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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
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Built a small Quake map in blockout
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Roughly 2 minutes of gameplay
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Re-uses playspaces to keep scope down
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Focus on smooth movement flow in the combat arena
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Ultimate objective is introduced quickly: get the golden key
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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
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Created for and presented to the BUAS level design guild
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Speaks about my experience using Trenchbroom as a self-study tool for level design-related tasks.
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Explains what Trenchbroom is, how it's set up, and the reasons why I like the tool.
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Focuses on the level editor itself, scripting enemies and level functionality, and texturing.

Introduction

What is Trenchbroom?

Outro

Introduction
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