.::LvL
Q3A Database
Citadel Fantasia
by Myth
Date: 11/December/2005 Text File to Accompany Citadel Fantasia. unzip "cf.pk3" into your "baseq3" directory of Quake 3. ==================================================== title: Citadel Fantasia file: cf.pk3 author: Mike "Myth" Denby email address: **email removed** URL: http://www.zaphox.net description: Large Gothic style ffa and team map for Quake 3. ==================================================== Reverence: Beta Testers: Anwulf dONKEY Equim Inition Kat Technical help: donkey Infernis Kat Paul Jaquays PJW Raven Rgoer SCDS_reyalP Shallow Ydnar LAN testing: Ant 'Tonylad' Gaz 'BadJuJu' Alex 'Mini Chalmo' Jim Miscellaneous: The GTK Radiant team Matt Fairclough - Terragen ydnar - Q3map2 Hr.O - Q3map2Toolz Equim - Mapacker Lloyd Morris - Inspiration (Lloymdm2) Irvine Peacock - Inspiration (Caslte of Illusion painting) All the good folk at Map-Center and Q3W forums And of course, ID Software :-) ==================================================== Ramblings Ever since I stepped into Lloyd Morris' Ancient Archipalego map I always wanted to make a large indoor/outdoor gothic map. I had no idea that it might take me two and half years to complete one though. Of course there were many months in-between where I didn't touch the map, and probably 50% of the construction time was spent making all the textures. And then there was the dreaded mappers block! I shudder to think how many hours I've spent just zooming around my map in the 3D window of Radiant waiting for some inspiration! I started this map as part of a University project. I wanted to try and build it realistically, so you'll notice there are no jump pads or teleporters, just a lot of stairs :-p The map is vis blocked as well as it can be for its size, but will probably need a reasonably good pc to run smoothly. I like to reward players who come back to the map, so have added some secret areas. They range in difficulty; some only require a good jump to access, and others require a rocket jump (and a sense of adventure!). It's been a great project, and one that feels strange to finally finish. I've even lived in 5 different houses during it's build! Anyway I've had a blast making it and hope you enjoy playing. ==================================================== play information tourney: no deathmatch: yes team dm yes CTF: no bots: yes new sounds: yes new graphics: yes new music: no new models: yes ==================================================== construction base: Scratch editor: GTKRadiant 1.4.0 brush count: 5799 (total brushes) bugs: I imagine there's misaligned textures and sparklies that slipped past me. Oh, and any "noclipers" will find plenty of caulked surfaces, but that's your own fault for being where you shouldn't be :p build time: 2 & half years :-O ==================================================== Compiling Machine used: Athlon 64Bit 3.2, 2GB of RAM. Time taken: About an hour Switches: BSP -meta VIS Light -extra -filter -gamma 1.2 -patchshadow BSPC -forcesidesvisible -optimize ==================================================== Distribution / Copyright / Permissions Copyright (c) 2005 Mike "Myth" Denby (**email removed**) All rights reserved. Quake, and Quake III Arena are registered trademarks of ID Software. This level may be electronically distributed only at NO CHARGE to the recipient in its current state, MUST include this .txt 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. ====================================================
Context menu

For options and more

OK, Got it