Dragonsbrethren
Senior Member

Posts: 1457
Registered: 03-09 |
Mapping for a Quake engine game is no harder than Doom, and in fact is much easier when you wish to truly incorporate the third dimension. Don't confuse familiarity for a lack of difficulty; I had a hell of a time making the jump from Half-Life to Doom, and the latter is definitely the more complicated engine. The difference is, many things are significantly easier when you have free reign over how you want geometry placed and textured.
And before you say the Quake engine isn't modern, keep in mind that it's the basis for several of today's game engines, and the basics are still identical. If anything, it's gotten a little easier. Source, for example, has these wonderful meshes called displacements which you can use to sculpt terrain in seconds, versus the time it would take to do it with brushes (or, even worse, slopes in the Doom engine).
Edit: You know, if we want to keep discussing this, let's move it to another thread.
Last edited by Dragonsbrethren on 11-19-12 at 01:13
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