KOTHILL
Released April 2003
Kothill was my first Quake 3 map. I was experimenting with floating platforms and jump pads. There are a lot of tricky jumps. The player who controls the top will pretty much control the match.
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Q3 ARENAZ
Released September 2003
From the review on Lvl: "Arenaz is an odd duck to be sure. It consists of four separate areas all interconnected with a central spawn point (for humans, bots spawn anywhere). Each area has a specific theme to it: Rocket Launcher - a small room with an outer ring chamber, red fog and red walls. Railgun - Pyramid structure with a central Mega Health pickup off of a bounce pad. Very vertical. Shotgun - Tight twisty dark hallways. Grenade Launcher - Small bright chamber with little room to hide."
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THE FLOODED BASE
Released March 2004
This is probably my best example of good lighting and atmosphere in Q3. Overall the map plays well with 4 to 8 players, and there are a handful of secrets to be found. I believe this was the last level I made for Quake 3.
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TOWER BATTLEGROUND
Released August 2003
Another gameplay experiment, this time with low gravity and teleports. The map was mostly praised over its architectural design and texture use. The towers were a study in gothic architecture. The gameplay is really only suggested with a group of people, rather than bots, since they tend not to use the bounce pads to get around.
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OINGO BOINGO
Released March 2004
Another space map. This level was based around some concepts from my favorite Quake 3 map, DM17. A reviewer called it "a level for professionals", since bots are particularly lethal due to the open nature of the map. I don't know about that, but I do know the name is terrible.
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