Q4: DM/TDM/DZ - QADEMZ - FINAL!!! (ver.1.6)

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Moreigh
Posts: 6
Joined: Thu Feb 01, 2007 12:20 pm

Q4: DM/TDM/DZ - QADEMZ - FINAL!!! (ver.1.6)

Post by Moreigh »

Welcome everyone!

Here is view for my Q4 arena called QADEMZ. Entry for ID's CommunityMapPak Contest few months ago. It was a beta version and now final release has come.
Q3A toxic ambient, industrial facilities, Quake 2 grey themes and Doom 3 grim lightscene was inspiration of this project.


------ Click Image To Download ------

Image ------ Image

-------------------- QADEMZ ver 1.6 ------------------------------------ QADEMZ ver 1.6 SPECIAL EDITION ---------------------------------- (patch 1.4.2)


------ Click Image To Download ------

Image ------ Image ------ Image

------ QADEMZ ver 1.3 beta (patch 1.0) ----------------- QADEMZ ver 1.4 beta (patch 1.3) --------------------- QADEMZ ver 1.5 beta (patch 1.3) -----

Features:
  • 1. Gametypes: FFA, TDM, DeadZone
    2. Powerups:
    - Regen (lower level in slime sewer),
    - MegaHealth (hided in small room at the top floor catwalk),
    - QuadDamage (secretly reachable through teleporter and triggers jumppad action),
    - 2 Yellow Armors,
    - 1 Red Armor
    3. Weapons: RL(rockets), NG(nails), GL(grenades), RG(railgun), SG(shells), HB(plasma).
    4. SPECIAL EDITION: Jump pads replaced with plats.
Gallery:
Image Image Image
Image Image Image
Image Image
Last edited by Moreigh on Tue Apr 07, 2009 12:38 pm, edited 8 times in total.
wattro
Posts: 375
Joined: Mon Feb 20, 2006 1:12 am

Post by wattro »

why is that light sticking out in the very last shot?

looks ace!
Moreigh
Posts: 6
Joined: Thu Feb 01, 2007 12:20 pm

Work in progress, even after CMP subs.

Post by Moreigh »

I'm "screenshooter" a little bit. I have entire collection. Maybe i'll post it in single gallery.

This sticking light on last s-shot i want to be used to jump to get on pipe block between buildings. Maybe should be smaller or more rounded. We'll see.

Works still go on, so beta1.5 (maybe main, but certainly very near to final) will come. At now I'm trying to optimize framerate on open areas and total (no empirical with visport, any tips needed).
Moreigh
Posts: 6
Joined: Thu Feb 01, 2007 12:20 pm

QADEMZ to BETA 1_5

Post by Moreigh »

NEW Qademz beta1.5 version's features:

1. Improved performance (FPS & VisPortals).
2. Texture layout reduction.
3. Items: yellow armor replaced by red, more RL & HB ammo, more health.
4. Shotgun in the building replaced by HB.
5. Gameplay: Added ramps at building's rooftops, near teleport in Rail Building, on annex with vents. Solid bases beneath jumppads.
6. Light: lightning up shadows, removed flat ambient light.
7. Brushwork: Extended bastion in the larger Deadzone, corrected jumppad vertical tunnels, other.

That's all Folks!

Download Qademz beta1.5

mvvrcn@o2.pl
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

Please limit the number of screenshots you put on a post. Link to the others. Do the same for the screenshot thread.

We have friends here on 56k modems, and even on broadband, it's annoying.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Moreigh
Posts: 6
Joined: Thu Feb 01, 2007 12:20 pm

Re: Q4: DM/TDM/DZ - QADEMZ - FINAL!!! (ver.1.6)

Post by Moreigh »

Here It is, an ultimate, double version of Qademz map. The second final version is a special edition, where jumppads were replaced with platforms. Download final, play and have fun!
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