Software used: Trenchbroom, Quakespasm
Made: September 2023 - October 2023
Play it here:
GitHub Repo: samanthag168/QuakeMap (github.com)
Designed layouts suited for a multiplayer deathmatch.
Came up with a theme for the map, and designed rooms, areas, and hallways based on the theme.
Blocked out and iterated designs.
Playtested my blockout map twice.
Redesigned layout based on player feedback.
Designed focal points and landmarks to serve as callouts and contested points.
Positioned health, ammo, and weapon pickups to draw players to contested areas and encourage the use of the whole map.
Added textures to evoke the map's theme and create a sense of place.
Added lighting to guide players and create atmosphere.
Added cover in map to prevent sightlines from being too long.
For a more in-depth explanation on my design process, I created a wiki on my GitHub repository that journals my progress as I made my map:
Below is a video walkthrough I made for my map's blockout. This is the final blockout before my first lighting and texture pass.
More info here: Quake Wiki: Texturing
I used the following WADS: Rune Resized, Wizard, Undying, and Deadmeat. These WADS were found on Quaddicted.