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| Posted by mfx [92.230.105.203] on 2013/05/23 14:37:57 |
Hi Guys!
Just a small base map, losely based on E3M1 "Termination Central" by John Romero.
Screenshot 1 Screenshot 2 Download ZIP file
Features some nice brushwork and textures, and some questionable ones too.
Anyway, have fun. |
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| Posted by Scampie [72.12.65.92] on 2013/05/20 22:09:39 |
Two speedmaps this week, one by digs, and the other by myself. The theme this week was islands; digs went to space, I went to hell.
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| Posted by Shambler [86.25.222.172] on 2013/05/13 15:54:01 |
Hi everybody!
Two days ago a new version of my single player Quake 3 mod EntityPlus was released. The new release fixes some bugs and adds a slew of new features.
EntityPlus is a mod that brings true single player gameplay to Quake 3 Arena. It allows level designers to build maps that have a high level of player interaction with puzzles to solve or keys to find to unlock doors and other things you'd expect from a single player game. The enemies are the familiar Quake 3 bots. They can be spawned at specific moments at specific places into the map. You can define the bot AI files to use, the weapon load-out, the amount of health and their behavior. Patrol routes can be defined for them to follow so they behave more like traditional single player enemies than deathmatch opponents.
To create your own EnityPlus map, you need little more than your existing Quake (3) mapping knowledge. Give the manual a quick read to see what some of the new possibilities are. I hope that there will be more people who want to give SP mapping a go, because currently there's only two real maps released for the mod, with an upcoming one of myself currently in beta. The mod comes with an example map as well (the .map file is also included).
Some quick examples of what's possible:
- Define objectives for the player to follow.
- Put secrets into the map the player can discover.
- Seamlessly transfer a player from one map to another, to create a multi-map adventure.
- Trigger entities across maps.
- Create "breakable" geometry like windows or wooden surfaces.
- Put scifi style keycards or medieval looking keys in your map for the player to find and unlock a door.
- Create in-game cutscenes with camera entities.
- Toggle entities and geometry in and out of existence.
- Apply visual overlays over the viewport, like additions to the HUD or a vignetting effect.
- Modify properties of entities run-time.
- Trigger entities based on the number of times the player died or the number of kills made.
- And as they say: "...and much, much more"
Enjoy!
Eraser |
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| Posted by Qmaster [50.40.189.213] on 2013/05/12 22:20:28 |
Hello! This is my first released Quake map. I've been a long time closet Quake mapper and I finally feel like I have a worthy enough map to share. And you can expect two HUGE ( emphasis on large) maps to be coming sometime in the next couple months.
Terracity is designed to be fully cooperative with coop. There are a few spawning and teleportation tricks that let you get back to the mayhem ASAP and help your friends. I was inspired by negke's Red Slammer (aka mappi) so special thanks to negke!
I hope you all like it!
Check it out over on Quaddicted:
http://www.quaddicted.com/reviews/... |
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| Posted by sock [186.109.171.180] on 2013/05/10 22:00:09 |
Download Link and screenshot. Alternative Version download link for play in vanilla GL engines.
A small midnight snack with a skill selection area at the beginning, some traps and a couple of secrets to keep you wandering around in circles.
The map was inspired by the architecture of E3M6 and features medieval style pickups, some new keys and a couple of powerup models. The textures are mostly from ID and the gameplay is vanilla Quake!
The map was tested with Fitz or MarkV engines and remember to RECORD A DEMO, I want to see how you play the map! |
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| Posted by Orbs [80.57.99.232] on 2013/05/05 03:49:57 |
Small trick map, requires quoth. Last move was supposed to be a bit more exotic but I couldnt get one texture right (i rotated one of thearches upside down and whatever i tried the texture was screwed in the end i got it right in the ditor and then it greyed out in game, so i delted a part of the structure). Think i'll do another one focussing more on the quad.
http://members.upc.nl/verorber/pla... |
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| Posted by DaZ [78.147.109.68] on 2013/05/01 00:44:18 |
Minerva is a 4 map episode created for Half-Life 2 Episode 1 and was released in 2007. It has just been re-released on Steam as a special edition with various changes, improvements and bug fixes.
(IMO) It is one of the best custom maps created for Half-Life 2 and you should check it out if you haven't already :)
Download, pics, info, etc - http://store.steampowered.com/app/... (HL2 EP1 Required) |
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Website copyright © 2002-2013 John Fitzgibbons. All posts are copyright their respective authors.
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