Bene,apro il Database per raccogliere le MAPPE Multiplayer in generale visto che non tarderanno ad arrivare numerose,l'unica cosa vi prego di non postare commenti in questo Topic (cosa che potrete fare man mano che si aprono i Topic per segnlare Mappa),poi io successivamente gli aggiornero e gli elenchero qui...prossimanente arriva anche il Database per le Mappe SinglePlayer...grazie per la collaborazione!!!
Ultima modifica di BazookA; 20-09-06 alle 13:19:39
This is a quick map just to see how the editor works, even so it is our very first map and does deserve some special recognition. Basically a created by playing around with the effects and to see how the engine works. It's not much, but it's not meant to be much. A few jumppads are included along with a lot of weapons for you to make some carnage. Check this out.
This is my first Quake 4 map, but I put alot of effort into it. It's only DeathMatch, but it works for MP and SP, I extensively tested it.
This v2 now works for dedicated servers.
A quick map, yet o so sweet. started Thursday October 20th finished Saturday October 22nd. A small centralized spam map. Meant for 2-6 players. Can really see attention was spent to details.Not much more for me to say really until I install Quake 4 and try the map for myself.
Description:
Quick edit of q4dm1 to make it more 1v1 friendly. Replaced quad with MH, removed some armor shards. This is q4dm1 version 2, which has the Quad damage replaced with MEGA instead and is made for Tourney mode. Since the 1vs1 version is a tad to small and was to much about getting the rail, this version seems much more suitable for tourney where you have both red and yellow armor and two rail spawns..and of course the mean nailgun which wasn't in the 1vs1 version.
We have our first duel map released by the public! Bliptourney1 is a map by two individuals who go by the online names Seo and Jabb0r. They have been hard at work since the game was released in Europe and have produced a map that is quite refined considering the time available to them from launch.
As well as the link provided in the forum thread, we have also mirrored the map.
We understand that 2 of the Jolt 1v1 servers have the map installed already although it was not clear to us exactly which these were. If someone finds out, please post in the comments with the IPs.
There is not a whole lot for me to say except for the fact that the map is small, very small. A few objects have been placed for you to hide behind as well as sort of a little bunker. There's a jumppad on either side which will shoot you right into the enemy stronghold. The wall in the middle of the map is rather strange, not quite sure what the whole purpose is but it does not crush you when you stand on it and it moves up. Also not a lot of weapons have been included but for a map of this size that's understandable.
First Quake4-Map of our Community member reflex. The Multiplayer map, which reminds strongly of a Quake3-Alpha-Map, is meant for 1vs1-Geplaenkel. But according to Adan0s the map makes fun also with several players.
Decided to try my hand at some mapping for Quake 4. Went with making a small deathmatch map that could hold 4-5 players, as some people have described it; it has a very clockwise flow to the map, very smooth and fast, great 1 on 1 action.
Although 'Short Circuit' appears to be a mod, in reality it is simply custom maps and nothing else. No game code has been touched in any way. This entire project is all done using existing Quake4 source. I highly reccomend running 'Short Circuit' at a minimum of 1024x768 as the player's scoreboard is pretty hard to read at anything less. There's no AI and the levels aren't overly complex so you should be able to crank up the settings and have a solid high framerate.
Small map for like 2 players. The entire map is basically a giant trampoline and each players gets 3 weapons. Not a bad map if you play it with a couple of others, it was just no fun on my own . There were a lot of errors in the console, but not noticeable for those who don't look at it.
My friends and I all feel that The Edge (q2dm1) in Quake2 was the best multiplayer map ever. When Doom3 came out, I recreated it from scratch. All of the geometry was done and all of the weapons/ammo were placed, but I hadn't yet started on the texturing or lighting (except one giant ambient light). It played great during testing, the scale was perfect compared to the original; except it just wasn't the same without the railgun. I knew Quake4 would be coming out soon, so I put it aside and figured I would finish it when Quake4 came out.
When I bought Quake4 and browsed through the list of multiplayer maps, I was excited to see a remake of The Edge. However, after playing it, some of the changes they made to the map bordered on blastphemy Razz . So, I decided to restore it to its original glory. I also tweaked some of the item placements, to either match the original, or to something that seemed to fit better than the Q4 version.
I originally created this for personal use, for myself and my friends, but I thought that maybe others may feel the same way I do and would like to play it. So before anyone says "Lame! You didn't create a map, you just edited one of Raven's", just keep that in mind.
Here are some screenshots of the changes. The images on the left are from the version shipped with Quake4, and the images on the right are my changes.
I also want to point out, that not everything has been changed back to the way it was originally. There is no water in Quake4, so I couldn't add that part back in. Plus, the change made to the placement of the railgun keeps the gameplay flowing faster, so I decided to keep that part in. I did change it a bit though. Instead of being trapped up there when going for the railgun, I opened it up on either side to drop down to the ledge below:
Here is my little map for some fast 1on1 action. It's very small, like some of the arenas in RA. It's also my first map ever for an ID game and I'm still learning how to use the editor. I'm sure there are many beginners mistakes in the map, please tell me if there's anything I can improve in future maps. In case people will like daedm1, I might put some more work into it and make it a full-blown 1on1 map.
The map is touted as a DM map for 2 to 7 players and looks like it may provide an interesting addition to the small but growing number of duel maps being created by the talented mappers out there.
