These are creatures and worlds I built for Quake (quake one, from Id Software.)
These levels were built just as graphic accelerators were becoming available for PCs. So they are very low poly and very low rez. Their expected display resolution was 320 x 200 pixels and 256 colors.
A Quake conversion level with low poly low rez nekked gurlz, killer toilets, violent hallucinations, da man and viagra.
I made a special version of this world to film Bad Trip at Blackrock.
A Quake conversion level with the the warrior princess version SexDroids.
A Quake total conversion level with SexDroids and all new terrain textures.
This level is a side scrolling jumping game translated into first person perspective and includes
VERY challenging jumping puzzles.
That computer in the second picture has a seriously lagged game of Quake playing on it.
408 triangles!!! One texture map 220 x 195 pixels 256 colors!!!
Those are the actual texture maps to the right.
For comparison a 2011 game character might be expected to have about 4000 triangles and several texture maps of 2048 x 2048 pixels.
VIOLENT HALLUCINATION aka bite me
Person one: What is that thing with the teeth and eyes doing in the Blackrock City level?
Person two: That's a violent hallucination.
Person one: Oh, now it makes sense.
In this Quake level I experimented with darkness and how much light was necessary to stay oriented.
This level is based on the foundries, machine shops and steel yards I have spent time in.