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@GuitarMan :
@Tig thank you very much - this map loaded just fine for me, both on Steam Q3A (which is the 1.32 point release Windows version) and on ioQuake3. But now that you pointed...
@tig @GuitarMan
Thank you both very much for the debugging and Tig for the fix!
We're currently using quake3e...but I think it's only because we found out early-on that it supported a large (unlimited?) number of maps. I wonder if ioquake3 also does.
We don't use quake3e for really any other reason I can recall.
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@Tig thank you very much - this map loaded just fine for me, both on Steam Q3A (which is the 1.32 point release Windows version) and on ioQuake3. But now that you pointed that out, I looked into the file and you're right, the very last closing bracket is not there.
I wonder why I was not getting any missing textures or error messages in Q3A console, and @sedawkgrep was missing the whole skybox.
Anyways, big thanks to you @Tig for finding out exactly what was wrong - I mean, you're still keeping this site alive nowadays and taking your time to fix this - you're a God amongst mortal men.
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@sedawkgrep / @GuitarMan -
Stauf’s Last Stand by David M. Law has an invalid shader
stauf.shader - It is really an .arena file with a .shader extension. If the Q3A engine is reading this as a shader, it could be causing issues for pretty much everything after it.
Edit: The problem PK3 is from Q3NGiarena1 by Kit Carson. The very last line on the shader is missing a closing bracket :( You would need to remove this PK3.
Added a patch file to the reviews for Q3NGiarena1 and Stauf's Last Stand that corrects both issues.
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@sedawkgrep Hi, thanks for coming back with more info, I can't do much more than a quick check right now but from the error messages it seems to be a conflict with some other map.
You're right, that .tga texture does not exist in the .pk3, so I guess the texture is not the problem.
WARNING: Ignoring shader file scripts/kit_ngi.shader. Shader
"textures/kit_ngi/blue_telep" on line 199 missing closing brace.
From this I'm thinking there's a conflict with a shader file in some other .pk3. "kit" is Kit Carson, who's got several maps listed here. It's either one of his maps or someone else included an altered version of one of his shader files on their own map. That
"missing closing brace" is screwing things up.
Best I can tell right now is to move all Kit Carson maps you've got to another folder temporarlily and try again. Maybe even move all custom maps to some other folder and check if you can see the missing texture when you load up this one. If you can see it, then start moving back maps one by one and try again every time until the texture disappears again, and you'll find the conflicting one.
Yeah, it will be time consuming and tedious, but it's the only way I can think of. Hopefully someone else knows of an easier way.
Edited 4.42 minutes after the original posting.
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@guitarman @tig
Here are the relevant warnings / errors from my condump:
Ignoring entire file 'scripts/stauf.shader' due to error.
WARNING: Ignoring shader file scripts/kit_ngi.shader. Shader
"textures/kit_ngi/blue_telep" on line 199 missing closing brace.
WARNING: R_FindImageFile could not find 'textures/skies/sholclouds.tga' in shader 'textures/skies/bel'
Indeed that .tga file does not exist in the pk3 we have.
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@GuitarMan :
@sedawkgrep No issues here either. Just tested the map on Steam Q3A and ioquake3. Any info on the in-game console? Whenever it's a missing texture or shader error it shows...
Thanks guys for the quick feedback. I'll take a peek again and see what might be going on. Thanks @GuitarMan for the suggestion - I've not seen this command before.
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@sedawkgrep No issues here either. Just tested the map on Steam Q3A and ioquake3. Any info on the in-game console? Whenever it's a missing texture or shader error it shows up there, I guess a console dump (/condump filename) might help find the issue.
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@sedawkgrep : Odd you have a missing sky texture. My clean baseq3 has no issues when testing this map. No missing texture with the LiveView version as well.
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Just fired this map up for the first time. The cloud texture appears missing for us. Any ideas why that might be the case / fix?
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Ideal for campers. Layout does not benefit gameplay imo.
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unknown
unregistered
#24 11 Apr 2018
Thanks @shrinker, mpterra1 has the layout of the map I was searching, althought the one I came up with was identical (if not same) with another name lol
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unknown
unregistered
#23 11 Apr 2018
This looks like a remake of an old map. I'm trying to find it for nostalgia. I found it on few servers months ago but forgot the name. Any one remembers which one I mean? One that also had a brigdge with water.