The design of VIA Pinball Arena has been inspired my 2 greatest loves of gaming - First Person Shooters and Pinball. The layout is a symetrical design, which makes it fairly easy to learn and navigate. There are quite a few bounce pads that have been incorporated to push players around the map - this is where part of the pinball inspiration comes in. They have been used to semi-simulate pop bumpers (although are not at all random in the way they push players around, unlike pop bumers in pinball) and vertical upright kicker scoops. These are all located fairly obviously and it doesn't take long to figure out where they are intended to send you. Be careful though - they can make railslug bait out of you.
Hipdm1 was a custom map made for Quake 2. So now this map has been ported over to Quake 4 for your enjoyment. Some parts of the map are re-textured but the layout is pretty much the same. The lighting is also updated and the weapons are still in the same positions.
Probably one of the most overplayed Quake 3 maps, Q3dm6 'The Camping Grounds', has been converted to Quake 4 in this current beta version. The conversion is graphically good. FPS seems a bit low.
This is a beta release. There will be a post along with this release on http://www.esreality.com where you can leave comments and/or get in touch with us about bugs/suggestions.
Maps included are:
Fragyard - Q4TDM1_BETA_A and Q4TDM1_BETA_B
Sandstrom - Q4TDM2_BETA_A
Bloodwork - Q4TDM4_BETA_A and Q4TDM4_BETA_B
Rose - Q4TDM5_BETA_A
Edge - Q4TDM7_BETA_A
Kl4NK's first map which is really not that bad. Sure there are a lot better maps around but if you take into consideration that this is his first map then it's not bad at all.
This map is one of Shamino's previous maps made for Doom 3 ported to Quake 4. With intense fast pace action its hard not to be on your toes so check it out.
Medium sized map with several jumppads included. Rocket Launcher, Railgun, Shotgun, Grenade Launcher, Lighting Gun are also added. The FPS is not too bad either. Check the screenshots for a sneakpeek.
A remake of "heat" from the old Kilnet LAN Quake 2 days... "HEAT" is a bad place, in which I encourage bad things to happen. I tried to make it feel "hot" in places, like the original, and it definately has a gritty and unpleasant atmostphere.
3rd map created by Kl4Nk and they keep getting better each time. The texture quality may not be that great but they're not essential to having a great time. Screenshot below.
Simple map taking place in space. The layout is fairly simple but does indeed provide good and fast gameplay. There are several levels which can be reached by means of jumppads which are randomly placed throughout the map. The map itsself looks a bit blocky which is not a real eye catcher but the gameplay makes up for that so it's not all bad. Perhaps a different floor texture would have made it seem less blocky. Check it out!
This isn't supposed to be huge. Your gonna have your bases, your central place, and thats all. I'm very much going for the simple style used in maps like Vortex portal. You know, those VERY quick flag runs.
Small map suitable for 1v1 or 2v2, any more than that just makes it too crowdy. Check the readme for a list of weapons and powerups that have been included. The colors seem a bit weird.
The maps—Railed, Tremors, and Campground Redux—offer all-new gameplay environments for more fast-paced, intense multiplayer combat.
Railed – Set in an abandoned, rusting Strogg facility, the environment in Railed produces fast paced frenetic tournament action. This new map is all about close-quarters combat and hair-trigger reflexes as players hustle through the winding, multi-tiered corridors. Designed particularly for tournament play, Railed also supports Deathmatch and Team Deathmatch game modes, and is guaranteed to provide some thrilling fast-action gameplay.
Tremors – Built within a twisting underground cavern and peppered throughout with pipes, bridges, and catwalks, Tremors demands tactical expertise. Enemies attack from above and below in the enormous, multi-tiered environment, making team-play invaluable. Tremors is perfect for huge Capture-The-Flag games, and also supports the Arena Capture-The-Flag gameplay mode.
Campgrounds Redux – With QUAKE 4’s updated technology, Campgrounds Redux now has a fresh look and feel, revitalizing this QUAKE III classic. Excellent for any number of players, this updated version supports Deathmatch, Team Deathmatch and Tournament modes, where hard-core QUAKE fans can get crazy with this throw-back to one of their old favorites.
After the Quakemas map luggage of ID software and Raven software, we would like to put you still another further small map luggage to the heart.
Laurent "CyroniX" Graebner provided and to a handy packs altogether eight new maps summarized, which hears on the names CXARENAS. Although these are its first works for Quake4, they already make a good impression and provide for much Fun:
These are my first maps, I learned a lot creating these maps, and I think they are quite good for training aim and combat tactics (instant gib, rocketarena). Instant gib recommended, but also DM is possible. CXArena7 could be a nice DM Map.
This map isn't intended to be my magnum opus, the best TDM map I can do. That would take too long. It seems to me that Quake4 is in dire need of more TDM maps as soon as possible. Hence this map, which is intended to be a basic, standard team dm map.
The layout is new but hardly innovative - plenty of rooom-corridor-room to keep the performance tight. The visuals are basic and functional, again keeping performance high. If by some stroke of luck the map becomes insanely popular, I'll be prepared to revisit the visuals at a later date. Right now, this map is "better than nothing".
Improved version of Over the Edge. This version features a couple of changes like jumppads, playerclip around the stairs, several corridor changes.
Check it out.
Map by gw gwdm2 could convince and already dared the first step to Quake4 with its Doom3-Werken gwdm1 and. In the meantime it placed its first map for the newest part of the quake series finished. Shadow case shows clearly the matured abilities of the author - however see.
But who thinks now, gw sit down to the peace, today a better one one instructs. He works already to its next Quake4-Map, which let the texture poverty of various maps particularly forget. First pictures and the Download of Bubonic of case (beta) as follows:
Built by an ancient civilization long gone. Used by this civilization to worship gods that they created. This temple is now in the hands of these gods, the story goes that these gods, malevolent and pure evil destroyed this race by pitting them one on one in duels to the death within the walls of the very temple they were created in.
