The files weights about 2.3MB.
From the readme:
These are the original Quake map source files as of Quake v1.06. I've included the chopped-off beginning to E2M6 (The Dismal Oubliette) as well, named E2M10.MAP. The majority of these maps were created during the last 7 months of Quake's development cycle when we had decided on the final direction of the game. For a comprehensive listing of each map, its name, author and place in the final game please visit the Wikipedia (http://en.wikipedia.org/wiki/Quake).
Also included with the full map sources are the map sources created for the game's items (armor, ammo, etc.) which were needed to light the BSP files so the items could be viewed in the game.
let the ExMx remix maps begin! :D
Someone finish e2m10 eh? =)
you know someone could possibly link together every map for each episode into 1 huge map :) Speedrunners would have a ball with that!
e1m1+e2m1+e3m1+e4m1 idbase map for someone lazy that want to join basepack :p just add Quoth monster�s and is done!!!
SDA would definitely approve of something "new" on the id maps :)
...please leave out any Qouth content :)
...that id nag him next time i saw him online =)
We could also create a new episode for speedrunners consisting of for example: e1m1, e2m2, e3m3, e4m4 etc. I'm sure sda guys can suggest some interesting map sequence.
Uhm. After a while I'm thinking that this was also possible with modiffied progs.dat before romero released the sources.
The map sources are GNU/GPL. All of you who downloaded the files already might not have a gpl.txt included. The inside3d and the Quaddicted mirrors are updated, Romero's probably too. So if you want the "real deal", redownload the file.
Oh and by the way the e1m7rmx is my job! I started some weeks ago. :)
Cool. Nice to have these.
...please leave out any Quoth content :)
Oh, why? Trinca told me you ( I'm sure he said it was you and mwh ) were asking after the Quoth source to make it QW compatible? Is it the compatibility at issue?
About the 'compatibility issue': as you may well know, we speedrunners have our own modified progs for speedrunning, including exact exit timing and some other similar stuff.
So whenever a map comes with its own progs and we still want to run it we have to ask for progs sources, merge our own changes (which are NOT in diff format, so to say...) and host it ourselves, making sure runners use our progs rather than the standard one. We've done this on a few occasions but it's always annoying =)
Now, several of you mappers are purists and strongly dislike new textures, colored lighting, and shiny openGL accelerated effects. I guess the same goes for us speedrunners. Most of us (I think) are really fond of the ID maps, and can gladly run most custom maps. BUT having to create game directories and make command line options is a little annoying. It's not annoying the firs/few times. But making a speedrun takes long time and requires several restarts of quake. There are runners who proclaim that they "don't play anything with custom progs".
Now, if there are a huge amount of runnable quality maps coming out on the Quoth pack, we will of course have to consider getting started on making a qdqstats version of it :)
Above rant not checked for grammar, spelling, and coherency.
Oh and please note, QW has nothing to do with speedrunning. We use normal Quake and normal (although modified) progs.dat.
Heh, Nice Idea
something like death32c with all sp maps.
i wonder how well (or badly rather) this would run on mondern machines...
someone will make the other dm remixes too.
Probably not me though, although I was considering doing dm1 as it is small.
Regarding Quoth, as there is likely to be a substantial Quoth update in the next few months, would it help if QDQStats was merged into Quoth? How would Necros/Kell feel about this? Is QDQStats updated frequently?
The word from #qc seems to be that Lord Havoc has been talking about putting it together. The thought of the compile time scares me. :o
as long as there is a way to have whatever stuff they use default to off until it's needed, that's fine.
we like quoth to feel like stock quake, just with new stuff, not a whole new mod. i don't really know what the speedrunning progs is... i imagine it's probably some kind of timer that outputs elasped time when you hit the changelevel trigger... if it's just that, it wouldn't really be a big deal to incorporate it into the progs.
...the timer, yes, but there's also a lot of bugfixes on maps and miscallaneous stuff (like the fish counting double). Also it has a few little things to help catch cheaters. That's why we don't like giving out source. :)
looks to be the one putting it together right now actually... LordHavoc is on one of his random sabbaticals it seems.
