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Author: | ChrisHolden, Cocerello, dumptruck_ds, Greenwood, ionous, ish, ZungryWare |
Title: | Speedmapping pack 204: 20 years of Quake III Arena |
Download: | sm204.zip (80081edbd0be3e372ad1886bb1e6fc11) |
Filesize: | 36990 Kilobytes |
Release date: | 28.11.2019 |
Homepage: | |
Additional Links: | Func_Msgboard • |
Type: | Single BSP File(s) |
BSP: ![]() ![]() ![]() ![]() |
Files in the ZIP archive
File | Size | Date |
---|---|---|
gfx/env/d4sky02_bk.tga | 3139 KB | 26.11.2019 |
gfx/env/d4sky02_dn.tga | 2654 KB | 26.11.2019 |
gfx/env/d4sky02_ft.tga | 3140 KB | 26.11.2019 |
gfx/env/d4sky02_lf.tga | 3201 KB | 26.11.2019 |
gfx/env/d4sky02_rt.tga | 3131 KB | 26.11.2019 |
gfx/env/d4sky02_up.tga | 2995 KB | 26.11.2019 |
gfx/env/violent180_bk.tga | 3073 KB | 26.11.2019 |
gfx/env/violent180_dn.tga | 3073 KB | 26.11.2019 |
gfx/env/violent180_ft.tga | 3073 KB | 26.11.2019 |
gfx/env/violent180_lf.tga | 3073 KB | 26.11.2019 |
gfx/env/violent180_rt.tga | 3073 KB | 26.11.2019 |
gfx/env/violent180_up.tga | 3073 KB | 26.11.2019 |
gfx/env/yellowcloud_bk.tga | 3073 KB | 26.11.2019 |
gfx/env/yellowcloud_dn.tga | 3073 KB | 26.11.2019 |
gfx/env/yellowcloud_ft.tga | 3073 KB | 26.11.2019 |
gfx/env/yellowcloud_lf.tga | 3073 KB | 26.11.2019 |
gfx/env/yellowcloud_rt.tga | 3073 KB | 26.11.2019 |
gfx/env/yellowcloud_up.tga | 3073 KB | 26.11.2019 |
maps/sm204_chrisholden.bsp | 2461 KB | 26.11.2019 |
maps/sm204_chrisholden.lit | 639 KB | 26.11.2019 |
maps/sm204_chrisholden.txt | 3 KB | 26.11.2019 |
maps/sm204_coce.bsp | 529 KB | 27.11.2019 |
maps/sm204_coce.lit | 263 KB | 27.11.2019 |
maps/sm204_cocerello.txt | 4 KB | 26.11.2019 |
maps/sm204_dumptruck.bsp | 5575 KB | 26.11.2019 |
maps/sm204_dumptruck.lit | 3150 KB | 26.11.2019 |
maps/sm204_dumptruck.txt | 2 KB | 27.11.2019 |
maps/sm204_greenwood.bsp | 4386 KB | 26.11.2019 |
maps/sm204_greenwood.txt | 2 KB | 26.11.2019 |
maps/sm204_ionous.bsp | 3261 KB | 26.11.2019 |
maps/sm204_ionous.lit | 1276 KB | 26.11.2019 |
maps/sm204_ionous.txt | 2 KB | 26.11.2019 |
maps/sm204_ish.bsp | 3380 KB | 26.11.2019 |
maps/sm204_ish.lit | 314 KB | 26.11.2019 |
maps/sm204_ish.txt | 2 KB | 26.11.2019 |
maps/sm204_zungryware.bsp | 1123 KB | 26.11.2019 |
maps/sm204_zungryware.txt | 1 KB | 26.11.2019 |
sm204_readme.txt | 2 KB | 27.11.2019 |
source/sm204_chrisholden.map | 866 KB | 26.11.2019 |
source/sm204_coce.map | 150 KB | 27.11.2019 |
source/sm204_dumptruck.map | 1153 KB | 26.11.2019 |
source/sm204_greenwood.map | 892 KB | 26.11.2019 |
source/sm204_ionous.map | 1744 KB | 26.11.2019 |
source/sm204_ish.map | 487 KB | 26.11.2019 |
source/sm204_zungryware.jmf | 1254 KB | 26.11.2019 |
source/sm204_zungryware.map | 463 KB | 26.11.2019 |
sm204.zip
Speedmapping pack 204: 20 years of Quake III Arena
Speedmapping pack featuring seven SP/DM maps. The map sources are included. And some skyboxes, too..Tags: dm, quake 3, deathmatch, q3
Editor's Rating: no rating (yet)
User Rating:
3.9/5 with 20 ratings
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All the maps come with multiplayer spawn points. All the maps besides Greenwood's and Ionous' have extra gameplay/layout for multiplayer or are mainly focused on it.
Had to try ionous' map first, as I am a big fan, and I was not disappointed.
