Quake Live

Quake Live

Justified & Ancient
Ice  [developer] 25 Mar, 2017 @ 12:06pm
Justfied & Ancient - converting Quake III Arena map to Quake Live map
Please feel free to let me know what you think about my map I'd love to hear your thoughts.

The map was made originally for Quake III Arena but I'd love to see it played regularly in Quake Live.
Last edited by Ice; 26 Mar, 2017 @ 8:40am
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Showing 1-10 of 10 comments
Ice  [developer] 25 Mar, 2017 @ 4:51pm 
OK so the first direct upload of the Quake III Arena .pk3 file didn't work. This meant I had to get q3map2 x64 for windows 10 and recompile the .bsp for Quake Live - guide here https://steamhost.cn/steamcommunity_com/app/282440/discussions/0/490124466453397402/

I also had to remove the original .aas bot support file as it stopped the map loading.

Doing all of this meant I finally got the map to load in Quake Live YAY!!!...

Only problem now is there's a missing archway texture and a missing model file. I've still got Quake III Arena so I can try and dig out those files and get them added to the .pk3 in the next version.

But at least so far it's playable in Quake Live, so what you waiting for go give it a shot now! You'll have to forgive the missing texture and model for now though.
Last edited by Ice; 25 Mar, 2017 @ 6:05pm
Ice  [developer] 25 Mar, 2017 @ 8:43pm 
Added Missing Textures & Shaders

textures/gothic_door/skullarch
textures/gothic_door/skull_door

Added Missing Model Textures & Shaders

models/mapobjects/corpse


Justified & Ancient now runs with all textures and models and looks as it should.

I'll be adding Bot Support next but from what I've read it's not easy getting it working for Quake Live, wish me luck!
Last edited by Ice; 26 Mar, 2017 @ 11:57am
Ice  [developer] 25 Mar, 2017 @ 9:00pm 
So after testing the latest version it seems Bot Support is fully functional, so have at it!

Just need to replace the Quake III Arena screenshots with Quake Live screenshots now and I'll be done.

Not too bad, it's only taken a day to convert the Quake 3 map to a Quake Live map with bot support, it could have been a lot worse ô¿ô
Last edited by Ice; 26 Mar, 2017 @ 11:57am
Ice  [developer] 26 Mar, 2017 @ 6:14am 
Once I've got the map 100% converted I plan to put a guide together showing how I converted my Quake III Arena map to a Quake Live map, hopefully it might help others.

It'll just be the steps and guides I found on steam that I used just collected into one place, so I can't claim any of the credit.

So stay tuned ô¿ô
Ice  [developer] 26 Mar, 2017 @ 9:20am 
So I've now uploaded the final version of Justified & Ancient which now includes screenshots and preview image taken in Quake Live.

Thanks to ^1im^3a^2mofo^7starbo^2y https://steamhost.cn/steamcommunity_com/profiles/76561198067039473 for some valueable feedback, he reports that the map loads well and plays great in classic Q3 and Freezetag modes with the bot support working perfectly and the bots going for pickups as they should.
Last edited by Ice; 26 Mar, 2017 @ 9:23am
Ice  [developer] 26 Mar, 2017 @ 10:24am 
Added support for Free-for-all, Duel, Team Deathmatch, Clan Arena & Freeze Tag.

This should now be the final version.

But probably not!

ô¿ô
Ice  [developer] 1 Apr, 2017 @ 5:55pm 
The latest GTKRadiant 1.6.5 version has been uploaded.

Unlike previous versions which were conversions of a Quake III Arena .bsp file using q3map2. This version has had the .map taken into GTKRadiant 1.6.5 and then been compiled for Quake Live with QL lighting, effects and so on... So you'll probably notice a big improvement here.

I also took the opportunity to fix an issue ^7rOx^1X^4z https://steamhost.cn/steamcommunity_com/id/rOxXz brought to my attention that has gone unnoticed for who knows how long where the shotgun ammo wasn't spawning because it's bounding box was partially in the wall, whoops. Thank ^7rOx^1X^4z.

I tidied up a few textures but not all. However, I couldn't fix the shader for the cushion on the grating around the tower. This needs it's own shader for a cushion texture with metal footstep sound effects. I managed to make one for Q3 but it's been that long I'll need a bit of practise I think.

Let me know what you think of the latest version.

ô¿ô
Last edited by Ice; 1 Apr, 2017 @ 6:02pm
Ice  [developer] 2 Apr, 2017 @ 7:32am 
Another quick update.

Added a few more player spawns. This has opened up the fighting a lot as most the of the player spawns previously were all too centralised.

Moved the Quad Damage to under the bridge and replaced it with the Red Armour. Now there's a risk involved with going for the Quad as you'll be under water temporarily.

Fixed some clipping on the bridge. The bots will no longer walk along the outside of the bridge.

Fixed a bug with the water, that appeared since the latest GTKRadiant build, were only some of the water was actually behaving as water. I retextured the water and moved the Quad Damage up a little and this seemed to do the trick.

Yesterday's build I ran overnight with an endless 4v4 bot fight and it was still running this morning with no problems.

This latest build has crashed on me, now I don't know if that's just a random crash or something to do with this build, but I'll keep it monitored.
Ice  [developer] 9 Apr, 2017 @ 3:31pm 
Minor update.

Removed Quad Damage and replaced it with a Large Health on the bridge.

Corrected a bug that was causing the map to crash after around an hour of play.

Remade the water as it was a bit buggy.

Tidied up a few more textures.
^7rOx^1X^4z 11 Jan, 2019 @ 11:33pm 
Originally posted by Ice:
Minor update.

Removed Quad Damage and replaced it with a Large Health on the bridge.

Corrected a bug that was causing the map to crash after around an hour of play.

Remade the water as it was a bit buggy.

Tidied up a few more textures.

Hi,
can You explain what issue crashed the game? I've read this some times and have never asked for. I'm interested in that ... :47_thumb_up:
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