Maps by Geit
Here you find a collection of my Quake maps.
Over the years (2001-2005), I have started many map projects.
Most of these projects were scrapped early, some were released, and some were almost complete but never saw the light of day because I was unhappy with the result, lost interest in quake3, or for whatever other reason.
After all this time I have finally found a place to share my maps, both released and unreleased, to whoever may be interested.
This is by no means an exhaustive list of all maps I have worked on, but rather those that have at least some potential.
I also did not include maps I did for mods such as Rocket Arena (RA3).
For most maps, the source is included as well for other map authors to pick apart, modify, or build upon.
I ask, however, that any altered map is properly credited and the original readme, if available, is included.
Enjoy!
If you have any questions, or some links are broken or assets are missing, you can contact me
here.
ctctf - Chickenteam CTF - Mappack 1
CTF [2001]
Finished and fully playable. Ctctf3 is included in Quake Live.
The Chicken CTF map pack was a collaboration between a number of mappers and the European CTF community. The maps were extensively tested with a large number of skilled CTF players that gave detailed feedback on, especially, the flow and item placement, but also on other aspects of the map and the playing experience in the maps.
This was to be the first in a series of high quality, community tested CTF maps. A second pack with four maps was in development, but unfortunately has never been released. The second pack would have contained two more CTF maps authored by me. My maps were nearly finished and are available on this website. On of the four maps, called "Rocky Rampage" by Agent Orange was later released independently.
The map pack contains the following maps:
ctctf1 (Crosstown Traffic) by Ferrao
ctctf2 (Midnight Keep) by Geit
ctctf3 (Furious) by Geit ('Cursed' in Quake Live)
ctctf4 (Bold as Love) by Juliet
Obviously I will only make the sources for my own maps public.
Ctctf3 is included in Quake Live as 'Cursed'.
ctctf5 - Up in the Black Mountains
CTF [2004]
Playable, but requires some more passes to fix small errors and to optimize item placement
This was one of four maps in progress for a planned second Chickenteam CTF map pack. The download contains a number of different versions of the same map, or at least of the same design.
Geit3dm10 is the first incarnation of this design. It was originally intended as a (T)DM map in the mountains set in a very foggy environment.
Ctctf5b33 is a playable version that was sent around the Chickenteam pool of test players to test the gameplay of the map.
Ctctf4b41 and Ctctf4b42 are the last versions of the map with the dark rocky look. Our testers thought the map was too dark so I was in progress of replacing the texturing and the brushwork of the rocks in Ctctf5b45.
ctctf9 - Unnamed Chickenteam Project
CTF [2004]
Playable, but requires some more passes to fix small errors and to optimize item placement
This was one of four maps in progress for a planned second Chickenteam CTF map pack. The download contains a number of different versions of the same map.
Ctctf9b44 is fully playable with a bot file, while Ctctf9b46 is a version with the lighting redone.
cttourney1 - Cold Metal
1v1/DM [2002]
Finished and fully playable
This was the first tourney (1v1) map released by the Chickenteam. It was tested heavily by skilled players and the map was improved based on their feedback.
The map is named after a song called "Cold Metal" by Ambeon
geit3crap1 - Call of the Wild
1v1/DM [2001]
Fully playable, but missing the last passes. Never released. Item placement may not be optimal
This map was originally an arena in a RA3 project I was working on, but later I decided to turn it into a small 1v1/FFA map. However, I never actually released it. Although the map is small, there can be quite a lot of vertical action.
geit3ctf1 - Castle CTF
CTF [2001]
Finished and fully playable
From the original readme file: Castle CTF is a medium-sized ctf map for 5on5 matches.
The map is set in a natural, grassy enviroment with two opposing castles. The midfield is large and open (high r_speeds unfortunately), though you can get past your enemies unnoticed by using one of the two high passes, with a regenerator in a small outpost on a hill in the center. The base essentially has three exits/entrances. One of the high passes leads into a courtyard with a rocket launcher where you can either go into the base or to the outer yard where you'll find the ra, one exit that goes to the lower midfield and another exit that leads to the powerup and another high pass. Every base has it's own powerup, which respawns every 2 minutes. It can either spawn as a regen or as a haste. The base itself, the castle, has two entrances, which leads to a series of corridors. The flagroom has three entrances. Two high ones and a low one.
geit3ctf2 - Des Hertogens Hove
CTF [2001]
Finished and fully playable. Included in Quake Live.
From the original readme: Des Hertogens Hove is a medium-sized ctf map with rotated bases. There are three exits/entrances to both bases. Each base has a regen and there's a quad in the midfield. 'Des Hertogens Hove' is old dutch for 'The Duke's Garden'.
Teamarena and AllianceCTF are supported in this map.
This map is included in Quake Live as 'The duke's Garden'.
geit3ctf3 - Leathery Flags
CTF [2004]
Fully playable, but missing the last passes. Never released. Item placement may not be optimal
This map is a CTF version of my DM map Black Shining Leather (Geit3dm6), maintaining the same minimalistic visual approach. The layout of each individual base is that of geit3dm6 with some minor additions here and there to accommodate the flow of CTF gameplay.
The map was never released. I cannot remember exactly why, but it may have been around the time I stopped mapping for quake3. The map only required a few last passes, some gameplay tests, and perhaps some tweaking in the item placement. Other than that, the map is fully playable.
geit3dm1 - Slingshot
TDM/DM [2001]
Finished and fully playable
This was one of the first, if not the first, map I created for quake3. Looking back at it, there was still a lot I had to learn, especially about what works and what does not work gameplay-wise.
geit3dm2 - It's blue and it smells funny
1v1/DM [2001]
Finished and fully playable
Geit3dm2 was my second quake3 map. The map is most likely best suited for 1v1 matches, but a small group may make for nice FFA matches too. This map turned out alright, but the long corridor at the bottom is a major weakness in the gameplay design.
geit3dm3 - And When Death Descends...
