Gallery of Chapter 2 in-game renders
Quake II RTX engine.
Gallery of in-game renders
Original Quake II GL engine
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Fallhaven 1: The Isolated Depths
Non-RTX original Quake II GL lighting
The Cistern Room from the water below looking up through the pipes and catwalk. Typically these areas were pyrotechnically lit kill zones of rockets explosions and blaster fire streaking back and forth.
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Fallhaven 1: The Isolated Depths.
Non-RTX original Quake II GL lighting
The murky bilge from the central chamber to the cistern rooms. Directly beyond that auto door is the hatch up tot he bilge of the Cistern room. The doorway not only made it harder to camp, but also allowed a Blind Wall separating the Cistern from the Central Hub. This isolated rendering in each zone.
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Fallhaven 2: Rooftop Conflict.
Non-RTX original Quake II GL lighting
The Red Side entry foyer with Railgun and ammo. Everything a good defender needs. Everything a good attacker needs to snipe defenders in the main base arena. This was a crucial point for defenders and attackers alike.
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Fallhaven 2: Rooftop Conflict.
Non-RTX original Quake II GL lighting
The main courtyard looking toward the Red Side base. Quad Damage at the center and a huge number of spawn points and weapons and ammo. This was meant to be a frag fest at the center. Grappling and rocket jumping enabled access to the second floor platform that encircled this central arena.
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Fallhaven 2: Rooftop Conflict.
Non-RTX original Quake II GL lighting
The maintenance junction between the main vent fans and the main hallways connecting both bases.
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Fallhaven 1: The Isolated Depths.
Non-RTX original Quake II GL lighting
The back door elevator from the Cistern to the Red Side flag room. The elevator would rise anytime someone was on the elevator at its base below. Players could jump down into it as an exit or enter from above. Covering this back door meant being exposed to fire from the other two entry points.
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