Sajt is in his first stage right now, which involves going through and fixing all the little errors like z-fighting and texture naming stuff. If you know of spots in the id maps that are errors you could drop him a line in the mapping section of inside3d forums about it.
someome please finish dm8 for me ;)
Map Sources Are Fun :D
E1m1 Upside Down
e1m1 upside down is done once before :) With the addition of a rocket launcher and some other goodies, SDA threw a contest on an upside down e1m1 in 1999! If you check it out, don't miss the recam on rutger's demo, which turns the world back to normal again.
what the hell is a seven z file?
People will properly texture most of the id levels now
most (all?) id bugs were fixed in the quoth progs (ie: fish counting for 2 kills).
obviously though, if you guys don't want anyone to see these cheat catching code fixes, then you won't want them in quoth, as we usually release the source code later on.
E2M6 + E2M10 = E2M6FULL
hehehe u forget to add amo... :\ map is almost impossible if u dont find secret Quad :)
mas esta porreiro bom trabalho :)
One problem: I was getting an SV_PushMove error when I hit the first bridge switch. Entity #115 has an invalid modelindex 0
Lardarse: I'll check it later. TBH I just made a quick sp & dm test to see if something was terribly wrong, and also I didn't tested it with regular GLQuake. Thanks for the feedback.
Trinca: I didn't forget to add ammo, I just didn't dare to touch the map balance :D . I may try do it, but since I released the source with the binaries anyone can give it a try.
I tried it following on from the rest of episode 2, the way it was meant to be played. There's more than enough stuff that way. Esopecially if you find all the secrets, like I do...
QuArK Users Listen Up
I had much trouble compiling any of the maps. Somewhen I remembered that I had ticked a box for "Don't write floating point coords to the map" in the options. Well, unchecked that (default is unchecked) and compiling works fine. Duh!
checking the "Use integral vertices" option as well (map options), it reduces floats in the map file and helps stabilizing builds.
So What's Gonna Happen?
Is somebody going to release a full package of GPL Quake (maybe darkplaces?), The GPL maps, and hires GPL textures?
It'd be awesome if we had a fully GPL quake to put in distros....
It'd be even MORE awesome to have a fully GPL FPS based on all of that but the q2e engine instead....
Where do I follow a project like this, or does it exist already?
OpenArena Is Partially Doing It
OpenArena is a 100% GPL clone of quake 3 and it is starting to port some of the quake 1 maps to the quake 3 engine.. although of course they are only playable in multiplayer.
Carefully (and as sparse as possible) reworking the maps so you play end -> start and map 8 -> 1. Who else thinks this would be a fun idea and join the club? I am currently doing e2m3 backwards.
That's A Pretty Cool Idea
So the intent is to do the minimum changes necessary to make the reverse progression fun and functional?
I'm playing with E2M7. It's interesting because the beginning and start are so close together, so I've had to make some fun changes to force the player to go the other way. I just have to realign some textures and replace the monsters and it'll be close to ready.
What's your thinking with regards to weapon/difficulty progression? Should the early maps be the hardest, with the most powerful weapons?
I have heard that NahkahiiR is working on such conversions also.
I haven't thought too much about it. Most fun might be if the weapon "pickups" were in the original order. It would make the first maps (8, 7, 6, 5) bloody hard with the weapons of the 1,2,3,... maps.
But easier would be to backpackhack strip the player and provide "the weapons you would normally have here" at the spawnpoint.
So far I am playing with the route, changed some targets, trying to re-use the existing things as much as possible. I have to think of something smart to disallow the player to just drop from the top floors into the lower areas (at least a bit). Here is a very early "conceptual" build, maybe it shows a bit of my vision about the backwards map: http://www.quaddicted.com/temp/e2m3_spirit_20090921.bsp
Stupid fucking QuArK does not let me edit textures when I use it with Wine. Bah.
..as it is, it's sorta like playing the same level in a 'scrambled' fashion... Something I used to love doing. I.e. running around the level to awake as much monsters as possible and then fight all the way back to the exit. I dunno if the backwards discovery of weapons can work well, though...
