It's a little tough making good foliage in BSP format, but after noticing a few tricks in Morrowind and some of the Quake mapjams I've got a system I'm happy with.
Hey y'all! today I spent time working on a primitive map for my upcoming social deduction FPS, "Killer V Killer". It's a game where two players hunt each other down in a crowd of NPCs.
Right now I just want to make a primitive that shows off the most important aspects of the game, which includes the NPCs, the vendors, the items, and the weapons. Here is an EXTREMELY ROUGH sketch of the map:
Red - Apartment/Hotel (Spawn)
Orange - Restaurant (vendor that replenishes stamina)
Green - Park (landmark)
Cyan - Train Station (landmark)
Blue - Clock Tower (landmark/vantage point)
Purple - Clothing Shop
Pink - Gadget Shop
Light Green/Light Blue/Yellow - Weapon Shops
What's white remains undecided, and I'm sure I'll be retooling this plan as I go forward, but I really wanted to get some pen to paper on this map idea.
I even got a little practice with Trenchbroom, a quake mapmaking tool that works with godot!
It's a little early for aesthetic designs but here's another mood board for all the features I want to add!
because i wanna start learning quake mapping im making a quake map based off the suggestions of people in my discord server and im slowly coming to realize that i am surrounded by maniacs
they asked me to build the entire fucking family guy house. what the fuck is wrong with these people.
Didn't have too much free time for game deving this week as I was busy with midterms. In spite of this though, I still managed to create a small handful of psx dungeon assets in TrenchBroom for the Daggerfall-inspired dungeon generator that I'm working on (which will hopefully then make its way into my larger, CRPG project).
The project currently has some weird lighting/shadow glitches (which are barely visible in this little loop). I think it's an issue with my pipeline for creating these assets (TrenchBroom -> Qodot -> gltf -> Godot Scene), but these aren't the final assets so I'm not gonna bother with making them perfect for the time being.
As a bonus, here's a little gif of the assets themselves:
I've been a bit busy so didn't have a lot of time to spend on mapping lately, but I've been chipping away at my map!
Mostly, I've been playing around with lighting the place up & applying textures. I think this is an especially fun process, as the level really comes to life as I work. I also discover a lot - what looks good, what doesn't, what needs a little extra geometry, what needs less geometry and so on.
A nice comparison is two screenshots I took sequentially. I'd thrown in some basic lights and a few textures:
However, taking the screenshot and throwing in more textures in the downstairs area made clear to me that the region needed more oomph. So I tweaked geometry around while texturing more, leading to the next WIP:
Obviously the latter is also far from finished, but I think it's a cool visualisation of progress!
Finally, an additional screenshot for good measure:
6th map for the Tomb of Thunder campaign for Quake, named "Her Throne, Now Mine" (plot relevance in the title, oooo~)
It is a short map, but it's one that still took me 3 months to make, mostly for the final boss, which I had to code (even if I was using Cthon's as a base), model, texture, and design the final arena properly
But now it is done (aside from ironing out some stuff with the model like animations and texture) and am now on track to work on the secret level
This is a cut section from THEY CAME FROM DIMENSION X's Episode 1 Map 6 "Ravermos". The map got too long by the time I finished it (~30 minutes casual 100% completion) so I excised a cave area filled with water and marsdogs and this section here. Feels sad to drop them but I may use these sections in another map. The silver key pipe maze in particular does show off a lot of what this game is about so I thought it might be neat to show it off.
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Now that I've got all my statics converted to IQM format and loading in-game, I can lay my old imgui custom editor to rest and do everything with Trenchbroom and EricW's tools. Apart from configs for Trenchbroom the only custom part of toolchain is a little util at the end that does some pre-processing on the final map outputs to make them load faster in-game.
Iteration time is a breeze now too. Basic rebuilds went from ~5 min to ~10 sec, while more polished "release" rebuilds now only take a ~2 min instead of ~2 hrs. I've still got some ugly seams in the lightmapping but the drop in iteration time is more than worth it, I won't be going back now.