Quake <-- Nethack. Yes, it is that simple.
Another challenge to creating the quake rogue map set (no, it is not model clipping - no easy fix for that, yet)
lighting - see the connected piece past the dead enforcers is much darker
once I have a working map randomizer I might try re-lighting all the connector areas
this can work, but does not make a good over-all solution if there are a _lot_ of chunks
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Another challenge to creating the quake rogue map set
(no, it is not model clipping - no easy fix for that, yet)
lighting - see the connected piece past the dead enforcers is much darker
once I have a working map randomizer I might try re-lighting all the connector areas
this can work, but does not make a good over-all solution if there are a _lot_ of chunks