Quake 3 Arena© mapping
Before
I
write
something
about
my
work
in
Quake
3
Arena©,
I
won’t
forget
to
say
that
the
roots
of
all
modern
computer
games
are
based
on
one
single
programmer’s
work.
His
name:
John
Carmack.
Together
with
three
others
he
founded
the
company
„id-Software©“
on
1
February
1991.
„id-
Software©“
published
the
first
3D-
first-person-shooter
„Wolfenstein-3D©“
with
an
additional
level-
editor
in
May
1992.
Its
technical
realization
was
pioneering,
pathbreaking
and
revolutionary.
This
year
(2016)
they
created
the
„Wolfenstein-3D-Engine©“.
John
Carmack
developed
many
techniques
too.
For
example
the
„scrolling“,
which
allows
image
movements
on
PCs.
Through
insisting
on
the
realization
of
his
ideas
and
the
advance
of
new
techniques
he
offered
crucial
support
to
the
development
of
graphic
accelerators.
John
Carmack
permanently
pushed
the
boundaries
of
technical
possibilities.
He
is
one
of
the
most
important
people
in
the
field
of
technical
development
and
inventions.
In
2001
he
was
admitted
to
the
„
Academy
of
Interactive
Arts
and
Sciences'
Hall
of
Fame
“
and
got
a
star
on
the
„
Walk
Of
Fame
“
in
March
2006.
Furthermore
he
got
an
Emmy
and
an
honorary
award
on
the
Games
Developers
Conference
in
2010.
And
last
but
not
least
in
2016
he
got
the
Fellowship Award
at the „
BAFTA Video Games Awards
“.
Maybe
someone
has
noticed
that
he
is
involved
in
the
development
of
the
„Oculus-VR-headset©“
as
well.
Any
player
who
plays
a
3D-game
today
uses
his
roots.
Beside
a
few
other
people,
he
got
my
deepest respect and greatest gratitude for his work and inspiration!
But
why
do
I
tell
you
all
this?
Well,
the
game
Quake
3
Arena©
is
published
by
id-Software©,
too.
Like
so
many
other
things
by
John
Carmack
and
id-Software©,
this
game
set
new
standards
and
was
used
as
benchmark
for
processor-
and
graphic
performance
for
years.
And
it
was
my
true
root
in
realizing
modifications
for
PC-games.
If
you
read
my
previous
period
you
know
that
my
primary
talent
at
this
time
was
the
editing
of
hexadecimal-
or
assembly
codes.
But
with
Quake
3
Arena©
I
found
new
enthusiasm
in
the
modification
of
visual
game
content,
because
the
game
was
also
supported
by
an
official
level editor (
GTKRadiant
).
Unfortunately
almost
all
our
old
links
in
the
internet
are
dead.
This concerns:
www.q3a.net
www.betamap.de
www.planetquake.de
(can
be
found
on
www.inquake.de
but
contains no archived entries from 1999).
For
my
Quake
3©
projects
I
have
written
an
short
shader
tutorial,
to
archive
the
setup
of
my
maps.
With
this
game,
I
never
tried
cheating
projects
like
for
the
former
PlayStation©
games,
because
it
was
the first one I also played on the internet as Multiplayer.
The
period
from
1999
till
2002
seems
long
but
I
did
not
spend
the
same
amount
of
time
in
mapping
and
scripting
as
for
later
projects.
In
1999
I
bought
my
first
modern
muscle
car,
a
Chevrolet
Camaro
Z28© and of course spent a lot of time with its modification, too.
Please
never
forget
that
in
the
1990´s
our
whole
life
environment
was
completely
different.
Back
then,
we
didn’t
have
mobile
phones,
Full-HD,
TFT-
or
OLED-displays,
fast
internet
connections
and
much
more…
I
used
a
56k
analog-modem
till
the
year
2000
and
switched
to
64k
ISDN
afterwards.
It
wasn’t
until September 2002 that I got one of the new DSL-connections (T-DSL 1000).
(Source for John Carmack´s details partially
Wikipedia)
Additionally a few pictures of my Quake 3 Arena© work below:
- Scientific elaboration, English bronze gun patterns 1716-1744 and the evolution of European gun proportions
- 2016 - present: Founding of an own business, commercial work as "Drake´s Legacy 3D-Visualization"
- 2014 - 2015: Senior 3D-Artist at Pirates Ahoy! - communitys indie game development "Hearts Of Oak"
- 2012 - 2014: CryEngine 2 & 3 modification "Drake´s Legacy"
- 2007 - 2012: CryEngine 2, content creator & modder
- 2004 - 2007: Doom 3, GTA San Andreas, FSX modifications, mapper, content creator & scripter (shader)
- 2002 - 2004: Cars for GTA - games series
- 1999 - 2002: Quake 3 Arena, mapper
- 1995 - 1999: Sony PlayStation, Assembler RAM-editing, walkthroughs