These gods began reaching out for new gladiators to appease their lust for death. Now you have been chosen to do battle. Only one may leave the most challenging arena ever devised. Now you must fight in...
It's an industrial warehouse themed map, with a simple layout that is tight and metalic, as you would expect such a place to be. I've always been a fan of the tight claustrophobic maps of the original quake and that influence is probably apparent.
Entitled "Better than nothing", this is a new TDM map for 2v2 ownage...I love the pace of the map and for those of you having problems achieving decent frames, this map has simple textures and should be playable for most of you noobs...it's a bit dark but that can be fixed by tweaking r_lightdetaillevel and r_lightScale.
This map is inspired by the original quake level The Abandoned Base. Quite big and good for probably up to 16 or more players. Let me know what you think.
play information
tourney: no
deathmatch: yes probably about 16 ppl
team deathmatch: yes
CTF: no
Bot File (aas): no
other: no
new sounds: no
new graphics: no
new music: no
how to play: place ogdm3.pk4 in your /q4base/ folder
Geit4dm3 is a small tourney map. It has a RA, YA and MH. Weapons: RL, LG, SG, GL, HB. The architecture isn't finished yet, grey concrete is unfinished architecture.
Beta 3
Geit4dm3 is a small tourney map. It has a RA, YA and MH. Weapons: RL, LG, SG, GL, HB
- Finished more architecture
- Swapped the GL and the LG
- Added a wall in the upper part of the YA/MH/RL room
- Some minor changes
Changes since beta 1
- Fixed the Doors
- Added Weapon Markers
- Improved some of the architecture
- Added the Hyperblaster
- Added some more ammo
- Changed the layout in the RA room a bit
- Added a bridge at the upper teleport exit
DM and Tourney map for Quake 4. This map is a BETA release. Visual gets tuned some more for next release.
===BETA INFORMATION===
This map is a BETA release. That means that it is not final and that
I am open to suggestions and feedback. The best feedback you can
provide is an explanation of what you like and do not like about the
map. Please don't tell me "you should move X item to Y position" -
I will ignore this. Instead tell me "I found it really easy to run
from X to Y and won some games because of it". Other than that
all constructive comments welcome.
*Note that there is currently an issue with Quake 4 and custom map
support. If you have a custom map on a server, any connecting clients
must have the map or they will fail pure checks. The fix for this
(addon.conf) is currently half-baked and unworkable. When Quake4 is
fixed, this problem will go away.
- Play Information -
: Extract drachviadm1.pk4 from the zip into quake4/q4base folder.
: Start a multiplayer game through the menu or find a server
: running the map.
- Level Information -
Game type : tourney, ffa
Single Player : No
Player load : 1v1, 2v2, 2 - 5
Weapons : SG, GL, HB, LG, NG, RG, RL.
Stuff : 1xYA, 1xRA, 1xMH ( 60 seconds respawn )
- Construction -
Editors used : Quake 4
Utilities used : Editpad
- Notes -
r_lightdetaillevel settings are supported, 9 is ambient only, 5 is a fast compromise, 3 gives most
lights and 0 is full detail.
This map is being designed for the fragarcade 1v1 mapping competition. This looks similar to his previous maps.
'to do' list:
-Lower ambient lighting, to create more contrast/less 'washed-out' feel
-Fix some texturing issues in the main arena
-Possibly expand the RA area
-Possibly expand the YA room
-Possibly replace stairs beneath PG with jpad or tp
-Possibly expand the lava in main atrium to make it more of a hazard.
This map is being designed for the fragarcade 1v1 mapping competition
please do not distribute this map without an unedited version of this readme file
You can email me feedback at the above address, or post a comment on www.fragarcade.com forums.
Known issues:
Grenades go thru lower RA tp then bound BACKWARDS - this is something id/raven will have to fix
a few various lighting and texturing bugs here and there.
A Quake 4 map from Happy Friar for the recent Doom3World & ViaCGA Q4 Mapping Competition. Pick up Salute Your Host and let the duelling begin!
Be sure to Salute your host while playing... it's polite. I believe I heard that line in
an episode of the TV show "News Radio" & that's why it's the title of the level, but I
don't remember the episode name, or if it was even mentioned in the show ever. But hats off
to Jimmy James anyway!
This is a level set in a relatively (for Quake 4 MP levels) dark power core. I really
love how the Doom 3 engine handles light & wanted to design a darker level, with shadows
of course. I recommend setting r_lightdetaillevel to 0. There's only a few (6, 7?) lights
in the map that are for decoration but you will have almost no performance hit with them on.
There should be no solid black areas at all in the level, so if there is your
gamma/brightness may be fubar'ed (I set mine to the default levels & I think it looks good).
Contest Info:
The logo's for VIA & D3W are in the lower floor behind the teleporters. However, between
the drop point to the lower floor & the logos is a spinning power-thing. It's instant kill
when touched & I can get by it ~1 in 17 tried. Good luck! It's worth the reward though.
The level is also designed so that no one player can really "hog" the map. No matter where
you spawn a good weapon is within a few seconds travel time. Plus, since the spawn points
are far enough away, even if you get fragged by a RL you should have ~120 health & a good
weapon before they spot you again. This should lead to closer, slightly longer matches.
I'd also like to point out that I purposely put the pickups so they are avoidable... if
you're maxed on health & armor it's not exactly wise to announce your position by making
the pickup "ching" all the time. Just walk around them to avoid them.
