That’s it for this chapter! Next up, there will be a (hopefully) short pause, and then an epilogue capping off the rest of the story.
Transcript: ↓ Read the rest of this entry…
That’s it for this chapter! Next up, there will be a (hopefully) short pause, and then an epilogue capping off the rest of the story.
Transcript: ↓ Read the rest of this entry…
Smoke and steam. Crates and warehouses. Machines whirring. Fans spinning.
Recently, I chose to host my first mapping jam for Quake on Slipseer & the Quake Mapping Discord. The direction was to build a map in the style of a factory using the Alkaline toolset. There were no restrictions on theme or texture set; however, every map was required to include at least one instance of Floyd.
Floyd is a cylindrical robot that walks around on 2 legs (and fires a volley of lasers, but don’t worry about that).
Re:Mobilize is a modification for Quake that adds in new features around advanced movement, such as a grapple hook, trampolines, and wire meshes. Version 1.2 was recently released, which includes some new tools, as well as a set of new maps. One of which is one I contributed, titled Reverse Polarity.
My aim with Reverse Polarity was to create something built more around exploration, similar to my Arcane Dimensions map, Grit Under the Eyelid. As a result, the layout is more vertically-oriented, with many layers on top of one another. I selected Rubicon 2 for the primary theme, choosing to also skin enemies accordingly. Re:Mobilize is built on top of Progs_Dump 3, which allows for more extensive monster customization, so I was able to apply models from the Rubicon 2 & Alkaline mods.
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