News | Forum | People | FAQ | Links | Search | Register | Log in
Original Quake Map Sources Released
John Romero finally released the original map sources. Hooray!

Just thought this deserves a news & discussion thread.
First | Previous | Next | Last
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? 
Awesome Idea. 
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:

Stupid fucking QuArK does not let me edit textures when I use it with Wine. Bah. 
In Fact... 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... 
Oh Btw 
is there an active download link for this anymore? the quaddicted one is broken now, as are the other two. 
I moved that file to the tools/ directory: 
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. 
Hm, Hopeless 
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. 
Make a base map Tronyn! 
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. 
Do It! 
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 
for those who searched and got teh broken links like me. 
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 
Go Map! 
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 from quake2 was released... maybe?

And definitely was released, explaining the 500 releases on ..::LvL that are just slight variations on q3dm17.

contains Quake2's and not much else

contains Quake3's,, and, and some other example stuff (terrain and a mapmodel 'museum'), and a bunch of mapmodels to use in Q3 maps 
Scampie Sighting! 
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... 
First | Previous | Next | Last
Post A Reply:
Website copyright © 2002-2018 John Fitzgibbons. All posts are copyright their respective authors.