Q3A Database
Angkor the flag
date: June 2010 Quake3 Arena level ==================================================== title: Angkor the flag file: dk_ng2_ctf.pk3 author: dONKEY email address: **email removed** URL: www.leveldk.co.uk description: Quake 3 Arena level ==================================================== play information skills 0,1,2,3: no tourney: no deathmatch: no CTF: yes Bot File (aas): yes other: no new sounds: yes new graphics: yes new music: no new textures: yes how to play place dk_ng2_ctf.pk3 in your /baseq3/ folder start quake 3 Arena Map should appear in the create server menu or... hit ~ type \map dk_ng2_ctf type \addbot <botname> <skill> hit ~ (to clear the console) ==================================================== info: Angkor Wot Capture the flag :) This level was somewhat ambitious from the outset. Having lived in SE Asia for the last two years I wanted to create a level based in the region that I'm now living. I am facinated by Angkor Wot and wanted to craft a map that at least reflected something of that place. About 90% of the level is ase modelled, some exported prefabs by q3map2 but much created externally in Blender3D. The ammount of detail I put in meant I ran into vis control issues quite quickly. Even now you are going to need a pretty good rig to run this. The major issue I had to resolve was that the level killed bspc.exe completely. I had already given up trying to autoclip my models as I hit max brush errors pretty fast. I had to hand clip everything, which led to some damn complex clip brushes. The terrain clip was exported as a map from Blender, which in hindsight, although quicker, was the main reason bspc.exe gave up on me. Thankfully I managed to get q3map2's -fixaas switch to work. I had to build a simplified bot map, compile an aas file from that and then use q3map2 to force it to be associated with the original map bsp. All good fun :) ==================================================== construction base: none editor: GTKRadiant 1.4 and 1.5 other progs: Q3map2, Paint Shop Pro, Gimp and Blender3D know bugs: none known....I'm sure you will let me know, however... build time: Not too long.... ==================================================== thanx to ...some sounds and textures from Sock. These are indicated by notation in the dk_ng.shader. Everything else is my own work, mostly made from photo source material. Some really helpful feed back from the guys at Q3W and MS forums. Especially Obsidian, Anthem, ShadoW, cityy, Kaz.....and others and anybody that has helped me in this project. ==================================================== Distribution / Copyright / Permissions Copyright (c) 2004, dONKEY, **email removed** All rights reserved. Quake III Arena is a registered trademark of id Software, Inc. 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. ====================================================
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