It’s taken a couple years, a couple layouts, and one hell of a Python script, but… Cubes. They’re done.
With tomorrow’s deadline for the MapCore 20 Brush Challenge, I’ve wrapped up my entry, a Quake III Deathmatch level called “Don’t Mess With Hexas.”
Giving it the proper kfs3dm1 nomenclature might be overkill for a cheap gimmick map, but as this is my first-ever release of a Quake III level and the first personal work I’ve put online since 2004, I say what the hell, why not?
Textures were created by Matthew “Lunaran” Breit. The skybox is “Stormy Days” by Jochum “Hipshot” Skoglund. Lighting was handled by Matt’s fancy Python script that generates environment lighting based on color values within the sky textures. Fancy. I also stole the name from Matt; after declaring I was considering naming the level “Hexas,” he took it to its logical conclusion of “Don’t Mess With Hexas.” It beats the working title of “Insert Hex Pun Here”
You can download the level here: kfs3dm1.pk3. I’ve also included the source .map file for your viewing pleasure.
Additional shots follow:
We’re running a fun challenge over on MapCore to build a BSP level out of 20 or fewer brushes. I’ve been dabbling off and on for the duration of the challenge, but decided on a whim tonight to scrap my previous layout drafts in favor of this one. Which is definitely The One™. Here’s a quick shot from Radiant:
I’m using some more custom concrete textures from Matt Breit, this time on hexagons instead of cubes. Monolithic floating concrete is more similar in style to lun3dm5 than I originally intended, but I’m still pleased with the result. I’m currently using the old green/orange lun3dm5 sky, but will be swapping it out with a different sky and new lighting before making my final submission on Sunday. I’ll have screens and a more detailed writeup then.