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Screenshots - Click them for full size images
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Nocturne - Due for Release in 2.3
In progress shots of Nocturne, designed by Bal, this CTF-styled map drops players into a brooding, nighttime atmosphere that really shows off the benefits of the newest q3map2 lighting. Vertical gameplay is key here as players battle through multi-tiered rooms and an open central zone.
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Siege - Due for Release in 2.3
In progress shots of Siege, Cyber's CTF map, set during a volatile thunderstorm in an abandonded pair of desert bases, will keep players on their toes with its simple layout and lightning-fast gameplay. We're not kidding about the lightning either...watch out!
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Rock - Due for Release in 2.3
In progress shots of Rock, based on the layout of the QWTF level "Rock2", Leon's map brings out the rivalry between two run-down prisons in a CTF-with-a-twist style. Grab a keycard from the warden's office and run it to the gas room, then watch everyone scramble for masks as a deadly gas is released throughout the prisons.
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Sunburn - Due for Release in 2.2
q3f_sunburn is Wils’ latest project for Beta 2, and the 7th in a long line of levels that he's designed for Q3F. It will support multiple gamemodes such as advanced CTF and Demolition! It also incorporates many of Beta 2's new visual effects, such as our particle engine, lens flares, light flares, panel entities, portal skies and force-fields.
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Urban Warfare - Due for Release in 2.2
What started out as a fairly humble third-party project, has become one of the flagship levels for the second Beta of our modification. SgtPerry has worked closely with the art team to completely overhaul all of the textures on this map. In addition to this, he’s also now working on a full set of entities that will ensure this map supports Capture and Hold, ManHunt and CTF! What’s more, by combining our Game Indices system and the func_wall capabilities, he’ll be achieving all this with one single .BSP! Phwoaar :)
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32Smooth - Due for Release in 2.2
Remade with permission from DrSmooth (the original author of 32Smooth) and using the original .BSP file as a reference, q3f_32smooth is a dimensionally accurate update to another one of the most popular maps of all time. Boasting over 30 new textures created by our own art team, q3f_23smooth should play exactly like the original, providing a fast-paced, quad-driven, cap-heavy game.
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Last Resort - Due for Release in 2.2
When we played the public release of Stat1c's excellent Last Resort, there was little else we could do but offer him a position on our team as a Level designer right away :) Since then it's had some archictural work to reduce the polycount outside and retexturing in areas.
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2MachSE - Due for Release in 2.2
Originally a boundary breaking remake of 2Mach for Quakeworld, 2MachSE is the Q3F version remade by Llama, with permission from its original author, Kyle 'Someone' Graehl. Setting out to really push the Quakeworld engine beyond what were considered to be it's in-built limits - we think you'll agree this direct port still does justice to the Quake 3 engine.
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2Stag2 - Updated for release in 2.2
This is an update to the original QuakeWorld map Leon and aVis created in December 1999 for a LAN party. Given it's scale, and with the objective of the map being to capture the enemy team's flag, this level offers for some very fast paced game-play and has proved very popular in both public and clan games.
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Cathedrals 2 - Updated for release in 2.2
In the last preview of Cathedrals 2, we showed you some of the new architecture that BirdDawg had been working on to increase the fluidity of the map. In this update, his last before our QA team start intensive testing, BirdDawg has implemented lots of new and updated textures and reworked the geometry. Sadly the one thing we can't reproduce in the screenshots is the fantastic new environmental audio that Cathedrals 2 now has.
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Forts - Updated for release in 2.2
Originally developed by Cyber for another mod, q3f_forts has been polished and finished with the help of our team. In the 6 screenshots above, you can see how Cyber has recreated the familiar map layout, while implementing a lot of the new features that the Quake 3 engine provides.
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Japanese Castles - Updated for release in 2.2
Many of you will have seen the latest version of this map featured in the recently released version of Team Arena and it’s this much larger version of JC that G1zm0 has kindly allowed us to assimilate into Q3F. Now boasting some truly beautiful texture work, an architectural renovation to allow for larger team sizes and the complete addition of Q3F entities, we’ll start game-play testing Japanese Castles this week.
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The Well - Updated for release in 2.2
Remade with permission from Sgt Thundercok (the original author of Well6) and using the original .map file as a reference, q3f_well is a true to the original update to one of the most popular maps of all time. As well as being a complete rebuild with all-new textures, it has undergone an overhaul to much of the architecture as well.
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Muon - Updated for release in 2.2
Set in a futuristic power station, BirdDawg's Muon showcases many of the new effects in q3f such as particles, light flares, information panels, and portal skies. The straightforward layout lends itself to several game modes, including CTF, 1-flag CTF, Capture and Hold and Assault variations.
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Spaz - Updated for release in 2.2
Spaz is an update to the fantastic four-team map SpazBall, originally by Jim 'Sgt.Thundercok' Kaufman (who incidentally was good enough to give the Q3F community to update his maps). This fantastic version by Maniac and Kaktuz, it should provide all the fun of the absolutely chaotic original where all the teams battle in this futuristic arena for possession of the ball, which they must score in the enemy base to force them out of the match. The Beta for this map is available right now over at SpazMania.
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CBases - Updated for release in 2.2
A faithful remake of the popular Bases map by Brian Green (Midori), our Q3F level designer MrChumble has done his best to implement some of the architectural style that would have so perfectly fitted the original, were it not limited by the QuakeWorld engine at the time.
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Requiem - Due for Release in Beta 2
Set in a dark, industrial-organic world, BirdDawg's "Requiem" will be one of the first Assault maps for Q3F Beta 2. The offence team will advance through the level accomplishing team-oriented objectives in order to reach their final goal, the destruction of the heart of their opponent’s base!
