Garry's Mod

Garry's Mod

gm_quake Maps: Deathmatch
20 Comments
E-PhinPhan (Suspended) 6 Oct, 2020 @ 11:38am 
half life resurgence already has quake
Mozilla_Firefox. eXe 4 Jul, 2020 @ 6:17am 
What about SNPC? Its real to create? Sry for bad english :(
Spat856 26 Feb, 2019 @ 7:57pm 
2Fort5 map port would be sweet.
Toki 15 Jan, 2018 @ 4:37pm 
nice
the outcasts 19 Nov, 2017 @ 10:28pm 
man i havent play quake in a long time thank for this map
jahpeg 1 Nov, 2015 @ 3:37am 
WAREHOUSE! :D
bug 24 Aug, 2015 @ 8:14pm 
I feel really bad for not playing Quake before, but it looks very interesting.
Moon. 30 Jul, 2015 @ 3:44am 
Ye, rebuilding broken geometry on decompiled maps can take hours. Lets not get started on hl decay....
I do have func_plats in the hl1 source config, i cannot use them because i want to use quake moving sounds though, and its difficult to specify sounds in those old entites.
I was also thinking func_train instead of tracktrain since its less bugged, but gave up due to the sound thingie.
Shame you could not get the textures to warp though, That would be really useful.
Oh by the way, error adding friend. No idea whats going on there.
mariteaux  [author] 29 Jul, 2015 @ 8:57pm 
No no, I've tried porting the Op4 maps. Shit does not work. Ever. Decompilers are the stuff of nightmares.
It might've failed to export cuz they're both special textures, ie animated by the engine. It worked when I got it out of the bsp. I didn't use the water anyway, I figure if I can't get it warping like in Quake, I'd rather not to begin with.
The doors don't have to tracktrains, yes, but Quake's doors open weird, like out and then to the left. With a regular door, it'd just pop into the wall, and that's not what I want at all. A tracktrain is just cosmetic. If you edit your fgd, you can bring back plat as a valid entity, sounds included. I did that with e1m2.
If you wanna talk more about it, send me another request or something.
Moon. 29 Jul, 2015 @ 7:09pm 
I went for the HL1 source hammer instead. I got the textures from the BASE.wad instead, but the teleport and liquid textures failed to export. Only the secret doors need to be tracktrains though, the rest work fine. Func_plats should be made into doors aswell i guess since i cannot change the sound otherwise.
Still beats porting hl1 expansion levels. atleast the brush geometry doesnt come broken. If you think this is fiddly, then you have no idea.
mariteaux  [author] 29 Jul, 2015 @ 3:14pm 
I used TexMex to grab the textures from the bsps, ported them with VTFedit, loaded the raw sources into HL1 Hammer as an intermediary, saved that to .rmf, loaded it into HL2DM Hammer and fixed everything from there. Most entities are completely different and had to become different entities (ie doors are tracktrains). Some don't even exist anymore. It's all really fiddly.
Moon. 29 Jul, 2015 @ 10:55am 
Look I just need to ask something, I am planning to port e2m1 e3m1 e4m1 and the first chapter of scourge of armagon for personal use, what configuration did you use when compiling these? I am unsure of what game to use.
Mornedil 26 May, 2015 @ 10:48pm 
Thank you :>
mariteaux  [author] 26 May, 2015 @ 7:07pm 
I sync my dev shit to Dropbox anyway so not an issue. https://dl.dropboxusercontent.com/u/72123779/Hosted/Map%20Sources.zip
Mornedil 26 May, 2015 @ 7:05pm 
yeah I couldn't find his website either :(
If you have them.. could you perhaps dropbox them :o?
mariteaux  [author] 26 May, 2015 @ 6:54pm 
John Romero uploaded them a while back. I guess he flushed his site or some shit, cuz I can't find them. I still have my safe copies though.
Mornedil 26 May, 2015 @ 5:54pm 
hey, where did you find the released open source Q1 maps?
NeWMaN 10 Apr, 2015 @ 6:00pm 
Like it!:spg2devil:
Lochness 11 Aug, 2014 @ 7:19pm 
YAY QUAAAAAAAAKE