Missi
missingnoguy55.bsky.social
Missi
@missingnoguy55.bsky.social
aaaa eeeeee

he/him. 31. level designer, programmer, 3d modeller, and much more. i develop for Jabroni Brawl: Episode 3 (https://store.steampowered.com/app/869480/Jabroni_Brawl_Episode_3/) and Obsidian Conflict (https://obsidianconflict.net)
Video of combat in my game and where the grappling hook is right now. I always wanted a lot of enemies in a level, but hitscan makes that no fun. So what if you cvar'd hitscan? The results are pretty neat. The grappling hook also draws a rope properly now, so you can tell what you grappled to.
January 31, 2026 at 6:23 AM
January 2, 2026 at 8:49 AM
The grappling hook has been relegated to an item, which means you can now grapple and shoot at the same time :D
January 1, 2026 at 2:08 PM
The passes on this mall map have really been great. One can do amazing things with higher BSP limits and geometrical knowledge.
December 29, 2025 at 12:33 PM
Grappling hook shenanigans. No model for it yet so I am using the lightning gun as a placeholder. The logic for this was mostly done in QuakeC.
December 29, 2025 at 7:17 AM
Quite happy with how the view sway turned out.
December 28, 2025 at 10:26 AM
An attempt at view sway with side movement. The viewmodel position was a pain to figure out in C, but I managed to set that too.
December 22, 2025 at 10:41 AM
WIP entity, trigger_timechange. It is not fully functional yet. What it does is check all valid player slots for players inside the volume and transports them after a set time.

However, this came with a neat side effect I'll keep of transporting anything caught in the volume as the timer finishes.
December 21, 2025 at 6:59 AM
One of the best renditions of this was when I was using the sounds from the Atmosfear mod for STALKER, and all the mods that use it. This was only on my end though.
December 12, 2025 at 10:25 PM
Did a pass on this over the course of today. Looks a lot better. Next screenshots will have a Q2-style skybox texture
December 11, 2025 at 6:18 AM
mall wip
December 11, 2025 at 12:19 AM
The fog required a lot of precise timing and entity inputs to look good. As for the most tedious entity I/O in the map, it probably was the lightning rod when a lightning bolt hits it. The end result was great though.
December 11, 2025 at 12:08 AM
jb_airship is probably one of the better maps I've made. The whole layout took under a year, but I kept touching it up over time. The idea to make the fog roll in was there from the beginning and uses several tricks to achieve the effect seen in-game.
December 11, 2025 at 12:05 AM
Airship WIP. This map can only be played in the present time period in-game.
December 10, 2025 at 11:50 PM
A long-time project of mine, since 2021, has been an adaptation of my local college into a THUG Pro level. Turning the whole college into a skate park was an arduous task, and especially making the size 1:1 with the real campus was tedious. It plays as well as it looks, which is great!
October 1, 2025 at 6:19 PM
When the player changes to another time period, entities in the previous time period stay "paused" and cannot be interacted with. When switching back to the previous time period, they will now resume from where they left off. There is currently a bug where they will drop items in a seperate time.
September 23, 2025 at 10:54 AM
Tweaking collision to work with time travel. Originally it would only read the present time period. Now it takes the current time period into account.
September 21, 2025 at 11:35 AM
Update: got it working with saves
September 18, 2025 at 8:59 AM
I had to change a considerable amount compared to standard Quake to get this to work. Also, there are some bugs still like enemies not spotting me immediately. They can also cross time-periods which may or may not be useful as a mechanic.
September 18, 2025 at 5:39 AM
And yes, they are separate BSPs
September 11, 2025 at 8:27 AM
There's a ton to iron out, but this is what I have so far for a Quake-derived game. Note that I'm using LibreQuake in place of the ID assets.

The biggest thing so far is being able to switch between three loaded BSPs at runtime as a time travel gimmick.
September 11, 2025 at 8:19 AM
Black Mesa Skateboarding Team

"Here, let's try this."
August 19, 2025 at 11:42 AM
August 7, 2025 at 11:08 PM
me when i feel a spider on me at night
July 15, 2025 at 11:08 AM
Un-named deathmatch map for Jabroni Brawl: Episode 3 that I have been working on for years
January 13, 2025 at 3:02 AM