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Tux Runner
unregistered
#22 31 Oct 2017
i Nicknamed this gourgeous map as "North Korea Vs South Korea dmz border",i dont know but this is reminds me sorta of a asian country border,that Gazebo,that Trees,i dont know...i like more open field maps,as a battlefields,i hope you make a kind of Battlefied 1 terrain map some day..thanks
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Well done architecture.
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I crave terrain maps, and I liked this map some-but was still considerably small for me.
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shrinker
unregistered
#19 04 Apr 2011
this is a remake of mpterra1. i still prefer overdose, is better. 7 points from me
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A good terrain map, probably the cleanest one of the bunch in terms of brush / terrain geometry. The ancient greek feel of the map is a nice change from the usual gothic / tech themes and it goes well with the neutral-colored environment. I have to commend the time it took to construct a map of this type, although compiling times mustve been fast due to the terrain being detail brush I can only imagine the painstaking work of getting the terrain to look just right. Thumbs up for this creation, it is a shame Kell hasnt released any more maps in such a long while, but who knows... :-)
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I, ve never seen something like this on Quake 3. Vwery interesting greek style, and interesting use of terrain. We of the Lvl community are getting bored from futuristic/gothic/space maps, arent we? Also the gameplay is very interesting. Its simple and fun. My fav weapons where the RL and the PG, what dont happens in other maps. I give this a 10/10 (only Crescent got another 10/10 from me).
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Anonymous
unregistered
#16 29 Mar 2010
Great map. Very well done, nice design and enjoyable gameplay. One of the best custom TA maps, well worth to download!
9/10
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I like the map.I usually don't play as Scout unless necessary. But this is one of the best maps to play as Scout: speed and agility are the words of the day. NEAT!
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My bots go for the flag...and fight. Sounds strange man...hmm
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wtf. bots just stood around?
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ShadowZombie
unregistered
#12 08 Aug 2005
This map has its minor flaws. Bounce pads needed some more tweaking. More testing would have sovled this issue. Items were over done a bit with having (2 MH's) in the neutral area. Domination was a given with this aspect. But the layout and construction was spot on great. Nice texturing and awsome job with the terrain. This is a real nice ctf. Taken out the flaws and I would load this back up and have a few more rounds to boot.
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Tig: Thank you for stating the obvious.
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This would be great for a large number of players. I didnt see any problems with bots.
Like Tig said bots are bit easy on hardcore.
Good job.
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Tig Rep. 2672
#9 22 Jul 2005
DevilDriver: All I can say is the bots (on the two highest settings at least) work fine for me in CTF mode, but they are a bit easy.
If they are just hanging around for you, then its a problem at your end.
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Tig: You made such an easy assumption from a screenshot. I appreciate your help but I'm not some idiot cussing right off the bat. I played in all modes, experimented with different bots at different skills (usually hardcore/nightmare), even fixing up some of my config. to try to get their asses moving. Alas, nothing worked. It is like the DNA. There are chances in percentage that bots wont function properly in all machines.
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Tig Rep. 2672
#7 22 Jul 2005
DevilDriver: The screenshot shows that you are playing in default DM mode. Try playing in CTF, Team Arena or TeamDM.
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I downloaded your map and I'm a member on LVL so why the fuck would I be bullshitting?
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Kell
unregistered
#4 20 Jul 2005
DevilDriver:
Bullshit. I just played the map again; the bots do fine on all skill levels. Go troll somewhere else.
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what the fuck? bots just stand around. since they won't do anything, it's going right into my recycle bin.
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Kell
unregistered
#2 17 Jul 2005
Bazil:
I used Gensurf to create the terrain and followed Paul Jaquay's TA terrain tutorial to create the metashader and alphamap. It's standard TA terrain, rather than the more recent and complex dotproduct stuff used for e.g. sock's Pyramid Of The Magician.
The textures were made in PSP7 and the skybox was made with Terragen.
The tree branches were made by scanning some Genuine Scottish Heather ;)
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Bazil
unregistered
#1 17 Jul 2005
hey Kell this map is not only badass looking but it so much fun to play ctf in I love it! You care to leave a comment telling me what you used to make this?!
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