Nice Work Spirit
I like the small differences, like killing an ogre to extend a bridge and stuff, although that didn't immediately strike me as obvious so it might be worthwhile establishing it by increasing it to three ogres and having "Only two more to go" type messages.
First time I played through I made the mistake of going down to the well of wishes and the secret level exit, where it's impossible to escape from if you haven't touched a trigger in the original progression.
My flatmate's setting me up access to his webspace so I'll upload my progress with E2M7 shortly.
One thing that's struck me throughout this process is just how messy the original maps are. There are so many leaks and wasteful brushes. I was almost tempted to entirely remake the level last night, but I think that would somewhat overshadow the intentions of the project.
In The Words Of Canderian Demons . . .
. . . join us
has anyone ever tried combining all the maps (or at least all the ones in the same episode) into one giant non-stop killing map? or would there be too much overlap to get them to play nicely together...
is there an active download link for this anymore? the quaddicted one is broken now, as are the other two.
another way to make progression work in a room where you enter from the top and exit on the bottom is to put buttons along the way down that open a door at the bottom, like e1m1 does. So you can jump down but the door will be closed.
I had a dream where I took the source for Gloom Keep and made an inverted "Masque of the Red Death" where instead of a giant outdoor area occupied by a stacked tower, Gloom Keep was at the bottom of a gigantic "funnel" that kept getting wider as the player ascended. Then I dreamed that started making indoor maps, but this was too unbelievable to accept and I woke up.
was at the bottom of a gigantic "funnel" that kept getting wider as the player ascended
fuck, i'd love to see a map like that.
Apart from the bookend title and final sentance that sounds alot like the dream cycle of Lovecraft.
Looking forward to the coming releases, don't pack it in yet :)
Haha Oh Wow
I'm not sure I actually want to see the inside of your head, tronyn, but please, never stop mapping.
Heh, Thanks I Think
well the new stuff should be coming out soonish. after that, if I do anything, I'll do one map at a freaking time, not ten. It's a lot harder in terms of efficiency, to finish ten. It's also more fun to start a new map than to finish an old one. Nsoe3 The Lost Land was actually started after many of the maps I have yet to release.
Updated Quaddicted Link
I suddenly feel a little bit better about my mapping after looking at the "out of bounds" areas of the maps.
You can gain a lot of insight from looking at the original map sources. I learned a lot of basic elements from inspecting levels like E1M3.
that's the map im editing for the non-existent e1m3jam
I once looked at E3M7 thinking to maybe do a remake. In the room where the quad secret is, there's a raised platform with ogres on it. The way that platform is constructed is bizarre. There are some pieces made from 3 brushes that could have been done with one. It's very weird. Limitations of the editor they had to use, I guess.
Whee Map Source But...
I've had a relatively decent search around but have come up blank so far.
Does anyone know if the Quake II & Quake III Arena map sources were ever released?
I'm pretty sure q3radiant came with dm17 and maybe dm17 back in the day.
Does anyone know if the Quake II & Quake III Arena map sources were ever released?
They weren't. The Q1 map sources were only released because Romero helped it. He doesn't have access to sources created afterwards.
Without Carmack and Romero, I don't see any newer code or data sources from id being released.
i think base1.map from quake2 was released... maybe?
And definitely q3dm17.map was released, explaining the 500 releases on ..::LvL that are just slight variations on q3dm17.
contains Quake2's base1.map and not much else
contains Quake3's q3dm1sample.map, q3dm7sample.map, and q3dm17sample.map, and some other example stuff (terrain and a mapmodel 'museum'), and a bunch of mapmodels to use in Q3 maps
Thanks for linking these. I was big into Q3A mapping at one point and had no idea these existed.
I'm glad to be partially wrong. Maybe those Q2 & Q3 map sources were released to help people to learn how to map for those games.
Yeah the Q3 map sources were released along with the editor/compiling tools
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!
That's great for people wanting to recompile the original maps too, avoiding texture conflicts.
Quite the useful breakdown. Might prove advantageous for future events...