*** Lastest update: September 1, 2020 ***
Concept
Everyone knows start.bsp, the unforgettable initial level where you choose difficulty and campaign world in single player quake. For multiplayer, start.bsp is a rare sight in ffa's.
When you connect to an empty server, you'll land on a per-server set default map - usually dm3 or aerowalk. Statistically they're the most popular maps in 4on4 and 1on1 respectively.
I've always wanted to be served more visual suggestions to what maps could be played. Using the well known theme of start.bsp, but extending it to fit in more modes and maps. Using real geometrical text (works even with drawflat) as labels above teleporters. Grouping maps in 7 most played modes, there's alot to pick from. Entering a mode teleporter, i.e. "1on1", takes you to a room with teleporters to assorted 1on1 maps. If you want to go back, turn around and there's an exit teleporter back to where you started.
What happens when you enter one of the map teleporters?
The map sends a "ktx_votemap <map>" to the server, just like if you had typed the mapname in the console.
If you are alone on the server, the map will instantly change. If your are not alone, console will print "player suggest <map>" and you will get teleported back to spawn. Other players may jump into the same teleporter to agree, or jump into another teleporter to vote for something else. Or just use normal console mapchanging proceedure and type in the suggested mapname, or use '/agree'.
8 Modes and 96 maps
AIM - 12:
- povdmm4
- povdmm4b
- end
- endif
- nacmidair
- amphi
- dm2dmm4
- dm3hill
- oldcrat
- dmm4_1
- noentry
- hammerv3
1ON1 - 16:
- dm2
- dm4
- dm6
- aerowalk
- ztndm3
- bravado
- skull
- shifter
- catalyst
- rwild
- monsoon
- travelert6
- doomed
- dad2
- toxicity (toxicity_test2)
- hex
2ON2
Since separation of 2on2 maps from 1on1 maps isn't very clear, 2on2 teleporter leads to same room as 1on1.
4ON4 - 13:
- dm2
- dm3
- e1m2
- e2m2tdm
- ctl8
- cmt1b
- cmt3
- cmt4
- cmt5b
- schloss
- obsidian
- ukpak2
- rock
RACE - 15:
- race1
- race2
- race3
- race4
- race5
- race6
- race7
- race8
- race9
- race10
- race11
- race12
- race13
- race14
- race15
TRICK - 15:
- 2bfree
- ninerooms
- way2ez
- way2ez2
- escape2a
- jqdf1
- ztrain
- ztrain2
- ztricks
- ztricks2
- zjumps
- ssj
- zediit
- hoppa2
- trick1
CTF - 12:
- ctf1
- ctf5
- ctf8
- ctf2m1
- ctf2m3
- ctf2m4
- ctf2m8
- head
- boom
- gym
- capit
- rampage
BLOODFEST - 13:
- bloodfest
- barrel
- dm4ish
- e1m7
- genocide
- hohoho
- kenya
- q1dm17
- arena3
- arena5
- death6
- fragyard
- pillar
Style and direction
Art wise I want to just expand the atmosphere of start.bsp, without going too far away from it. Being detailed, but still blocky, now that engines allow more polygons.
Visual theme of teleporters: standing out from the old and razed blocky stone teleporters I use as default, the more known maps have teleporters that resembles their style.
Requirements
Nothing from a player perspective.
Server admins: KTX needs upgrading to 1.39 (just out!), and mvdsv to 0.33 (just out!). Once done, change
You should also serve all the maps this hub points to, just download this zip and put into /qw/maps.
History of concept
The idea started many years ago in my thoughts, twisting and turning it. Team Fortress had a map of same concept, if memory serves me right. Also in a mod called RA3 (for Quake3) you started in a nice hall with teleporters to levels. So the concept isn't really new. But I think it's time to have it in QW.
Credits
lurq - always around QA of lights and technical aspects.
meag - open minded from the start and willing to do necessary server changes for it to work.
BLooD_DoG - delivering CTF map names
Anni - delivering RACE map names
Andeh - map testing
BogoJoker - map testing
Deurk - pushing new releases of ktx/mvdsv to enable this
Feedback and corrections
Let me know in this thread if a map should be added/removed/renamed. I want to keep it a nice smorgasbord of maps widely used. New maps need to prove strong to qualify.
