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Thanks Anonymous for the details. A better fix is a patch file, but yes, renaming of the PK3 file will work too.
A download link for the patch has been added to the review or you can grab it from here:
lvlworld.com/level...ch-xccc_dm4.zip
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Anonymous
unregistered
#21 5 days ago
Figured what's going on. He's overriding default base shaders of maps. He literally reused them, that was the starting point of his work, he started with shaders from those base maps, q3dm6, q3dm13, etc. and then built from those, but since his map starts with X, it's overriding those base shaders, because X comes later, so xccc will always override all the shaders of the same names that are in files named with previous letters. So, since his map is working just fine after the rename, no shaders being overwritten, it means he just left shaders from q3dm6, q3dm13 inside his files instead deleting them, so problem solved.
... so renaming all his PK3 names to something like 0xccc (0 = zero) will load his shaders first and then his shaders will be overwritten by default map shaders that come later in the other maps. That solves the issues, because quake 3 seems to be loading shaders from files based on abc order.
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Thanks for the information and details. The review has been updated to include a warning.
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InternalGrape is absolutely right!!!
unregistered
#19 6 days ago
ground level oval side walls in q3dm lack textures, it's just white stripes placeholders like a uv map default texture, same on the side walls in q3dm13, also sometimes I get at the central area in dm6xl where usually you have a quad rune and also on top of the pillars. I'm pretty sure there are other maps' shaders that are affected, but those are the ones I noticed and it took me a long time through deleting files to figure out what was the cause. And now that I figured it out I came here to read the comments and here is the only one player that wrote about the issue! Respect to you InfernalGrape, feels great to not be alone. And it's still not fixed and the map is not removed by admin. Just so you know, it's 2025 now and it's still not fixed.
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Gorgeous map. Immersive atmosphere. I love the rain! It's quite fun to play too.
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Attention! This map has some texture incompability that affects other maps. When i have this map installed, i get black-and-white texture placeholders instead of some textures. In "Blood Run (ztn3dm1)" i see those instead of walls that have skull torches. In "Camping Grounds (q3dm6)" it affects curved walls on the sides of plasmagun. In "Lost World (q3dm13)" - same in place between medkit and yellow armor. In "Fatal Instinct (q3tourney5)" - between quad and shotgun. Please fix.
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Good playability.
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Intresting map. I kinda like it.[2]
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Intresting map. I kinda like it.
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kaffeewunder
unregistered
#13 12 Sep 2011
Let me help you.
Its just a shader and you need also a normalmap , simple put "q3map_normalimage textures/blabla/blalbla_norm.tga"(insert here your texturepath to the normal) to the globalparms, and then you need first to render the lightmapstage and then the following stage with the diffuse texture, with "blendfunc GL_DST_COLOR GL_ZERO". Google can help ya, i guess its also in newer versions of the q3map2manual included.
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@Tig: OK, but how to use the bumpmap creation?
I don't know any switch with bumpmap function.
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@CZghost: The 'bumpmap' is used during compile to create the 'effect' of bumpmap use. It is a feature of q3map2, a custom compile tool.
It is not a standard normalmapping usage (as seen in Doom 3), but something different. Quake 3 (by default) can not do bumpmaps. My understanding is q3map2 creates the shadows (or bumpmap effect) on the lightmap during the compile using a normalmap texture. The normalmap texture is not included in the download as it is not need for Q3, because the shadow info is burned into the lightmap layer.
Hope that makes some sense.
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You've written, that there is used bumpmap on a rock and few walls.
No, there is only feel of bumpmap usage, but texture is still single.
But map is very good. I haven't felt the q3dm13 remake, but the map is great.
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fKd Rep. 420
#9 01 Aug 2011
not too bad.
Edited: 01 Aug 2011 AEST
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A lot of modelling went into this map :)
The combination of green and silver within the gothic setting is rather fresh on the eye so it should keep the player's interest visual-wise. A nice deal of effort went into brushwork and details of ruined architecture. Only weak points in the graphic department are the ugly teleports and somewhat washed-up lightning in some sections (mainly inside the caves).
Geometry and connectivity are sweet. The map benefits from CPMA physics with complex terrain, many small ramps and plenty of room for gaining momentum. There are also multiple height intersections and tight firing angles to keep contestants on their toes. Author had chosen the weapon locations wisely - LG placement enables for some interesting mid-air shafting of shotgun wielding jumper above the cavern beams, good control of GL can dominate the main atrium where it spawns and the absence of railgun makes plasma more useful, especially in corridors. MH and RA are on the most interesting and competitive spots on the map (maybe a bit close to each other, considering the size of the level).
My main gripe with the map are the invisible walls that are both confusing and inconsistent. They are mainly used to block players from falling into redundant and oddly placed lava. There is one by a cracked wall at the border of an arched stairway that unnaturally forces the player movement, but let projectiles pass through. Yet elsewhere, there is rather pointless hole overlooking a lava pit with Visor statue, where the invisible wall does block the projectiles and may cause player deaths due to splash damage. Another invisible barriers are used around the pillars by the RL and limit player maneuvers. Finally, on the balcony that hangs above a real crater and serves no purpose besides having a spawn point, you can fall down into the molten pool and witness a missing texture on the lower side of the platform.
2v2 TDM is tense and atmospheric while FFA matches can result in festival of parkour and bombardment. It is possible to enjoy this map in duel if you're into slower tactical play. Close combat is in balance with ranged encounters despite the generous map size (it might also work well as clan arena environment). Bots are adept at navigating the level and using cover, yet tend to flock a bit around the RA.
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From the review I've understood, that I'll feel gameplay like in Lost World - q3dm13.
How true is on that? I'll try it later, I haven't Quake 3 on laptop.
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Kaz
unregistered
#6 25 Jul 2011
Excited to try this one out! Downloading...
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Ahh... my bad. :p Great work on the music track, sorry I got thing mixed up, hehe. (readme kind of misled me, not your fault btw) I like how it keeps going and going rather than coming to a stop like the official tracks.
I`m even going to download the Reason demo just cuz this map got me convinced to do so. :-)
Edited: 21 Jul 2011 AEST
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Amazing. I didn't know skill like this was possible. Of course I would have to say that about many other maps.
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Wow. 9.5/10
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Tig Rep. 2472
#2 19 Jul 2011
@Kaffeewunder: Thanks for the info! Added and update the details to the review.
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kaffewunder
unregistered
#1 19 Jul 2011
actually, the song is called british forrest, and i made em =). also there is normal mapping used, for the rocks and some of the walls at least. =)
otherwise, nice review and thx :>
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