Quake 1 - The Edge
Restoration of Quake "The Edge conversion" by Tim Willits (Q1Edge).
Using the brush base of "The Edge" from Quake 2 (q2dm1).
alongside small reference from "The Edge" in Quake Remaster/ Enhanced (DM7).
Author info / Metadata
Map name:
Original Author : Tim Willits
(also thanks to the Level designers who worked on this map in Quake 1 Remaster)
Author of the restoration / conversion : Chuma
Game: id1/Quake intended for multiplayer
Name: The Edge
bsp name: q2dm1q1restoration.bsp
Song : Track 4 from Quake original soundtrack.
Summary
This map it's just a restoration of Quake 1 conversion of the Edge for having it's map source file restored for historical purposes, using Quake 2 imported brush work and references from the 2 official map versions, gameplay doesn't differ in the slightest, The lighting had to be done from 0 by me, and outside minor coordinate differences, it's the same map… Report me any feedback or missing texture.
Information of the map.
This will be a bit "long"… hope to interest or entertain you in some form.
John Romero released the source of the Quake map files in 2006, in the multiplayer map source we got all the DM maps, the interesting part of the story starts with DM7 and DM8, without going into further detail DM7 is originally American Mcgee's incomplete map Acrophobia and DM8 is an incomplete multiplayer map at least from Romero's files, within the game history DM7 became Acrophobia / Court of Death and DM8 became Quake 1's conversion of Quake 2 map The Edge.
With some hiccups the only official Quake multiplayer map without a proper map file source is Quake's The Edge conversion (i will refer to it as DM8 since we're talking about Quake 1 multiplayer), my friend ilove80srock has been restoring some of Quake missing maps (check his Sega Saturn port maps for Quake) and i've got inspired into doing a some sort of restoration of my own since this is one of my favorite multiplayer maps.
In-depth Restoration story
With the help of Paril i imported the Quake 2 brushwork into Quake 1, and i manually textured the map within the same textures of Q1EDGE, The brushwork manual work was little but i recreated by hand the teleporter section inside the water river since it doesn't exist in Quake 2 (this also included some other 2 sections that existed in the Quake 1 conversion but very minor i consider), the toughest was eliminating the exact extra brushes from Quake 2 but it was mostly a persistance thing other than anything else.
After this i imported all the entities to be in the exact same spot from the original map (weapons, items, lights, func_plat, teleporters and it's brushes), The elevator brush from Quake 2 was slightly different so i had to redo the elevator (using height value since i never made an elevator work without Height).
After the map was basically copy and paste visually the challenge came up here, when compiling with the lights settings i had the map was VERY dark, not an exaggeration, i researched what could be wrong to no avail, i extracted the DM7 map from the Remaster and encountered that at least from what i investigated (looked, compared) the level designers from the remaster encountered the same problem, so they actually used surface lights and bounced the light 16 times even, with all of this almost froze me but i decided to just light it up myself (altho my lighting style in Quake is pretty much defined i decided to go ahead and do it)… We found out it's possible there were some other light compiler that we're not aware of hence why the original lights when compiled with light bsp never lit well, after that small adventure, the map was restored in the sense of what this project aimed to do.
Elemental things to point out
- This is a restoration, i know if i redid the lights it's not technically but for some reason the lights within the original bsp doesn't recompile with light compiler well, i had no option in that regard.
- While everyone could decompile the bsp and get a map file, this could be study material like the original Quake maps are, at least in the regard... Due to how a Quake map decompile would work, this could be a good approximation for it.
- Map plays as the original... no big major changes.
- The changes are : 3 LG cells added from the Remaster edition (same coordinates), bounce values imported from remaster, and a wall in a hallway i "corrected" the texture, it's the same map otherwise.
- More better maps will come from me i promise, this was just a side hobby mapping project from me, i would like to apologize if i'm going to get downvoted or critically panned, this was just mean't as a recovery, restoration like 80s has done with other maps, but since this is multiplayer, no point in using progs_dump like his projects... You can check out if there's any incident.
- Also i apologize for applying "Chumastic" brightness to the map (i usually don't leave complete black darkness unless it looks cool) but it was either that or scrapping this map.
Hope everyone is doing well, best wishes, you deserve what you dream.
Special thanks and mentions
- bmFbr.
- Paril.
- CommonCold.
- ilove80srock.
- Em3raldTig3r.
- DevSEb.
- riktoi.
- Avix.
- Dooplon.
- Mopey Bloke.
- shark.
- rabbit.
- Makkon.
- Spootnik
- Mikolah.
- RecycledOJ.
- Quake Mapping Discord.
- Pacifist Paradise.
- Map-Center.
- All my personal friends who are always there for supporting me.
