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Shape And Form Experiment
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SAFE (Shape And Form Experiment) was born from my constant playing of System Shock2.
While playing SS2 for the 10th time I noticed a bulkhead in the hydro section of the game
which seemed to be oozing gorgeous mappin chee. I stopped playing that instant and
started throwing brushes around like a madman .. the mappin 'chee' flowed and
SAFE was born from my crazy demented mind.
Due to the map being completely made from detail brushes (because I'm lazy and can't be bothered to
create a caulk hull for it) and all the anti-bot brushwork the AAS file is total rubbish.
I have decided to not include the AAS file in the final zip due to it being a waste of zip space.
To be honest this map was never intended for bots and them not being able to run around it
wasting processor cycles is a blessing in disguise.
For some wierd reason I spent a very long time just zooming around this map, just loving the brushwork shapes
melting into each other like liquid gold. While floating around the map/room I discovered loads of odd viewpoints which
had very good 'chee' and made me smile in a way I have not smiled in a very long time.
The colour scheme was purposely choosen to present something
strangely compelling but equally disturbing at the same time. Everyone who initially looked at it
either liked it or hated it, well ok ... everyone thought it was a wierd colour combination and
reminded them of a bucket of sick! But for some bizarre reason it seems to fit together and flows
with an almost organic feel to me, each to their own I suppose! ;)
Finally a big thanks to ydnar for all his time and dedication in producing q3map2. The new
and improved compiler did a great job of melting and lighting my little wierd experiment. Plus all
your additional shader tweaks worked a treat.
Alot of the initial feedback was that everyone wanted to change this experiment
into something they wanted, so who am I to go against the wishes of the many. I have collected
together all the relevant
files you need to open this map and change/compile it into
your own shapes and forms. Its not a perfect example of how a map should be created so don't
use it as some anal guideline for mapping.
Keep warm
Sims
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| - | ID for creating Quake 3 Arena. |
| - | Nunuk, Bal, Ydnar for advice and support. |
| - | Ydnar, for q3map2 compiler. |
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