Welcome to the Arena, where high-ranking warriors are transformed into spineless mush. Abandoning every ounce of common sense and any trace of doubt, you lunge onto a stage of harrowing landscapes and veiled abysses. Your new environment rejects you with lava pits and atmospheric hazards as legions of foes surround you, testing the gut reaction that brought you here in the first place. Your new mantra: Fight or be finished.

Image RSS Feed Screens
Quake3 Safe Mode Screenshot Trick Jumping Bot in q3dm6 Trick Jumping Bot in q3dm6

Greetings to ModDB community!

Today we release a beta version of our editor, Jackhammer 1.1.700, both for Windows and Linux. Although there are not so many features introduced, we did our best to improve stability and functionality of the editor, along with polishing game support. Lots of flaws were corrected, so if you experienced critical problems with older versions, don't hesitate to install this one!

What is Jackhammer?

Jackhammer is a brand new level editor for games with a quake-style BSP architecture. The aim is to develop a convenient cross-platform tool capable of incorporating the best features of existing editors, such as Valve Hammer Editor, Q3Radiant and others. Despite Quake and Half-Life having been released a long time ago, the large community have arisen around, still developing mods and games on their bases. However the existing editors suffer from fundamental disadvantages their users are well familiar with. Jackhammer does aspire to be the universal level design tool for classic games. But not only the classics! The editor shall become a key development tool for the Volatile3D II engine, that is why its second name is Volatile Development Kit.

We present you the latest public beta - version 1.1.700. Despite not all the ideas being implemented and not all the functions being completely error-free, you are already able to download almost fully functional version of the editor, install and evaluate Jackhammer in action. Please don't forget that beta may still contain some issues. We are interested in a vast testing of the editor and grateful in advance for your comments and suggestions! In addition, you can provide Jackhammer with financial support, donating funds for the further development.

Supported Games

Jackhammer currently supports the following games/engines:

  • Half-Life (GoldSource)
  • Gunman Chronicles (GoldSource)
  • Quake (Quake engine)
  • Quake II (id Tech 2)
  • Quake III (id Tech 3)
Win32 Jackhammer 1.1.700 (Win32 Version)
Linux Jackhammer 1.1.700 (Linux Version, 32-bit)
Linux Jackhammer 1.1.700 (Linux Version, 64-bit)


Here is a list of highlights of the new editor version's. The list of new abilities is far from being complete, therefore don't hesitate to look through the habitual menus and dialogs thoroughly!

  • Archive Support: Jackhammer can load models and sprites from game archives (PAK, PK3). This is useful if you open other's map which uses models, and your game resources are not unpacked.
  • Compiling in Editor: now it is much more convenient to compile maps in the editor, because the compile process doesn't block it. You can continue editing the map while the long compilation takes place. You can also terminate it at any time simply by closing the Process Window.
  • Improved Decal Rendition: you can preview Half-Life decals (colors and transparency) in the 3D-View just the same as in the game.
  • New Texture Application Modes: "NULL to Selected" (applying NULL or caulk texture to selection), "NULL to Unselected" (same as the previous mode, but texture is applied to the other brush faces; handy fast removal of backfaces), "Apply (texture + values + axes)" (copying texture axes information, simplifying texture application to complex objects and landscapes, especially when combined with "Align to View" mode).
  • Automatic Selection in 3D: you can select multiple objects by pressing mouse button in 3D-View and then dragging a cursor. This mode is convenient for quick selection of lots of nearby objects (e.g. landscape brushes), when clicking can become annoying.
  • Model View: you can specify an external model viewer (e.g. HLMV) and open any model simply by a context menu command. Also it is now possible to reload a model from disk without restarting the editor.
  • Update Check: the editor can automatically check for new version available and notify you, so you can immediately download and install the update.
  • Lots of improvements: the new version traditionally contains lots of bugfixes and improvements in comparison with the previous release. The editor became much more stable and functional, and now it is a beta. You can read the detailed changelog here.
New decal rendition External Model Viewer Support

And more new features that were also present in the previous versions of the editor:

