Quake 2 : Call Of The Machine

Work from the recent release of Quake 2 Enhanced. The Quake club at MG created a new episode called Call of the Machine.
For this HUB level I tired to make some call backs to the previous episode "Dimension of the Machine" by referencing some of the shapes and details from before. I imagined the Gateway being unearthed after thousands of years buried somewhere in the galaxy.
----------------
Map created in Trenchbroom.
Big thanks to the team at Id software and Nightdive Studios for all the help.
Also huge thanks to Paril for creating the tools. Thank you.
----------------
Skybox was created by Ryan Watkins
----------------
MG Quake Club COMA team -
Christian Grawert
Andrew Yoder
Tom Fritzson
Jerk Gustafsson
Tom Carter
Chris Hodgson
Anton Eriksson
Aivis Ozols
Oscar Alvarez
Ed Curtis-Sivess
Michael Hyll
Pontus Wåhlin
Kevin Dunlop
----------------
https://www.artstation.com/artwork/dK3zV3

You crash land aboard the unknown vessel.

I had requested that phong shading worked with dynamic lights so every room needed to have a spinning light :)

The Machine...?

The Machine...?

I had thought whoever found The Machine brought it onboard and sealed it in an anti gravity chamber for study

The Machine should always be surrounded by a vast network of pipes and cables!

The Machine should always be surrounded by a vast network of pipes and cables!

I really wanted to have a huge star map in the middle here. A projected hologram that would update as you progressed. Maybe something I can add in the future :)

I really wanted to have a huge star map in the middle here. A projected hologram that would update as you progressed. Maybe something I can add in the future :)

The following images are WIP work from the HUB level during development. I thought it would fun to add

The following images are WIP work from the HUB level during development. I thought it would fun to add

These shots are from some of the first things I did when starting. I was testing the new height fog and the use of texture lights rather than the standard light entity

These shots are from some of the first things I did when starting. I was testing the new height fog and the use of texture lights rather than the standard light entity

I was using shapes and details from my map in Wolfenstein 2, Moon Base Gamma. Same corridor shapes and pipe/duct config

I was using shapes and details from my map in Wolfenstein 2, Moon Base Gamma. Same corridor shapes and pipe/duct config

Entrance to a lab

Entrance to a lab

Large pods for monsters collected through the exploration of The Machine perhaps?

Large pods for monsters collected through the exploration of The Machine perhaps?

I was wanting to explore having lots of circular shapes and details at the start but it would run into file limit sizes often.

I was wanting to explore having lots of circular shapes and details at the start but it would run into file limit sizes often.

An early mockup using the Makkon texture pack by Ben Hale

An early mockup using the Makkon texture pack by Ben Hale

This was a mockup of an idea to have the HUB set on a starship. The player would be the captain and dispatch their team via drop pods to the missions. The end idea was to have the final boss fight on the ship itself.