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Thx 
bsp is in https://www.quaddicted.com/files/maps/multiplayer/ but I will upload the zip instead 
 
Awesome! 
Thanks! 
Cool Thing Happening 
Just so everyone knows ... I've been going through all my old maps and dumping their information (release date, author, map/file name, etc.) dumped into a pretty fancy google spreadsheet. It will include links to the files and also thumbnail images that link to a full HD image of the map.

Basically, I'm taking the content from my old Prominence site, putting it into an excel table, supplementing it with more maps, etc. What's nice is that people can export out a copy and then sort/filter the data however they want, generate PDF reference sheets, etc. Should be groovy. 
 
you are like spirit's long lost twin brother. 
 
i once had a multiplayer map list and editor but can't find the script anymore nor the screenshots (automated from spawnpoints). Did find the database though if that is of any use (not much work went into it...): http://pastebin.com/etxYNCSt 
 
ah, found the scripts and shots but they are horrible code. http://web.archive.org/web/20100225004233/http://www.quaddicted.com/multiplayer/

Without a way to upload maps and replace bsp files with their proper zips it seems pointless to revive though. If someone wants the code, just shout. You will tear your hairs out though, I promise...

More links if you are looking for map suggestions
http://www.quakeworld.nu/forum/topic/3934/tag-and-rate-maps-please
http://www.quakeworld.nu/forum/topic/1873/qw-mappack 
Mezmorki 
There's an archive of quake maps... maybe try there?

http://mpqarchive.pauked.com/index.php 
A Curated Map Thing...... 
So the maps that are going into my list/archive/whatever are curated in that I'm weeding out things that don't meet my entirely undefined minimum standards. But basically the map either has to look cool, play really well (especially if it doesn't look cool), have some historic significance, or some combination of the above. I'm giving included maps a 1-3 star rating based on my interest and reaction to the map. If the map doesn't make the cut, depending on the author it still might be listed so that I remember that I've checked it out before.

At the end of the day, the resulting started maps are ones thy are good to awesome and are worth your time look at ot play a few rounds in. That's the hope anyway.

This is an extension of what I was doing with prominence circa 1999 to 2002. There haven't been all that many maps released since compared to the heyday but I'll try to catch up! 
 
if you're doing all that work, you should probably still keep whatever indexing info you gather for maps that don't make the cut. just cause a map sucks, doesn't mean it should disappear. 
Yes ... 
... I'm still retaining the information in the spreadsheet and any download links, etc. Basically, a user could use it to filter out a set of maps to download, choosing only the *** star maps for example. Eventually there will be some modest stats like map size, theme/textures, layout style, etc. to people could drill down to find certain types of maps they wanted. 
 
map size, theme/textures... i wonder if a tool could be written to examine the bsp files for extents, possibly even volume to determine size, and then compare texture names in the bsp to those in wad files to determine the theme... 
Guys Guys 
this work is really sexy, thanks. 
Necros 
It certainly could. You could compute the maps extends by looking at all the vertices and you can extract the texture names from the mip section of the file. Additionally you can find out which entities it uses (and produce a list of the weapons in the map, number of spawnpoints etc.). It really doesn't look that hard.

Not that I'm volunteering. But it could be a useful thing also for Spirit, so if nobody else wants to do it, I might. I would write it using a scripting language, e.g. python, which I have wanted to learn more about anyway. 
 
That would really rock for a multiplayer archive. For the SP stuff we have done most tags manually already I think.

If Mezmorki would be happy with it, I might resurrect something with the fresh data from him. Started rewriting some things from scratch recently and this might be a nice start. (see eg http://forums.insideqc.com/viewtopic.php?f=9&t=5738 for my long term plans)

I am learning Python too at the moment and I might use it for the rewrite. Maybe with Flask? I am still too dumb for MVC though. 
Collaboration-combobulation 
I'm game for seeing what we can do for a nice curated/tagged MP map archive.

Couple of linkys on my end:

Here's an image I whipped up (from sketchup models) showing different types of map layouts that are common for MP maps:

https://www.dropbox.com/s/x78bscjiqmlj0iw/MapLayouts.jpg?raw=1

Next, here is a read-only link to the google spreadsheet thing I'm working on.

https://docs.google.com/spreadsheets/d/1Py55XH3PZBRCf9kj0yh6ozQsgV7PV0he2PO4GBbssts/edit?usp=sharing

I know this might seem odd to have as a google doc, but it gives users potentially a lot of flexibility. They can save their own copy and then sort and filter the list however they want, add their own ratings/comments, etc. Google doc also does a nice job exporting + formatting the whole thing to a table, so you could adjust the spacing to get nice thumbnails and then generate a reference PDF to drool over at your leisure. 
Madfox Spotted 
Also 
I can see it's possible to write a Quake design level bible based on knowledge drowned inside this forum, revised and expanded by many of you. A black bible to entice kids to 20 year old vintage tech perversion. 
'cause I'm Silly 
 
"formulaic" 
"formulaic"? 
 
Back In 1975..... 
.... We used to call a style of maps that followed in the vein of dapak style maps (headshot was the big author here) "formula" maps. I don't know why - and maybe it was just me imagining everyone else calling them that too. But think it was commonly used.

Basically, they are maps with a smallish central chamber, usually 2 levels in height, with some smaller side chambers all connected with modest hallways. A lot of the reasoning(I think) was trying to create a more compact and open feeling map but keep the r_speeds low and sight lines limited. A lot of maps still fit this general description though. 
It Was Not Commonly Used 
jeff yost tended to call them "level-over" but I think he called everything that.

It's a style of design that works well for deathmatch, but it's hardly a formula. headshot and danimal tested and revised the hell out of the dapak maps, and that's what they became - it isn't just a matter of "build according to these steps if you're out of ideas."

It just sounds unfairly reductive, considering how 'formulaic' in other fields is a critical pejorative. 
Yeah 
I agree that it does have a tad negative connotation (although I never intended it as a negative). Maybe I'll call them "chamber" maps or something, which still sounds distinct to me from atrium or the multi-atroum types. 
 
I was never a fan of the dapak maps. They really don't feel authored at all. It was a pain too because all the UK servers back in the day ran them for clan matches 
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