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Quake-Mapping

 project objective 

I like designing Quake maps in Trenchbroom to practice designing FPS levels in a tool where I can easily iterate on my blockouts and try out different gameplay ideas.

I also enjoy setting up gameplay in terms of scripting enemy behaviour, and scripting moving level elements like doors, elevators, and decorative pieces.

 Project 1: Learning the ropes

Contributions​​

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  • First ever Quake/Trenchbroom project

  • Built a small Quake map in blockout 

  • Roughly 2 minutes of gameplay

  • Re-uses playspaces to keep scope down

  • Focus on smooth movement flow in the combat arena

  • Ultimate objective is introduced quickly: get the golden key

  • Eyes on the prize: the golden key is visible throughout the level

Pre-viz

 presentation on trenchbroom 

About this project​​

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  • Presentation from February 2022

  • Created for and presented to the BUAS level design guild 

  • Speaks about my experience using Trenchbroom as a self-study tool for level design-related tasks.

  • Explains what Trenchbroom is, how it's set up, and the reasons why I like the tool.

  • Focuses on the level editor itself, scripting enemies and level functionality, and texturing.

Find me on

  • Twitter
  • LinkedIn
  • YouTube

©2020 by Jamie ten Hove

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