![]() In short, id Software Quake levels tended to be uninteresting. While the base game had excellent enemy encounters and was dripping with atmospheric touches, the maps themselves tended to be blocky and lacking in embellishment. What I enjoyed most was when mappers would stretch the capabilities of Quake to present new narratives, to show strange new worlds, and to inhabit those places with thrilling combat. ![]() For me, SPQ was where I found my interests. I didn't have a great internet connection when Quake was at its peak, so didn't have much interest in the foundational Quake mods like Rocket Arena or Threewave CTF - or even in Quakeworld. Today, we'll explore the pure architectual creativity of single-player Quake levels, also known as SPQ. In previous entries in the C:\QUAKE series, we've explored novel game ideas, moviemaking and speedrunning, and the flexibility of Quake's creation abilities. ![]()
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