  • Cross-Platform Editing: the editor is being developed on a cross-platform Qt framework and is available both for Windows and Linux users. We do our best to provide the same level of comfort to Linux users, revealing them finally a convenient level editor!
  • Large memory addressing support: 64-bit version on the editor overcomes the 2 Gb memory limit. Now you can store more history items and undo more recent actions.
  • Extensibility: the editor supports plugins to extend its abilities. Plugins can be very versatile: from new brush primitives, texture and model formats to new game configurations with their own import and export formats. Plugins can share the functionality with each-other: so that WAD3 texture format used by Half-Life can be easily "plugged" into Quake and used along with its "native" WAD2 format, certainly with compilers that also support it.
  • Game Formats Support: because of flexible plugin system the editor supports many formats of game resources and correctly displays them. They are models of different formats(Quake MDL, Half-Life MDL, Quake2 MD2, Quake3 MDL and ASE), sprites (Quake SPR, Half-Life SPR, Quake2 SP2), map sources (MAP, RMF). There is an ability of import and export in RMF format preserving most of its specific features (object colors, grouping, visgroups), so that Jackhammer can be used along with VHE.
  • Color Schemes: the editor's look-and-feel can be easily customized using the color schemes, both predefined and user-created. Almost all colors in viewports are customizable - from a background color to a color of Vertex Tool bullet's frame. Besides a general color of the application's window can be altered. In addition one can define his own presets in a configuration file.
  • Realtime Texture Effects: transparency, texture animation and scrolling support promotes a higher grade of perception of a level under development. Now one can estimate translucency of windows not only in a game, but also in the editor. You will be able to see your Quake III shader scripts almost the same as in the game! Along with that, special rendermodes of textures in Half-Life models are supported.
  • Embedded Shader Editor: now the creation process of shaders for Quake III and other games based on its engine becomes delightful. You can not only preview effect changes in real time, but also utilize such convenient features, as automatic source code formatting, syntax highlighting and keyword auto-completion.
  • Large Map Support: the editor enables working with levels of large size, up to 262144 x 262144 units, now it is simply set up in the Preferences. Now one can easily crate levels for mods with a support of large outdoors.
  • Multiple VisGroups per Object: hence an object can exist in several visgroups. In Jackhammer, VisGroups are never created automatically upon hiding a level fragment: hide/show mechanism doesn't rely on grouping anymore. However VisGroups allow to hide certain logical groups of objects along with color coding, in other words, act as a regulation tool.
  • Textures Bound to Game Configurations: one more important innovation is texture binding to game configurations instead of a global texture list. This feature allows, for example, address different WAD files in different mods and work with them independently.
  • Loading Resources on Demand: to speed things up, the editor precaches the resources on startup. However within a considerable amount of game configurations this process may take a long time. To deal with this issue, there is an option to precache only the resources needed in the immediate work. Working with a Half-Life level, the editor precaches only models and textures for this game, saving system's memory. Upon loading a Quake level, Jackhammer will add its resources to the load.
  • Curved surfaces: the editor supports curved surfaces (patches) used in games based on Quake III engine, and also contains instruments making work with them easier: rotating around a control point, randomizing control points, and other.
  • Path Tool: a new instrument considerably facilitates the process of creating paths for trains, mosters and other objects. You can copy and paste paths in a map, join and split them, invert and convert to linked set of entities.
  • UV-Lock: the new feature emulates 3D model editor functionality where texture coordinates are bound to vertices. Although such emulation is not completely possible, the editor sometimes allows to achieve previously almost impossible ways to texture faces, e.g. skewing a texture along with a brush side.
  • Additional Instruments: along with Worldcraft/Valve Hammer Editor instruments one got used to, the editor supports some specific features: either original or adopted from Radiant's ideology. For example, there are such new functions, as brush merging, scaling texture lock, validity restrictions in Vertex Manipulation mode, model rendition in 2D viewports (including the translation/rotation preview), scaling models with Alt key pressed. On a new level creation, the editor prompts for a basic room, which is very convenient for validation of a game configuration or, perhaps, testing specific entities.
  • Extended FGD Format: the file format describing game entities was extended for the specific needs of Jackhammer. For example, the new format enables displaying angles of entities using arrows, rendition of light sources as octahedrons, and introduces a help system for entities and their parameters. You can extend your own FGD per existing samples (e.g., halflife.fgd distributed with the editor).
  • Autosave: you can setup autosave function to protect your project from editor crashes or own design errors.
  • Miscellaneous: the editor supports precise selection of models in 3D viewport, loading and rendition of portal files (*.prt), assigning a random yaw to entities, multiple texture fitting, texture replacement with scaling, context menus for entity creation and many other pleasant little things, and there is no good to enumerate them all. Just install the editor and look at your own!

