Wow, almost exactly a year ago I started this little project, worked on it for a month, neared 100% completion then packed it up and didn't touch it for a year.
I am a douche bag. Sorry 'bout that.
WHAT IS THIS?
This project aims to fix every bug/oversight found in the original Quake maps. So far, these maps address nearly 200 instances of z-fighting, misaligned textures, stray or misplaced brushes and various misplaced entities.
Also, every map bug found here has been addressed as well the particularly annoying floating zombies on e4m7 (that one really 'bugged' me).
I want to note some of the things I did not change (in this version):
1. No colored lights
2. No Transparent water
3. Mismatched door sounds (tech base sounds on medieval levels and vice versa)
4. The 'misplaced' teleport destinations on e2m1 where an enforcer telefrags another enemy. I can't tell if this was intentional or not, and it's classic so I'm not gonna touch it.
I did not go through the maps and snap anything, everything compiles fine and there are no HOMs that I'm aware of. I would also like to note that I used the original compilers for the sake of authenticity and because every other light tool yields slightly different results in a couple small areas.
WARNING
Your client might crash at startup because the demo info does not match the new maps. A quick work around which I forgot to do was make new, similar demos to be packed with these maps. Eventually, I'd like to see if I can extract the original demo info somehow and create new demos with these maps.
THIS IS BETA
So, please play these maps, look for bugs and let me know so I can fix em. I addressed 1 or 2 z-fighting issues in ways that are less than optimal, so I will go back and re-fix those.
EXTRAS
I also put PrimeviL's/OriOn's Faithfull Debugged Models in the rar for giggles. I noticed they didn't do Hipnotic or Rogue's weapons so I replaced those with PrimeviL's/OriOn's models that I reskinned.
The whole reason I started this project was so that I could play a "perfect" Quake (pretty much how Advanced Doom 3 came about, it was originally intended for personal use only). I also plan on debugging SoA and DoE. After these maps are done and the next DirectQ comes out I'm going to release a "perfect quake" pack that will be quake as faithful as possible while bug free and running on a modern engine. I'm sure there are at least one or two other people in the world that have similar tastes and would enjoy it.
DOWNLOAD <--- temporarily disabled
Come get some.
SCREENSHOTS
I am a douche bag. Sorry 'bout that.
WHAT IS THIS?
This project aims to fix every bug/oversight found in the original Quake maps. So far, these maps address nearly 200 instances of z-fighting, misaligned textures, stray or misplaced brushes and various misplaced entities.
Also, every map bug found here has been addressed as well the particularly annoying floating zombies on e4m7 (that one really 'bugged' me).
I want to note some of the things I did not change (in this version):
1. No colored lights
2. No Transparent water
3. Mismatched door sounds (tech base sounds on medieval levels and vice versa)
4. The 'misplaced' teleport destinations on e2m1 where an enforcer telefrags another enemy. I can't tell if this was intentional or not, and it's classic so I'm not gonna touch it.
I did not go through the maps and snap anything, everything compiles fine and there are no HOMs that I'm aware of. I would also like to note that I used the original compilers for the sake of authenticity and because every other light tool yields slightly different results in a couple small areas.
WARNING
Your client might crash at startup because the demo info does not match the new maps. A quick work around which I forgot to do was make new, similar demos to be packed with these maps. Eventually, I'd like to see if I can extract the original demo info somehow and create new demos with these maps.
THIS IS BETA
So, please play these maps, look for bugs and let me know so I can fix em. I addressed 1 or 2 z-fighting issues in ways that are less than optimal, so I will go back and re-fix those.
EXTRAS
I also put PrimeviL's/OriOn's Faithfull Debugged Models in the rar for giggles. I noticed they didn't do Hipnotic or Rogue's weapons so I replaced those with PrimeviL's/OriOn's models that I reskinned.
The whole reason I started this project was so that I could play a "perfect" Quake (pretty much how Advanced Doom 3 came about, it was originally intended for personal use only). I also plan on debugging SoA and DoE. After these maps are done and the next DirectQ comes out I'm going to release a "perfect quake" pack that will be quake as faithful as possible while bug free and running on a modern engine. I'm sure there are at least one or two other people in the world that have similar tastes and would enjoy it.
DOWNLOAD <--- temporarily disabled
Come get some.
SCREENSHOTS
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