Paul Jaquays on Map Converters ........
<snip>
We (id) have taken the position that map converting programs should 
only be used if a map maker is converting his or her original map 
designs (created for another game engine) to the Quake 3 Arena Engine.
Any textures used to make the conversion should either be textures 
from an id PK3 file or conversions of the map author's own original 
textures or other textures that have been created for the purpose 
of free dissemination. Using textures ripped and converted from other 
id or non-id games violates the owners copyrights is not to be allowed.
Furthermore, the maps that id created for Quake 1 and Quake 2 are 
also our copyrighted property and are only to be distributed and used 
with the games for which they were created.
Respect should also be given to the original map authors. Like id, 
they own the copyright to their works. Any conversions made of maps by 
designers other than id should either by done by the map maker or with 
his or her permission.
The other issue regarding converted maps is that maps are designed to 
work with the physics of the game for which they were designed. As an 
example, I've run through a mechanical conversion of DM4 for classic 
Quake. Even though it was a 1 to 1 converion of the original, it sucked 
badly in Q3. All the proportions were off and the textures looked 
butt-ugly. By comparison another author had taken the same map and 
re-interpreted it for Q3A. The dimensions and design of the map were 
adjusted to work with the Quake 3 physics. The textures and level of 
geometric detail were brought up to Q3a speed. In the end, it was an 
good-looking original work that greatly reminded the player of the 
orginal classic.
At id, we strongly support that type of conversion.
Sorry if this came off like a lecture. Thanks for supporting out game 
on you pages.
Paul Jaquays
designer
id Software, inc. 
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