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Re: Starting Quake Mapping - Link Resources

Posted: Fri Mar 29, 2013 8:09 pm
by syphonfilter
anyone else got most of this side models http://www.wemakemaps.com/

Re: Starting Quake Mapping - Link Resources

Posted: Tue Apr 02, 2013 12:10 am
by syphonfilter
post some models i found have post later a couple, 3skullslight crucified imperium mrctele bloodstone o3-angel odium poisonstone storch ts-torch01 wallportal all in 1 rar pw 989 http://www.mediafire.com/?j34ens4pr2lzggr

Re: Starting Quake Mapping - Link Resources

Posted: Wed Apr 03, 2013 1:14 am
by UglyFoot
I agree with Echoman, we should create a website to put any kind of useful content that could disappear, maps, textures, tutorials ... Or just make regular backups of entire pages with files and make them accessible from a web, which reminds me that there is the wayback machine, but i dont know if it would be better to have a dedicated web.

Re: Starting Quake Mapping - Link Resources

Posted: Wed Apr 03, 2013 5:45 pm
by syphonfilter
post more models i have at my quake 3 files . atlantis,bfp,cityhall,drola,el_tele,fountainhead,GR_trees,imperium,o3-angel,satellite,spotlamp,telestecki,televised,vault,zeus all in 1 rar pw989 http://www.mediafire.com/?h56cbg0kay2c5ga

Re: Starting Quake Mapping - Link Resources

Posted: Sun Apr 07, 2013 3:05 am
by obsidian
I got in touch with Bill Brooks, he has the wemakemaps site backed up and will transfer it to me so I can host it. It will take some time since he's rather busy with his own stuff at the moment. At least we can all rest assured that we have everything archived and will be available in the future.

Someone poke me in a couple of months from now in case we (Bill and I) both forget about this.

Re: Starting Quake Mapping - Link Resources

Posted: Mon Jun 03, 2013 11:43 am
by Infernis
/me pokes!

Re: Starting Quake Mapping - Link Resources

Posted: Sun Jun 28, 2015 10:11 am
by foralarx2k3
@Syphonfilter .... I know it's over two years since you posted those rar files... But thank you so much for doing so. I'd lost quite a few of those after a hard disk crash.

Re: Starting Quake Mapping - Link Resources

Posted: Sun Jun 28, 2015 11:30 am
by CZghost
What happened to cityy's sites? They're not working!

Re: Starting Quake Mapping - Link Resources

Posted: Sun Jun 28, 2015 6:39 pm
by cityy
I just moved to a new host. I'm working on getting all my LD stuff back up but it's progressing rather slowly.

Re: Starting Quake Mapping - Link Resources

Posted: Sun Jun 28, 2015 6:46 pm
by CZghost
Okay, looking forward complete migration :)

Re: Starting Quake Mapping - Link Resources

Posted: Thu Jul 23, 2015 10:16 pm
by foralarx2k3
Just been in the attic and came across a old Mapping files CD. There's a ton of prefabs and md3 model zip files on the disk, most of which were sourced at Bill Brooks' old mapping website. As well as some md3s which I thought had been lost to the net for ever.

Anyways, thought I'd zip them up and put them on drop box in case anyone wants any of them.

Link:- https://www.dropbox.com/s/l14t9bjyngh5l ... s.zip?dl=0 22MB Zipped

Here's a list of the contents:-

Zip files marked with !* contain models seen in my first map "Steep Learning Curve"