Then I went in alphabetical order, starting with chrisholden's "Death and Retribution" which is a cool little map with an interesting "hub" progression.
Taking a break now, after Cocerello's map rained (literal) death on my head. Ouch.
Okay, wow. Cocerello, A+ for use of fog, even though we hates it...
Dumptruck's map is nice. Really, really nice.
Greenwood's map is different. Very different. Never saw so much transparency.
Played them all on skill 1. I do understand these are speedmaps so gameplay quirks are inevitable. I did not record demos this time but I did record videos. If you want them for review I can upload them. They are 2k H264 files. Just let me know!
ChrisHolden
Wins "Most Faithful to Q3A Award" for this pack. Looks truly amazing. Def on the easy side overall. I don't suggest Red Armor on skill 1 outside of a tough secret but that's just my preference after some advice from others. Progression was weird depending on routes but I played it a few times and enjoyed it.
Cocerello
When I first loaded the map I cringed because I always hated that fog map in Q3A. BUT this version is pretty amazing when it comes to SP gameplay. Without spoiling anything, your monster setups were well done. DMSP in vanilla? Coce has you covered!!! Very clever mapping and fun. On Skill 1 I ran out of ammo at the very end and had a tough time with the "boss." But I was able to triumph after save scumming and it was a satisfying little map.
dumptruck_ds
I am happy with the way the map turned out but it wasn't 100% what I set out to do. Thanks to Ionous and Bal for valuable feedback that I implemented. Also I forgot to add a credit for the sky box I used "yellowcloud". The creator was Pieter ‘Spiney’ Verhoeven and you can find the pack here: https://opengameart.org/content/cloudy-skyboxes
Greenwood
Some great things in here and some "not so great". First, I had to cheat to finish this one on skill 1. The combat is pretty tight much of the time. So, I think it might be time to move away from the "boxes inside of a big box" format you like to use. I understand this is an easy way to make a map quickly AND this map is fun for the most part. But to me it causes some gameplay issues and even confusion at times. For example, because of the hectic combat nearby, I missed the gold key room at first. If you had had a more obvious entryway or funneled the player to it or showed the key from afar so we knew where to find it - it would have been better. Now on to the good stuff: your usage of the glass brushes was really fresh and made for some interesting setups. Your monster spawning-palooza kept me on my toes and I was interested in exploring the map and uncovering it's mysteries.
Ionous
While not exactly the approach I had pictured for this pack you created a nail-biting climb through one of your trademark circles of hell. Twas was a blast to play as we'd expect from your work. Your notoriously hard secrets will keep me coming back to this one to 100%. But I did find 2! Great messages to the player and a satisfying final battle - I won't spoil any more than that.
ish
First submission! GOLD STAR!! This was right on theme and looks great. A nice little DM arena that becomes a fun slaughter map when played in SP. Great usage of textures and the layout is damn satisfying. I plan on playing this with some bots in DM later today. Would love to see some 100% speed runs in SP of this map. My only critique is that the lighting level is pretty flat overall. This could have been a lot more moody. But this is my obsession with lighting coming through.
Zungryware
Much like ish you created a great DM layout with a smart SP component that works really well. The two lock key system was a clever non-linear design. As with DM to SP maps the progression can get a bit weird but I played multiple times and enjoyed each run. Less of a slaughter map than others so GG on the SP aspects. This map isn't exactly on theme but still satisfying and would certainly be fun with 2-4 players in DM. Lighting was flat (see obsession comment above though).
Playthrough of ish's arena map, Absolver:
https://www.youtube.com/watch?v=UOxgQMHL3kk
Playthrough of Zungryware's map for this pack:
https://www.youtube.com/watch?v=dQj0Djzih6M
Speedmap pack with six speedmaps, and one turtlemap-alike one, with MP gameplay in mind or it being the main part of it, and a good quantity of Shamblers and Vores.
I played them as SP maps.
Chrisholden: DM layout with long corridors on large scale, and straightforward simple combats.
Dumptruck: more SP-alike layout, good interconnectivity and combats.
Greenwood: pretty much geared towards SP. A bit rough on brushwork but has nice and interesting ideas.
Ionous: Has not much to do with Quake 3. Good highly vertical turtlemap-alike, but cramped and with some progression issues. Secrets were nice.
Ish: pretty much a DM map with some SP enemies added. Has a nice DM layout and brushwork.
Zungryware: seems to be a large map geared more towards DM and that most if not all of the items were placed for DM use. Has lots of corridors on an interesting layout, progession and combats for SP.
Could someone give me a clue on the secret for My Name Is Ruin?
Could someone give me a clue on the secret for My Name Is Ruin?
Could someone give me a clue on the secret for My Name Is Ruin?
@Fornax83
HINT: Very small, easy to miss shoot-able button near the Gold Key area. Look for a red skull.
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