I'm currrently working on a Quake 2 map for the Berserker engine, which currently features new shaders such as luminosity maps, filter maps and such, and I have also made a dynamic skybox in order to support a day-night cycle. However, hopefully I can find a way to change the shape of the sky'box' so that it is more like a dome or a sphere, as when the sky is applied to the box, the seams and shape of the box tend to break the impression of the way the sky looks.
Here is a video demonstration of the map so far:
DemoThis is currently my first map for Quake 2, and also my first map with Radiant apart from a small testroom I made for Quake 4.
The later version which features a dynamic skybox currently doesn't work until I find a way to increase the bounds of the map from the 8192x8192x8192 Quake 2 default, I think the engine will probably be able to handle it. The blue light shaders with their luminosity and various filter maps were made by me, but everything else which comes with a special texture pack dedicated to the berserker engine.
The berserker engine features entirely dynamic per pixel lighting, so eventually when I get the sun aswell as the day-night cycle to work, as the sun moves through the sky, the shadows on the world will move in conjunction with it. So any shadows on mountains, buildings, structures and features will all move as the time of day changes.
Here are some other textures i've made for it, which are in the later version:
Strogg InsigniaDynamic Skybox:
DayNorthEastSouthWestNightLanding pad -
Base concrete/parallaxed texture is from the Berserker texturepackI also made a few more insignias which resemble Strogg units which I intend to put in the relevent places.
I also need to fix the lighting in that stairway which connects to the landing pad, I can manually add ambient light to account for the bounce, but i'm not sure how to implament that realistically.