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Foreshadows CTF
Dragonne{TRIAD}

** Basic Info ** Title : "Foreshadows CTF" Filename : trictf1.bsp Author : Michael Conger (Dragonne{TRIAD}) Thanks To : Clan {TRIAD} (**invalid URL**) for play testing and id Software for making Q3DM1 which heavily influenced the map. Special Thanks To : id Software for creating Quake III of course Author's E-mail : **email removed** Thanks For Content : Ronin{TRIAD} (**email removed**) for the new base statues and the cat mapobjects (me-F**KING-ow! =) ). To my cat, Puddin, who posed for the pictures Ronin needed to make the cat mapobject, forever immortalized in Q3A. =) Oak from Oak's Shiro (**invalid URL**) for the 3skullslight and the flameholder mapobjects. Gollum from Oak's Shiro (**invalid URL**) for the Skeleton Pack 1 mapobjects. ** Play Information ** Deathmatch : No Team DM : No Capture the Flag : Yes (6-10 players) Bots? : Yes (see below) Gameplay : Even though the Q3DM1 influence is readily apparent(I think), the gameplay is not even close, in a DM vs CTF sense anyway. First, it's over twice the size of Q3DM1. Second, there is a vertical element that Q3DM1 didn't have with the additional upper base exit hallways and the basements. It's still quite fast, the fastest flag-to-flag run I've seen is 13 seconds without interference(like that ever happens in a REAL game), but the base defense isn't too hard. It's an easy map to learn, and a fun map to play that isn't overpopulated with powerups and weapons. =) ** Construction ** Editors Used : GTKRadiant 1.1 TA-Beta and GTKRadiant 1.1 TA, Paint Shop Pro v6, Q3Build Computer Used : PIII 700, 192mb RAM, GEForce2 GTS 32mb, 30gig HD, Win98SE Build Time : 6 months on and off, about 220 hours I guess? Compile Time : Final compile: 1 hour, 18 minutes. Known Bugs : There are no technical map flaws. The bots go everywhere and get everything, (except the regens which I can't help due to the location of them) they prefer the basement route when traversing from flag to flag. I did work on fixing this situation, and it's not a serious problem anymore. Author's Notes : Originally I was going to take Q3DM1, copy and rotate it, and put in flags. Then I talked to PaulJ from id about it and he mentioned that id would probably squash it because it would infringe on their copyright. That was understandable. He did say that I could use the same layout. So, I took measurements from the floor brushes from Q3DM1 and build it up from there manually. I did want to keep the Q3DM1 flavor, so I borrowed a few detail techniques from the original and used the same torch models. The final map is 100% original brushwork, but has heavy Q3DM1 influence. It's a really fun map!!! ================================================================ ** Installation ** To play this level, extract the file "trictf1.pk3" into your \baseq3 directory of Quake III Arena. Then select Foreshadows CTF under the capture the flag levels. ================================================================ ** Copyright and Permissions ** This level may be distributed via any medium (ie: Internet, BBS, CD-ROM, compilation disk) as long as it maintains the name trictf1.pk3 and is supplied in a zip file called trictf1.zip that also contains this text document and no other files.
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Comments:
21 comments (5.68 yrs ago)
Ranked:
Downloads:
2,930 & 361 LiveViews (daily avg. 0.36)
File:
trictf1.zip, 4.26 MiB
PK3 date:
16 Jun 2001
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