
Q3MK map pack
What's this?
The Q3MK map pack is a series of levels built based very roughly on Mario Kart battle maps. In the process of designing these maps, I merely looked at the very basic layouts and player movement flows of these levels. The result is something completely unrecognizable at first glance, yet familiar. They look at home in Quake 3, but their design origins come from a vastly different game (at least aesthetically). As soon as the final map is completed, this map pack will be available for download.
But why such an old game?
I have a few reasons. First off, I wanted to seek out a project where I was limited by technology. For some people, this is in the form of making a game that can fit on an NES cartridge, for others, this might involve purposefully limited controls, but for me, that is building levels on a game that is over 20 years old. I also had my start in level design with Quake 3 back in 2004 and I wanted to revisit it after not making levels for it in over 14 years. Lastly, when I originally set out on this project, I was pretty hyped for Quake Champions, but not so much for the fact that Quake Champions didn't have a level editor, so I seeked out the next best thing to tide me over, at least until they do introduce a level editor.
The Levels
Brick Citadel
This level is based on the design of the ever popular Block Fort from Mario Kart 64 and its aesthetic is based mostly on Q3DM1 and Q3DM2. It features 3 weapons and a quad damage pickup. Supports Deathmatch, Team Deathmatch, and Tournament modes.






Switchback
This level is based on the design of the lesser known Double Deck from Mario Kart 64 and its aesthetic is based mostly on Q3DM7. It features 3 weapons and an invisibility pickup. Supports Deathmatch, Team Deathmatch, and Tournament modes.






Hell's Underpass (DM and CTF versions)
This level started by being based on the design of Urchin Underpass from Mario Kart 8 and Splatoon and its aesthetic is mostly original, using pre-existing powerstation Quake 3 textures. But as I continuied working on it, I realized some new designs would be necessary. I eventually split the project into Deathmatch and CTF versions of the map where the deathmatch version deviated further from the original design
The Deathmatch version supports Deathmatch and Team Deathmatch game modes. This version of the map was twisted a bit from the original concept where instead of having 180 degree symmetry, one half is only rotated by 90 degrees, giving it a mild asymmetric feel with some additional connections that made sense to me.






The CTF version however sticks closer to the originally intended symmetrical design. It supports not only CTF in Quake 3, but it also supports CTF, One Flag, Harvester, and Overload in Team Arena.






Nightmare Kingdom
This level is to be an asymmetric arena with a main floor, upper levels and a below deck with a bottomless pit below. Work on this project will resume at my earliest convenience