Restoration of Quake "The Edge conversion" by Tim Willits (Q1Edge).
Using the brush base of "The Edge" from Quake 2 (q2dm1).
alongside small reference from "The Edge" in Quake Remaster/ Enhanced (DM7).
Author info / Metadata
Map name:
Original Author : Tim Willits
(also thanks to the Level designers who worked on this map in Quake 1 Remaster)
Author of the restoration / conversion : Chuma
Game: id1/Quake intended for multiplayer
Name: The Edge
bsp name: q2dm1q1restoration.bsp
Song : Track 4 from Quake original soundtrack.
Summary
This map it's just a restoration of Quake 1 conversion of the Edge for having it's map source file restored for historical purposes, using Quake 2 imported brush work and references from the 2 official map versions, gameplay doesn't differ in the slightest, The lighting had to be done from 0 by me, and outside minor coordinate differences, it's the same map… Report me any feedback or missing texture.
Information of the map.
This will be a bit "long"… hope to interest or entertain you in some form.
John Romero released the source of the Quake map files in 2006, in the multiplayer map source we got all the DM maps, the interesting part of the story starts with DM7 and DM8, without going into further detail DM7 is originally American Mcgee's incomplete map Acrophobia and DM8 is an incomplete multiplayer map at least from Romero's files, within the game history DM7 became Acrophobia / Court of Death and DM8 became Quake 1's conversion of Quake 2 map The Edge.
With some hiccups the only official Quake multiplayer map without a proper map file source is Quake's The Edge conversion (i will refer to it as DM8 since we're talking about Quake 1 multiplayer), my friend ilove80srock has been restoring some of Quake missing maps (check his Sega Saturn port maps for Quake) and i've got inspired into doing a some sort of restoration of my own since this is one of my favorite multiplayer maps.
In-depth Restoration story
With the help of Paril i imported the Quake 2 brushwork into Quake 1, and i manually textured the map within the same textures of Q1EDGE, The brushwork manual work was little but i recreated by hand the teleporter section inside the water river since it doesn't exist in Quake 2 (this also included some other 2 sections that existed in the Quake 1 conversion but very minor i consider), the toughest was eliminating the exact extra brushes from Quake 2 but it was mostly a persistance thing other than anything else.
After this i imported all the entities to be in the exact same spot from the original map (weapons, items, lights, func_plat, teleporters and it's brushes), The elevator brush from Quake 2 was slightly different so i had to redo the elevator (using height value since i never made an elevator work without Height).
After the map was basically copy and paste visually the challenge came up here, when compiling with the lights settings i had the map was VERY dark, not an exaggeration, i researched what could be wrong to no avail, i extracted the DM7 map from the Remaster and encountered that at least from what i investigated (looked, compared) the level designers from the remaster encountered the same problem, so they actually used surface lights and bounced the light 16 times even, with all of this almost froze me but i decided to just light it up myself (altho my lighting style in Quake is pretty much defined i decided to go ahead and do it)… We found out it's possible there were some other light compiler that we're not aware of hence why the original lights when compiled with light bsp never lit well, after that small adventure, the map was restored in the sense of what this project aimed to do.
Elemental things to point out
- This is a restoration, i know if i redid the lights it's not technically but for some reason the lights within the original bsp doesn't recompile with light compiler well, i had no option in that regard.
- While everyone could decompile the bsp and get a map file, this could be study material like the original Quake maps are, at least in the regard... Due to how a Quake map decompile would work, this could be a good approximation for it.
- Map plays as the original... no big major changes.
- The changes are : 3 LG cells added from the Remaster edition (same coordinates), bounce values imported from remaster, and a wall in a hallway i "corrected" the texture, it's the same map otherwise.
- More better maps will come from me i promise, this was just a side hobby mapping project from me, i would like to apologize if i'm going to get downvoted or critically panned, this was just mean't as a recovery, restoration like 80s has done with other maps, but since this is multiplayer, no point in using progs_dump like his projects... You can check out if there's any incident.
- Also i apologize for applying "Chumastic" brightness to the map (i usually don't leave complete black darkness unless it looks cool) but it was either that or scrapping this map.
Hope everyone is doing well, best wishes, you deserve what you dream.
Special thanks and mentions
- bmFbr.
- Paril.
- CommonCold.
- ilove80srock.
- Em3raldTig3r.
- DevSEb.
- riktoi.
- Avix.
- Dooplon.
- Mopey Bloke.
- shark.
- rabbit.
- Makkon.
- Spootnik
- Mikolah.
- RecycledOJ.
- Quake Mapping Discord.
- Pacifist Paradise.
- Map-Center.
- All my personal friends who are always there for supporting me.