Another item to point out is the railings... they're all tall enough for you to jump on to,
except the ones on the lowest level around the core. You don't really need to accidentally
jump to your death there.
There is a hidden "secret" in the level too. It deals with the core & a teleporter. If I
knew that scripts would work then it would of been even cooler, but basically you can rocket
jump THROUGH the core in a certain spot. Pretty cool & a fast getaway (projectiles don't
travel through so it's safe).
This level was tested on an AMD 64 3000, ATI AIW 9600, 1gb DDR 3200, with 20gb free on the HD
& a 3gb perminate swap file on a physically separate drive. I used SABOTa8 with 4 bots
(all that were included) & at medium settings, 1024x768, no AA, HQFX off, shadows, bump, spec
on & V-Sync enabled, NEVER dropped below 30fps. With 1 vs 1 it was almost always around 60.
Odds are you will have better performance.
Finlay... yes dear "pro" gamer, there IS a Quad damage in the level. Honestly, what's
a Quake level w/o a Quade damage? It's a level like any other game, that's what! Deal
with it! Besides, odds are the quadder will only get 1 shot though.
Play Information:
Level Name : Salute Your Host
Single Player : Yes (it has an SP start & supports SABOTa8, AAS included)
Deathmatch : Yes (I recommend 1 vs 1 only, that's how the weapon placement was laid out)
New Sounds : No
New Music : No
New Graphics : Yes (along with the require VIA & D3W logos, a few customized textures)
New C++ : No
New Script/DEF : No
Demos Replaced : None
Construction
Base : New level from scratch. Started from a few balls drawn on paper.
Editor(s) used : the built in map editor in D3, notepad, Photoshop
Known Bugs : I wouldn't say bug, but sometimes, very VERY rarely you can get hung up while falling down
next to the core. However, I believe I solved this as it hasn't happened in a few days.
Also, sometimes, & I mean very very very very rarely (more rare then ever getting hung up)
the power core lights on the top floor go in to a strobe light effects. That's not part of
the shader so I honestly don't know how to fix it or why it does it. I've only seen it do
it twice, ever.
Instructions:
Unzip the .zip file to your Quake 4 base folder (q4base). Then run it from a server!
It's great fun but if you can't aim well make sure you have a time limit for this map or you'll never hit the frag limit...This map is suited for 12 players.
This map may seem very familiar to Counter Strike players. It's basically an original Counter Strike map which has been Quakified. It may seem a bit dark but you can easily adjust the brightness settings yourself.
This is basically the original Hannibal map from Quake 4 with the people removed and lot of doors as well, he put in some guns and made the walkers accessible. Wasn't the hardest thing to do but it makes for an interesting map.
Sub Terra is his first entry in the fragarcade (http://www.fragarcade.com/) mapping competition. It is a rather large Tourney map but can also hold up to 4on4 TDM games. TDM and Tourney have seperate item placement schemes.
Tourney:
MH+YA+YA
Total Armor: 170
Total Health (Bubbles): 200
Total Health (Shards): 40
TDM:
RA+YA+QUAD
Total Armor: 220
Total Health (Bubbles): 225
Total Health (Shards): 40
Mapping competition. It is a rather large Tourney map and is also suitable
for Team Deathmatch. TDM and Tourney have seperate item placement schemes.
Item Placement : Tourney - MH+YA+YA
Total Armor: 170
Total Health (Bubbles): 200
Total Health (Shards): 40
TDM - RA+YA+QUAD
Total Armor: 220
Total Health (Bubbles): 225
Total Health (Shards): 40
Play Information
Game : Quake 4
Gametype : Quake 4 Tourney/TDM/FFA
Construction:
Base : New level from scratch
Editor(s) used : Q4 Built-in Editor
Other Tools : Adobe Photoshop CS2 9.0, WinZip
If you liked it mail me
If you hated it tell me how to maker a better one
How to use this level:
Unzip geit4dm2.pk4 into your baseq4\ directory
If you wish to view this map type the following in your quake4 console:
"spawnserver geit4dm2"
Or use the Create Server Menu
Where to get this map
If you are reading this I presume you already have this map or are about to download
it.. But anyway.. You can get this map at the following adress:
Tournament Facility is his second entry in the Fragarcade ( http://www.fragarcade.com/ ) mapping contest. It's a rather small, action-packed Tourney map
Item Placement:
Armour: RA, YA and MH.
Weapons: RL, LG, SG, GL and HB.
Play Information:
Game : Quake 4
Gametype : Quake 4 Tourney/TDM/FFA
Construction:
Base : New level from scratch
Editor(s) used : Q4 Built-in Editor
Other Tools : Adobe Photoshop CS2 9.0, WinZip
If you liked it mail me
If you hated it tell me how to maker a better one
How to use this level:
Unzip geit4dm3.pk4 into your baseq4\ directory
If you wish to view this map type the following in your quake4 console:
"spawnserver geit4dm3"
Or use the Create Server Menu
Where to get this map
If you are reading this I presume you already have this map or are about to download
it.. But anyway.. You can get this map at the following adress:
This map was created for the Viacga/Doom3world.org Quake 4 duel map making contest. This map consists of 2 arenas connected to eachother by several corridors and passageways. This is an excellent 4 player map.
Play Instructions
Multiplayer (Creating a Server):
1. Extract "phantq4dm2.pk4" into your quake4\q4base directory
2. Start the game
3. Select "Multiplayer"
4. Select "Create Server"
5. Choose "SYSTEMATIC LOCKDOWN"
6. Click "Create Multiplayer Game Server"
Multiplayer (Joining a game):
1. Extract "phantq4dm2.pk4" into your quake4\q4base directory
2. Start the game
3. Select "Multiplayer"
4. Select "Find Multiplayer Game"
5. Choose a server that has "SYSTEMATIC LOCKDOWN" as a map
6. Click "Join Game"
You can manipulate the number of lights by using the r_LightDetailLevel
command to get higher framerates. You can change the value from 0 to 9.
