For the full information from the artist and to download all the maps, please visit: http://www.bluestar.com.au/quake/
Quake 2 Maps, by Ryan Dobson
Widowmaker for Quake 2
Widowmaker spawned two versions for Quake 2. The first was a straight conversion, with weapon and texture swaps. The second was for the mod Steampunk and that’s what is in the zip. There is a new corridoor running from the only teleporter in the level to where the chaingun spawns. Player load is still the same.
This level was created as a hidden final level for one of the Fragmania competitions in 1999. It features what has to be the best disguised secret area in any of my levels. See this page for a spoiler on it. This is a pretty big level, it can take 10-16 players without problems.
Chopshop was the first level I made from scratch for Quake 2. It’s name comes from having a few choppy blades on a rotating beam which made it a challenge to get from one side of the map to the other. Chopshop 2 has a couple of extra bits that can be remotely triggered when players are nearby. Player load is probably 8 to 10.
This level is one that I am very satisfied with. It came together for a Fragmania final once again. This is probably the first level I built to have round architecture in it. Generally round stuff is a pain in the arse to work with, but by keeping to multiples of 8 for the number of facets you usually can’t go wrong. The exterior part came out quite well too, lots of chunks of rock and lava. This level would probably make a half decent CTF level… Player load is 16.
A surprise packet! This level was built in two halves and then carefully joined together. It absolutely rocks with around 6-10 players especially with the nifty features of random quad and railgun locations (using the _team tag). The only thing that bothered me is the catapault for the +100 health not working as it should. But it still sort of works so I have left it as a neat quirk. After this level was aired at Fragmania late 1999, it was played quite a bit for the rest of the night. I regard that as a great litmus test of a level.
Macrolink (texture pak8 included)
This is Steampunk DM8. It was a nice level to make, I went for a smaller size but with nicer architecture and some more innovative bits and pieces. For example in the sewer annex room there are two big fat health kits but the floor is slick, so you have to skate to them. The sewer has two drowning pits at the end and slick walls, so one mistake and you’re dead. The quad is slightly tricky to get because of the small steel ledge above it. All in all a good medium sized level. Player load I would suggest 8. When you download this level, the texture pack (pak8.pak) is included.
The Mosh Pit
This is a simple idea, and a brutal level. A torus shaped corridoor around the upper part of the level had four openings into the bottom part, which is a vast pit with an open ledge around it. Quad is a simple jump onto a pipe, you can flood the bottom of the pit with lava by shooting a switch. Just grab a gun and some ammo and go sick. It’s a fun level to play. Player load depends on whether you are just mucking around or want a serious game. You could play with 3-16 people.
Download all the maps from Stuffy’s Quake Stuff: http://www.bluestar.com.au/quake/
Quake 1 Maps, by Ryan Dobson
Widowmaker for Quake 1
The Tron Pack (11 Maps)
Terra Fracta HQ and Nite Vision HQ
Quake 3 Arena Maps, by Ryan Dobson
Widowmaker for Quake 3
“Widowmaker for Quake 3 id the FIFTH iteration of this map layout. The original map was made for our clan for Quake waaay back in 1997. It was a pretty spartan affair, but did have a cool aztec texture scheme, something of a novelty for Quake 1. The second copy was a straight conversion and weapon swap for Quake 2, and the third was for Half Life. The fourth was also for Quake 2, but this time for a mod called Steampunk. Some sections were chopped out, some better access added here and there… And so we get to the fifth version, this time for Quake 3. Both TA and vanilla Q3 entities are included. Its’ a pretty cool map – it would not have made five revisions without having something going for it.”