With this map I tried to replicate a more organic environment. Gameplay-wise I wanted to see how far I could get with as little moving parts (like doors or platforms) as possible. Needless to say, designing combat encounters only with static geometry is quite tricky. Another lesson I learned was that hiding steps with illustionary slopes is a controversial practice. Same goes for clipping off large areas of geometrically complex parts like undergrowth foliage blocking the player. So far this was my longest mapping project. I've underestimated the effort that had to go into detailing to achieve the visial quality I initially wanted. But overall I'm happy with the result.
Game: | Quake Copper |
Single Player: | Yes |
Cooperative 1-3 Player: | No |
Deathmatch 2-32 Player: | No |
Difficulty Settings: | Yes |
Monster Count: | 141/155/167 |
Secrets: | 10 |