The higher value means less light sources.
A small Tourney map set in an abandon spaceport. The item placement has been completely redone and hopefully is a lot more balanced than the previous versions.
Entry for the FragArcade 1v1 mapping contest, also his first map. It's a fast and action paced 1v1/DM map. BETA2 version and not finished with texturing, lightning and detailing! stay tuned!
Gothic themed level with a simple layout. Made for the FragArcade contest.
Installation:
Unzip the content of l4dm3.zip to your Quake4\q4base
folder.
To start a listen server go into the console
(ctrl+alt+~), type "si_map mp/l4dm3" [enter] and then
"SpawnServer" [enter]
...or just find the level on the maplist and hit
"Create Server" button
This is made by ]KL[Dragon..a nice smaller map which is Extremely important to the health of the game..early evenings and late nights when there's only 4..or 6 players around.
The layout of the map based on the q3a map day of the tentacle (mrhdm2) by Mr.Herring. However, it`s not an exact conversion. I changed complete architecture, have added a second teleporter and a podest with railgun on it. It`s not a big map, so it will be suitable for tournament and deathmatch, tdm is also possible.
My new map "The Fallen Shrine III" for Quake 4 is now ready for download. Check out these latest screenshots. It's a Multiplayer CTF and Arena CTF map and supports a full loadout of 16 players. This one is designed more specifically for Arena CTF (for all you speed junkies like myself) and trick jumpers out there who like to make videos. This map boasts some intense fast paced space fraggin' action where you warp through portals to a center battleground to reach your opponents base. Coupled with a kick ass music track by Sonic Mayhem, this one should get your adrenaline pumping. I know it's the weekend, and you guys like to get some game time in right after work like we do, so fire up those servers and enjoy!
If you are not familiar with this map, Fresh N Clean is originally for Quake III Arena. Quake 4 textures are included and he made it look more like a Quake 4 style map. The walls that hold the bottom base to the two 2nd level bases have been thickened and now have glass. 8 players is recomended but 16 supported. Gametypes: deathmatch, team deathmatch, & tourney.
The map is mainly as 1on1 or Tourney planned, up to 4 players should on it place however at least have. At weapons it becomes Railgun, Nailgun, Shotgun and Rocketlauncher, as well as Lightninggun and Hyperblaster in their places give - except the Standarditems additionally still 1 Powerup is planned. Want only in such a way first ask, what it of hold and which Powerups it in a 1on1 prefer?
The map is appropriate and for 2-4 players suitably for DM, TDM and Tourney - we wish much fun with the inquiring gene.
This is a mappack containing performance tweaked versions of the original Quake4 MP maps. Made accessable LOD for lights and this time there are some gameplay changes.
If you're looking for a nice open map for all your one on one needs then this will be your map. With a nice dark feeling to the map and some z axis gaming is always good.
Weapons of Destruction was an original Q2 Mod also known as "Wod" & "Weapons"
To me, WOD is where the excessive mods got their start... but WOD isn't about crazy weapons. Well kinda. Our goal is the make the weapons balance and fun. Currently, we've incorporated the single-player weapons mods and have given alternate fires to all the weapons.
A short summary of the new weapons are the sniper rifle, bazooka, and the jump blaster. We've also made changes to max ammo, weapon switch time, and many other things. We've also included the Q4 MAX bright skins into our mod.
In the Q2 version, there was a grapple hook that would allow you to swing - known as the tarzan. We're working on including both the tarzan and lithium style hooks in to a future release. In fact it is a priority.
Right now, information on the mod is spread out over different sites. The one linked is a primary one, but is being worked on.
This is the third beta version of this 1v1/deathmatch map. It looks quite detailed, give it a try.
*If you have the NV20 chipset and you want more
than one light on the map.
Type in the console:
r_LightDetailLevel 0
To get into the console, press ctrl+alt+~
You can change the value of
r_LightDetailLevel from 0 to 9. A higher
value means less light sources and a better
framerate.
This version includes 1v1 layouts for Fragging Yard 1v1, The Lost Fleet and No Doctors. No Doctors TMP has the same 1v1 item placements as Pro-Doctors (thanks Tectonic/Pha3z et all), but with the FPS pack changes and some extra health in TDM mode for 2v2. Also, the edge has various fixes including removal of the ability to get the upper RL from the ledge below it, a fix for the weird clipping issue near the rail, and a tweak of the the geometry on the roof near the mega-health. This is a replacement of the original pack.
Readme File:
This is the second installment of the TMP (Tournament Play) Map Pack for Quake 4.
Included in this release are modified versions of several of Raven's original Quake 4 maps:
*[TMP] Fragging Yard
*[TMP] Fragging Yard 1v1
*[TMP] Sandstorm
*[TMP] The Lost Fleet
*[TMP] Bloodwork
*[TMP] The Rose
*[TMP] No Doctors
*[TMP] Over The Edge
Map file names are the same as the originals but with the "tmp" suffix. Changes were intended
to improve the suitability of the maps for competitive play. There are too many changes to list
in detail, but general changes include:
1. New item locations
2. Light detail levels (for better performance when using r_lightDetail)
3. Some small geometry changes
Changes since the first pack include the addition of Fragging Yard 1v1, The Lost Fleet, and
No Doctors, as well as some bug fixes and aesthetic touch-ups on Over The Edge.
