Title: Octopus Revenge
BSP name: lsdm17.bsp
Release date: June was ready 23 but released 24, 2003
Email addresses: **email removed**
Home pages: www.planetquake.com/lordsquart/
Game: Quake 3 Arena
File size: about 3,000 KB - Color themes about 400 KB
Color Themes page: www.planetquake.co...m17_colors.html
Theme Color Feature: New feature in this map, you can download different color themes. I created 2 different files
the first have the essential files (bsp-aas) the second got all media file such as textures ecc.
For specific instruction on how to create different themes and how to use them please read
info_themes.txt included in the zip of the map.If you got only the first file of the map will not appear in the skirmish mený.
Tip: If you want to see all the cooliness of this map try to play with antialiasing and with all the features of your videocard ON (i use the default brightness of q3 or it is too bright).
It is made of 90% of patches and can be a bit slow on old computers anyway take a look
and comment it :D.
Description: Here it is ... an exprimental modded version of the great Q3DM17 by Paul Jaquays
I made this just for fun =) and i think is unplayable .... can be used for benchmarks ....
dunno ^_^ just try it (4-8 players). I was thinking to release the samplemap of this
but it is a bit buggy dunno ... BOT file included finally :D (thanks to YDNAR help).
Thanks to: Robert Duffy for GtkRadiant
id for the Quake series and for the sample of the q3dm17 (by PJ)
Ydnar for Q3MAP2
Pete Parisi for teleport textures
Previous work :
lsjg_coop - MaXimus (Coop. Project by LordSquart & JaxGator)
lsdm1 - Desert Temple
lsdm2 - Mustaine Return
lsdm3 - Eternal Blue
lsdm17 - Octopus Revenge (NEW!)
lstourney1 - Four Towers
lstourney2 - Temple of Balance
lstourney3 - Fallen Fortress
lsutmap1 - Hollywood Holocaust
* MAP Information *
New textures: Flat Textures and others by me, TP texture by Pete Parisi
modded blue version by me, Blue Lens flare from TeamArena
New sounds : No
New Music : No
New models : No
* Construction *
Base: From scratch and from samplemap by id soft.
Const. time: About 3 months off and on
Compile machine: AMD Duron 1200@1300, 512mb RAM (tested on : Radeon 8500 64Mb DDR)
Compile time: About 30 Mins BSP-VIS-LIGHT
Editor used: GtkRadiant v1.2.12
Other programs: Q3MAP2, Quake Toolkit 1.52
Known Bugs: Tris Tris and Tris cause low FPS on old computers.
BOT support ok but no massive optimization.
The octopus is clipped approximately.
Some celshader problems with complex geometry.
Some lightmaps problems.
I fixed all i can it was hard because the map is made all of patches.
* Distribution / Copyright / Permissions *
Quake III Arena is a registered trademark of id Software, Inc.
Any commercial use without permission is prohibited.
Authors MAY NOT decompile the BSP as a base to build additional levels.
This level may be electronically and Cd/media distributed and it , MUST
include this .txt file, and may NOT be modified IN ANY WAY.
This file is provided by the author "as is", and any express or implied
warranties, including, but not limited to, the implied warranties of
merchantability and fitness for a particular purpose are disclaimed. In
absolutely no event shall the author be liable for any direct, indirect,
incidental, special, exemplary, or consequential damages (including, but
not limited to, procurement of substitute goods or services; loss of
use, data, or profits; or business interruption) however caused and on
any theory of liability, whether in contract, strict liability, or tort
(including negligence or otherwise) arising in any way out of the use of
the information herein contained, even if advised of the possibility of