lichtwärts (english: 'in light direction') is not built
as a really playable map but as a design study. when
i've tested the cel-shader fx, which was now possible
(thx 2 ydnar :), it blew me away - so i decided to
make a map with it. the map is highly inspired by
some screenshots from ydnar demonstrating the
cel-shader fx and charon's geocomp map.
as you may guess, the bots play pretty stupid in
this map (as if they won't always do ;). it was a
pain in the ass to get them even running.
the r_speeds are at 20k (doubled by the cel-shader fx)
so you may need a fast computer to play this map.
make sure you have the quake III: arena point release
installed. for more information, visit quake3arena.com
unzip the pk3 file in your baseq3 folder.
run quake III arena and select single player then skirmish.
the map should appear somewhere on the list, usually at
tools.used: qeradiant 2.00; adobe photoshop 6.0; q3map2.exe; notepad
known.bugs: bots play pretty stupid
build.time: about 3month on and off
hardware: AMD Duron @ 750mhz, 256mb
light: 34min (bounce 3)
eversor: beta testing, help and stupid comments :]
[F^3][Kr1X: beta testing, whining and bitching :]
stoni: beta testing
[F^3][TheOne: beta testing
[cyrus]: beta testing
planetquake.de: help, inspiration, laughter
#mappers.ger: nothing :P
Copyright (c) 2002 -cha0s- (dominic szablewski)
**email removed** All rights reserved.
Quake III Arena is a registered trademark of id
This map may be electronically distributed only at
NO CHARGE to the recipient in its current state, must
include this .txt/.html file, and may not be modified
in any way.
Under no circumstances is this level to be distributed
on cd-ROM without prior written permission.