Thanks to Drach for his work with the light detail levels, team9 for the base changes to the Edge
that we worked off of, Citizen for support (and the TMP suffix), and each of those that helped
with the Pro Doctors remix of DM6, from which the item placement of [TMP] No Doctors is inherited.
Pro Doctors was edited by Tectonic and Pha3z, with special thanks to Cha0ticz, destrukt, cl0ck,
geoff, and dj.
Have fun!
-teddy/swelt
Credits:
Full credits, rights and other legals for the original maps remain with their original owners.
Quake4(tm) is property of id software, all rights reserved.
Alterations by teddy, swelt, drach, team9, Tectonic and Pha3z.
Map by Rich "swelt" Jacques released now already the map well-known from the SWELTPAK for Doom3 (we reported) phrantic after beta phase of several weeks finally in a final version for Quake4. Beside additional Spawnpunkten, the finished map supports fixed nose and completely easy changes with the Itemplacement now also "r_lightdetaillevel":
"Set r_lightdetail 9 for ambient only, or a number between 0 and 8 for various light levels. 3-5 recommended for a good compromise. Performance should be fairly high regardless."
This is kinda a remake of an old Q2 map we had on the LAN here...
Some parts of the movement feel a little bit old, given the Quake4, post-Q3 kind of arena.. but at least it doesn't look like just another DM arena...
A clean small map made for one on ones, but is not limited to only that. With six spawn points and the way the game gets with four players this map could really be fun.
Game type : 1v1, ffa
Single Player : No
Player load : 1v1, 2 - 4
Weapons : SG, GL, HB, SG, LG, RG, 2xRL.
Stuff : 1xRA, 1xYA, 1xMH, 5xShards, 5xBonus health
If you like the up close and personal style of maps then this is right up your ally.
Map's description : Endurance is the map I made for the Via and Doom 3 World Quake 4 mapping contest. The map has been built for
1 on 1 duel games which was required for the competiton. The design of the map makes for close up
in your face action. This was my first time making a map for a contest and also my first time
making a map of this style.
Logo Locations : The Via logo is in a small hidden room in the room at the very bottom.*HINT* The hidden door is marked by the
strogg symbol, and there is also a small pillar in the middle of the room directly in front of it.
The Doom 3 World logo is located behind the teleporter thats next to the grenade launcher spawn.*HINT* on the lower
floor.
I also used the S3 Graphics logo which can be found under the mega health.*HINT* You need to do a rocket jump
to get on the platform with the mega health to be able to see it, unless you are spectating.
Map's Specs : # of players supported: 1 on 1
Gametypes: deathmatch, & tourney
Important Info : Endurance is almost all wide open so there is alot of lights in view which may cause performance issues on older
computers. I have edited the least important lights so that they are able to be turned off to give increased
performance.
Unzip viad3w_steveo.pk4 into your quake 4 q4base directory.
For example: (C:\Program Files\id Software\Quake 4\q4base)
Then load up Quake 4 and create a server through the multiplayer menu. Change the gametype to either dm, or tourney, whatever is your flavor.
and choose Endurance from the map list. then configure everything else how you want it and play!
If you are getting slow performance on this map you can type the following command in the console which can be
acessed by pressing ctrl + alt + ~
r_lightdetaillevel 10
This will turn off lights that were only for detail including jump pads, teleporters, ect. This should increase
your performance.
This is the second installment of the TMP (Tournament Play) Map Pack for Quake 4.
Included in this release are modified versions of several of Raven's original Quake 4 maps:
[TMP] Fragging Yard
[TMP] Fragging Yard 1v1
[TMP] Sandstorm
[TMP] The Lost Fleet
[TMP] Bloodwork
[TMP] The Rose
[TMP] No Doctors
[TMP] Over The Edge
Map file names are the same as the originals but with the "tmp" suffix. Changes were intended
to improve the suitability of the maps for competitive play. There are too many changes to list
in detail, but general changes include:
1. New item locations
2. Light detail levels (for better performance when using r_lightDetail)
3. Some small geometry changes
Changes since the first pack include the addition of Fragging Yard 1v1, The Lost Fleet, and
No Doctors, as well as some bug fixes and aesthetic touch-ups on Over The Edge.
I'm attempting to create a larger map, which allows for strategy - rather than the run-and-gun style of gameplay most commonly found in q4 at the moment.
Weapon ammo and health is limited at the moment on purpose, in order to prevent players from easily being able to run away and restack constantly.
At the moment i'm looking for comments on the overall layout, item placement, weapon placement and spawns.
Items included
RA x 1
YA x 1
Shards x 8
Mega (35 seconds) x 1
50hp x 1
25hp x 2
RL x 1
Rail x 1
LG x 1
SSG x 1
PG x 1
GL x 1
Gametype: 1v1, small FFA, 2-4 players
Weapons: SG, HB, GL, LG, RL, RG
Items: Mega, 2 YA
Spawnpoints: 6
Editing tools:
QuakeEdit
Adobe Photoshop 7.0
Notepad, Wordpad
Credits:
Textures: standard q4 textures
VIA/D3W logo textures courtesy of VIA/D3W
Models:
standard id models
some models from id's XMAS map pack, they are included
Sounds:
None
Notes:
-This map was originally designed for VIA/D3W 1v1 Mapping contest.
-This map is designed primarilly around gameplay, and secondarilly
around aesthetics.
-The VIA and D3W textures are present as a requirement of
the contest rules.
