Abstract Level Preview

So I started a new Quake level, mainly to test out a concept I’ve been tossing around in my head. I wanted to do sort of an abstracted level. Keep the same sort of shapes that we’re used to seeing in a Quake level but dress it up in a way that’s striking and interesting. Here’s what I’ve got so far:

This is requiring a lot of custom texture work (you don’t see it all here, of course, there are some surprises that I’m holding back). It’s fun! But a lot of work at the same time.

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3 Responses to “Abstract Level Preview”

  1. Kell says:

    Nice.
    As someone said on Func, looks like a Mondrian Mod for Quake.
    I actually tried that once; flat color textures with black borders, and flat color skins for the monsters and items. I stopped after one evening, when I realised how dumb it looked being attacked by a solid blue death knight :P

    Regarding the special use of color: I’m imagining something similar to DICE’s forthcoming Mirror’s Edge, where despite the largely realistic setting, the visuals are color-coded into “runner’s vision” so progress-critical features are bright red against the grayish background. Again, I’ve given vague musings to similar things in Q1SP, though with much more of a Half-Lifey direction.

    Abstract/geometric visuals for a FPS is something I think has been possible for a long time, but has been unexplored due to the predictable obsession with photorealism. It’s good to see you diving into this idea, and I’m looking forward to playing the results.

    ( btw: could do with a preview function for comment posting )

  2. Warren says:

    Well, I think flat color skins would work on the creatures/items if every triangle had black edging on it. If it was just a solid color then, yes, that would look pretty bad.

  3. scar3crow says:

    I’m reminded of a Q2dm level Jehar showed me this weekend, I don’t recall the name, but it used nothing but simple solid black and white texture, largely stripes, and relied on colored lighting for all indicators of import and texture. Usually I shy from so much colored lighting, but after I saw it myself, it did seem pretty cool.

    I recall many years ago Akuma was working on a mod called Ta Fa Chet… Involved starting in a greyscale house, which was strangely normal and also Quakey, and he only left blood in the palette.

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