. P R O M I N E N C E .
. PEEKABOOM's Q1 DEATHMATCH MAP ARCHIVE .


Author's Best

Bless to Kill | 3-24-99 |

Homepage | unknown

E-mail | unknown

MAPOGRAPHY
Dennis Headshot Kaltwasser has lurked in the custom mapping scene since its first moments. From the get-go, Headshot has constantly broken boundaries and spearheaded mapping "evolution" from its early beginnings its modern conventions. His early maps set the foundation to what latter became DAPAK. Along with Danimal, Headshot set the standards for technical excellence, and developed the so-called formula style map; a mapping style still used heavily today. Headshot's range of influence covers architectural styles, texturing schemes, layouts, and in turn has spawned a horde of "clones" as other people emulate his style. However, Headshot has always stayed ahead of the game, never lingering too long in one style. In other words, Headshot 'makes' styles; he doesn't follow them!

His mapping career initially began with the stunning piece "Fragstar Deathmatch". Aside from being an excellent map in its own right, it also challenged the foolproof design id's dm4, asserting that better layouts can be derived from a similar style. At this point, the levels being produced had not yet broken the "vertical challenge." Fsdm1a's claim to fame was bolstered even more when chosen to be one of the QCon's tournament maps. Headshot took the liberty to refine his production, to make an even more playable piece.

He rounded off the rest of the fsdmx series with his 3rd map, which essentially involved into the dapak style (after his contribution to the Ukooldmx project, one of the better mapping series of the past). His accomplice in crime, Dan 'Danimal' Proietti hooked up and began working on a project that would change the mapping scene. If there was ever a 'shot heard 'round the world' Headshot and Danimal's DAPAK was it. The most playable Deathmatch scheme had been devised, and people followed suit, releasing horde's of maps cloning this style. Only recently have people taken the knowledge from the dapak style (connectivity, play speed, balance, placement) and moved back towards classical styles, creating maps the are outdoing all previous attempts.

Inevitably, Headshot dipped his hand into Quake2 maps (only to withdraw it and revert back to quake1. He continued his trademark designs with quake2, and released some excellent work. Kick the P.A. was one of the first few good quake2 maps, and he followed up with such marvels as D-Lite, Vascular Ray, and Wasted (which started a rather unfortunate exodus towards waste theme maps). Regardless, his Quake2 maps remain some of the most intense and enjoyable maps around . . .

One thing Headshot has been noted for, especially in his return to quake1 with "Dead Bodies Everywhere" and "Hidden Agenda" has been the use of custom textures. If one single element can separate commonly designed maps from one another, it visual diversity. Most of his recent maps include textures taken (or made) from a variety of sources. Aside from adding much needed flavor and color to the original q1 textures, they also create a more unique gaming and mapping experience for us all.

Headshot's final legacy is "Blessed to Kill." It is appropriate that Quake3, the game looming on the horizon, inspired his last quake map and marked the passage of a mapper into legend. In his final breath Headhshot still influenced the mapping scene. The use of "classic" quake textures, combined with curvy architecture and air lifts caused a new paradigm of maps to sprout out from the masses; one that is yet to be exhausted.


.DENNIS 'HEADSHOT' KALTWASSER.


ReleasedMap Name | ReviewFile SizeDownload
| 10-30-99 |Wasted Again628ktrinitydm.zip
| 3-24-99 |Blessed to Kill175kbless.zip
| 1-31-99 |Hidden Agenda212kagenda.zip
| 11-28-98 |Dead Bodies Everywhere208kdead.zip
| 8-25-98 |Contamination195kcontamin.zip
| 4-28-98 |Spine (version 2)204kspinev2.zip
| 11-2-97 |Capitol Outpost378kdapak11.zip
| 10-31-97 |Dread 16323kdapak10.zip
| 10-25-97 |The Gun137kdapak9.zip
| 10-9-97 |The Lost Outpost233kdapak2.zip
| 10-9-97 |Capitol Punishment196kdapak4.zip
| 10-9-97 |Mortal Terror178kdapak5.zip
| 10-9-97 |Lethal Impulse185kdapak7.zip
| 10-9-97 |8th Element203kdapak8.zip
| 6-18-97 |Fragstar DM1 (qcon)186kqcon1.zip
| 6-18-97 |Ukooldm6187kukooldm6.zip
| 5-27-97 |Fragstar DM 3154kfsdm3.zip
| 5-17-97 |Fragstar DM 2360kfsdm2.zip
| 4-11-97 |Fragstar DM 1165kfsdm1.zip

Wasted Again | 628k | 10-30-99 |


.bsp name: tridm1
Size: medium
Layout: formulaic
Style: concrete
Gameplay: strategic
Y/X Ratio: 1.0

Wasted Again (tridm1) is the first map in a conversion back by Headshot, ztn, and Retinal. From such fine authors, I was expecting a little more than what I recieved, but nonetheless, Wasted Again is playable level. If you want my honest opinion I think some levels should be left purely quake2. There you have it. Continue . . .

Bless to Kill | 175k | 3-24-99 |


.bsp name: bless
Size: small
Layout: formulaic
Style: blue concrete
Gameplay: intense
Y/X Ratio: 1.3

Phew! I've played Headshot's latest offering for about two straight hours, and it left me tired, abused, and completely shell shocked. I can still here the constant drone of the RL blazing away, and the sound of nails perforating my body. This is one helluva map, and s not to be missed. But enough of the small talk. Bless to Kill is one of the rising numbers of Q3 inspired maps, and that is not a bad thing. Bless has a very hectic and un-centralized layout, but it plays well nonetheless. Connectivity is excellent as usual, and item placement keeps players groveling around the entire match. While the architecture in general is fairly simple and clean, I suggest you take a closer look at those curves: Goddamn. Item placement is right on, and will keep you running back and forth across the level to stay fully loaded. And I must say, this one is up there the ol' carnage factor, bring a few friends and enjoy. Very well done map, in Headshot's typical ass kicking' manner.

Hidden Agenda | 131k | 2-12-99 |


.bsp name: agenda
Size: small
Layout: formulaic
Style:concrete/metal
Gameplay: intense
Y/X Ratio: 1.2

Hidden Agenda follows suit from dead bodies, delivering non-stop headshot action. Agenda is a splendid map, and leaves the players asking for nothing more. It will take you in, toss you around, and test your skillz to the limit. As usual, Headshot has fantastic visual detail, encompassing excellent texturing, wall-washers, and other tid-bits of architectural detail. The layout is not as verticle as some of headshot's previous maps, the but the change is a welcome relief from the formula styled maps. The map is built around two atriums with two developed stairway sections to move players around. Even the typical 'headshot secret' is present. Thing's really get pretty messy in here . . . so watch out. Or a certain rocket toting friend may make your demise his Hidden Agenda.

Dead Bodies Everywhere | 208k | 11-28-98 |


.bsp name: dead
Size: small
Layout: chamber
Style: concrete/base
Gameplay: intense
Y/X Ratio: 1.6

After what we though (but hoped wasn't) the final and absolute departure of Headshot, acclaimed the greatest Quake Mapper, comes an amazing piece developed in his three month absense. Headshot came and went, with very few words. But you know the old saying, a map is worth a thousand words. And man does this one demonstrate. Headshot has proved he is still king of the ring, and I personaly feel this is his best release ever. The look is completely new and refreshing, the layout is amazingly centralized, but still has the perfact amount of playing surface, allowing a 'slight' break from the action. My only qualm is that it is a little too 'balls to the walls' but is certainly damn fun! The lighting is demonstrates some real talent, and the item placement makes a very 'juice filled' game. Excellent work!

Contamination | 195k | 8-25-98 |


.bsp name: contamin
Size: small
Layout: formulaic
Style: red brick
Gameplay: strategic
Y/X Ratio: 1.4

This map was released late in '97 exclusively to PC Gamer CD's (I still can't find it on my copies though!), but was later released to all. Everyone 'really' wanted this map, and it is just as well because it's amazing. It's only downside is that it's plagerized by PC Gamer logo's (well, only two), but otherwise is excellent. Features the nifty two-way teleporters (walk vs. jump when entering) as well as a large and elabortae playing surface. The level has numerous multi-floored atriums at opposite sides of a larger central one. The texturing also makes the bottom floor feel like a 'basement' as it's dark and surely contaminated. Excellent item placement and quantity keeps the action flowing for quite a few people. Amazing FFA's guarnteed.

Spine (Version 2) | 204k | 4-28-98 |


.bsp name: spinev2
Size: small
Layout: formulaic
Style: metal/base
Gameplay: intense
Y/X Ratio: 1.0

Headshot has a thing for making 'official maps.' Spine was created for the '98 Qconferance, and was later revised after feedback from the players. The final product is one hell of a map. It takes a different style twist, as it plays far more horizontally than vertically (where most formula maps are split evenly), which is a nice break. It also requires alot more skill to frag people, as the wider floor spaces are farther from the walls, and the lack of elevation makes hitting your target's feet more difficult. No wonder it was a tourney map! Otherwise, the level has wonderful look to it, using a new texture scheme and some curved 'tunnel' architecture. Very awesome map, so get it frag away.

Capitol Outpost | 378k | 11-2-97 |


.bsp name: spinev2
Size: large
Layout: formulaic
Style: metal/base
Gameplay: strategic
Y/X Ratio: 1.2

Capitol Outpost is a combination of DaPak 2 & 4: The Lost Outpost and Capitol Punishment. Lots more players means lots more bodies. 'nuff said. These 16 player versions provide more room to rumble, and more goodies to plunder. Enjoy.

Dread 16 | 137k | 10-25-97 |


.bsp name: spinev2
Size: large
Layout: formulaic
Style: metal/base
Gameplay: strategic
Y/X Ratio: 1.2

As with Capitol Outpose, Dread 16 is another combination map, this time of DaPak 5 & 7: Mortal Terror & Lethal Impulse. These 16 player versions provide more room to rumble, and more goodies to plunder. Enjoy.

The Gun | 137k | 10-25-97 |


.bsp name: dapak9
Size: tiny
Layout: formulaic
Style: brick
Gameplay: intense
Y/X Ratio: 1.3

After the initial release of the first eight DaPak maps, Danimal vanished from the level scene. However, Headshot continued to release a few additional maps, one of which is the tiny map 'The Gun.' I was a little disapointed with this map, as it wasn't quite as stunning as the orignal eight dapak maps. The architecture was a little blan, and the lighting wasn't anything too impressive. The layout was quite good though, and the item placement got the job done nicely. While this map is not as good as some of the other DaPak maps, this is still an amazing peice, worthy of anyone's collection.

DaPak | 2.7mb | 10-9-97 |


.bsp name: [varies]
Size: small
Layout: formulaic
Style: brick/metal
Gameplay: intense
Y/X Ratio: 1.0

Headshot and Danimal's Da Pak is the premire collection of maps in the entire community. Not only did these maps set a technical precedent for others to live up to, they also revolutionized the design and layout of DM maps. Never before has a collection been so influential, as others continue to replicate their idea's in what is termed 'Da Pak' maps. The levels all share a similar style, with slight color and temperment variations, which keeps the maps very coherant. The structural work is incredibly solid and really did away with the 'thin' look that plauged almost every preceeding map. The layouts are all very well though out, with multiple levels and atriums used to the full extent. Item placement is flawless and assures continues and witty deathmatch fun. These maps are not a joke, they changed to very foundation of DMing maps, and showed that custom levels can be one of the most rewarding addons for a game. Amazing work. This Pak contains 8 levels, by both Headshot and his co-mapper Danimal. The following are the maps by Headshot.

Dapak 2 | The Lost Outpost
Dapak 4 | Capitol Punishement
Dapak 5 | Mortal Terror
Dapak 7 | Lethal Impulse
Dapak 8 | 8th Element

FragStar DM1 (Qcon1) | 186k | 6-18-97 |


.bsp name: qcon1
Size: small
Layout: formulaic
Style: red brick
Gameplay: intense
Y/X Ratio: 1.3

Headshot's first released map was a little peice known as Fsdm1, and it was incredible map. Not only did it forshadow the coming of one of the greatest mappers, but it still remains a good solid and played map. It was later chosen to be the Qcon '97's tournement map, and Headshot was determined to make revisions to an already stunning peice. What we now have is QCon1, a wonderful demonstrating a new (at the time) look, along with an excellent layout. Item placement is a little whacked, but the new release fixes alot of the original problems. Navigation was improved with additional spaces and lifts as well. It all comes togeather in one solid package!

UkoolDm6 | 187k | 6-18-97 |


.bsp name: ukooldm6
Size: small
Layout: formulaic
Style: block/metal
Gameplay: intense
Y/X Ratio: 1.0

One of the biggest and most respected mapping projects during this time period was Copy Cat's UKOOLDMx project. This pack featured maps by some of the top mappers of the time, including Headshot. Many consider Ukooldm6 to be the precursor to the DaPak series. The architectural styles are virtually identical, and the overall polish of the map is on par with DaPak as well. The is really an excellent and classic map. Not to be missed.

FragStar DM 3 | 154k | 5-27-97 |


.bsp name: dapak9
Size: small
Layout: formulaic
Style: block/metal
Gameplay: intense
Y/X Ratio: 1.2

If Ukooldm6 was the precursor to DaPak, Headshot's final map in the Fragstar trilogy was the precursor to it. The layout and style is "very" similar to Ukooldm6, but lacks the strong refinement that makes the other level so excellent. Even so, if you're in the mood for classical Headshot action, check this one out.