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Jobs & Mappers Wanted
Need level designers for your amazing new mod? Or are you a game developer looking to hire? Maybe you just heard about some job at some company, and want to pass it on to the gang here at Func. Or you're just doing some fun little one-man project and want a little help from a level designer. This thread is the place to announce paid positions at companies, unpaid positions on mod teams, or even just ask for a few maps for your mod.
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IIRC, the i7 has the same amount of per-core cache that the i5, so it may still need to have hyperthreading disabled.

It's not about raw speed, it's about the CPU cache size. There's a detailed explanation here.

I intend to implement multithreading someday, which should alleviate this. 
I'd be interested, but I'm quite busy at the moment and I don't think I could be reliable enough.

Someone like Bal would be good - they've shown off some impressive texture mangling which could suit the level of quality I'm assuming that you're looking for quite well. 
I'll contact people in a few days. Been busy preparing stuff. 
Hi, I'm new here.
I'm making bhop/defrag maps for quake.
I would like to connect with people with similar goals.

Here are few of my past works : 
Not my cup of tea but pretty cool. Hope you make a connection or two. Welcome. 
Volunteers For My New Mod 
Hey guys

I am working on a mod using RRP's code.
It is an action game and my plan is to have an episode depicting and overall landscape.

I have part of the story ready,and I have the code almost done as well.
Models also.

What I would like now is a mapper.
A person who can map well.
I'm not asking for giant spaces.
I would like someone who can make good maps and who can tolerate occasional meddling by me.

I will give a list of all that I have done to the codebase if anyone wants.

Please email me at if interested. 
I'd post some screens or some kind of video of the gameplay. Might entice more mappers. 
Progs_dump Needs Testing -- Experienced Mappers Sought 
I have a QuakeC project I have been working on for a month. It's at the point where I could use some help testing it.

Looking for 2-3 mappers to make small test levels and really push the limits of the progs. This is a closed test where I will make a private Discord to discuss and review.

This is a short term project and will only require a small amount of your time. Please contact me on the Quake Mapping Discord or use the email address in my profile

Here's more info:

This mod is designed to give Quake mappers more creative options than “vanilla” Quake while retaining the original look, feel and gameplay of the original. Mappers can use the custom progs.dat and a matching .fgd to add the following features to their mapping projects:

+ trigger spawned monsters
+ custom sounds (ambient and triggered)
+ custom models and sprites with optional animation frames
+ multiple targets, targetnames and killtargets
+ custom trigger_push (can be used for water currents, et al.)
+ enhanced triggers (is_waiting flag to delay triggering)

This progs also fixes the Rotfish monster kill count bug in addition to making Rotfish non-solid as soon as they are killed.
I have 3 testers now. Thanks everyone. 
Need Demo Creators For Cutscenes 
Hey guys! me again! I need someone familiar with making advanced demo's to be used for cutscenes. I just can't seem to figure this stuff out myself! If interested, contact me at Pay is commission based, so name your price and I'll see what I can do!

also, not that anyone cares, but despite what anonymous said, I'm still continuing my Dreamcast game and am making great progress, as well as getting lots of support from the community. 
I've seen some progress videos of the game, I was sceptical at first, but it looks promising... keep it up :) 
The Custents Quake mod has some powerful features that will help you with cutscenes. Keygrip is a demo editor that is very powerful but is hard to get working. It's likely you will need to record demos for these tools in Protocol 15.


Keygrip and other demo editors 
3D Realms Is Hiring Level Designers 
Hello everyone,

3D Realms (Duke Nukem, Shadow Warrior, Prey, Max Payne, Ion Maiden) is currently hard at work on an unannounced first-person shooter built on the Quake-engine, alongside a team of Quake scene veterans.

We can't wait to show it to you guys!

As we kick into high-gear, we're looking for additional level designers to bring onto the team.

In particular, we are looking for people

• who are motived and passionate about classic First Person Shooters,
• experienced in level design and bsp mapping,
• q3bsp mapping experience preffered, or willing and able to learn different methods of map construction,
• a keen understanding of encounter design, level progression and exploration,
•and the ability to work with the team (designers, artists, play testers, etc) to iterate and find solutions.

If you're interested, please hit up Fred at freds -AT- 3drealms -DOT- com with a short bio of yourself, screenshots, videos and/or links to playable maps you've done in the past, and we'll get back to you ASAP.

