| Quake 2 Engine Compilation Project release 6 and RoachQuake 1.2 |
New versions are available! The big change is the ability for the user to customize the video modes menu with a cvar. So any resolution can now be created to play Quake 2 and RoachQuake.
Go here and here to grab each update.
| Vehicles in UnrealTournament 2004 Deathmatch! |
By default, UT2004 doesn't let you create maps with vehicles in them. This factory class I have created allows you to put vehicles in all game types, and works just like a weapons pickup, except it works on vehicles! Included are the instructions for adding the class to your maps, a test Deathmatch map with vehicles, and the source code for the new class. Click on the link below to download:
http://www.enigmaticsoftware.com/downloads/DM-VehicleTest.zip
| Quake 2 Engine Compilation Project release 5 |
A new release (version 5) of my Quake 2 Compilation Project. No major changes, just a few bug fixes and Parhalia multimonitor support. Go here to find the latest release, full list of changes I and others have made to the Quake 2 engine source code!
| New version of Quake 2 mod: ROACHQUAKE 1.1!! |
Check out my latest mod for Quake 2: RoachQuake! Go here to download version 1.1 and read all about how you can set up a server to turn opponents into roaches and step on them!
| Latest map: DM-SandKing][ - Unreal Tournament 2003 |
This is a new version of my first released UT2003 map. It started as an experiment in trying to create a map of nothing but terrain, but it actually turned out to be really fun! Grab it at Unreal Playground right here.
| Latest map: Elder God Ruins - Quake 3 |
Note: This is an updated version as of 11/24/2001! I fixed the problem with the bots not using two of the teleporters and also got them to go after the BFG. Turns out the teleporter problem was my fault - the teleporter destinations were partially buried in the floor. I added some bot_clip brushes and an item_botroam with a wicked amount of weigjht to coax them to the BFG. I also fixed a few minor texture errors I noticed while playing and changed the respawn time of the two megahealths from 40 seconds to 60 seconds. If you already have the old version, just replace the .pk3 file with this new one.
So I converted Elder God Ruins to Quake 3 - talk about getting a lot of mileage
out of a map!
It is
more-or-less a direct conversion of the Quake 2 map described below, with a few
changes in item placement, additional powerups, and some structural changes to
better facilitate bot navigation. With this Quake 3 versoin, was able to add
most of the quads back (I left the one "invulnerability" in place in the
graveyard) since Q3 allows the respawn time to be modified. Also, Q3 supports
invisibility so I was able to put the invisibilities that are present in the
original Quake 1 map back into the game!
A few screenshots:
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Click here to download the Quake 3 version of Elder God Ruins! (1.25 MBytes)
| Previous maps |
Elder God Shrine - Unreal Tournament
This is a conversion of the Quake 1 map, E4M3 to
Unreal Tournament. I actually used my Elder God Ruins as a guide for
this conversion, as I liked the additions I had made to the original Quake 1
map in my Quake 2 conversion. I had to recreate all the geometry from scratch,
and it had to be done because 1) you can't directly convert Quake .map files to
Unreal (as far as I know) and 2) everything looks smaller in the Unreal engine,
so all the rooms and halls had to be increased in size by about 17%. The map
can be played in regular deathmatch or teamplay deathmatch mode, and it is
fully pathed for bot play. Below are some screenshots from various areas of the
map:
![]() The exit room is now a torture area inside a volcano vent! |
![]() The familiar armor room. |
![]() The main entrance room is now more like a small cathedral. |
![]() The lava trap hallway. Much more interesting architecture now. |
![]() The rocket familiar launcher hump. |
![]() There's something spooky about that statue.... |
![]() The open graveyard is present in this map as well. |
Read the description file for this map
Big Space Gun (raised and lowered)
This is a brand new Quake 2 map inspired by the "Big Gun" in
the Quake 2 introduction movie. Instead of being on a planet, the gun is
attached to a small asteroid. I also changed the design of the gun from the
original intro movie version in order to make it more fun to play on. After
some initial playtesting, I realized that trying to move around on a constantly
sloped surface might not be fun for everyone, so I created two versions of the
map: One with the gun raised (as I envisioned) and one with the gun lowered
(easier to play on). Both versions can be fired(!) and are available for
download below.
Read the description file for this map
Elder God Ruins
This is a conversion of the Quake 1 map Elder God
Shrine (E4M3) over to Quake 2. If you're not familiar
with the original map, most of these screenshot won't mean anything to you. :-)
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![]() This room looks pretty much the same as the original |
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![]() The red armor room |
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Read the description file for this map
Download the level and its accompanying Eraser Bot file!
Download the early .map file of Q2 E4M3 (Useful for level designers only).
| Fun side project: Layout of the entire Quake 2 world map! |
I had a few hours to waste and decided to take on a project I've been meaning to try - take all of the Quake 2 maps and connect them together to see how the whole game world would look if it were one big continous map! The following links will take you to the results - one is a scaled down version (for those who want to see the overall layout fit on their browser screen) and the full-size version which has all the maps labeled and shows links where maps didn't connect together properly. The red arrows indicate where maps don't fit together and the purple arrows indicate connections that are arbitrary due to the exit being a teleporter or travel tube. The only maps not included in this compilation are boss2 and comm, since they are out in space and not on the Strogg planet.
Also, here is how the entire Quake 2 world map would fit into the Quake 3 engine. Yes, the whole thing only takes up a mere fraction of the space available in the new engine! Now that's a lot of available world space!
Q2 in a Q3 available space comparision