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Simple Quake Launcher By MaxEd
Posted by MaxEd:

Simple Quake Launcher v1.0

One day I've got tired of editing .bat files to launch Quake maps. I went online to find something similar to ZDL, but for Quake. I haven't found anything usable there (Quake Injector is a bit too cumersome for my tastes...), so I decided to make one myself.


- Small and easy to use.
- Can detect maps in folders and .PAK files (.PK3 support is planned).

Extract SQLauncher.exe into your Quake directory.

Microsoft .Net Framework 3.5.
NOTICE: if you already have .Net Framework 4.0 or newer installed, you'll still need to install 3.5 version, because newer versions are not backwards compatible with it!

Map Jam 2 - "IKBlue/IKWhite" Theme Pack Released
The second Map Jam pack is released! The theme for this pack was the ikwhite/ikblue texture set by Iikka Keränen, and we have 8 great maps to show for it!

Screenshots, Download, Mirror, Readme

Authors: cocerello, ericw/fifth, lunaran, mfx, scampie, skacky, sock, tronyn

Read the original discussion thread here.
Been A While For ..::LvL
Well, it has been a while between updates for ..::LvL. The best of the bunch is "House Of The Rising Sun". Be sure to read the warning if you download "Lost Space".

* House Of The Rising Sun by Malzbiertrinker
* Eigelstein Pain by Ryzzdorf
* Lost Space by T-kölök

Videos and panoramas for all.

..::LvL -
Q1SP: Castle Kaahoo By Sock
This Koohoo-inspired map, formerly known as sm175_sock, has now gone standalone and is available for download. It's an extraordinary effort with a lot of thought put into it.

False Dawn Quake 4 Single Player Mod Released
Just spotted this over at Rock Paper Shotgun whilst looking through Quakecon news:

"After missing its plan to launch during QCon 2013, Quake IV single-player mod False Dawn has launched alongside this year’s fragging festivities. It brings a new story with 90-120 minutes of non-linear Strogg-shooting and a few tweaks to good old Q4."

Screenshots look pretty decent, and Quake 4's SP was mostly quite fun, so it might be worth checking out.
Q1SP: Castle Of Depravity By JCorvinus
Smallish, pure id1 affair.

HL2:EP2 Rabbit Hole
I released a hl2:ep2 mod today. Rabbit Hole starts on the surface of usual hl2 city but then the player gets down to the catacombs under the city where things become surreal and weird.


You can download it from ModDB Page or from Dropbox direct link

btw the release date of Rabbit Hole is 10th anniversary of Menkalinan map which was released 2004/07/15.
KillPixel's "Cartographer's Nightmare" (KPCN)
Way Too Many Screenshots Trailer

Unfinished, Yet Released

Sadly, I'm releasing my first, and only, "real map" in an unfinished state. Because I simply lack the time, the probability that this map will never see completion is very high. I'm not fond of releasing unfinished stuff, and I very nearly chose not to. But, the thought of this thing dying in obscurity on my harddrive wasn't a pretty thought either. If this was near completion, I would just finish it. Horrifyingly, it still needs somewhere in the neighbourhood of one to two hundred hours of attention (for what I had in mind, anyway). Ain't nobody got time for that.

Some History

This map happened by accident. I wanted to see what it really took, at a technical/logistical level, to make a map. I laid down a few brushes and familiarized myself with the program. One thing led to another and soon enough I had 5 hours into the map. My thought then was, "well, it's not like I can just stop now." I then proceeded to tumble down the rabbit hole. 5 hours turned to 20 hours, 20 to 50, 50 to 100, 100 to 200, 200 to 300. I think this map has about 300 hours of my life in it. Knowing that and looking at the map, the appropriate response of any experienced mapper is " tha fuck?" The long hours are due to learning how to map, doing things wrong (like tons of brushes) and redoing them, iteration, brain farts and completely scrapping entire areas because they didn't make the grade. Plus, I like to compile the map and check it out every 10 brushes.

I released an earlier version of this on QuakeOne about a year ago. That would explain any deja vu you may be experiencing.

About The Map & Suggestions

This doesn't play like a Quake map. I never had the intention of making a Quake map, it just happened to be the game that was available. I say that so you don't get your hopes up or go in guns blazing only to find yourself at spawn over and over again. It plays like a less forgiving Doom3. In all honesty, gameplay was not on my radar for the first third of the map, I just wanted to make something pretty. There are some purists out there that don't believe in quick saving... well, good luck with that.

No single section is 100% complete. Some are close, others are empty walls lit by one bright light with one or two random enemies near by. Areas that have not yet been connected by geometry, or made for use later in the level, are tied together by teleporters.

Fuck. I wish I had the time to finish this thing.

Oh yeah. Play this in the dark, preferably with game music. I genuinely wouldn't bother trying to play this in a well lit environment. If you complain "it's too dark" I'll know you played it in the light...

Compatibility & Issues

Unfortunately, this map is a no-go for DirectQ (which is the engine I used exclusively when making this). Among other anomalies, a key entity (door) in a particular gag is invisible, totally destroying the surprise of the gag. The very beginning of map is broken in FTE, it doesn't like the spawn set up I've got going on. KPCN isn't very well play tested in anything other that DirectQ and Darkplaces. For overall best performance and compatibility, I would recommend Darkplaces.

I strongly suggest nearest texture filtering. Linear causes some artefacts by way of "smudging" in parts of the texture that should not be visible, including fullbrights in some cases. It also shows a lot of seems in some hacked up surfaces. And it's just ugly at this texture resolution.

Use texture packs at your own risk. Some textures are custom and will clash. One secret area relies on a fullbright button, which wasn't on a texture pack I tried (can't remember which one).


I've included the source for a couple reasons. First, for some comedic material. Really, there is some wacky shit going on. Remember, noob map. Second, if someone (or more) gets a wild hair and wants to complete it, well, I think that'd be just fine. Perhaps, even if several people just wanted to add a few rooms and neat ideas then hand it off to the next guy, that would be stellar. Just saying.


Damn, enough yapping, here's the download
Website copyright © 2002-2014 John Fitzgibbons. All posts are copyright their respective authors.