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Just 3 At ..::LvL
Been ages but here are 3 maps for you at ..::LvL

Nothing too special about any of these but "Technical Damnation" can be fun. Q3ultraDM13 is a CTF version of Lost World (q3dm13).

* Technical Damnation by FractalXX
* Q3ultraDM13 by NEY
* rev1 by Benjamin Pulido

Videos and panoramas for all.

In other news I've been extremely busy with everything that is not ..::LvL related but thought it was time to try and get a few maps of the map queue.
New Q1SP: The Bonehoard
So here it is, my first map.

You begin in a small outdoor area with a cave nearby, soon descending into a hellish stone/metal structure filled with rivers of blood and bone, and decorated with the mangled bodies of previous intruders. Will your corpse be added to the collection? Play and find out....

This map requires Quoth.

Enjoy! Hopefully...

Comments and demos would be greatly appreciated!
New Q1SP: Infernal Ascent
posted by Ubiquitous:
I just released a new Q1 map titled "Infernal Ascent". It's nothing special, but screenshots and a download link can be found on my blog:

Or, download link (new one without broken zip):
New Q1SP: Requiem By Gotshun
O.K. Guys, I'm new at this so please be patient.Three new maps with start and difficulty choice. I made these maps to thank CZG for his maps "Honey and Saint." So much these maps are inspired after CZG's honey and saint.Thanks to all guys for all your hard work, Pete (Gotshun) D.


Map Jam 7 - Back To Base Released
Download (45 MB including Quoth):

Screenshot medley:

Map Jam 7 is a single player Quake experience employing the Quoth mod, comprising of a start map - jam7_start - and five technologically-inclined maps.

Thanks to the mappers that took part:

Please remember to record a demo of yourself playing each level. There's a few first-time mappers here, and I'm sure they'd love to get some feedback on their respective maps.
Beach Defend - A SP Level For RTCW.
This level was initially created for the addon "Operation Deathshead", but it was not added to this project and was instead completed as a singlelevel.
Tourney & LAN ..::LvL Update
Been a while, but here is a ..::LvL update. The first 3 maps have been designed for Tourney matches but can be played as DM. The last is older and was designed for LAN games.

Without a doubt check out Doodlebug from dONKEY. The others are bit hit and miss.

* Doodlebug by dONKEY
* Military Complex by AKUTA
* PowerStroke by AKUTA
* DM-DogMeat-DT by Hot[DOG]

Videos and panoramas for all. Enjoy.
J.A.C.K. 1.1.1058 Public Beta Is Out!
Hi all!

Jackhammer has been renamed to J.A.C.K. because of copyright issues, but there is also good news: we've finally passed Greenlight. This means that J.A.C.K. will be eventually released on Steam (Q4 2016). Thanks everybody for support! Today we are presenting the last pre-Steam version with more bugfixes and improvements. Further, there will be two versions of the editor: the Steam one, commercial, with SteamWorks features and automatic updates, and non-Steam, completely free, although updated not very often.

New version highlights:

* Hexen II Support: now the editor supports Hexen II, the game based on Quake engine. There are compilers, FGD file and palette in the install package. Game configuration of the editor is identical to Quake's.
* VMF Format: now one can import and export maps in VMF format; this is a Source engine format. Although the support is still in beta mode, and not all the features are supported (e.g. the editor can't process Displacements), you can use the feature to transfer your projects between VHE4 and J.A.C.K., and also to include other utilities to the development pipeline (e.g. HammUEr - an UE4 plugin).
* User Cameras: now it is possible to place, move and delete user cameras, like in VHE. There is also an ability to load and save such cameras to JMF, RMF and VMF formats.
* Triangulation: a special command enables triangulation of non-planar faces that frequently arise during vertex manipulation. This helps to get rid of many "Invalid Solid Structure" errors, and to facilitate creation of curved columns and other complex geometry using vertex rotation tool. Simply triangulate your complex stuff after you're done. This command, along with others, is added to a new context menu in Vertex Manipulation mode.
* Incremental Save: a new version saving command automatically adds version number to the file name. Such behaviour is familiar to 3DSMax users; it enables easy creation of checkpoints during prolonged project development.
* Improved Entity Report: now hidden entities in "Include Hidden Objects" mode are marked in italic; also there are Hide and Unhide buttons added, to hide and show selected entities. Besides the dialog remembers last parameters entered, even between sessions.
* Advanced Patch Texturing: Naturalize and Set patch texturing functions now account not only for scale, but also for shift and 90-fold rotation (i.e. 0, 90, 180 and 270 degrees). Along with that, Set function now performs in "naturalized" mode, i.e. taking into account segment lengths. These features greatly facilitate texturing of curves in Quake 3.
* Other Useful Stuff: tabs in Texture Browser, ability to hide triggers and unknown entities, ability to "lock" texture axes in Scale Vertices operation during vertex manipulation, display of selection center in status bar, tear-off mode for submenus, support for deformVertexes autosprite and autosprite2 in Quake 3 shaders, and many more.
* Lots of Improvements: the new version traditionally contains lots of bugfixes and improvements in comparison with the previous release. The editor became much more stable and functional. Please view a changelog for the details.

This version supports Quake, Hexen II, Quake II, Quake III, Half-Life, Gunman Chronicles and their modifications.
Supported operating systems: Windows, Linux.
Supported architectures: x86 (32-bit), amd64 (64-bit).

Web page
Feature list
Changelog of version 1.1.1058


Again, thanks for suggestions and bug reports, some features were added because of your requests.
Website copyright © 2002-2016 John Fitzgibbons. All posts are copyright their respective authors.