Quake III maps

email me if you'd like to see these in play.

bofco17 - cliffs

GTK-Radiant's 3D clipping tool came in really handy for the creation of natural-looking rock formations and sheer cliff faces. This semicircular canyon separates the only rocket launcher from spawn points, and is filled with glowing water. This is a must-see.

 
bofco11a - BFG arena

A true BFG arena, this map uses 4 cardinal spawn points in nests outside the main cage. There is no health and no ammo, as you are not expected to live very long. Glass surrounding the nests and cage provide protection from camping as well as challenging but possible snipe shooting.

 
bofco16 - Greece

Blaze among the great Greek temples and snipe your friends from alcoves in this ancient courtyard map. The blue/green lighting effect adds an eerie and mysterious effect to your multiplay adventure.

 
bofco14 - BFG arena

This map uses glass boxes to set off new players from the action. To get the BFG you must go through one of several teleports which take you into the central room. A nice collaboration of reds and oranges warms the action.

 
bofco15 - bofco revisited

Originally designed for Quake 1 in 1999, this map was re-drawn in a moment of lacking inspiration. Though it is comprised largely of simple rectangular platforms, its entanglement and subtle use of placement and scale provide great gameplay in deathmatch.

 
bofco8 - islands

This map was developed for DM or CTF play, and runs smoothly except that its scale is noticeably too large. Ample armor and weapons scattered across the map, with a BFG in the bunker and railguns on islands off either side.

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