DM1 - DM6, understanding what this is
Moderator: InsideQC Admins
15 posts
• Page 1 of 1
DM1 - DM6, understanding what this is
CheapAlert posted these map source links in the eQuake debate thread on the QuakeOne site.
ftp://ftp.mancubus.net/pub/idgames2/lev ... dmmaps.zip
These appear to the map source files for DM1-DM6, less the wad files.
What are the significance of these and what license are they under, or is this known?
For example, if someone were to build a DM3_v2 from these sources using a user made WAD file, would those knockoffs be considered "ok" to run as custom maps with, say, OpenQuartz.
I'm not familiar with the history of the release of these files or what they actually are (are they they actual map source files or prototype map sources for qtest), the license, etc.
ftp://ftp.mancubus.net/pub/idgames2/lev ... dmmaps.zip
These appear to the map source files for DM1-DM6, less the wad files.
What are the significance of these and what license are they under, or is this known?
For example, if someone were to build a DM3_v2 from these sources using a user made WAD file, would those knockoffs be considered "ok" to run as custom maps with, say, OpenQuartz.
I'm not familiar with the history of the release of these files or what they actually are (are they they actual map source files or prototype map sources for qtest), the license, etc.
-

Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
We were trying to figure this out a couple of months ago. The short answer is I believe they're the result of putting the DM maps from Quake through a BSP decompiler. There are certain things done in the map that makes no sense for a real mapper to do, but definitely look like the result of a BSP seperation. For example, the completely flat wall behind the bars in DM1 is actually composed of two right triangles.
Being the result of registered only maps being decompiled, they're illegal under the Quake license.
I should note this came up when I asked the channel what else could be GPL'd when I was trying to answer vb's interview question about should more or less should have been GPL'd from that interview he did with me. One thought I had was the map sources, which are known to be released on the Quake Developer CD, which you get when you pay the full licensing fee. Famously, the folks over at Valve used these sources for the reviled "Deathmatch Classic".
Upon bringing up the fact that it would be nice to have some GPL map sources, Cheapy pointed out this link and I and Asaki studied the maps, coming to the above conclusion.
Being the result of registered only maps being decompiled, they're illegal under the Quake license.
I should note this came up when I asked the channel what else could be GPL'd when I was trying to answer vb's interview question about should more or less should have been GPL'd from that interview he did with me. One thought I had was the map sources, which are known to be released on the Quake Developer CD, which you get when you pay the full licensing fee. Famously, the folks over at Valve used these sources for the reviled "Deathmatch Classic".
Upon bringing up the fact that it would be nice to have some GPL map sources, Cheapy pointed out this link and I and Asaki studied the maps, coming to the above conclusion.
Last edited by FrikaC on Sat May 06, 2006 1:51 am, edited 1 time in total.
- FrikaC
- Site Admin
- Posts: 1026
- Joined: Fri Oct 08, 2004 11:19 pm
FrikaC wrote:Being the result of registered only maps being decompiled, they're illegal under the Quake license.
That's what I expected, but I thought was idea is interesting.
As it is, those maps aren't exactly complicated and I imagine a decent mapper could make a reasonably similar clone of DM6 in an hour, DM3 maybe in 2 days, and DM4 in probably 6 hours.
-

Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
Yeah, it seemed too good to be true.
Maybe sometime it would be an interesting project to make some "almost-like" DM3, DM4, DM6 maps that preserve all the things that make those maps classics, while being their own maps in their own right.
Kind of like the Phoenix bios thing where there are some specifications (like of certain key areas like DM6 RA area.)
Maybe sometime it would be an interesting project to make some "almost-like" DM3, DM4, DM6 maps that preserve all the things that make those maps classics, while being their own maps in their own right.
Kind of like the Phoenix bios thing where there are some specifications (like of certain key areas like DM6 RA area.)
-

Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
FrikaC wrote:We were tring to figure this out a couple of months ago. The short answer is I believe they're the result of putting the DM maps from Quake through a BSP decompiler. There are certain things done in the map that makes no sense for a real mapper to do, but definitely look like the result of a BSP seperation. For example, the completely flat wall behind the bars in DM1 is actually composed of two right triangles.
Clearly John Romero needs more pestering
- LordHavoc
- Posts: 322
- Joined: Fri Nov 05, 2004 3:12 am
- Location: western Oregon, USA
Y'know, DM1 was may favourite of the lot. Probably because I used to play a mod with wall-running and -jumping, and Place of Two Deaths had some great spots for stunts!
There's a couple of remakes for the UT games, I know, but they aren't any good as far as I know. I remember that the scale was completely out of whack, for a start.
There's a couple of remakes for the UT games, I know, but they aren't any good as far as I know. I remember that the scale was completely out of whack, for a start.
-

Quake Matt - Posts: 129
- Joined: Sun Jun 05, 2005 9:59 pm
FrikaC wrote:We were trying to figure this out a couple of months ago. The short answer is I believe they're the result of putting the DM maps from Quake through a BSP decompiler.
I've been examining the DM6 .map source and it certainly is not the original source, unless the map was made using very strange techniques.
Simple objects like the middle teleporter, sits on basically 2 rectangular blocks on top of each other with step heights are several different pieces, instead of the expected 2.
-

Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
CheapAlert wrote:Well no shit sherlock, it was already debunked in the posts above.
What's your issue with me? I still don't get it.
You can continue to dislike me or whatever for reasons that elude me, the feeling isn't mutual. I like you quite a bit. I really only care about the extent to which someone cares about preserving the game. I liked your lost mods depot, which it appears you reopened on a limited scale on your site.
October 19, 2005 ... a software "help" replacement graphic I made
(Although I'm not going to pretend that it particularly bothers me whether or not you like me. I've been participating in forums for years.)
-

Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
Annoying by being irrelevant and redundant for 20+ day bumps is one thing. That's not the first time you did this.
Sucking up by stating that you love my mods won't help matters either, as well as falsely including a link to my OLD OUTDATED site as a "giant single player map download" site as well in a help screen.
Sucking up by stating that you love my mods won't help matters either, as well as falsely including a link to my OLD OUTDATED site as a "giant single player map download" site as well in a help screen.
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
15 posts
• Page 1 of 1
Who is online
Users browsing this forum: No registered users and 1 guest
