.::LvL
Q3A Database
LDAQ3A06DM
===================================================== LDAQ3A06DM by Lee David Ash e-mail: **email removed** website: www.planetquake.com/violationE/ ===================================================== Tools: Q3Radiant 202, GTKradiant 1.2.9 MilkShape3D, Paint Shop Pro 4/7, Photoshop 6, Q3 Shader Editor. Name: LDAQ3A06DM Brushes: 6055 Entities: 276 Vis type: Fullvis Bot behaviour: Decent FPS rating: Decent (mostly) Credit/Thanks2: id Software, Darren L. Ash, for helping me compile the BSP:- Jeremy "Encryption" Hughes James "Obl1v30n" O'Connell, Devin "Seph64" Clark, and all you other legends:- Mark Lewis, Jube, Daniel Schnider, Carl Kidwell, Nick Kuiper, Adrian Kurtin, Alyssa Wescott, Tamara Price, Alyssa Daniels, Taurus, [GSF]FiN, David Shannon, Fubar, Ifurita, Maus, Ace[NoESC], Ba7rainia, Cristy Harrison, Sara Rase, Marjory Challis, Kristy Baldock, Johan F. Varen, David Saikaan, Noodles!, Sparkles :-), Leafy, Dean N. Gunraj, Peter Turner, HuntEr (you filthy little prick!!!), Pappy-R, Rareware, all the people I've forgotten and gosh, the whole damn planet! Date: 05/07/02 Known Bugs/design flaws:- Curved geometry cracks where it intersects with the fog in one particular area. Some extra map can be seen through the skybox in the outdoor courtyard area. Bots will sometimes get stuck in the toxic waste. Could possibly be some non-solid brushes in places. Also some textures with shonky alignments. Everything was fine in the editor, I swear. Designer's note:- Well this has been a long time coming and I cannot express how much of a thorough pain in the ass it became towards the end. Was taking me just under 4 days to light this BSP, which I just couldn't do, so I had some help from a couple of brilliant friends who done some compiling for me. Had a bunch of problems with the lightmap and some non-solid structural brushes and resulting AAS leaks (which should be techincally impossible), so the tools at the moment need some fixing, I think, I really should have had this map released a good 6 weeks ago. Anyway, enough complaining and technical jibberish. This map is quite a landmark for me, actually. Even though, overall, it really is on the heavy side with detail and meant for higher systems, I found the map to perform decently enough on my ancient system here. The framerate seems consistant, at least, and vis works brilliantly. This is also the most detailed map I've ever done at 6055 brushes. I did have a CTF version, over 12,000 brushes, BSP compiled okay, vis worked okay, but there was no way I was going to wait a week for the lightmap to tell me it's too big, or half a day for AAS to screw up, so I forgot about that. Now for some history! The very earliest version of this map, hallway with slime area underneath, had popped up around just after my 01 maps, so that's quite a while ago now. You'll see that early version in my 'maps' section of my website, far less detailed. The original idea I had wasn't actually all that dissimilar to how it finally turned out, but that particular "hallway" design was going to be more persistant. Instead, I wisely chose a much simpler hallway design to fill up the connection of the entire map. Imagine if I had done so before even learning how to map properly. You'd have a truly unplayable map, even on modern systems at the moment. What else can I say about this? Well most of it, visually, I've been told is my best work so far. It always seems to be what I like to show people, too, even over my forest map. I think it's the kind of stuff I like doing and the kind of stuff that I will be continuing to do very soon with my upcoming project. I guess a lot of it was really kinda subconciously made the way it was, from a lot of different influences. I think I did a not TOO bad of a job using mostly original Q3 textures. As usual, I'll say that I didn't give constant 100% effort throughout the construction of this. I haven't done it with anything that I've ever done that doesn't need to be, if you can understand that. For this, though, I'm also going to say that some bits, here and there, did receive my love and attention to a certain degree. It would definitely be the map that has been laying around for the longest before being completed, so I guess I've had more than enough time to go over it and over it. So anyway, this pretty much wraps up my Quake 3 Arena days and my PlanetQuake site. I'm going to take a break now, away from this computer for a while. I'll use a pencil and paper for a change, have a look at the real world and spend a whole bunch of timr outdoors. What does that have to do with 06DM?
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