Sacrificial Rite
Sacrificial Rite by Malzbiertrinker
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borntofrag3 Rep. 0
#33   31 Aug 2017
@Tig: Thank you very much X3
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Tig Rep. 1554
#32   29 Aug 2017
@borntofrag3: To get the BFG.
  • Go to the MegaHealth.

  • Look at the three lights on the building (not the flames, the lights).

  • Shoot the middle one.
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    borntofrag3 Rep. 0
    #31   29 Aug 2017
    Can someone tell me how to get to the chamber with bfg?
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    Szaman Rep. 128
    #30   30 Jun 2015
    @MBT thanks for the tip:) will try that:)
    Edit: Manage to do it, but with the BFG:) with a Rocket launcher it's impossible:)
    Edited 1.08 hours after the original posting.
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    MBT Rep. 233
    #29   30 Jun 2015
    @Szaman: Thank you for the kind comment and the vote. I'm glad you like this map. To reach the regen you have to do a well timed rocket jump on one of the jump pads at both ends of the side corridors. I guarantee it works. ;)
    cheers
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    Szaman Rep. 128
    #28   29 Jun 2015
    One of the best maps i have played:D Great Skybox, architecture, etc... smart secrets, not that hard to find, but you have to think it to find it;) One problem is that i can't find a way to the regeneration booster:( that is on the roof, i have search everywhere, tried rocket jumps and no luck:(
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    MBT Rep. 233
    #27   02 Aug 2014
    WOW!
    You people are awesome. Thank you for 1k+ downloads!!
    =D
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    MBT Rep. 233
    #26   09 Apr 2013
    @dONKEY: Yeah, I tried botclip first, but it seems I used patches "a little" too enthusiastic, resulting in weird windings which where almost impossible (for me) to clip properly. I soon got stuck in purple piles of botclip... @_@
    But once done, BSPC still crashed due max_mapfile_planes.

    Next thing I tried was the "convert-patches-to-ase-models"-trick, which made my map a complete slide show, so I deleted that file.
    Unfortunately I never bethought making the patches nonsolid by shader. Meh, I'm still rookie^^

    Thank goodness Tig mentioned the botmap procedure so now me has bots in my map =)

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    dONKEY unregistered
    #25   04 Apr 2013
    Glad you worked it out.
    I've made 'bot only' maps to generate aas a few times now. In my case it was the overuse of models killing bspc.exe.
    Quite often with patches, botclip solves the problem, or try making the texture/shader on the patch non-solid, then clipping.
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    MBT Rep. 233
    #24   04 Apr 2013
    @dONKEY: Hi!^^
    Sock's way didn't work for me. I did it pretty much same way as a13n described it on qw.

    I dunno either why Sock left out the hex edit. Kinda essential.

    I had a hard time to figure why after the hex edit my aas -reach -optimize failed. I run win7 so my hex editor has to be run as admin >_<

    Works fine now, but I need to tweak the botmap hell a lot more. Atm bots acting kinda goofy (which is really fun watching, on the other hand :D)

    Thanks for lending a hand.
    Edited 5.62 minutes after the original posting.

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    dONKEY unregistered
    #23   03 Apr 2013
    There is a step that isn't covered in that article.
    I'm not really sure why to be honest. Unless Sock has a different set up to me (and the rest of us), you will find a bit of hexediting is required for the aas, because -fixass breaks it. When you get that far I can explain further.
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    MBT Rep. 233
    #22   03 Apr 2013
    @Tig: Sweet! Thank you very much for the tip. Seems to be very useful to me. Gonna fiddle around with that a lil...
    :D
    edit: @Tig: You made my day Sir! Thanks for advise =)
    Edited 1.15 days after the original posting.
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    Tig Rep. 1554
    #21   02 Apr 2013
    @MBT: You may want to check out the following link. www.simonoc.com/pa...mp/pom_bots.htm

    It has a few tips for adding bot support to a map that does not want to support bots at all. The information may help.

