Metal Gear Solid, opening scene, by churl.
Weapons and equipment OSP.
When I started drawing this, I optimistically thought I’d be able to fit the third area in there too (the tank hangar), as well as a little of the B1 and B2 floors below it and a hint of the minefield beyond that. My reach seems to have exceeded my grasp, at least from this POV.
Crazy Taxi, Arcade map, by Churl.
This is how I remember the default (“Arcade”) map from Crazy Taxi. Lots of lost hours (and missed work) from the Dreamcast version of this game. Deliberate quirks of the burst and drift “moves” seeded some surprisingly deep gameplay, once you got really into the nuances of the physics, though real, competitive high-level play didn’t seem to catch on in a big way in the US.
And, christ, that soundtrack. Scorched into my brain. “Yah yah yah yah yah…”
[Josh says: love your linework here. So clean!]
Unreal Tournament, Deck 16 II, by churl.
My perspective is pretty bad, but it was fun to just sketch this off-the-cuff. “Deck 16” was easily the deepest and best-designed multiplayer map in the original Unreal, and although there were ongoing revisions in all the subsequent Unreal games, Unreal Tournament’s “Deck 16 II” was probably the pinnacle. Anything I’ve got right was baked in from hundreds of hours of playing on “Deck-only” servers, anything I’ve gotten wrong I blame on the ravages of time and booze. Not pictured (behind the ‘camera’) – Shock Rifle (bottom of elevator), Redeemer (above top of elevator), Ripper (bendy hallway) and another Sniper Rifle.
[Josh says: I love that you did a perspective view of this. Super immersive. Come to think of it, I think I’d have an easier time recreating Quake levels as a few through-the-player’s-eyes shots of key rooms than as an overhead map. Maybe I should give that a shot at some point.
I was a Quake franchise devotee during my first real engagement with FPS deathmatch stuff, so I regarded UT at the time as almost the enemy on an ideological basis, sort of a Nintendo vs. Sega playground argument ported over to college-age FPS shenanigans. So I have only scattershot (heh) memories of the few UT maps I did play, with their conspicuous use of any colors other than grey or brown and their different look and feel for the weapon selection. It’s like, flak cannon? What? WHERE’S THE QUAD DAMAGE!]