by mexx
Title : Devolved
Filename : map-q3mexx1.pk3
Maps : q3mexx1.bsp
Author : Marcus Dromowicz (mexx)
Email Address : **email removed**
Home page :
Additional Credits : Scorpion for textures <**email removed**>

Description : Quake III Arena - DM / Team DM / Skirmish map
Feedback about this map is appreciated.

This archive follows the file naming convention supported by
id software as mentioned by Paul Jaquays on 02-13-2000.
Therefore the .pk3 file is called map-q3mexx1.pk3, but notice
the map filename inside is still q3mexx1.bsp if you want to
launch the level manually from the console.

"A great warrior?"
(shakes his head)
"Not many on those. Wars don't make one great."

- Yoda, The Empire Strikes Back

1 ) Extract q3mexx1.pk3 into your ~/Quake3/baseq3/ directory
2 ) Start Quake3
3 ) The new map q3mexx1 will be accessible from the menu
(for single player: choose single player -> skirmish -> q3mexx1
for multiplayer: choose multiplayer -> q3mexx1 )

If you do a review about this map, please send me a note.

Other Levels by Author :

The Cassandra Calamity - (Quake)
Penumbra of Domination - (Quake)
Prelude to Apokalypse & Mordrigor's Demise - (Quake)
A Bishop's Bane (Domina Domino) - (Quake)
Suicide Staccato - (Quake)
The Terror of Tzeentch - (Quake)
Nurgle's Vault - (Quake)
Chthon's Castle - (Quake)
The Entrance & The Sanctum - (Quake)

HatReD 666 - (Quake)

Battered Brains - pk7.bsp (Painkeep - Quake DM Mod)
Suicide Staccato - pk6.bsp (Painkeep - Quake DM Mod)

Abandoned Base - zdm1.bsp (Zaero - Quake II Add-On DM Extension)
Damned! - zdm2.bsp (Zaero - Quake II Add-On DM Extension)
Palefaced - zdm3.bsp (Zaero - Quake II Add-On DM Extension)
Astray - zdm4.bsp (Zaero - Quake II Add-On DM Extension)
Num: The Becoming - zdm5.bsp (Zaero - Quake II Add-On DM Extension)
The Decay of Num - zdm6.bsp (Zaero - Quake II Add-On DM Extension)

Shield Control - zdef1.bsp (Zaero - Quake II Add-On)
Mining Depot - zdef2.bsp (Zaero - Quake II Add-On)
Research Lab - zdef3.bsp (Zaero - Quake II Add-On)
Administration Center - zdef4.bsp (Zaero - Quake II Add-On)
The Gateway - ztomb1.bsp (Zaero - Quake II Add-On)
Waste Combustion - ztomb2.bsp (Zaero - Quake II Add-On)
Energy Transformation - ztomb3.bsp (Zaero - Quake II Add-On)
The Gathering - ztomb4.bsp (Zaero - Quake II Add-On)

Enter the Abyss - start.bsp (Abyss of Pandemonium - Quake TC)
The Forgotten One - aop1m6.bsp (Abyss of Pandemonium - Quake TC)
Heresy - aop2m1.bsp (Abyss of Pandemonium - Quake TC)
The Absolution - aopdm1.bsp (Abyss of Pandemonium - Quake TC)

For more information about those maps and download locations visit my homepage at

* Play Information *

type of game: dm / team dm / single (skirmish against bots)

Settings : Deathmatch, Team Deathmatch
Bot Support : Bots are fully supported
Weapons : 1 Rocket Launcher, 1 Railgun, 1 Lightning Gun,
1 Plasma Gun, 1 Grenade Launcher, 2 Shotguns
Powerups : 1 Quad Damage
Armor : 1 Red Armor, 1 Yellow Armor
Known Bugs : None. But read General Information.

* Construction *

Base : New level from scratch.
Editor used : Q3Radiant
Brushes : 2809
Entities : 575
Build time : Six weeks on and off.
Compile machine : PIII 500, 128mb RAM, GeForce256.
Q3Map compile time : approx. 1.5 hour (fullvis, light -extra)

* General Information *

This map was designed to create an uncomplicated playground for 6+ more players. I tried to
keep it balanced, the two most powerful weapons (railgun, rocket launcher ) are placed at
opposing sides of the maps, therefore creating two areas that will be of interest to most

Besides standard DM, the map plays well in team DM, too. Due to the fact that weapon
respawn time is increased in this game mode, the two shotguns get more important.

Clip brushes are used to seal off areas the player is not intended to enter. This is due
both to gameplay and graphical reasons (as the Quake 3 engine does not draw the lower part
of the skybox completely, resulting in some graphic bugs). So do not try to rocketjump
beyond the fence etc. - it is just not possible. Similar, you're not able to rocketjump on
the roof of the buildings in the rocket launcher area. Those areas are sealed off. Some
players will probably complain that this limits the player's movements - but notice the
map was just planned this way from the very beginning. Furthermore I share the following
point of view:

"A key element in good game design is placing limits on where your players can go and how
they can get there."
- Paul Jaquays, designer, id Software

However, if you _REALLY TRY_, you will still be able to see the lower part of the skybox
(and the appropriate graphic bug) in some areas. The same applies to spectator mode (you
can see into distant areas through clipped away roofs). Unfortunately a clip-spectator-only
brush in Q3A does not exist. I could have sealed this off, but the tradeoff
gameplay limitation/speed performance/graphical improvement was not worth it.
You should not able to encounter those graphical effects in normal gameplay anyway.

The map runs well on all tested systems, ranging from PII 350/128MB/TNT1 (640x480) to
PIII 500/128MB/GeForce256 (800x600). R_speeds stay around 5k-6k in complex areas
(with entities). If you notice slowdowns on your system, try to kick out some bots.
The q3mexx1.arena file loads quite a bunch of them due to the huge map size for
optimal player balance.

Thanks for reading that far. Your feedback about this map will be appreciated.
Marcus Dromowicz

A Special Thank to Vondur and g1zm0 for additional help on bot issues.
Appreciation to David M. Spell for additional testing.

* Legal Stuff *

Copyright Notice:

This level is (c) 2000 Marcus Dromowicz.

AND SO AM I - REPORT THIS TO **email removed**

This file or any derivative works thereof, may not be sold or redistributed for profit
in any way without express written permission of the author. This includes,
but is not limited to, mass archival as on a cd-rom and inclusion in commercially
published compilations (books and/or magazines).

You are free to copy this file for personal use, or to make it available for
redistribution in its electronic format, provided that:

(1) it remains wholly unedited and unmodified,

(2) no fee or compensation is charged for copies of or access to this
file, and

(3) this copyright notice and the following disclaimer remain attached.

This file is provided by the author "as is", and any express or implied
warranties, including, but not limited to, the implied warranties of
merchantability and fitness for a particular purpose are disclaimed. In
absolutely no event shall the author be liable for any direct, indirect,
incidental, special, exemplary, or consequential damages (including, but
not limited to, procurement of substitute goods or services; loss of
use, data, or profits; or business interruption) however caused and on
any theory of liability, whether in contract, strict liability, or tort
(including negligence or otherwise) arising in any way out of the use of
the information herein contained, even if advised of the possibility of
such damage.

Please respect my position as to not allowing distribution on a cd-rom
of any and all types. Certain companies tend to 'net scrape' and then profit
from the work of others without obtaining

Copyright 2000 Marcus Dromowicz
All rights reserved.

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