Tools: Q3Radiant 202, GTKradiant 1.2.5
MilkShape3D, Paint Shop Pro 4/7,
Photoshop 6, Q3 Shader Editor.
Vis type: Fullvis
Bot behaviour: Good
FPS rating: Decent
Credit/Thanks2: id software, D.L.ASH, Daniel Schnider
James O'Connell, Carl Kidwell,
Ifurita, Nick Kuiper, Adrian Kurtin,
Mark Lewis, Alyssa Wescott, Alyssa
Daniels, Taurus, [GSF]FiN.
Known Bugs/design flaws:-
The larger of the trees screw up at
a certain distance, swapping what is
displayed back and forth rapidly
between close polygons. Also, at
certain positions, the extra brushes
beyond the bounds of the map, the
'mountains' (I suppose) will seem
to disappear due to vis, but this
is rare, from what I've seen. There
is also a number of overlapping faces
where some shoddy brushwork has been
done. In my opinion, the whole map is
a bug, really. There's also been some
problems with the water and some
missing faces. I've updated the water
texture, but there's not much I could
do about the 'hall of mirrors' with
the missing faces. Is a bastard!
As far as the CTF cave connection
goes, that's got a number of tiny
cracks here and there on the walls
which are very annoying, even during
fast-paced gameplay. Some of those
were just impossible to locate but it
was worse before, trust me. Oh yes,
there are also some shonky textures
on the red flag side. They looked
fine in Radiant, so what can I do?
Still not what I had in mind for a
forest map but this is special to me.
Typical of me, not much time or
effort put into this but I'm more
than happy with this for two main
reasons - excellent bot compatibility
and this is the first time (since
accidently with maybe a couple of my
Q2 maps) vis works like a dream. Now
I understand, yes, now I see. I've
made about a dozen maps before I even
understood how to map properly.
Still, as if you're interested to
know, I look at my Quake days as but
a period of learning. Slow learner,
aye, it's true that I be. Ignorant,
well if I was truely then I'd have to
fully deny that. Stop talking crap?
No, never. I've been awake for far
too long now. Many hazardous a
substance. Kids, say no! Where was I?
Oh yes, the map. Hehehe. It's all
crap really. I always say that but I
am comparing it to an estimated
vision of how I will do with future
projects. Back to the subject, hmphf,
it's just LDAQ3A05Tx2 connected with
very cheaply done caves. Still, I
think my unique terrain brush
techniques deserve, at least, a tiny
amount of credit. It's not often you
see terrain go into enclosed sections
like that. People are always using
terrain generators. How lazy. Man, I
done all of this brushwork myself,
bit by bit, and I think it paid off.
I'm wasting precious bytes here.