1v1/DM [2001]
Finished and fully playable
Geit3dm3 is a medium-sized FFA or a large 1v1 map. The connectivity in this map, especially vertically, is far from optimal, but the map is entertaining enough. Also, the lighting in this map is very bland and too red.
geit3dm4 - Simplicity
1v1/DM [2001]
Finished and fully playable
From the original readme file: This map is my entry for Nunuk's geometry challenge. In this challenge you are allowed to use up to a maximum of 10 simple(that is to say, non-detailed) textures. In this map I used 5 textures from the competition pack, a sky texture, a glow texture, a glass texture and a light shader based on one of the competition textures, that adds up to 9 textures.
The map itself is a small tourney-map, but is also suitable for FFA matches, it can hold up to 4 players. The RA spawn time is 25 seconds and the MH spawns every 90 seconds.
geit3dm5 - Alien World
1v1/DM [2001]
Finished and fully playable
This map was originally an arena in a RA3 map I was working on, but I decided to convert it into a DM map instead. I have included the original arenas in the source download.
geit3dm6 - Black Shining Leather
1v1/DM/TDM [2001]
Finished and fully playable
This map marked the first map in which I started focusing completely on the gameplay. The aesthetics were meant to be very simple, yet still appealing. I should note though that the black sky was not a choice dictated by simplicity, but one based on the visual style I wanted to go for. In this map I also used the spiral staircase for the first time, a technique which I perfected over time. I posted a tutorial on how to make perfect spiral staircases on my then-website. The spiral staircase in this map was, however, not perfect, as I had not perfected my technique yet.
This map was later converted into a CTF map which was never released, but is available from this website now.
The map is named after a the song called "Black Shining Leather" by Carpathian Forest.
geit3dm7 - The Olden Domain
1v1/DM/TDM [2002]
Finished and fully playable. Included in Quake Live.
In this map gameplay was on the forefront while the aesthetics were kept simple, yet appealing. I was a big fan of the textures made by fellow mapper "Sock", who not only made excellent maps, but also made great textures. The textures used in this map were from his Egyptian texture set. Most of my later maps made heavy use of Sock's textures.
Geit3dm7 was included in the widely used OSP mod as Ospdm11. This map is also included in Quake Live.
The map was named after the album "The Olden Domain" by Borknagar.
geit3dm8 - Industrial Skin and Bone
TDM/DM [2004]
Finished and fully playable
This highly connected, highly vertical map followed the same gameplay-first, aesthetics-second approach I used in all my later maps. It is intended for TDM, but should also play well for FFA. I expect it would be too big for 1v1 though.
From the original readme file: The map has both FFA and TDM item placement schemes, but the map has been optimized for TDM.
geit3dm9b14 - NoName
TDM/DM [2003]
Fully playable, but still in a fairly early stage
This map was supposed to be, mainly, a TDM map. While the map is fully playable, the brushwork is still very basic to allow for rapid redesign based on gameplay changes. This map has never been finished.
mansion_newmapb9 - Once Upon Atrocity
TDM/DM [2004]
Playable, but requires some more passes to fix small errors and to optimize item placement
These are actually two maps based on a similar design. Geit3dm8b28 is a TDM/DM map from 2001. This map was tested, but never released. The two major issues with this map were lack of verticality/connectivity and the visual design of the map was too bland making it hard to tell areas apart. This map is, however, fully playable.
The second map, mansion_newmapb9 is the start of a remake of the original map to add more verticality, more connectivity, and make the map in general more interesting. This version is, however, far from finished. The layout is unfinished and there is no item placement.
mar_newctf1b6 - Unnamed CTF Project
CTF [2004]
Unfinished, not playable. At a very early stage.
This map was an attempt at making a cartoon-styled map with simple, yet elegant visuals that focused mainly on gameplay. Shortly after starting this map, however, I quit making maps for quake3. Unfortunately, there is not much more than a flag room and a number of corridors.
geit4ctf1b26 - Ravenous
CTF [2006]
Playable, but requires some more passes to fix small errors and to optimize item placement
This map is a Quake4 port of my unreleased Quake3 map ctctf5.
geit4dm1 - Clean and Simple
TDM/DM [2006]
Finished and fully playable
This was my first map for Quake4 and a learning experience in itself. The quake4 engine allowed for a lot of new gameplay, and therefore mapping, strategies. Playing with lighting and shadows proved to be a lot of fun.
geit4dm2 - Sub Terra
1v1/DM/TDM [2006]
Finished and fully playable
This map is either a large tourney (1v1) map or a small TDM map. It has item placement schemes for both. This map was my entry in a Fragarcade mapping competition.
geit4dm3 - Tournament Facility
1v1/DM [2006]
Finished and fully playable
This map is a tourney (1v1) map, but can also be used for FFA. This map was my entry in a Fragarcade mapping competition.
geit4dm4b18 - NoName
TDM/DM [2006]
Playable, but unfinished. At a very early stage.
This was to be my fourth Quake4 DM map, specifically for TDM. I was still in the stage of constructing the flow and gameplay of the map. The map is playable and there is some item placement scheme, which is far from optimal, but there is virtually no brushwork.