My mom and I in Alaska on Holland America Cruise. When she passed, a hole was left in my heart. I recently lost my 82-year old mother, Marje, who was a truly inspirational woman. My mother’s German sauerbraten recipe has allowed me to do all of the above on many occasions, which is why I’m excited to share this magical dish with you right now. Note that this post sharing an authentic German sauerbraten recipe contains affiliate links.Īuthentic sauerbraten, Germany’s national dish, is a particularly special meal that truly reminds me of food’s power to comfort.įood also has the ability to connect you to your heritage, remember loved ones who are gone, celebrate family traditions, and spend valuable time with people you love - the latter of which is the main ingredient to a happy life, at least in my opinion. It's much more like building something with lego blocks.By Laura Rice, Epicure & Culture Contributor. It's not like building an actual 3D model out of individual polygons like you would need to do for making a character or weapon model. It takes some getting used to, but it all makes sense. Same thing for walls, ceilings, decorations. You want a floor? Select your texture, make a brush, and stretch it to the size you want the floor to be. They all use brushes, which are literally just blocks that you piece together to make a level. are very similar to Worldcraft/Hammer Editor as well, but I don't have too much experience with them.īut you really don't need any knowledge of 3D modeling to use any of them. And quite frankly I find it a bit more intuitive to use than Doombuilder. Setting it up can be a little time consuming, but once you do, it's extremely easy to use. I always used Worldcraft, which became the Hammer Editor when Valve acquired it. It's a little bit more in depth than using Doombuilder, but not by much. Yeah, building levels for Quake isn't really that complicated. (I apologize if this question was already answered somewhere, I haven't found it by googling the forum.) But maybe there are some simplified editors for Quake or id tech 4 which don't require 3D modelling skills? If there was a savegame mod for Cube 2 it would be clearly my favourite here. What I look for is something as easy to use as possible, like the Doom platform, but with 3D support. City-like levels with outdoor areas and buildings are just something I'm aiming for.Īny ideas? Are there other open-source engines I should look at? I don't aim at anything near professional videogame creation, so I'm not searching for something like Unity (which is also closed-source). Id tech 4 (Doom 3 engine): Seems to have problems with outdoor areas and not really a big mapping/modding community.This would mean that large levels would need you to sit down and play them in one session which would limit the audience (the game has checkpoints, but the state cannot be saved afaik). But there is a major problem with it: At least within the original Sauerbraten implementation there is no savegame feature. It has a very simple in-game editor which is really cool and would meet my needs fully. Cube 2 Sauerbraten engine: This engine is also oldschool and super-fast, I have also already seem a Doom level re-created on it.The editor I have seen for it however are relatively complicated to use, knowledge of real 3D modelling seems to be very useful. Quake/Darkplaces engine: Seems to be the most widely used "oldschool" 3D engine or platform.Those I have looked at all seem to have different shortcomings: So which engine, preferrable open-source, would you use to build single-player FPS 3D levels, roughly in the Doom style with a focus on fast-paced action? It can be a classic, oldschool engine. I know GZDoom can do 3D architecture to a certain extent, but it seems to be not really optimized for it (as far as I know, complex GZdoom levels consume way more resources than games with real 3D engines). I love the simplicity of the Doom platform, but sometimes I would like to build "true" 3D structures with not only rooms over rooms but "monsters over monsters". Some time ago I have begun to create my own maps (still nothing really publishable, though).
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