Garry's Mod

Garry's Mod

141 ratings
gm_quake Maps: Deathmatch
   
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Content Type: Addon
Addon Type: Map
Addon Tags: Fun, Scenic
File Size
Posted
5.820 MB
Aug 9, 2014 @ 8:49am
1 Change Note ( view )

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gm_quake Maps: Deathmatch

Description
Quake's deathmatch maps, updated and enhanced for Garry's Mod. Every map has been fully noded, bumpmapped, and outfitted with new water and skybox textures to take advantage of Source's new features. All map entities are fully functional, although I can't guarantee full accuracy to the source material.

MY OTHER PACKS: (more coming soon)
Episode 1
20 Comments
E-PhinPhan (Suspended) Oct 6, 2020 @ 11:38am 
half life resurgence already has quake
Mozilla_Firefox. eXe Jul 4, 2020 @ 6:17am 
What about SNPC? Its real to create? Sry for bad english :(
Spat856 Feb 26, 2019 @ 7:57pm 
2Fort5 map port would be sweet.
Toki Jan 15, 2018 @ 4:37pm 
nice
the outcasts Nov 19, 2017 @ 10:28pm 
man i havent play quake in a long time thank for this map
jahpeg Nov 1, 2015 @ 3:37am 
WAREHOUSE! :D
bug (big!) Aug 24, 2015 @ 8:14pm 
I feel really bad for not playing Quake before, but it looks very interesting.
Moon. Jul 30, 2015 @ 3:44am 
Ye, rebuilding broken geometry on decompiled maps can take hours. Lets not get started on hl decay....
I do have func_plats in the hl1 source config, i cannot use them because i want to use quake moving sounds though, and its difficult to specify sounds in those old entites.
I was also thinking func_train instead of tracktrain since its less bugged, but gave up due to the sound thingie.
Shame you could not get the textures to warp though, That would be really useful.
Oh by the way, error adding friend. No idea whats going on there.
mariteaux  [author] Jul 29, 2015 @ 8:57pm 
No no, I've tried porting the Op4 maps. ♥♥♥♥ does not work. Ever. Decompilers are the stuff of nightmares.
It might've failed to export cuz they're both special textures, ie animated by the engine. It worked when I got it out of the bsp. I didn't use the water anyway, I figure if I can't get it warping like in Quake, I'd rather not to begin with.
The doors don't have to tracktrains, yes, but Quake's doors open weird, like out and then to the left. With a regular door, it'd just pop into the wall, and that's not what I want at all. A tracktrain is just cosmetic. If you edit your fgd, you can bring back plat as a valid entity, sounds included. I did that with e1m2.
If you wanna talk more about it, send me another request or something.