more routes and areas, and the thing became far bigger than I had originally intended. I ended up with a map that will take around half an hour to complete on a first blind run.

The map requires a modern engine port Like Quakespasm or Ironwail and the Copper mod.

You can download the map on my website: https://victorkarp.com/quake-1-monastery-gardens

Here's a 22min long playthrough video: https://www.youtube.com/watch?v=oty_pzKFrcM

Because this is my first Quake 1 map and SP map in general, this kind of gameplay is uncharted territory for me. I'm not happy with various encounters and the item placement yet, so I'd be really grateful for any concrete tips or links to other maps that I can play for reference. I feel that the layout and visuals have a lot of potential, but the encounters are just not there yet.

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Website: https://victorkarp.com
LvLWorld: https://lvlworld.com/author/DaEngineer
YouTube: https://youtube.com/@victorkarp
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