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Q3A Database
Shake your body
================================================================================ * LEVEL INFORMATION * -------------------------------------------------------------------------------- RELEASE 1 Title : Shake your body PK3 Name : straledm5.pk3 Author : Paul "Strahlemann" Evers Release Date : 16th April, 2004 Game : Quake 3: Arena Type : Deathmatch/Team Deathmatch File Size : 7,14 MB Email Address : **email removed** Home Page : N/A Pevious Work : Q3:A straledm2.zip - "worse but faster" straledm3.zip - "Dissoda" Nexuiz stralenex1.zip - "Down with the Sickness" stralenex2.zip - stralenex3.zip - "Nexuiz Arena" Special Thanks : My girlfriend who was so kind to leave me her Notebook the last 2 weeks. Without her i wouldn't have finished this in time. Thanks to : Kevin 'Rorshach' Johnstone (**email removed**) webs : www.polycount.com/cottages/rorshach for his great Headhunters Texture sets. MrClean for his inspiring work in his map "Abusive Intension". I also used his great water shaders. Beta Testers : None. I had no more time to test this map because of the contest's deadline. If i've got time and someone has some constructive critics, i'll change things after that. -------------------------------------------------------------------------------- * LEVEL DESCRIPTION * -------------------------------------------------------------------------------- This Level was made for the Burial-Grounds Map Contest in about 3 weeks. It has an rusty industrial style and is a fast playing deathmatch/tourney map with a lot of detail. -------------------------------------------------------------------------------- DEATHMATCH : 9 Player Respawn Point(s) Team Deathmatch : YES SUGGESTED PLAYER LOAD : 2-6 NEW TEXTURES : Yes Headhunter Textures from Rorshach and the water shader from MrClean NEW SOUNDS : No -------------------------------------------------------------------------------- * PLAY INFORMATION * -------------------------------------------------------------------------------- Game Style : Free-For-All, Team Deathmatch Number Of Players : 2 - 6 FFA, or Teams of 2 - 3. Default Bots : Cadavre, Daemia, Doom, Grunt Item list : Deathmatch Start - 9 Yellow Health - 4 Orange Health - 3 Mega Healtj - 1 Armour Shard - 4 Yellow Armour - 2 Red Armour - 1 Shotgun - 2 Grenade Launcher - 2 Rocket Launcher - 1 Lightning Gun - 1 Plasma Gun - 1 Railgun - 1 Shells - 2 Grenades - 2 Rockets - 2 Slugs - 1 Lightning - 2 Cells - 3 Bullets - 3 Quad Damage - 1 Haste - 1 -------------------------------------------------------------------------------- * CONSTRUCTION * -------------------------------------------------------------------------------- Base : New level from scratch Texture Scheme : Mix of Rorshach Texture Set 1 - 4, Colour Scheme : Yellow and Brown - rusty. New Shaders : Yes, Alle light-shaders and the sky-shader were written by me. The water-shader was taken from MrClean (mrcq3dm5). New Sounds : No Construction Time : 3 weeks. Prefabs Used : None. Average R_Speeds : about 8-9k (entities, no players) Worst R_Speeds : 16500 (entities, no players), viewing from the grate over the jump where the railgun is. Total Brushes : 4178 Total Entities : 312 Point Lights : 0 Editors Used : GtkRadiant 1.4.0 Other Programs : Adobe Photoshop 7.0, Q3Map2Toolz Known Issues : Bot play is bad and r_speeds are quite high in some places. Due to the deadline i wasn't able to make it better, but i think it will still run smooth on the most systems. -------------------------------------------------------------------------------- * COMPILATION * -------------------------------------------------------------------------------- Q3Map2 Switches used: BSP: -meta VIS: -vis LIGHT: -light -fast -samples 3 -bounce 8 -gamma 2 -compensate 4 -patchshadows -v BSPC: -forcesidesvisible -optimize -bsp2aas Total Compile Time: 25 min Compile Computer : Athlon 1333Mhz, 384Mb RAM -------------------------------------------------------------------------------- * COPYRIGHT / PERMISSIONS * -------------------------------------------------------------------------------- Authors MAY NOT decompile the BSP as a base to build additional levels. Authors MAY use the included custom textures & shaders, or modifications thereof, provided they give note of such in an attached readme. You MAY distribute this pak file and/or its contents by any electronic means, provided you leave the contents unaltered and include this text file. This file may not be commercially exploited in any way.
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