Jackhammer In Action!

Nowadays Jackhammer is quite widely used to create maps for different games, especially for those based on GoldSource engine. We'd love to promote some projects that extensively use our editor.

RustWorld - Gunman Chronicles mod

Your spaceship takes meteor damage and falls to the Ferrin Moon. The moon is unstable, constantly bombarded by asteroids and slowly falls to the planet below. You managed to survive the crash landing, but now you have to find a way to escape as soon as possible. If you remember this good old game, and have one installed, don't hesitate to download and play the only singleplayer mod for it, created in Jackhammer by H-3D.

Headcrab Frenzy! - Half-Life mod

Headcrab Frenzy is a dynamic action Half-Life mod which allows you to quench a desire to destroy these little bouncy critters to your heart's content, hold records and try your hand at cooperative gameplay, competing in public statistics. Two game modes, a bunch of maps, several headcrab types and gradually increasing "frenzy" scale which can be periodically vent - that's the crux of the mod. Mod version 1.5 is being prepared to Steam release, and two new maps were created in Jackhammer by Skaarj for your pleasure.

Headcrab Frenzy 1.5: New Maps Headcrab Frenzy 1.5: New Maps


Jackhammer is not based upon any existing level design software; it uses neither any proprietary code nor results of decompiling and/or reverse engineering of the proprietary software; reconstruction of design and functionality of Valve Hammer Editor is intent because many modders got used to the familiar look and feel.

Useful Links

Complete changelog of version 1.1.700 can be found here. Please visit the official website for more information, F.A.Q., articles and manuals. Feel free to join our ModDB group to recieve minor news and updates. There are also plans to add Jackhammer to Greenlight, so don't forget to watch my Greenlight Workshop! If you support other our projects, this will be also very nice.

If you're already using the editor for your mod or game, let us know, and we'll probably feature you in the next release news!

Jackhammer 1.1: new cross-platform level editor continues to evolve!

Jackhammer 1.1: new cross-platform level editor continues to evolve!

9 months ago News 19 comments

Jackhammer is a brand new level editor for games with a quake-style BSP architecture (Half-Life, Quake, Quake II, Quake III). The aim is to develop a...

Q3knockOut 1.5.0-beta released

Q3knockOut 1.5.0-beta released

10 months ago Q3knockOut 1 comment

After five years I dusted off the old sourcecodes of this mod and did some fine tweaking and added an automatic bot skill detection for a more challenging...

Winners announced

Winners announced

3 years ago News 0 comments

29 participants registered, only 8 went through the hard sweat-and-tear-deadline-phase... only 1 can take the first place and the cash!

Judging Time has started!

Judging Time has started!

3 years ago News 0 comments

Ten weeks are over, judging starts, good luck to all of us :D

Welcome to the Arena, where high-ranking warriors are transformed into spineless mush. Abandoning every ounce of common sense and any trace of doubt, you lunge onto a stage of harrowing landscapes and veiled abysses. Your new environment rejects you...
Post download RSS Feed Related Downloads


2 weeks ago CZ45's Quake 3 Arena Mod Stuffs Full Version 0 comments

Contains all of my created Q3A model skins(including the camopaks and the team skin mod, those that have a separate download here). Plus some of my created...

Jackhammer 1.1.700 (Linux, 32-bit)

Jackhammer 1.1.700 (Linux, 32-bit)

2 months ago Mapping Tool 1 comment

Jackhammer is a brand new level editor for games with a quake-style BSP architecture (Half-Life, Quake, Quake II, Quake III, Gunman Chronicles). The aim...

Jackhammer 1.1.700 (Linux, 64-bit)

Jackhammer 1.1.700 (Linux, 64-bit)

2 months ago Mapping Tool 0 comments

Jackhammer is a brand new level editor for games with a quake-style BSP architecture (Half-Life, Quake, Quake II, Quake III, Gunman Chronicles). The aim...

