Id1 Wads Per Map
I've uploaded the
id1 wads per map for use with the original Quake map source files.
From the readme:
These are individual wads for each of the maps in the orginal Quake.
I created these for two reasons. First, as an easy way to load a particular
wad while reviewing the original map sources.
Secondly, for new mappers, as a way to limit the amount of textures one can use in a map. This helps prevent using textures of a different theme in a given map which can look unpolished and sloppy.
I've included an additional wad file called "clip_trigger" to augment the wads that are missing those textures.
Feel free to point new mappers to this resource!
#67 posted by
mankrip on 2018/06/20 06:42:54
That's great for people wanting to recompile the original maps too, avoiding texture conflicts.
Cheers
#68 posted by
ionous on 2018/06/20 06:45:54
Quite the useful breakdown. Might prove advantageous for future events...
UPDATED: Id Wads Per Map V2
C0burn noticed some missing textures in my wad pack linked in #66
He's gone ahead and re-packed them in a new archive
id wads per map v2.
No readme though. :(
Id Wads Complete
#70 posted by
oGkspAz on 2019/02/19 21:41:42
If I may, a while back I made a complete set of wads from the compiled maps (mapping help #19529)
http://www.quaketastic.com/files/texture_wads/id1_complete.zip
Method:
I opened each original map from Romero's source and then made a list of which maps used which wads. I then extracted the textures from each map as its own named wad. After that I merged all the wads into their correct wad according to the list I made.
List:
base.wad
jr_med.wad
medieval.wad
metal.wad
start.wad
tim.wad
wizard.wad
#71 posted by
Esrael on 2019/02/19 21:53:55
Yeah, I remember when you released them, oGkspAz, and I was so happy! I was kind of wondering why nobody else commented on your work. Didn't they notice? Maybe that's why Dumptruck decided to make his own wads. :/
I Never Saw This...
but I would have still done my pack "per map".
Mainly because:
for new mappers, as a way to limit the amount of textures one can use in a map. This helps prevent using textures of a different theme in a given map which can look unpolished and sloppy.
But this is super handy to have when opening the original maps sources! Great work oGkspAz!
Hmmm
#73 posted by
gila on 2021/06/16 14:35:50
Recently I revisited the BETA3 pre-release version of Quake which was dated June 11th, 1996 - which is just one month (!) before the actual release of the full "registered" version of the game, as well as listening to some of Romero's Quake 'post-mortems'.
Among other things, BETA3 version still has the full E2M6, which is 1.512.984 bytes in size. The next biggest map in the PAKs is E4M7 with 1.498.800 bytes. But neither of them would fit on 1.44MB floppy drive, which Romero stated several times was their self-imposed size limit "to keep the game at reasonable size".
In the final version E4M7 has a size of 1.495.232, which is like 3KB less than it was in BETA3, and it still would not fit on the 3.5" floppy.
And why "keep game at reasonable size" approach? It's not like they were selling the full version on floppy drives anyway. Maybe BSPs bigger than ~1.44MB were causing other technical problems in the original DOS Quake? Then again, original uncut E2M6 isn't that much bigger.
E2M6 Uncut
Could you maybe provide that full E2M6 somewhere? I know someone merged Romero's cut parts he released separately with the original map and published it on Quaddicted or something, but the original uncut version would be even better ofc, even if it's essentially more or less the exact same thing in the end.
#75 posted by
gila on 2021/06/20 22:15:01
The only original uncut version by Romero is available in the Beta 3 / Pre-Release version, I'm afraid.
For some reason, ModDB has it for download -
https://www.moddb.com/games/quake/downloads/quake-1-prerelease
Unfortunately the sourceports don't run it, since they don't recognize the size/CRC of these PAK files, and BSP map file version is different. Although apparently reQuiem does run it. And there's always option to use DOSBox.
Another thing I wonder is who made the END.BSP in this version, because it looks very Sandy Petersen-ish.
Magic
Alright then.
Here are all maps from Q1 beta 3 converted to BSP29 so they can be launched in ports. Enjoy!