So, I'm remaking Deck 16 for Quake. It's definitely going to be MP, I'm still thinking up what to do for SP. If I do go through with making it SP it'll be very small and nothing like those 30 minute levels that gets released these days. Mostly it's been a way for me to learn Trenchbroom and have a bit of fun.
Here's a couple of Screenshots!
http://s17.postimg.org/eigyp88j3/deck1.jpg
http://s15.postimg.org/b3692gnjv/deck.jpg
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Deck 16 Remake
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Well, ahead of trying it, I can tell you this much....
Those sloped walkways = RJ launch off spots
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You are correct sir! This map isn't anything like the scale of the original map. The original map was big, and to be honest the game had a sniper rifle so that kind of scale is justified. This map is definitely tighter and has a couple of extra quake twists to it that I hope people will enjoy. I've tested the map with bots and it's pretty good fun so far.Originally posted by Mindf!3ldzX View PostIs it just me or is this not a 1:1 scale of Deck 16? I played that map in Unreal and Unreal Tournament heavily.
Also I'll be including the .map file in the zip (dunno if you will be able to open it in anything other than trenchbroom though). Not sure if people will want to customise it and try to scale it up or how easy that would be though.
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It's not going to be a full-bright map *or* a really dark map. I'll try and get a good balance going. Unlike some players I think camping is a part of the game, I like having a few hiding places in maps.
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Is it just me or is this not a 1:1 scale of Deck 16? I played that map in Unreal and Unreal Tournament heavily.
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i think the darkness adds to the tension. its dark, but you can still see. however, if you aren't paying attention you might get snuck up on.
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