My favourite custom map is probably 1+ by Q.  You can spend a hundred hours making a map from scratch but the great quaking public lack the imagination to welcome them into their hearts.  They seem to like to "know" the map to get the illusive extra frag.  Damn them.  So rather than waste my time, I tend to twiddle with existing id maps.  I only play baseq3 FFA so they tend to be tweaked in favour of that
 
  Place in your baseq3 folder.  Latest map:

q3dm13remix



q3megamix
 
 
   
This was a bit buggy.  One of the walls between RL room and SG vanished.  It was there on the map but not in the BSP, so I hastily threw something in front of it and fingers crossed. Poly count same as original due to me removing loads of annoying patch-bends.  Didn't VIS very well but still get good fps everywhere.
    



q3dm2remix

Was very tempted to put every weapon and item u can think of in this map, but you got to resist some things.  Grenade now at ground level so its easier to twat spammers, tricky horizontal RJ to haste on top of main tower.  One bug only - all items blink out of existence when you fall through from previous sky level.

 


q3dm3remix

Got right to the end, then it decided it was too complex to compile :S  So I took 30 hint brushes out and it VISed with an acceptable FPS hit when you go under from the plamsa end. Then the lighting render failed (too complex again).  Finally rendered lighting from 1.2.11 and am a happy bunny. Must be all that extra fog???  You can get on the roof, under the floor (where it's still foggy) and there's more room to move.

q3dm4remix

I had planned never to do dm6 - its Q3's most popular map AND it's already been redone by id (pro) and Q (6++).  But after a while thinking about other maps, this one kept bugging me, and the more I got into it, the more things I found to change, though I had to avoid re-doing what Q had done.  So, it's slightly roomier, more doors, original textures and hopefully JUST different enough to still be playable.

q3dm6remix

De-branded the dm7 remake for the-bruce's home server.  Which was previously a christmas version, also for the Prost Germany server.  Lots of secrets to find, new areas to go, more connectivity, grenade and lightning added, quad replaced with flight. Not an entirely serious conversion but had public feedback during its evolution and it seems popular.
.

q3dm7remix            brucedm7

brucemasdm7          prostmasdm7

My fave so far.  Replaced fog with water so you don't kill yourself every 2 minutes (this also made the map far less red).  Put exits behind RL and either side of RG so you're not trapped and can't camp.  Extended rail room and put a courtyard outside with GL to help you get to the rail (teleports from PG rooms).  VIS went well though used 1.34Gb memory to do it:S  Made a 2nd map - q3dm9remixrail in the same PK3.


(includes q3dm9remixrail)
q3dm9remix

There are a few dm13 mixes out there, so had to set about doing it differently to them. Originally had lots more lava in the new bits, but testers reported it ruined the flow so had to re-think it a bit.   It gave me time to add a few more passages, squeaky buttons and some big-head skulls for fun. As ever, I just added to it, rather than changing ID's great map.


q3dm13remix
Everyone does a dm17 remake because the .map files comes with the editor.  98% Of them are crap - but I decided I'd have a go anyway.  Dragged 17 onto tourney 6, the crusher wouldn't work the other way round :(  So a bit of texture matching, pad adjustment, tele retargeting - removed quad and BFG and 17's rail platform.  Did a vis-fast because its so open.



17t6remix

Someone on lvl asked for a CTF version of 17t6remix.  It was a good idea and very quick to do, I even sorted out proper AI and a dodgy bounce-pad.
*********EEK********
Update 7-mar-06 - apologies to the 20 people who already have the map, I forgot to scale the custom textures, so this version is the "new" final version, until I find another error :)



17t6ctf

Some tweaks to dm16 to make it instagib in vanilla baseq3.  The DM17 version has been quite popular so I've sold out and done all the same stuff to dm16.  Though over 100 bugs appeared and id's shader for the lamps is also wrong and needed replacing.  Pah.  Lots of buggy clips removed - god knows how they compiled it originally as it took hours of fixing.

 
16instamix
 

Some tweaks to dm17 to make it instagib in vanilla baseq3.  Now in it's third and hopefully final iteration, it has custom shader on its one blue hoop that no longer spins, no weapon drop, no machine gun, a couple of surpise bounce-pads in case you fancy camping, and a new tune for those who don't like german techno.
It's still basically dm17 though.


17instamix
17insta (or 17rail if you prefer 125 health to start)



Oh go on then.  The rail thing was so popular, I wondered if a similar thing with the rocket might be as popular.  I'm such a tart.  Nice and quick because I did all the donkey work in the 17instamix so what the hell.




17rocketmix

A mixture of q3dm1, q3dm2, q3dm7, q3dm15 and q3tourney3 all stitched together with some extra bits.  It started life as 15+1remix but now I find q3megamix is better than 1+2+7+15+t3_remix.  There is one vis face bug I've not managed to get rid of, so I hid it.  You might still see it from spec though, as well as the sky-box glitch, but apart from that it all went quite smoothly and a miracle that you can't see through the sky.

q3megamix

The quickest map I ever made - done in a weekend.  The Q3DM1 end was already made of course, so just re-textured and closed off the DM15 end, changed all the clips so it's good for tricking then loaded them together. 2nd day - fixed the gaps between the join, all hint brushed worked perfectly \o/ but low ceiling in DM1 end was hard.  Needs more light upstairs really.



15+1remix

Aye charumba.  My first proper conversion and deary me it took months.  Straight from the decompile it had gaping holes in it.  Originally a CTF map, the final version was 6000 polys and so many bugs that I gave up.  Finally, a day of converting back to a FFA map and hiding the untextured faces, it still wouldn't compile properly so no .AAS botfile :(  12 Hour compile !

tourney3remix

Found a fab CTF map pack called WTF, 21 Mb and no one's ever heard of it.  This map stood out, but needed a tweak to make it a bit more interesting for FFA, so a bounce pad in each corner (to help you rail over the glass) and another each end to get you to the grenade launcher.  Low gravity, lots of hastes and still with full TDM/CTF support.



wtf2remix

I do love the wide open spaces.  8 Of the 12 spawns - you are supplied with a weapon and armour so you're not helpless.  If you fall off, an electric ram (get it?) shoves you back to the top whilst giving you covering fire with rockets.  The throbbing sphere gives you a megahealth if you can get through it.




electricram

A scan of an Asus motherboard started me off, though I should have started smaller because the map seems too big.  So I left it 3 months, finally I put a load of hastes in and hoped for the best.  Tricky patch bends, finally made in 2 parts coz the engine couldn't cope.




borrowers

One of the few maps I actually finished before I got bored or annoyed.  A nice wide open space - prob in a crater or something (dunno), most of the spawns are at the top which means you only get 1 weapon as you fall to the ground.  It has a botfile but I didn't help them in any way, so they mostly just stand there :(



sixchuter