Deathmatch Quaked : Source is a tribute to the work of Valve and id for their work on Deathmatch Classic and QuakeWorld. We will bring the game into this decade by adding more game modes and gameplay options while retaining the fast paced feel of the originals. It is very important to us that we retain the physics of QW while adding great eye candy and competitive game modes.
Anothe shot of DM4. We have used this map to develop items - they all exist although some models are needed! You can see a rocket exploding.
Nice textures! I think it'll be better to use displacements there (for creating smooth caves)
Or you want to make it blocky, like in original game?
Hey - thanks! That is just a quick one that I threw together - the mappers intend to keep the map blocky for gameplay, but add eye-candy using no-clip brushes or some other magic :-)
you should definately add displacements here and there.. but make glass-, grid- or noclip- walls infront of them.. or use wall textures with big cinders.
TBH those textures were used to put the map in operation for testing, but there hasn't been a lot of work done to dm4 just yet. Once we take our focus off our current map WIP's we can get back to it and decide how to handle the geometry and textures along the lava walks, which textures to keep and etc... :)