I had no idea you were working at 3d Realms. I'm a big fan of the engine work you've been posting in the screenshots thread. Fantastic that it's got proper backing, and with Quake mapping veterans involved this makes me very excited. The gif looks great! 
3D Realms 
Very cool! Look forward to the news and hope you find passionate talent. 
Thanks :D 
I hope you guys will dig it! 
FortressOne Team Looking For Mappers 
Hey guys,

Your cousins over in the Team Fortress community have come back to life in a big way over the last twelve months.

I just wanted to play TF again, so started work on the FortressOne project. Well, 12 months later, we have a discord with over 300 people, games every night of the week, a tournament with over $1000 prize money, and a team of 5 or 6 developers making regular commits.

Our page is
For gameplay checkout the YouTube and Twitch links.

What we don't have are any serious mappers making new and original content. If you're interested in producing maps that will get tested immediately for competitive online play - we're desperate for you.

Team Fortress is predominately capture the flag, but any kind of map is possible. We'd love to hear from you! For more join our discord or reply here. 
Mapper/artists For A Different 3D Game Project 

Running an indie game studio making retro games.
I have made two 2D epsiodes of the "russian bear game" and Im thinking of making the third installment as a 3D one using a modified Quake 2 engine.

Im a programmer at heart, so I would love to have someone with an artistic talent on board to make the 3D map as good as it can be.
Check us out at or on Instagram at where you can se the game and future ideas.

Interested? I hope so! Send me an email at

3D Character Animator 
I've bought a human character model that needs some tweaking and a lot of animations.
The model has skeletal animation, but it isn't segmented. I need it to be segmented at the waist like the Q3A models.
Its source formats are Blender, Max, Maya, MilkShape3D, and FBX. Nearly 1750 triangles, already textured.
Some of its stock animations may be reused, if appropriate. I can also provide the animations I've created using Quake's standard player model as reference for this new model's animations.

If interested, mail me. My gmail address is my nickname.
Payment can be done through either PayPal or Bitcoin. Give me a price, and we'll negotiate.


MD3 format, without tags.
Compatible with QuakeSpasm-Spiked.
2 segments (lower body, upper body), split at the waist, Q3A style.
Same width as the Q1 player model.
Animated at 10 fps by default.
If needed, make specific animations at 15, 16 or 20 fps.

(+ = compatible with lower body walking)
(* = in midair)

- On land
|-> Waiting (getting ready) (may also be used for spawning from teleport)
|-> Standing
|-> Walking
|-> Running
|-> + Scared (panicking)
|-> + Pain (2 different animations, one from the left and one from the right)
|-> Death (one falling from the front, and another from the back)
|-> Timeout (giving up)
|-> Victory
|-- Ground attacks
| |-> + Punch
| |-> Kick
|-> + Grab enemy
|-> Spin around & throw enemy
|-> Grab item
|-> + Hold item
|-> Throw item
- On air
|-> Jumping
|-> * Idle looping animation while falling from normal jump example
|-> Rolling jump example at 1:38
|-> * Downwards flying kick example
|-> * Upwards flying horizontal spin kick example
|-> * Pain
|-> * Death
|-> Landing (player bends his knees for a moment)
|-> Landing pain (player bends his knees and puts his hands on the ground, and then gets up)
|-> Landing fall (player falls fully flat on the ground, and then gets up)
|-> Landing slide (player stands upright to regain equilibrium, and then bends his body to slide down the slope)
|-> * ledge grabbing & holding (from normal jump)
|-> ledge climbing
- In water
|-> * Dive (from apex of normal jump)
|-> Float (vertical body position)
|-> Transition between floating and swimming
|-> Swim (horizontal body position)
|-> Swimming attack (headbutt)
|-> Swimming pain
|-> Swimming death/drowning 
@anonymous User 
Please,this thread is for people who want to get a member or members for their project or project team.
Spam in GA. 
I'd be surprised if those were being posted by a human. 
Didn't someone like to an account named anonymous user long ago?
Maybe a couple of months.
Not this one tho 
This Guy Looks Like A Bot 
the "anonymous user" registered account was someone doing a "lul" 
I’m going to close this thread temporarily until I add a thing to protect specific threads that are spam magnets 
From Separate Thread. 
QC Coders Wanted For Dreamcast Quake Game!
Posted by daverising on 2019/12/04 07:36:09
Hey ya'll! Some of you may remember me from posting awhile back asking for help. Well today I need help again.

I need a new QuakeC coder, as my current one left the project to work on Wrath. This is a paid gig. I need someone:

-familiar with QC based Camera systems
-familiar with model coding
-familiar with GTKRadiant .def coding

Pay is negotiable, but it will be commission based as in "payed per feature" and the price will depend on how hard it is to implement.

Please contact me at

Thank you! 
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