Angkor the flag
date: June 2010
Quake3 Arena level

title: Angkor the flag
file: dk_ng2_ctf.pk3
author: dONKEY
email address: **email removed**
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 :)

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