Territorial Dispute comprises 3 main areas – 1 large arena and 2 split-level atriums that are connected to the arena via a network of tunnels, teleports and launchpads. The central arena is where most of the health powerups are located, which makes it a good location to try and lockdown. That’s easier said than done, however, because opponents can appear from any angle.
The split-level atriums can be accessed via tunnels that lead out from bridges spanning the shaft at the center of the arena. They can also be accessed various other ways as well and because the arena is symmetrically shaped it can seem a little confusing at first. It starts to get pretty simple when you realize that almost all entry points are color-coded. The separate atriums are subtly colored in a green texture and lighting scheme and the other is pale orange, so it should be fairly easy for players to communicate their position to team mates. The orange wing is the larger and slightly more ‘tanked’ side of the map, although the green wing offers the fastest access to the red armor. All 3 main arenas of the map hold a significant tactical value. If you pay attention to the various ways to and from the arena and separate wings you will learn various ways to get around the map very quickly, despite it’s large size.
Be warned however – treat those bloodstains in front of the teleportals as a warning about the possibility of being telefragged. Using the teleports to get from the lower decks back to the arena can be dangerous business, because they have a stop-over connection point in small tunnels in the center shaft, which will make you visible and rather vunerable for a couple of seconds from certain positions in and around the arena. So while portals can be used to get you escape or intercept enemies, they can also get you into trouble. He who lives by the sword, dies by the sword. Fortunately, there are numerous means of getting around, so it pays to mix it up.
Weapons are spread fairly evenly throughout (possible a little liberally in this beta version). All weapons are featured, except for the BFG styled dark matter gun. There is also 3 powerups: megahealth, quad and haste. I’m unsure if the latter two will remain in the final version.
Performance:
Unlike my last Q4 map (VIA Pinball Arena), Territorial Dispute isn't terribly challenging on frame rates, yet some light sources have been tweaked to take advantage of the lightdetaillevel command. I will probably experiement further with this in the final version, depending on feedback. Default is 0, which turns every light on. if you wish to improve performance, try setting r_lightdetaillevel to 4, 6, or 8. This map is best played with shadows turned on.
Gameplay specifics:
Territorial Dispute has been in sporadic development for quite some time and the very first builds were constructed with the DOOM 3 editor. It began life as a rocket arena map, but when I discovered that there was no RA support for the game and grew tired of waiting for someone to add it, I decided to heavily modify it’s design to better suit Deathmatch and above all, Team Deathmatch. Originally I was planning to call this map 'Slingshot Arena', but as it evolved over time 'Territorial Dispute' just seemed to fit better.
I’ve gone for a different look with the lighting for this map (compared with Pinball Arena), opting against using any form of ambient lighting. The result is a much sharper looking appearance, with no washed out textures, which seems to happen when ambient lighting is used. And despite the fact that each light source is casting a shadow and there are more polygons on screen, performance is notably better than Pinball Arena as well. In an effort to improve FPS performance in busy firefights I have switched off ‘cast dynamic shadows’ (players won’t cast shadows under most light sources). You won't miss them.
This file contains the 3 maps which won the contest and 8 more of the best maps.
1st place: Cobalt by wviperw
2nd place: Ruiner by Lukin
3rd place: Fool's Run by xfoo
- Rail Trouble by TymoN
- Tournament Facility by Geit
- Sub Terra by Geit
- Skystourney01 by Skystalker
- Tight by shashank
- Hell Hole by stormshadow
- Mutha Bunka by THERAILMCCOY
- Basin by z4c
The Lost Yard (DM) Based on a old Quake3 layout, made from scratch
Church of the Anti Quake (DM,TDM)i made this map primarily to show what could b done with the assets, im sure
the mappers out there can do a lot better
Space Ctf (CTF,DM) Tribute to a classic, made from scratch.
Placebo Effect is a map that was first intended for CPMA, but by a series of unfortunate events (read: real life), got pushed off until now. The map is (hopefully) unlike any other Q4 map you've played so far and tends to inherit its fast-paced, action-packed traits more from aerowalk and cpm1a than from Lost Fleet or Galang. Not only that, but it now comes in a sexy blue color theme for your dueling pleasure!
Installation:
Extract map_wvwq4dm1.pk4 from the zip into quake4/q4base folder.
Start a multiplayer game through the menu or find a server running the map.
SPstyle is a mod for Quake 4 that tries to add the feel and style of Quake 4's singleplayer mode to multiplayer. If you liked how singleplayer played, you'll probably like this mod.
Installation:
Extract the folder SPstyle into your Quake 4 directory.
Then select the mod through the mod menu on the
main menu.
Alternatively, you can run SPstyle.bat included in the
zip to start up the mod. Again, just place it into your
Quake 4 directory.
IMPORTANT: Make sure you're not extracting the folder or
its contents into your q4base directory!
A re-release of Lukin's popular maps "Galang", "Monsoon", "Ruiner", and "A Man Called Sun". The 1.1 patch for "Quake 4" changed the way a maps should be packed. There are some issues regarding his most known works: "Galang" has problems with spawn-raping and "Monsoon" crashes servers in "Tourney" mode. That is why I focused on those maps, but "Ruiner" also needed some fixes. And there is this fourth map, "A Man Called Sun", remix of his level for CPMA, which he made only for fun, but it turned out to be a very good competitive level for Quake 4.
The maps have proper addon.conf files and are ready to work with "Quake 4" auto-dowload system. The maps (except "A Man Called Sun" which was only known as beta before) do not overwrite their previous versions. File name convention for new versions is as follows: l4dmX_1, where X is a number of map.
