I was wondering about a quake1 level I played over the years. It was called "Io" and was an absurdical large level of a spacecraft that tumbled down on the Mars moon. One had to collect several runes in a spherical astronomy lab.
I thought it was a map of mx or someone else but I can retrieve it only if I make a large jump in my archive.
after a large jump yes, it was called "TitanBeta5 / io" from MechTech and I'm surprised I can't find it on Quaddicted. Realy a top of the hat map, blew me sofar of my feet I would stop mapping.
Large Helical Device
Ran into this while reading about fusion reactors. Everybody knows tokamaks, right? They're just toruses ie donuts. Many movies have used that shape.
Then there's the stellarator. Wendelstein-7-X is the most famous one, and it's somewhat twisty but still kind of like a Tokamak.
But when I saw the stellarator known as the Japanese Large Helical Device, I thought about the board immediately. It is bizarre.
Looks like mfx gone wild...
Shooting High-Res Thermal Photos Of Iceland
Korovohrad Abandoned Coal Mine
Check out the video in the comments on how the excavators moved - they actually walked.
(I'm sure this is lifted from some actual source but it's a nice overview.)
Giovanni Battista Piranesi
"Top 100 3D Renders from the Internet's Largest CG Challenge"
It was a contest to create a 3D clip based on a simple animation as a starting point. These were the top entries. It's pretty cool, lots of neat sci fi and fantasy environments and characters on display.
A lot of those were pretty incredible. The toothpaste one had me cracking up. I loved the ones with enormous backgrounds and monsters. I wish that more games incorporated that sense of scale.
Hit F11 To See This In It's Full Glory
That is kinda neat.... but also gives me an idea for a game. Imagine each of those nested pictures as a "locations" in a point-and-click adventure game, and the only way to travel between "locations" is to zoom in or out to the next one.
Nice concept, I'd play the hell out of that!
And Sed Died..,
First "Atlantis" games had this concept.
I think I avoided Atlantis because it looked a bit too much like Myst, which bored the hell out of me in the 90's. I'd love to see the concept used in more of a LucasArts/Sierra style adventure though.
Inside A Cello
This is everything a Quake map should be:
- unsettling/unfamiliar location
- strong use of light and shadow
Spotted On Discord: