4 to 16 players | Reviewed by DaZ - Friday 2nd March 2001 @ 6:18am

Why *OH WHY* does this happen? Don't some people have *eyes*? As you may have geussed already, Abcool blows *BIG TIME*. We all remember our first Quake map, that lovely box map using only one texture, a light with 8000000 brightness and 50 weapons all lined up in the center of the map. Well Austin must have really liked his first map cos *here it is*! For us all to play and enjoy!

The build style is.. Errr well, ID textures used to create some very *Un*-lavished rooms (if your lucky you might find an aligned texture, but I doubt it)usually consisting of 6 brushes (4 walls, a roof and the floor). Lighting makes the map completely Un-playable as it is either full*dark* or completely the opposite, burning your eyes out of your sockets with a 50,000 brightness strobe light...

The layout is non existent, as the map at its base level is just a load of boxes connected up by holes (complete with doors that make no sound when activated), oh wait, hang on, the map at its base level is exactly the same as the map looked at in game... Hmmmmm. yes connection wise your looking at a roundhouse trip in order to get from one side of the map to the other as no handy shortcuts are provided.

Ok, this map stinks. It is an example of a map at the lowest end of the low. Whatever you do just *dont* download it! (also nice of the author was to put the map into a instal exe not a zip file, making the zip file over 600k...) But I dont want to leave this review on a wicked note. Some pointers for the author... Get the top ten MPQ maps! You can learn a heck of a lot from those about looks / layout / gameplay ect... That goes for all you people who have a map but are unsure about releasing it, also an in-valuable thing to do is beta test, give the map to a load of people you have never met and see what they say... Austin did none of this and unfortunately his first map turned out to be complete arse, *it can be avoided*!!

Oh and this map is not VIS'ed either :(

Another thing, as MPQ is between choosing an icon for the lowly 0/5 mark, this will have to do = 0/5

Note from Paul : We now have a graphic for 0.0/5.

0.0 out of 5.0

Download 644Kb - 1121 downloads | no readme | Austin | Author Site

#11. what VIS does ^

by Fern - Friday 2nd March 2001 @ 5:00pm (

when you walk around in an unVISed map, Quake draws every face of every brush that is in your line of sight, whether something is between you and it or not. This slows the map down and also makes brushes disappear in software Quake when more than 800 faces get drawn. VIS calculates which brushes you can actually see from wherever you're standing and makes sure that only they get drawn.

At least I think that's how it works. Anyone else going to let me know how retarded I am? :)

#12. Sounds good Fern. ^

by mal - Friday 2nd March 2001 @ 6:44pm (

That's about all i know about vis. it really helps.

to use it, make sure your map is sealed (ie, a concave space, with no access to the void)

then run BSP and Light (whichever programs you use)

then run VIS (to do this, place the map in the same directory as VIS.exe and run the DOS prompt. then do this

>VIS -level 4 'mapname'

replace 'mapname' with the name of your map.

there are newer versions of BSP, Light, and VIS. you can get some of them at

uhh. good luck

#13. about the icon ^

by mal - Friday 2nd March 2001 @ 6:47pm (

how about a big L on the forhead? instead of a 0. or maybe the word 'zero'

/me goes and makes a zero quality map. oh wait, I did. /me gives everyone a copy of ckdm1 - twitch like a fiend

not to be confused with maldm1 - twitch like a fiend, which was .5 quality but got a generous 2.5 or something.

#14. exe? ^

by misyu - Saturday 3rd March 2001 @ 6:04am (

Could somebody replace exe with zip? I get too many viruses from net- that is usage of exe files :/

#15. Hey!!!! wtf? ^

by Rotpig - Saturday 3rd March 2001 @ 9:54am (

Id textures are da best... If you align them, they will look good.

#16. Well...... outta da blue comez....... ^

by Austin_Brock - Saturday 3rd March 2001 @ 11:45am (


You might have to wait till tommorow to get it.

Search for either "Quake" or "Abcool", you will either find loads of stuff for Quake or my firt map. I'm not going to submit my map yet, as this one did make a fool of me, I just want some people to test my map and give me advice on what to do, oh and watch out for the car! (And YES it's vis'ed, and it runs at a cool speed toooooooo! and it's in .zip format! YEY, I bet your glad, LOL.)

#17. Oh yeah. ^

by Austin_Brock - Saturday 3rd March 2001 @ 11:46am (

And my textures are aligned as well. (Well I think most are!) :o)

#18. To tell me what ya think...... ^

by Austin_Brock - Saturday 3rd March 2001 @ 11:50am (

.... either email me at austin_mailto:[email protected]?subject=Arrgggh don't email me!? , with the subject Abcool2 or post a message here (The reason for the subject abcool2 is that I can't stand junk mail and I'd never be able to tell if its junk or not, and it could get deleted!)

#19. Ok.... ^

by Rotpig - Saturday 3rd March 2001 @ 10:27pm (

Yes, I'm taking the "abcool2" challenge ppl. I'll post up some revelations after I see this map...

#20. Results... ^

by Rotpig - Saturday 3rd March 2001 @ 10:59pm (

Well, I should say that abcool2 is perhaps ever so *slightly* better than abcool.

The car that races it's way down the middle of the map is quite lame and things like that don't make maps very enjoyable imo.

As with abcool, this map seems to make very little sense as far as layout and connectivity goes. The clicking Train entities and doors all combine to make this the most noisy damn map of all time. Almost constantly, doors are opening and closing all over the place (it's quite funny actually)

Tips from me would be to spread the map out a lot more. Cramped maps are seldom really good, this being no exception. Small doorways give no margin for error when navigating, causing players to get caught and frustrated. Players also need room to move and dodge, which in turn will make a map much more enjoyable. The lower section of this map shows some potential even though the lighting is quite nasty.

Place weapons in locations that compliment their styles or uses. Also, it's a good idea to make it so that weapons are accesible to players. (the RL,Quad and RA are all located on crates at the top of the map, where there is no way of getting them)

The crates have been done well, not that this is anything difficult. At least the textures line up...

As a final note, I would say that you should just practice with the editor you are using and take Daz/Ferns advice and look over some of the better maps. Go through the list of maps here at MPQ. You dont even have to look at all the very best maps (although I recommend it just to get a better idea of what you need to do)

You could even try doing some sketches. That works for me (rpdm7, rpdm8 and part of rpdm10 were made from sketches) Its sometimes better to plan on paper first and save time.

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