Jackhammer 1.1.700 (Windows)

Jackhammer 1.1.700 (Windows)

2 months ago Mapping Tool 7 comments

Jackhammer is a brand new level editor for games with a quake-style BSP architecture (Half-Life, Quake, Quake II, Quake III, Gunman Chronicles). The aim...

New Generations Arena icons

New Generations Arena icons

4 months ago Generations Arena Icons Patch 0 comments

Here's the icons mod for the Generations Arena mod.

CZ45's Q3A Mod Bundle(rev1)

CZ45's Q3A Mod Bundle(rev1)

4 months ago CZ45's Quake 3 Arena Mod Stuffs Full Version 0 comments

Changes: -Tweaked the gib physics for mod "Neon Retro". -Tweaked various sound effects for mods "Metal", "Bloody Gibby", and "UAC Arena". -Main menu backgrounds...

Post comment Comments  (0 - 10 of 76)
alencore Aug 11 2015 says:

I've been retro gaming lately and finally got into q3 and wow I'm so rusty on this game I can't even beat the bots on hardcore - nightmare mode LoL! Along UT and HL this old games are just timeless.

+1 vote     reply to comment
CannerZ45 May 29 2015 says:

My most favorite Quake 3 Arena analogy that I found somewhere in the internet; "It's just like a finely-tuned, high-performance, race car. It's fast, it feels great, and people who likes looking under the hood would find the inside is just as interesting. Yes, it basically does only one thing, unlike other types of land vehicles(like, the SUV). But you can't deny, it does that one thing, so, very, great."

+1 vote     reply to comment
Avoozl Jun 15 2014 replied:

Never mind, I just found out it's actually called Pain Keep Arena, and that Painkiller was actually the name of a bot in the first map of its solo ladder mode.

+1 vote     reply to comment
juniman2000 Sep 29 2013 says:

who would like to play this game with me its so hard to find ppl to play

+1 vote     reply to comment
Guest Dec 31 2012 says:

I agree that this is one of the best FPS I've ever played.. though Duke3d was super fun in MP... What I'm finding is that games that are supposed to be simple (Just kill the other guys) has become complicated, and in that process a lot of the fun of the game has been lost...
I've been playing some UT2k4 and I still go back to Q3 when I really want to have fun without endless frustration

+3 votes     reply to comment
Sabian May 30 2012 says:

There are a lot of mods for this game I don't understand why no one has thought of a Halo or Assassins Creed mod for this game

+4 votes     reply to comment
Sabian Jun 1 2012 replied:

Maybe a Naruto mod as well

+1 vote     reply to comment
Zonic76 Mar 31 2012 says:

how same is the gun-play etc to Unreal Tournment

0 votes     reply to comment
leilei Apr 27 2012 replied:

No second triggers
Less tactical (i.e. no biorifle or shock combos - though the Prox Launcher in Team Arena comes very close to a UT3 Bio Rifle)
and most importantly imo for the sake of flow that no one ever mentions

getting shot doesn't mean a critical loss of velocity, instead, velocity is ADDED. Someone can rail you off course.

+5 votes     reply to comment
Avoozl Mar 21 2012 says:

This was my first fps game on PC, most of the fps games I played before it were console based which were the awesome 007 games and they happened to use the ID Tech 3 engine also ironically. :P

+4 votes     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Quake III Arena
Windows, Mac, Linux
id Software
id Tech 3
Send Message
Official Page
Release Date
Released 1999
Game Watch
Track this game
Community Rating



223 votes submitted.

You Say


Ratings closed.

Highest Rated (6 agree) 9/10

Quake 3, is without a doubt, one of my favourite games. This game is amazing. I can play it offline for hours and hours without getting bored. The bots are great, and quite challenging on higher difficulty settings. The weapons are well designed but the machinegun was really crappy. Making stuff for this game is really easy and makes the game even better. There isn't really a storyline to the singleplayer campaign. But this isn't much of an annoyence. I found the maps to be very fun, especially…

Nov 12 2010 by ZakkarZarZar

First Person Shooter
Single & Multiplayer
Quake First Person Shooter
Quake 2
Quake 2 First Person Shooter
Quake III Arena
Quake III Arena First Person Shooter
Quake 4
Quake 4 First Person Shooter
Enemy Territory: Quake Wars
Enemy Territory: Quake Wars First Person Shooter
Last Update
2 months ago
180 members