The Courtyard (V2)
Release date: 12st of August 2013.
A map for Quake3... (1.32)

Title: The Courtyard (V2)
File: q3map_thecourtyard.pk3
Author: Martinus
Email address: **email removed**
URL: -
Description: This map is playing in a city, in a manor house and it's outside area / courtyard.

Play information

Tourney: yes (1v1 will be boring...)
Deathmatch: yes, 4-6 player will be good, and it will not being bloodbath.
Team deathmatch: yes, good for 2v2 or 3v3
CTF: no
Bot File (aas): yes (Sometimes they will be a brainless fish or a faceless brick, when entering the water in outside.)
new sounds: yes, from , and I borrowed some sounds from Hexen.
new graphics: Yes, from , and Google
new music: no
new models: yes, some of them from (swords and shield).
You can found some new re-edited and textured (by me) statue models from the original mapobjects. (deathlords , eagle , a hero , etc...)
The map has fully ase modelled...

How to play: place q3map_thecourtyard.pk3 in your /baseq3/ folder
start quake3
hit ~
type \map thecourtyard
type \addbot <botname> <skill>
hit ~ (to clear the console)

OR select thecourtyard from the skrimish menu


base: from scratch.
editor: GTKRadiant 1.6.3 (sometimes causes crashes, when I try to build up the terrain triangles... I was often being angry :) .)
other progs: Adobe photoshop , Blender , Milkshape3D , Notepad , Audacity , Irfanview , QToolkit, Q3Ase , etc...

know bugs or
"anomalies": I don't know bugs, which can break the gameplay... (the map has full vis, and fine light's, stupid bot's play well, etc...)

Yes... I know, the terrain is not the best... The shadows makes on it black lines... And not match for the skybox...
(old style terrain, builded up whit triangle brushes like Team Arena terrain maps whit terrain blending technique...)
I'm used lazy clipping on the terrain.
When I'm making this map, I met a lot off error types and I met very often the engine limit's...(vis or leaf problem's)
I ran out of my patience, but I did not give it up :). FINALLY the map was finished :).

build time: about 1-2 months on and off...
compile time / machine: Whit full stages (BSP, vis, light) it takes 3/4 of the day... Compile machine and testing machine was a shitty , bad and ugly HP435 laptop...

Thanks to ...

my family, lvlworld who will publishing my map (I hope so), Radiant developer team for the editor, Id Soft... , Google, etc..
The Jaeger's and it's pilot's who save us from the Kaiju's every day. Batman, because he is a hero (Superman and Ironman too.)
Q3map2 who would comile my map without crashing (Radiant too)...

and everyone who play and like my map :) ...

Distribution / Copyright / Permissions / Bla bla bla...

Copyright (c) 2013 Martinus.
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.

If you break the "law's", Batman will find you, and crush your face to your keyboard! :D