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ZITRON
[lfdm12.zip]
I took a look at the Quake palette file, and noticed that there's a wide range of saturated yellow color, though these colors are only used in Quake as flamemodels, explosions, the yellow armor and color 12 of the player. So I deciced to use up this unusual yellow color, and make a map with it. The result was a fine DM map with warm atmosphere and smooth lighting effects. size: 340 kstyle: medieval dm play: 2-5 powerups: none last update: 02–26–2003 |
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CHARRED SWEAT
[lfdm11.zip]
quake2 edit: [q2lfdm11.zip] This map is a kind of building made of coal, very good for face-to-face matches. The map wewis damn small, but you'd better walk around the map once, before playing with it. Bots play pretty good. size: 252 k for Quake1 and 326 k for Quake2style: medieval dm play: 2-4 powerups: none last update: 04–30–2004 |
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THE FRAGSTATION
[lfdm10.zip]
This map is the most alternative lfdm map, coz it's an underground station. It totally depicts an underground station, only the stairs ain't moving, it's impossible to do. There are 2 undergrounds, one of them you can board and get off, etc. the other one is only for squeezing you, while you're going for the pentagram. Bots are not recommended, because they always get fed to the undergrounds. size: 489 kstyle: base dm play: 2-4 powerups: quad, pent last update: 02–26–2003 |
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MAKE LAVA, NOT WATER
[lfdm9.zip]
This is part one of the lfdm9 twin. The structure of this one is taller, smaller and more complex than 9x. I like it better because it's newer. The old version has been recycled, if you know my maps well, you can find out where have I used it (the textures are similar and ususally don't get used where I used them.) actual size: 360 kstyle: medieval dm play: 2-3 powerups: pentagram & ring last update: 02–26–2003 |
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KILL ALL HIPPIES
[lfdm9x.zip]
This map is the sister map of lfdm9, but partically it is older than the first part.
Its ambience is very similar to lfdm9's, the shell of the map is bigger and flatter, and lights are brighter I guess.
style: medieval dm play: 2-4 powerups: pent & ring last update: 04–30–2004 |
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BLOOD IN THE MORTAR
[lfdm8.zip]
A nice dm-map based on a building under construction. Before playing, it's recommended to learn the map a bit, because textures won't help orientating. size: 429 kstyle: then say medieval? dm play: 2-5 powerups: quad last update: 04–30–2004 |
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UNHOLY CHURCH
[lfdm7.zip]
This middle-sized map represents a weird church. It consists of three separated areas: the church, its garden, and a hell room or stuff. Still the three places are well conformed and build up a nice dm system. size: 806 kstyle: medieval dm play: 3-6 powerups: ring, quad last update: 04–30–2004 |
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SATAN'S BREATH
[lfdm6.zip]
A high tower with 4 floors, and some chambers to connect the floors. It was very hard for me to make the map, because rooms are built upon each other, but I think I've succeeded with it. Bots play average. size: 374 kstyle: runic dm play: 3-6 powerups: quad last update: 05–22–2003 |
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REAR BASE
[lfdm5.zip]
A small base style map. The fact is that I hate bases, because I have to allign the size of
the rooms to the size of those ugly hexagon-shaped textures. The good thing about base maps is that you don't have
to think about textures while creating it, koz each texture has an exact meaning. style: base dm play: 2-4 powerups: all last update: 05–20–2003 |
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THE CESSPIT
[lfdm4.zip]
lfdm4, also known as secret level of lfsp. If you try single player, give yourself weapon 3, 4, 5, 6, and some ammo. But better wait until the SP series are completed, then you'll enjoy lfdm4 in single player mode too. Perfect for face-to-face, bots like it too. size: 326 kstyle: misc. dm play: 2-3 powerups: pent (quad in SP) last update: 02–26–2003 |
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THE BLASTHOLE
[lfdm3.zip]
A typical old school bs map with the good old "built-in" Quake textures. Made for those, who like maps with huge areas. The map has three floors, and it's very easy learn. There used to be some trees in the meadow, but now they have been removed, because the VIS program works ten times less now. Lights are also darker now, provide a better atmosphere. The gray-blinking bug is fixed. The smoother game-play also can be seen on the ZIP size, because it used to be 524 k, though the refinements weren't for making the map more "simple" but to make it look better. (Bots play okay.) size: 334 kstyle: medieval dm play: 2-4 powerups: all last update: 02–26–2003 |
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COOLING SYSTEM
[lfdm2.zip]
The lfdm2 long update has been done at last. I got rid of all amateur mapping elements, like putting metal bridges into the base style ambience, and ugly structure solutions. The textures are replaced from blue to shadows-shifted teal. Still the textures are a bit monotonous, because there are no colors that are similar to the teal color (11) except lightblue, and therefore most of the colors are replaced to teal. But the constrast and sharpness of the texures are decreased too to balance this problem... Now I'm glad that I was willing to update this map instead of deleting it, because it's pretty individual. size: 539 kstyle: base dm play: 3-7 powerups: quad, pent, (2 biosuits) last update: 05–16–2003 |
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FINAL PAY-OFF
[lfdm1.zip]
The first map that was really successful, all the maps before lfdm1 had to be removed or 'recycled'. This map is the symbol of the lfdm maps, coz it indicated the first revolution in the history of BSA. The map very easy to learn. Bots play very weak, even with waypoints. size: 339 kstyle: medieval dm play: 2-4 powerups: quad, ring last update: 07–17–2003 |
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BSA DM-MENU V1.11
[bsamenu.zip]
This is the map where you choose which lfdm map to play on.
Everytime a match on an lfdm ends, Quake will changelevel back to the dm-menu.
Entering the level each player get a pentagram so that nobody
gets killed, and lose her pockets. |
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