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 |
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Place
in your baseq3 folder. Latest map:![]() q3dm13remix ![]() q3megamix |
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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. |
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.
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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. |
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 |
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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. |
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. |
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. |
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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. |
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. |
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 ! |
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. |
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. |
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 :( |