3skullslight.zip
angel.ZIP <<-- !*
arch9744.zip
Atlantis.zip
bfp_gothlight.zip
Bloc9491.zip
bloodstone.zip
bubbas_spiral_staircase.zip
ca_recreation_pack.zip
Cast1970.zip
Cast5129.zip
celtic_cross.zip <<-- !*
cn_trees.zip
coffin.zip
crow.zip
curv1039.zip
curv1948.zip
eagleban.zip
el_generator.zip
el_jumpp.zip
el_jumpp_xtraskins.zip
el_tele.zip <<-- !*
el_wlight.zip
finko_ceil_light1.zip
flame.zip
flameholder.zip
geit_models1.zip
glasstut.zip
goth_lamp_mapobject.zip
gothlamp.zip
Gr_trees.zip
horned.zip
impaled_skel.zip <<-- !*
ka_light.zip
ls_lamp.zip
mapmd3-elspawn.zip
mapmd3-wmlight.zip
mapmdl-andsword.zip
mapmdl-case01.zip
mapmdl-case02.zip
mapmdl-dissonnance.zip
mapmdl-evil_egg.zip
mapmdl-fountainhead.zip
mapmdl-griffin.zip
mapmdl-pharao.zip
mapmdl-ts-torch01.zip <<-- !*
mapmdl-urgach.zip
mapmdl-yeoldtorch.zip
mapobject_egyptlamp.zip
mapobjects_tombstones.zip
md3-critterpak.zip
md3-egypt.zip
md3_Oak-tree.zip <<-- !*
md3_lensflare.zip
multiplant.zip
multiplant_v2.zip
nkd_taspawn.zip
pj_chainlamp_mapobject.zip
pj_lamp.zip
plant_pack.zip
Push7339.zip
Q3A6725.zip
Q3DM7815.zip
qkq_barrel.zip
qkq_idcross.zip
qkq_museum.zip
rapxiandr_1.zip
roman_armor.zip <<-- !*
rosewindow.zip
sag_globes.zip
Scul4167.zip
Scul8245.zip
Scul8708.zip
Scul8808.zip
skel_addon.zip <<-- !*
skelcage.zip <<-- !*
skeletons.zip << -- !*
Smal2820.zip
sldoom.zip <<-- Oak Shiro's Excellent Tortured Doom Model
stai8118.zip
Ston1527.zip
supportcolumn.zip
telestecki.zip
Tour2180.zip
treetest.pk3.zip
wallportal.zip
wolf5232.zip
xaero_statue.zip <<-- !*
xian_doorway2t.zip

Re: Starting Quake Mapping - Link Resources

Posted: Mon Jan 25, 2021 9:23 pm
by seremtan
hey LEM mods, there's a links channel in the Discord we could copy this stuff to if the links listed ITT are still good (i see OP is 2005 :paranoid: )

lemme know and i can copy them over

[edit] or you could just stick them in DB's thread :|

Re: Starting Quake Mapping - Link Resources

Posted: Mon Mar 01, 2021 2:12 am
by quBit
Here is my Trello with all the relevant mapping resources I could find:

https://trello.com/b/zJp4pE3m/id-tech-3-mapping

As for a good beginners guide, see the first card under 'Links'.

Re: Starting Quake Mapping - Link Resources

Posted: Sun Aug 14, 2022 11:19 am
by Foo
Overview of level editors
When I was getting back into mapping recently I scanned around but couldn't find clear information on what editor should be used in <current year>. This stuff was a bit confusing and I just wanted a clear steer on what's relevant today. So here's what I found:

You'll see various references to Radiant as 'the' level editor for Quake 3. There's several versions of Radiant, and also some multi-game editors with different names that work with Quake 3. It is a personal choice which editor you use. Tutorials and advice often assume you're using a particular editor or at least a flavor of Radiant, so consider that help may be harder to find if you choose an non-Radiant editor.

Q3Radiant
First official released level editor for Quake 3 and the tool used internally during development at id Software. Windows only. Very much legacy now, not really usable if you find a download for it and can get it to run. Development efforts shifted over to GTKRadiant.

GTKRadiant
Q3Radiant rebuilt to run on both Linux and Windows. Maintained by a third party (iculus.org) up to at least 2018.
Downloads Here

NetRadiant
A fork of GtkRadiant by Alientrap, developers of Nexuiz. Currently maintained by the Xonotic project. In some ways more stable/capable than GTKRadiant, but the development motivations have been mostly non-Quake3 games.
Downloads Here

NetRadiant-Custom
A fork of NetRadiant (GtkRadiant 1.4→massive rewrite→1.5→NetRadiant→this). Main focus is on Quake, Quake3 and Quake Live. Actively maintained (as of mid 2022).
This is the editor I use and recommend as of mid 2022. It's stable, fast, supports everything I need and has a bunch of neat new features. Most of the tutorials and advice you'll get online pertaining to GTKRadiant will work in this pretty much the same.
Downloads Here