Its first work "Phase 2" is a beautifully arranged CTF map, which is appropriate for the unrestrained flag catch and by Design and Texturierung reminds strongly of the good old UT2004-Maps. Particularly suitably it might be for 2vs2-Duelle, whereby smaller have or more largely skirmish also their attraction:
Its DM map "Ugly Railgun arena" is a correct small bitebite bites and plays trumps particularly with the simple Texturierung, which ready during the view from the distance a small Gimmick keeps. A small must for all, which on loose 1vs1-Duelle:
Yet another excellent map. This map is medium sized and is designed for tourney gameplay. Lots of space to move around and also lots of opportunity to surprise your opponent. There are quite a few powerups and weapons lying around so finding your favorite weapon should not be a problem. I do believe that some of the pilars are a little bit in the way and that they kind of slow down the fast gameplay this map can offer. Maybe it would have been a little bit better if some were left out. That being said, the overall map is awesome and I am sure we will see it on plenty of servers in due time.
Tournament edition of "NO DOCTORS" original q4dm6. Added a couple spawn points. Moved a problematic spawn point that was in lower Mega Health room. Set proper values for light details. Some r_lightDetailLevel value between 1 and 5 should give optimal performance. The most significant performance gain occurs between 3 and 4 on my machine. A value of 4 gives me a constant 60fps.
This map is a small map based for close combat in tourney mode of the game. The focus of this map is more on the placement of the items and ammo and along with the remix version which is a slightly refined version with less ammo and items makes a good addition to your Quake 4 map collection.
Sturmernte is a small and very fast Quake 4 Tourney map. It was build from scratch in about 3 months. The graphics turned out fairly nice, imho. Lighting a Quake 4 map is like a charm. I just wished computers were a little faster at this time.
Final version of Tom Perrymans of fine Q4-MP-Map "Ghostport", which could be interesting for Trickjumper among other things also. Consider the Readme for installation.
DM Tourney designed for 4 players. The textures have a bit of a rusty look which looks really good. Download this!
Installation:
1) Extract z13q4dm1.pk4 into your quake4/q4base/ directory
2) Start Quake 4
3) The map will be accessable from the MP menu or in the console type in si_map mp/z13q4dm1, then spawnserver to start a game.
Old school Q3 ctf map, Built from scratch no conversions, and its to scale. For those people who can't just let Q3 go. It will no doubt look cannon to the original Q3 version but it's hard to say for certain since I don't play Q3.
This map is a remake of the original 'bliptourney1'. I spent many long nights testing and reworking/wrecking the original into this version. The gameplay is fast and fluid providing plenty of exciting battles all around the map. I have included several 'trick' jumps to bring another level of gameplay and to provide useful but difficult shortcuts around the map.
Dueling Keeps, originally for Quake 3, has now made its way over to Quake 4 in a classy new look. The map has been striped of the colors red and blue and has been replaced with green and an orange-ish color. Still providing the same fast action pace it gave all of us in Quake 3 this makes this file a must download.
This map combines a little bit of old mixed with the new.
Map's description : No Remorse first began when I was just messing around trying something new. To me the map has
a little bit of a old style layout and a little new style mixed in. with every new map I make
I try to make it better than the last, This map is probably my favorite map I've made so far.
Please note that you do need the official Quake 4 Quakemas Map pack installed for this map to
work because I used some textures, colorable bounce pads, and weapon spawn bases that are included
with it. Also I have included aas files with this one for bot support.
Map's Specs: # of players supported: 16 - 8 vs 8 Recommended
Gametypes: CTF, & Arena CTF
Important Info: If you are getting slow performance on this map you can type the following command in the console which can be
acessed by pressing ctrl + alt + ~
r_lightdetaillevel 10
This will turn off lights that were only for detail including jump pads, and other misc lights.
This should increase your performance.
Other info: My website: (be sure to check out my newly designed site, thanks to =Edo=)
*Construction
Base : sq4ctf1
Editor used : Quake 4 Radiant
Known Bugs : When playing with the SaBot mod the bots will get stuck on the platform with the rail
in the middle base.
Build/Animation time : little over a month.
*Requirements
Quake 4, and have the official Quakemas Map Pack Installed.
*How to use this map
Unzip sq4ctf1.pk4 into your quake 4 q4base directory.
For example: (C:\Program Files\id Software\Quake 4\q4base)
Then load up Quake 4 and create a server through the multiplayer menu. Change the gametype to either CTF, or Arena CTF, whatever is your flavor.
and choose No Remorse from the map list. then configure everything else how you want it and play!
Here is my second Quake 4 ctf map called Apportion, which is a space map with a gothic/medieval feel.
I designed the map look like it used to be connected but now its broken into different parts.
AAS is included for bot support.
Map's Specs:
Of players supported: 12 (6 vs 6) Recommended
Gametypes: CTF, & Arena CTF
Important Info : If you are getting slow performance on this map you can type the following command in the console which can be
acessed by pressing ctrl + alt + ~
r_lightdetaillevel 10
This will turn off lights that were only for detail including jump pads, and other misc lights.
This should increase your performance but if it doesnt you may just need to turn your graphics
settings down.
Unzip sq4ctf2.pk4 into your quake 4 q4base directory.
For example: (C:\Program Files\id Software\Quake 4\q4base)
Then load up Quake 4 and create a server through the multiplayer menu. Change the gametype to either CTF, or Arena CTF, whatever is your flavor.
and choose Apportion from the map list. then configure everything else how you want it and play!
This is a remake of the small fast paced q3wcp18. There are a few alterations to facilitate gameplay for quake4 and yes the area behind the flag room near the yellow armor is blocked off.