[back]Quake 4 map kat_q4dm1
(inc. sample files and editor assets)
Quake 4 MP map details
- author - Ken 'kat' Beyer
- rel' date - Feb 06
- name - Kat's Cradle
- pk4 file - kat_q4dm1.pk4
- game - FFA, Tourney
- bots - *see info below
- info - Submission to the VIAcga
and Doom3World Quake 4 level design competition.
Comprises a medium sized Quake 4 map for both FFA (Free
For All) and Tourney (Tournament) play. Set in a 'cave' system with
a main atrium and several adjoining sub rooms. Gameplay is a mix
of fast pased action with elements of 'hide and seek' using a number
of places to catch opponents unawares.
*note : The map has been BotClipped and prepared
for use with Bots, although currenly only available via 3rd party
Quake 4 custom bot use, SABot for example. Unfortunately no guarentee
can be given with regards to playability using 3rd party Bots because
of the implementation differences that may occur within each Bot
'mod'.
A second 'assets' pack is made available below for those wanting
to look at the source files in Blender 3D. See
below for Blender 3D source file.
If you want to know how
the cave was modelled then watch these videos to see the
basic principle used in action. Also check out the texture
blending tutorial here.
- weapons - RL, GL, LG, RG, SG
Download Locations
Listed below are various download locations where
the file is available, please note that some file mirrors may require
sign up before download is available.
kat_q4dm1_v2.zip [UPDATE]
1.2 patch compatible - zip file [total size c.8.2MB]
kat_q4dm1.zip
1.0 (default) compatible only [total size c.8.00 MB]

Main Atrium

Main Atrium looking up

Layer Cake

Side chamber
kat_q4dm1 source file
The following file is the Blender 3D file used to create the final
mesh object's for the above Quake 4 custom map.
-
The model is at a point before triangulation and final export to
ASE; this makes it easier to see the contours and shapes present
in the mesh and their directional 'flow'.
-
A 'checkerboard' editor texture is included that is used to UVWmap
each section so that it occupies approximately the same texture
resolution; this prevents obvious stretching and texture misalignment
because you're able to see how the UVWmap is taking shape as you
work.
-
The 'map' is broken down into a number of segments that make the
whole model easier to manage by allowing sections to be worked on
one as a time. It's also necessary as an optimisation for the game
(Quake 4 in this instance) to prevent too much of the model from
being drawn on screen at the same time.

katq4dm1 v18s source
Model shown below shows vertex painting and overall position of the
model before repositioning for export.

katq4dm1 v18q source
Mesh show below is still in Quads to show the edgeloop distribution
across the model to make it's 'description' of the maps shapes easier
to understand. This is an early version of the map yet to be finalised.

katq4dm1 source
Download Locations
[total size c.1.2MB]
File contains - 3 x *.blend source files and 2 x TGA editor images