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Nocturne - Due for Release in Beta 2
Nocturne was originaly a project for QuakeWorld that's made an excellent port over to Quake 3. A project by Bal, a recent addition to our team, it's also been the subject of a little work by Cyber. Designed as a straightforward CTF map, Nocturne takes its name from its moody night atmosphere.
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Siege - Due for Release in Beta 2
In this early preview of Siege, the screenshots above show how this map shows off the cool terrain features of the Quake3 engine while introducing Q3F players to the outdoor play style. Currently planned as a CTF map, it may later be adjusted to support other game-types.
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Sorrow - Released in Beta 1H
From Cyber, the author of the incredibly popular version of Forts for Q3F, comes Sorrow - a completely original map based on the capture and hold game type. Sorrow is styled around a very run down theme that’s empathised by the use of lots of new map models. It will also utilise the new Q3F game indices system that we’ve developed to support multiple game-types without needing multiple versions of the map’s actual BSP file.
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Smartbases 2 - Released in Beta 1H
When Smartbases made it’s first public appearance it was as a 3rd party map for Q3F. We were so impressed by the concept that we immediately recruited Smart as a full time level designer and he’s since been working on the follow up - Smartbases 2. It’s been completely optimised to reduce the polycount and therefore increase frame-rate for players. In addition, it's also been the subject of architectural changes to aid with class balance and had extensive retexturing.
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Vilify - Due for Release in Beta 2
Designed by BirdDawg for 2-3 players a side, Vilify is one of the new smaller maps that we’re working on for both lan parties and those of you that often find yourselves up at 4am, with only a few clan-mates online to bash about :) Based on the Got Duck? concept, but without the low frame-rate features (big grin), Vilify should prove a nice little diversion at the end of a good nights flag capturing.
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Twilight of the Duck - Due for Release in Beta 2
In 2Night4: Twilight of the Duck, Wils has taken on board much of the feedback he’s received about 2Night3 and worked hard to increase the overall fluidity of the map for league play. Aside from a lot of new detail (such as special ladders for autosentry placement), the flag room has been opened up to increase game pace while the ramp room now boasts a passage that leads directly to the entrance area.
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Got Duck? - Released in Beta 1F
Our first Capture and Hold map, Got Duck? is a quick experimentation with this game-type to generate some feedback from players. If nothing else, Got Duck? should provide an interesting alternative to standard Capture the Flag.
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King of the Castle - Released in Beta 1F
The latest project from MrChumble, King of the Castle is our first four-team CTF map. Based in the centre of a snowy mountain valley, four teams battle it out in the dusty corridors and courtyards of this large medieval fortress, attempting to steal and capture the flag from any of their enemies.
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The Causeway - Released in Beta 1F
With a lot of time on his hands recently, Rocket8 has been able to invest more effort in both detailing and gameplay. As a straight forward CTF based map, Causeway should prove excellent for both public and clan games.
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Spamtech - Released in Beta 1f
With the working title Spamtech, Leon's latest Q3F map for no justifiable reason whatsoever spews grenades at the enemy when you capture their flag :) That said, both of Leon's previous maps (Stag and Well) have proved to be immensely popular and we expect Spamtech to follow suit.
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CZ - Due for Release in Beta 2
Here's the latest progress update for Llama's current project, CZ. This map adds a completely new level to Q3F teamplay using the capture and hold game-style. Two teams will battle it out in this realistically styled urban map to gain control of key areas.
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Orbital - Released in Beta 1H
Orbital is Wils' latest level, which boasts the use of some fantastic architecture, textures and shaders to create the experience of a station in space. With our current plans to offer three variations of the Capture and Hold game-type in this level, Orbital should offer a fantastic alternative to Capture the Flag.
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Alcatraz - Due for Release in Beta 2
Clearly inspired by the prison of the same name, Alcatraz recreates the decidedly moody setting of an abandoned Penitentiary with excellent attention to detail. Featuring the use of some particularly advanced entities, two teams will battle it out in rounds, swapping places between offense and defense in what should prove to be a very tense and exciting game.
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Forsaken Abbey - Due for release in Beta 2
The screenshots above show the excellent progress RR2DO2's been making on Forsaken Abbey (in between coding of course). This map will feature the Assault style of play, where one team starts inside, while the other starts outside and has to fight their way in, until they have control of the centre area.
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2Night3 - Released in Beta 1
Titled "The Morning After", this is the long awaited sequel to 2Night2: Midnight Rumble - one of the most popular maps in Europe, with this progressive update made by the original author: Wils (formerly Edge).
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Chaos3 - Released in Beta 1
A remake of Chaos98 by Wils, which, for those of you who haven't played it, was an official port of Candymans Chaos1.1 for the mod Skills4Kills 2. Ideal for small team sizes, Chaos was always one of those maps that had both great game-play and balanced use of classes. We believe this update has captured all of these excellent qualities for Q3F.
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The Square - Released in Beta 1
The Square is one of several duelling maps included in Q3F Beta 1, designed to pit classes against each other in a straight fight to both enhance and show-off your 'l33t' skills. The screenshots above show the 'arena' feel of this map, which should prove excellent fun for those late night frag-fests, when there's few people around.
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Cubic - Released in Beta 1
Borrowing it's style from another project Llama had started working on called Phobos, Cubic is a simple but elegant duelling map designed for one on one play.
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The Octagon - Released in Beta 1
The Octagon is a duelling map designed to allow one on one play, over separate vertical levels.
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Rocket8's Duel - Released in Beta 1
A Q3F duelling map, inspired by the architecture and texturing used in the upcoming map Causeway, by the same author.
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The Pit - Released in Beta 1
A straightforward Q3F duelling map, split across two levels with a bridge in the centre. The is an attempt to reach the maximum of area connectivity in a very dense space, ideal for fast and furious frag fests.
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