As to this map rendering just black; My guess is you have a PK3 in your baseq3 folder that has a corrupt shader file. As a test, remove all custom PK3 maps except this one and see if it loads correctly.
Note: My apologies to the artist. However, I felt that my continued silence was less a transgression that that of an excellent work of Quake3-noir remaining with flaw and none to urge repair of such.
Oh yeah, and did anyone notice that the bumpmapping isn't so effective on horizontal or near-horizontal surfaces, like the drainage pipe? It still looks '3D' but the pits turn into bumps if you look at then from the other side. This is because of way the human brain process light/shadow information. Your brain assumes all light will falling from above and so things lit from above will look convex while things lit from below will look concave. Neat, huh? My Oxford psych degree wasn't a total waste...
"Ah yes, the almighty dollar for greedy capitalists"
I want to beat you to death with a golf club for that remark. It isn't about the "almighty dollar", it's about courtesy and respect. If I made something and put it up for free and you stole it without giving credit, I would be pissed. I carefully document all the sources I use to make my Starforce mod for FreeSpace 2. Why? Because ripping people's stuff like that is wrong, dishonest, disrespectful, and can land you in JAIL. Take your pinheaded socialist ideologies and shove 'em up your ass.
I'm downloading the map now; my 1.6-GHz Athlon will be VERY choppy running a 17MB map.
8 for idea. 7 for concept. 7 for architecture. 7 for gameplay (because a lot of little boys out there still have litle video cards unlike us real men). 5 for innovation. 10 for doing something else other than a science-fiction or church inspired map! 5 for technical. 5 for map innovation (no tunnels to swim through, no doors that open, nothing to operate, and doesn't Quake III make use of mip-mapping, bump-mapping, and all that OpenGL jazz?!)
But in the end no standard judging criterias have been established by the people running this site. Everything is in fact subjective. One man's trash may be another's treasure.
And say...isn't Quake III, like, so, like, you know, like, you know, like old? Like, ancient? Like has-been? Like...oh...forget it.
You make something called 'item-X', which you give away (for free) over the internet. You also, very clearly label item-X as copyright by Eh? - Free to distributed so long as this copyright notice appears. Some one called 'LowbrowScum' decides that item-X is a very cool thing and wishes they had made item-X themself. They like it some much they decide to remove your little copyright notice and start to promote item-X as LowbrowScum's very cool thing - copyright LowbrowScum.
Does that make it any clearer or are you going to troll some more?
That should be "typos" without the apostrophe. Sheesh.
:)
Nothing makes my ass hurt like simpleminded generalizations. How about this: You created something (a map, a painting, a song) and assclowns decide to start doing random things with it without contacting you and asking if you mind.
It doesn't have to be about (gasp) GREED AND CAPITALISM--TEH HORROR!
It's about simple, common courtesy.
And yeah, the map looks absolutely gorgeous, and has a huge variety of technical problems--it's built in a box, runs like crap, has visual glitches, and is in serious need of clipping (movement is really annoying with all the slanted/rounded steps and faces). I wish the author would take the time to finish it off properly.
Speeds: I put a couple of pics up on my website: www.clanlocknet.com/test/
they're xpac 1.jpg - xpac 4.jpg fullsize (1600 X 1200) and unaltered.
Think about this. You spend sometime making something that you want to sell, then someone comes along, buys a copy, then includes it in their 'free to download' product, without asking you if it was OK to included your work in their 'free to download' product.
The music sound was eating up alot and the map was choppy before I did that.
I had one problems with the map... Near where the shotgun is placed, back across the street... follow the pipes toward the wall and you'l see a chain link fence texture... walk through it and you fall under the map. Some places allow you to jump back up into the cobbled street or a buildings wall.
I want more pics please
-Vexar
I did however get to a part of the map where i can see the map from "the outside" wihtout dying ore something, which was for me pretty sad to find after the stunning walk through. A bit of testing would have fixed this :( . I can send you a demo that shows you to get exactly to the place in the map where that happens.
Anyway an amazing work.
I've asked XPac to get in touch with the Pillows and ask for their permission to include the track.
Note for other mappers: Do NOT include the work of other people without full permission, and please keep a copy of the email if you do get permission :]
Not a map to play in, but wonderful place to discover.
And, folks, don't forget to visit XPac's site, as there is some interesting stuff here too...
Continue comme ça, cher compatriote...
Performance could have been better if there was some vis-blocking, but it looks like it was just all made detail and then stuck in a box to compile (you can jump out of the playable area into the box that contains the map in a couple of places). Also the whole map seems to have a very dense lightmapscale, probably set from the worldspawn, whereas for a lot of surfaces it could easily have been reduced to be kinder to older PCs... and indeed not-so-old PCs.
Still an awesome tech demo though.
PS Stealing any piece of music you happen to fancy to use in your map is naughty, don't do it kids.
...furi kuri... furi kura...
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