(Edited 2020-09-08, 08:51)
Concept
Everyone knows start.bsp, the unforgettable initial level where you choose difficulty and campaign world in single player quake. For multiplayer, start.bsp is a rare sight in ffa's.
When you connect to an empty server, you'll land on a per-server set default map - usually dm3 or aerowalk. Statistically they're the most popular maps in 4on4 and 1on1 respectively.
I've always wanted to be served more visual suggestions to what maps could be played. Using the well known theme of start.bsp, but extending it to fit in more modes and maps. Using real geometrical text (works even with drawflat) as labels above teleporters. Grouping maps in 7 most played modes, there's alot to pick from. Entering a mode teleporter, i.e. "1on1", takes you to a room with teleporters to assorted 1on1 maps. If you want to go back, turn around and there's an exit teleporter back to where you started.
What happens when you enter one of the map teleporters?
The map sends a "ktx_votemap <map>" to the server, just like if you had typed the mapname in the console.
If you are alone on the server, the map will instantly change. If your are not alone, console will print "player suggest <map>" and you will get teleported back to spawn. Other players may jump into the same teleporter to agree, or jump into another teleporter to vote for something else. Or just use normal console mapchanging proceedure and type in the suggested mapname, or use '/agree'.
8 Modes and 96 maps
AIM - 12:
- povdmm4
- povdmm4b
- end
- endif
- nacmidair
- amphi
- dm2dmm4
- dm3hill
- oldcrat
- dmm4_1
- noentry
- hammerv3
1ON1 - 16:
- dm2
- dm4
- dm6
- aerowalk
- ztndm3
- bravado
- skull
- shifter
- catalyst
- rwild
- monsoon
- travelert6
- doomed
- dad2
- toxicity (toxicity_test2)
- hex
2ON2
Since separation of 2on2 maps from 1on1 maps isn't very clear, 2on2 teleporter leads to same room as 1on1.
4ON4 - 13:
- dm2
- dm3
- e1m2
- e2m2tdm
- ctl8
- cmt1b
- cmt3
- cmt4
- cmt5b
- schloss
- obsidian
- ukpak2
- rock
RACE - 15:
- race1
- race2
- race3
- race4
- race5
- race6
- race7
- race8
- race9
- race10
- race11
- race12
- race13
- race14
- race15
TRICK - 15:
- 2bfree
- ninerooms
- way2ez
- way2ez2
- escape2a
- jqdf1
- ztrain
- ztrain2
- ztricks
- ztricks2
- zjumps
- ssj
- zediit
- hoppa2
- trick1
CTF - 12:
- ctf1
- ctf5
- ctf8
- ctf2m1
- ctf2m3
- ctf2m4
- ctf2m8
- head
- boom
- gym
- capit
- rampage
BLOODFEST - 13:
- bloodfest
- barrel
- dm4ish
- e1m7
- genocide
- hohoho
- kenya
- q1dm17
- arena3
- arena5
- death6
- fragyard
- pillar
Style and direction
Art wise I want to just expand the atmosphere of start.bsp, without going too far away from it. Being detailed, but still blocky, now that engines allow more polygons.
Visual theme of teleporters: standing out from the old and razed blocky stone teleporters I use as default, the more known maps have teleporters that resembles their style.
Requirements
Nothing from a player perspective.
Server admins: KTX needs upgrading to 1.39 (just out!), and mvdsv to 0.33 (just out!). Once done, change
k_defmap maphub_v1
in ktx.cfg.You should also serve all the maps this hub points to, just download this zip and put into /qw/maps.
History of concept
The idea started many years ago in my thoughts, twisting and turning it. Team Fortress had a map of same concept, if memory serves me right. Also in a mod called RA3 (for Quake3) you started in a nice hall with teleporters to levels. So the concept isn't really new. But I think it's time to have it in QW.
Credits
lurq - always around QA of lights and technical aspects.
meag - open minded from the start and willing to do necessary server changes for it to work.
BLooD_DoG - delivering CTF map names
Anni - delivering RACE map names
Andeh - map testing
BogoJoker - map testing
Deurk - pushing new releases of ktx/mvdsv to enable this
Feedback and corrections
Let me know in this thread if a map should be added/removed/renamed. I want to keep it a nice smorgasbord of maps widely used. New maps need to prove strong to qualify.
(Edited 2020-09-08, 08:51)
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