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.
For anyone following at home (does anyone read this yet?), Matt has given lun3dm5 a brand new skybox and lighting pass and is making nice headway on the proper cube generation script. We may actually be able to release this month. But I’d plan on next month just to be safe.
For the past few months, I’ve been collaborating with colleague Matt Breit on his latest Quake 3 level, lun3dm5. The level is an artistic show piece inspired by this Peter Gric piece, using a single concrete texture on a large monolithic floating structure. To accomplish the cubed look, Matt has developed a Python “cube spew” script that generates cubes within set bounding volumes in Maya, giving this end result. Re-export back to .map, et voila! Cubes.
The plan has been in Matt’s head for quite some time now (this early style test dates back to late 2008), but he could never really get around to building a layout. As we talked about it earlier this year, I offered to build a layout for him and started piecing it together in my spare time in late April. After a few months of slow on/off progress, we finally hit our stride in the last week or two, rapidly firing drafts back and forth and bringing back the tag-team collaboration that once brought you q4ctf7 and q4dm11. This is good, as Robert Yang happened to feature the level in his October edition of “Levels to Look Out For,” requiring us to finish it this month.
As of yesterday’s playtest-ready compile of the level, my work here is pretty much done. Here’s a few shots of where it stands pre-cubing: