Kekouan

Getting ahead by using someone else's work

2024-07-28

The large open map I had created to work on things in a "deathmatch" setting was starting to get on my nerves. It's too large, too symmetrical, and hard to orient yourself in.

Rendered version of OpenMap, which is a large circular map, with a column in the middle, and raised concentric rings for the floor. Lots of colours.

This could be address/fixed, but why do that when you can do something else. I went looking for Quake deathmatch maps, which I knew there would be an extensive collection. What I found was a bit surprising, people are still making Quake maps in this day and age?

It makes sense from the perspective of how popular Quake is/was, the continued support of its file formats by the various open source engines that implement them, and effectively how they set the tone for all things to come after.

jam2_tronyn.bsp

The map jam2_tronyn.bsp running inside of SceneKit, with no advanced lighting or shadows

jam2_tronyn by tronyn, part of the “Func Map Jam 2 - IKBlue/White Theme

The lights sorta come across, but not really. So this is not how these would look in a proper Quake engine. You can watch someone speed run it in 1 minute and 42 seconds and see that it's pretty moody.

jam2_lunaran.bsp

jam2_lunaran

jam2_lunaran, by lunaran, part of the “Func Map Jam 2 - IKBlue/White Theme

This other map, also from the same map jam, was very cool. It's a castle-y structure inside of a volcano-y cave.

It's what I would continue to use for all of my testing and prototyping.