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2 | PROMINENCE: Custom Quake Deathmatch Maps Curated Map List by Mezmorki | |
3 | About this Map List | This resource is a rebirth of sorts for my old Quake deathmatch (multiplayer) map review site "Prominence." Rather than attempting to review or list as many maps as possible, this resource instead focuses on maps that meet at least one of the following criteria: < Look nice and are well-built < Play well in deathmatch/duels (especially if it doesn't look good) < Historical significance and/or exceptional popularity < Created by an established map author and included to appease my inner completionist |
4 | GET IT >> | DOWNLOAD RELEASE 01 (406 Maps / 131mb) |
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6 | Get More Maps!! | https://www.quaddicted.com/files/maps/multiplayer/ |
7 | http://quakerepo.net/deathmatch/maps/ | |
8 | https://www.quakewiki.net/planetquake-archives/ | |
9 | http://www.gamers.org/pub/idgames2/ | |
10 | http://quakeone.com/qrack/ | |
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12 | Map Lists (Filter Views) | |
13 | The DM Map Database (next tab) provides a number of pre-set filters to help with viewing the data table. These filters can be used by anonymous viewers. | |
14 | 23 All-Stars | These are 23 of my favorite maps. |
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16 | 50 Top Map | These are all of the three-star (***) maps in the database. A top 50 set. |
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18 | 169 Great+ | These are all of the two- and three-star maps. All of these are solid enjoyable maps. |
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20 | All Rated (Author->Date) | As above, but also includes the one-star (*) maps. One star maps are good but always that distinctive or unique. Sorted by AUTHOR and then date of release. |
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22 | All Rated (filename) | As above, but sorted by filename. |
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24 | Unrated/Old | No-star maps. |
25 | ||
26 | All Maps (filename) | All maps in file name order |
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28 | All Maps (chronological) | All maps in chornological order |
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30 | Attributes | |
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32 | Mez's Rating | This is a very rough / gut rating of the maps included in this archive. It's subjective based on my impressions and reactions. Ratings as follows: |
33 | * * * | Legendary!!! - excellent map, one of my all-time favorites, meets most criteria in spades |
34 | * * | Great - meets a few of the criteria, plays well, worth playing in matches to experience |
35 | * | Good - a solid map and at least worth a walk though, but maybe not that memorable |
36 | - | Meh - listed for posterity, completeness, and/or because it was a good map for its time |
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38 | Author | Handle of the map author or real name if no known handle |
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40 | FILENAME | .bsp file name |
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42 | Map Name | The full name of the map |
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44 | Rel. Date | Release date as best as I can determine, either pulled from the authors stated release date in the text file, or deferring to the time stamp on the .bsp file (unless known to be wrong/inaccurate). |
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46 | Image | Image thumbnail - follow the link for the full HD resolution image. Images taken in Qrack engine at 1920x1080 resolution. Using enhanced model pack, extra visual effects. Contrast 2.0 and Gamma 0.8 (typically). |
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48 | Them/Text. | Theme and/or texture sets used in the map. Might include other notes regarding atmosphere or feeling. |
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50 | Size | Map size is a rough estimation based on my experience and/or walkthough. The size ranges are based on an average pace of play, neither too fast and frantic nor too slow and strategic. Going over/under will create a more frantic/slow pace accordingly. |
51 | T | Tiny - very small map suited for 1v1 dueling or rocket area style. 2-4 players |
52 | S | Small - generally suitable for 1v1 and up to 4 players comfortably. 2-5 players |
53 | MS | Medium-Small - solid FFA size map. 3-6 players. |
54 | ML | Medium-Large - larger FFA maps. 4-8 players. |
55 | L | Large - Bigger maps. 5-10+ players |
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57 | Layout | Describes the general nature and layout of the map. Some general types are described below, bearing in mind that these are typical descriptions and should be used as a general point of reference. |
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59 | Chambers | Consist of 2-4 modest rooms, usually 1-2 floors in height with small corridors connecting them. Fights tend to occur evenly across the map. Example: Dapak Maps (by Headshot) |
60 | Sprawl-way | Relatively long sprawling hallways dominants the design space and is where the action is focused. Generally not much vertical movement/action. |
61 | Atrium | Focused on a single large and tall room with small hallways connecting to the different floors. Play is concentrated in the center area. Usually a strong vertical element to gameplay. Example: Ultrav |
62 | Multi-Atrium | Maps tend to have 2-3 taller atriums connected with relatively short hallways/openings. Action focused in the big chambers. Example: Zed, Zed2, Lillith (by Vondour) |
63 | Pancakes | Map has one or more relatively large and flat open spaces. Pankcakes might be stacked, layered, or offset from one another to create connection points and verticality. |
64 | Open | Generally one large continuous open environment broken up by walls/barriers. Allows for relatively fluid movement throughout. Generally no hallways or other linear connections. Sometimes the outside of the map is open to the "void," resulting in floating platform style maps. |
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66 | Space | Describes how roomy and open vs closed in or cramped the level is. Tighter levels will have have generally short view distances and limited room to maneuver. More spacious levels will plenty of open ground and generally long views. |
67 | Cramped | "Balls to the walls" action. Very limited room for maneuvering, lots of obstructions, small constricting corridors or rooms, etc. |
68 | Tight | Smaller scale rooms and corridors, with most fights taking place up close and personal but some room for maneuvering. Leads to fairly "intense" combat. |
69 | Ample | Medium sized spaces, ample room for maneuvering but enough variety to be able to slip out of sight as well. Leads to nice balanced and strategic gameplay. |
70 | Spacious | Larger rooms and hallways, often with longer views and combat taking place across longer-distances and larger areas. |
71 | Vacuous | Very open and unobstructed spaces with very little structure to impede movement or sight lines. Combat takes place often at long distances. |
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73 | Y:X Ratio | Ratio of the relative height and vertical gameplay of a map compared to the flat and horizontal gameplay. If the value is 0, the map and gameplay is perfectly flat with little elevation change. If the value is 1, then the balance of vertical to horizontal action is about equal. At a value of 2, the vertical gameplay accounts for the majority of the action. |
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75 | 13 Acres? | "Y" means this map is included in the 169 map custom rotation on the 13 Acres of Hell Custom DM Server. |
76 | Server | |
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78 | Prom? | Tags for tracking is this map included in the old Prominence map review site / database |
79 | Y+ (full author page), Y- ("single" map), pre- (pre-dated prominence), post- (after prominence), n (was reviewed but NOT included in prominence) | |
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