DarkRadiant
A fork of GtkRadiant primarily intended to support 'The Dark Mod' which is a Thief-inspired total conversion for Doom 3. However it does officially also support Quake 3
Official Site Here

MacRadiant
A port of GtkRadiant 1.4 to Mac OS X.
Official Site Here

TrenchBroom
Not forked from any flavor of Radiant, Trenchbroom is it's own thing and supports a ton of games from Daikatana to Quake 3.
Official Site Here

QuArK
Supports a ton of different games and Q3 is one of them.
Downloads Here

While digging around I also found someone else had compiled a big list of Radiant flavors a few years ago. See here for even more editor choices or here if you just want the raw list.

Re: Starting Quake Mapping - Link Resources

Posted: Tue Sep 13, 2022 12:34 pm
by roughrider
Foo wrote:Overview of level editors
When I was getting back into mapping recently I scanned around but couldn't find clear information on what editor should be used in <current year>. This stuff was a bit confusing and I just wanted a clear steer on what's relevant today. So here's what I found:.....
Good stuff Foo. I have been thinking on re-entering level design for q3a related reasons, as my mind keeps going back to the good 'ole days, and the fun that was had with all of this. Is great to know that this is still around for people like us.

Re: Starting Quake Mapping - Link Resources

Posted: Tue Sep 13, 2022 11:03 pm
by Foo
roughrider! Long time no see, good to hear from you buddy :) I put a new map together recently, and can confirm it's as much fun (and challenge) as ever.

We're pretty active in #level-editing on the Q3W discord (PM doombrain for an invite) and there's a bunch of other mapping discords/irc around as well. Duff and Raw are running servers where beta maps can be tested out with real players, and that helps a ton.

I've asked Doomer if we can get a MediaWiki up and running alongside the forum here so more of this info can get brought together. Good to lower a few barriers for re-entry.

Re: Starting Quake Mapping - Link Resources

Posted: Wed Sep 14, 2022 9:49 am
by roughrider
Good to hear from you too bud. I sent doombrain a pm already about discord, haven't heard anything back yet. As soon as he gets discord sorted, will be there :) .Is that map you put together in beta?

Re: Starting Quake Mapping - Link Resources

Posted: Wed Sep 14, 2022 9:59 am
by Foo
roughrider wrote:Good to hear from you too bud. I sent doombrain a pm already about discord, haven't heard anything back yet. As soon as he gets discord sorted, will be there :)
I have asked the greater powers of discord to get an invite link PMed to you.
Is that map you put together in beta?
She's out for download! Also for Quake Live :)

My other lil project lately has been putting together a torrent of all Q3 custom maps ever made.

Re: Starting Quake Mapping - Link Resources

Posted: Wed Sep 14, 2022 10:15 am
by roughrider
Grabbed that map and will give it a spin shortly, home from work not long ago and want to unwind a little before I get into much else.

Re: Starting Quake Mapping - Link Resources

Posted: Mon Mar 25, 2024 9:42 am
by Eraser
$NulL's particle studio
Q3W thread: viewtopic.php?f=10&t=37893
source: https://github.com/FS-NulL/New-Quake-3-Particle-Studio
download: http://robotrenegade.com/radiant/downlo ... icles2.zip

Re: Starting Quake Mapping - Link Resources

Posted: Mon Mar 25, 2024 11:16 am
by CZghost
I'm pretty much starting to like NetRadiant Custom, not gonna lie. The skybox preview is a neat feature, and it allows me to quickly see where the sun/moon light is gonna be shining (if the skybox does have a sun/moon visible), so I can plan the geometry accordingly to it if I want to achieve a certain lighting in exteriors from the skybox. It still needs some work on it tho. For example I find the Clipper tool to be difficult to work with, since it only supports just 2 points, not 3 like GtkRadiant, and it doesn't seem to support mapping for Q3 mods at the moment, so I'll write some feature requests on GitHub it seems. And maybe I'll also suggest making the grid a bit more visible on the darkmode background. Otherwise, it's a really good Radiant flavour, which I quite like.