The last couple of levels in Doom: TDA are visually some of the most incredible looking levels in any video game I've played. id Software's environmental artists are some of the best in the industry. They deserve a raise.
Images below:
seen from Malaysia
seen from Belgium

seen from France
seen from China
seen from China

seen from Canada

seen from Kenya
seen from Serbia
seen from Malaysia
seen from United States
seen from United States
seen from United States
seen from Malaysia
seen from China
seen from United States
seen from United States

seen from Czechia

seen from Türkiye

seen from Canada
seen from China
The last couple of levels in Doom: TDA are visually some of the most incredible looking levels in any video game I've played. id Software's environmental artists are some of the best in the industry. They deserve a raise.
Images below:

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Making some changes to my sturgeon shipyard remake. The crystal models are flags for now, and am thinking of finding the model of one of the OTH posters to make the map a bit more splatoon themed (or at least have some kind of reference) although I may run in to licensing issues...might just stick with putting a few text signs in the map that talk about basic splatoon gameplay, like “remember to use your special!” or “don’t spend all your time inking the spawn!”.
For those wondering on my koth_harvest remake in quake live, I've unfortunately shelved it for now. I just don’t see how the map will work gameplay-wise in ql without completely butchering it, simply because open air maps are straight up terrible in quake live. That all being said, a koth_viaduct remake could be possible without running into gameplay problems as it has a more “enclosed” design with the wall of buildings separating each team spawn from the point.