These are my Quake 3 maps. All the content found in the paks were created by me, mostly using the excellent tools bundled as GTKRadiant. Textures were created with Jasc Paintshop Pro 7, often from photographs I'd taken myself.
The layout is based on the pattern my notes made on the floor when I was revising for my degree finals - shows I've got my priorities right!
The map is a lot bigger than I ever intended, but it's turned out quite nicely. Play it in CPMA for some really insane speeds, and very acceptable tournament-mode play (the item layout was originally designed for this mode).
Deathmatch is this map's home ground. Tournament (duelling) also works well (surprisingly, given the size of the map). I've never tried TDM, if anyone would and give me some pointers, I'd be grateful.
I made this map originally for Quake. It proved very popular among friends for its frantic but tactical gameplay.
Gameplay revolves around breaking your opponent's hold on the map - the momentum of a game can change very rapidly. Be careful of the narrow and low corridors - a slight slip can leave you a sitting duck.
Oddly too big and too small at the same time, this isn't one of my better maps. Still, the item placement mostly works - forcing you to choose between RL and RA, or to take the third option and run off for the PG and YA.
I was very pleased with the architecture in this one - it very much gives the impression of a large complex of dour, imposing buildings.
As ever, I underestimated the size it would turn out, so this is
It started as a technology demo to see what I could do with organic textures in a Quake 3 map. Therefore it's rather pretty, with light filtering through trees onto the ground below, and custom textures for the grass and trees.
Although it didn't start as a proper map, I think it's undergone the process of transformation very well. Although the item placement is terrible in beta2 and there are a few graphical and gameplay (read: clipping) problems, it is clear to me that this could easily be a very interesting map, gameplay wise. The multi-level nature of the map, and the fact that going uphill is almost always much slower than going downhill leaves me with an opportunity to make a map that requires a lot of tactical and strategic thought to play.
Not much to say yet. This is very much still alpha quality. One spawn point, no items, incomplete lighting, caulk outside, that sort of thing.
Probably this will be best for Tournament or FFA modes. TDM may work too, as might Rocket Arena.