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Brutalist Jam Released
QBJ is a 2.5week long mapping jam centered around concrete and brutalist architecture, built in Copper. 35 maps in total made by community members, with veterans and first-timers alike creating some truly unique and fantastic visuals and encounters.


More screenshots and download

Rock Paper Shotgun article

Youtube video of the start map
Q1SP DevKit Progs_dump Version 3
progs_dump allows mappers to make complex Quake mods with no coding required. It includes an in-depth 139 page PDF manual.

Download from Google Drive
Download from Quaketastic

progs_dump dev on Discord:

Designed for beginner and intermediate mappers, the devkit allows a massive amount of customization, quality-of-life additions and opens up new game-play possibilities requiring zero knowledge of QuakeC. Assembled from old Quake mods, tutorials and some brand new and unique QuakeC, here are just some of the included features:

New Custom Assets

starshipwaters has created new versions of health vials, armor shards, keys and recreated some of the stock monster projectiles with dozens of new skins.

Monster Customization

Add custom sounds, skins, models, health, damage, names, obituaries and much more, simply by replacing values in your map editor. Grunts, Enforcers, Deathknights, Shamblers and Ogres have multiple new attack options (fireballs, lightning, rapid-fire nails and more). There are killable, gibbable versions of the original Quake bosses.

NEW in pd_300: Most projectiles can be set to homing and their speed can be modified as well. We’ve added turret mode for many monsters, multiple new in-fighting options and passive modes.

Quality-of-Life Features

Trigger spawned monsters, continuous and random monster spawning. Respawn items and suspend them in mid-air. Add custom backpack pickups, drag and drop gore decorations and create visual effects like explosions and lightning effects. Custom models, sprites and sound effects. Multiple targets and targetnames, dormant triggers, enhanced platforms and more.

NEW in pd_300: An entity state system, powerful new scripting abilities, auto-saves, unique new additions to func_train. New animation features for misc_model. A new misc_modeltrain entity allows you to animate models including monsters! New text entities that allow for better storytelling options, including completely customized "end of episode" text!

dumptruck_ds will be posting new videos on YouTube in the coming months that will show much more of what you can do with pd_300. Here's the playlist on youtube: progs_dump playlist
September Maps At ..::LvL
Another three more maps for ..::LvL - Game play focused release Humiliation is well worth it if you can look past the visuals. dONKEY's latest CTF has a lot going for it.

* Humiliation by Spike
* Emerald Hill by dONKEY
* Bloodister by rOxXz

LiveView, videos and panoramas for all.

Enjoy the update!

..::LvL -
Q1SP: Prison Of Hope By Grazza's Only Fan
A relatively linear map designed somewhat vertically and taking heavy inspiration from the Tower of Latria/Irithyll dungeon levels from the Souls series, but with a dystopian/cyberpunk twist. There are two endings - can you find them both?

Screenshots and download here:
Q1SP: Empire Of Disorder By Tonhao
Empire of Disorder is a vanilla episode with 9 small maps, including start, end and secret map. All maps have singleplayer, cooperative and Deathmatch settings. A sourceport with increased limits is required.

Screenshots and download here:
Q1SP : Null Bearing Redux
Heavy overhaul of an older map using the Alkaline mod. Fairly large, lots of optional exploration.


Q1SP: The Gorge By Madfox
A Rather Big Quake Map from the SIN's level "The Gorge".

Screens and download:

Direct download link:
Amusement Inferno (copper)

My first solo map. Latest Copper mod version is requared. Bleak fantasy with industrial bits. Medium sized for 15-25 minutes of playtime. Non-linear and therefore a bit confusing. Also map introduces some sort of stealth gameplay with the ability to eliminate some of the ambushes if appropriate secrets are found in time. All in all experience is harder than vanilla, closer to DOMA difficulty.

EDIT: now with screenshots:
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