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    MBT Rep. 233
    #20   02 Apr 2013
    @FragTastic: Ye, workin' on it =)
    Only problem I have, is that BSPC says my curves suck donkeyballs... >:(
    Pity it's almost 80% done. Guess it's time to start from scratch.
    :/
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    FragTastic Rep. 2269
    #19   03 Feb 2013
    @MBT: Your welcome ;D. Can't wait for more releases from you.
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    MBT Rep. 233
    #18   02 Feb 2013
    Hehe =)
    thanks a lot!
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    FragTastic Rep. 2269
    #17   02 Feb 2013
    I must say the lighting has actually had a huge impact on the map. Despite it all being the same, It's much clearer to play because last time I had sight problems but yeah nice work MBT! ;D
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    Tig Rep. 1554
    #16   01 Feb 2013
    The download has been updated to the nicer lighting version.
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    MBT Rep. 233
    #15   01 Feb 2013
    @Tig: Yeah thanks. Done ;)
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    Tig Rep. 1554
    #14   01 Feb 2013
    @MBT: Do you want to replace the current ..::LvL download with the update? If so, send me a submit request with a download link when you have a final compile and readme in a single zip file. Just mention that it is an update.
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    FragTastic Rep. 2269
    #13   01 Feb 2013
    @MBT: Thanks for notifying us ;D
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    MBT Rep. 233
    #12   01 Feb 2013
    Hi there!^^

    I finally managed to upload a "nicer-light"-compile ... only one year late >.<
    sorry for the delay :/

    New mbt_dm1.bsp and mbt_dm1.aas to replace the files inside the mbt_dm1.pk3/maps -folder for those who have downloaded the map already:
    dl.dropbox.com/u/93229171/maps.zip

    New mbt_dm1.pk3:
    dl.dropbox.com/u/9...171/mbt_dm1.pk3

    Cheers!

    Edit: Now reading the review once again I must note, that playing against Uriel on Nightmare is less linear and shallow gameplay. The shortest way from the RL to the RAroom (which an "I-can-win-bot" will take) is a straight line w/o any cover a human player would probably avoid^^
    Edited 7.73 minutes after the original posting.

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    MBT Rep. 233
    #11   27 Oct 2012
    ¬°gracias
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    FragTastic Rep. 2269
    #10   18 Feb 2012
    @MBT: It's nice to see you making other maps which I am really looking forward to but make sure you dont use rich textures to much otherwise it will be a fail.
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    MBT Rep. 233
    #9   18 Feb 2012
    @FragTastic:
    Yeah, good point.
    I always use the stock textures as much as i can =) Love them^^
    Bout gameplay... humm lets see if I am brilliant enough to create xD
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    FragTastic Rep. 2269
    #8   17 Feb 2012
    @MBT: If your going to make a map with brilliant Gameplay, I suggest you shouldn't use rich textures a lot because the rich textures have so much detail plus with Bots In Gameplay It slows things down a lot. It's just like The 'Simpsons Map' That has 4 times the texels as any other map and Gameplay sucks on it.
    Edited: 17 Feb 2012 AEST
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    MBT Rep. 233
    #7   03 Feb 2012
    I used every possible -fast option in the current version because I can never wait to see my stuff ingame. For me that's quiet good enough, but the audience deserves better^^ I'm relieved btw I got flamed less than expected ;)
    I don't know yet the outcome, but this time I gonna go through this w/o a single -fast switch. The first bounce is done, and the second is at 10% atm. When it's done, I gonna upload it asap.
    Meanwhile I'm breeding ideas and doing scribbles for a new project, trying to focus more on gameplay...
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    FragTastic Rep. 2269
    #6   30 Jan 2012
    @themuffinatorrrrrr: Yes you are right, it's very good
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    themuffinator Rep. 1048
    #5   30 Jan 2012
    If you're going to use radiosity it's much faster to use -fastbounce and it still gives very good results.

    Edit: in fact -fast and -fastbounce = win. Personally I couldn't care to wait a week for my map to compile when the fast switches cut the compile time down considerably, with few noticable differences if any.
    Edited: 30 Jan 2012 AEST

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    FragTastic Rep. 2269
    #4   30 Jan 2012
    @MBT: Hey Man Np :)!
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    MBT Rep. 233
    #3   30 Jan 2012
    @FragTastic:
    HI :)
    THX for your view^^

    @all:
    Hi there!
    I decided to bake a tasty final compile few days ago. So at the moment my toaster oven runs since 52hrs and shows:
    --- Radiosity (bounce 1 of 8) ---
    blah blah blah
    --- IlluminateRawLightmap ---
    0...1...2..._

    I hope to be able to upload that thingy soon^^
    Edited: 30 Jan 2012 AEST

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    FragTastic Rep. 2269
    #2   05 Jan 2012
    The map shows a dark side of Quake III maps :). I love it.
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    MBT Rep. 233
    #1   17 Dec 2011
    @Takkie:
    Hi!
    Thank you for the great review. I really enjoy it :)

    @all:
    Hi there!
    I officially apologize for the awkward lighting. I gonna post a tastier compiled one soon - promise^^
    Edited: 17 Dec 2011 AEST

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