Unofficial Map Pack 1
Title : A brush too far - UMP1 version
Filename : ump1ctf5.bsp
Author : r3tina
Email Address : **email removed**
Date : 15 April 2002
Version : final (v.1)
Description : Pretty large CTF map
Map Info : Players: 8-10 recommended, 16 max. Added Team Arena
entities and powerups in this version.

Credits go to: : id Software for creating Quake III Arena,
Loki for GTKRadiant, The guys from
Quake3World's levelediting forum, Phooka for his UMP
initiative and Clan CFS for beta testing.
* Construction *

Computer : AMD TBird-C 1.2GHz 256MB RAM

Editor(s) used : GTKradiant TA beta, Q3Toolkit for compiling

Build Time : About 3 months on and off

Compile time BSP: 113 sec.
VIS: 1064 sec.
Light -extra: 10813 sec.
BSPC: 260 sec.

Known Bugs : -console error - Ammo_slugs not reachable by bots. I
couldn't get this fixed, and the slugs are definately
reachable (at least by human players).
-RSpeeds are good throughout the map (4-5k), but when
standing on the ledge in the red or bluebase while facing
the entrance RSpeeds peak at 9-10k. I know this is a bit
high (although med. to high-end systems won't have a problem
with this), but lowering the speeds would mean I should
redesign a significant part of both bases. I didn't felt
like doing that, partly because I want to move on to a next
map. It's something I will keep in mind in future work, though.

This map is hosted at The Engines of Creation -

This map is 2001 RJL and may only be distributed by electronic means
(e.a. Internet or BBS). Please don't copy this map or parts of it
without my permission.

Wizeguy Eternal
by phooka

3wave, q3actf and TA compatible

In memory of KN|PhOeNiX and UC|Wizeguy

Credits: all the people in the forums TA section...
plus --- >

Krischan "GrimReaper" Makowka by the OAKS
mikemajernik by the Crow
Yves Allaire, aka evil lair by the portals
IkkaKeranen by the Indoor Wooden Texturing

**email removed**
date: 18th March 2002.
Quake3Arena CTF level

title: Pyramids
file: pyramids.pk3
author: Q
email address: **email removed**
description: Large CTF map also supports TA & 3W

play information

CTF: yes
deathmatch: yes
TDM: yes
Bot File (aas): yes
other: no
new sounds: no
new graphics: no
new music: no
Player load: 8-16
how to play place pyramids.pk3 in your /baseq3/ folder
choose it from the skirmish menu to play

Original construction

editor: GTK Radiant

know bugs: None

build time: about 3 weeks.

compile time: about 4 hours for everything

Build PC: Athlon 900, 512Mb, GEFORCE 2 DDR



Sock for the Egypt textures and for allowing me to edit them to make CTF versions and Launchpads
The water & energy effects are based on id stuff
The launchpads are a combination of id & sock
The 3W people for letting me use the unified textures
Sock for the Skybox
todd gantzler for the model
Weapon markers are based on another sock texture (thanks again!)



This 1 started life as a simple conversion to ctf from the outpost map. After beta testing for 3w though it was rebuilt radicaly.



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


April 20, 2002 (re-release... see below for notes on changes)

Title: T I T A N S
Map name: ump1ctf4
Game: Quake 3 Arena CTF, Threewave CTF (all modes), and Team Arena
8-14 players
Author: Joel Baxter (aka Johnny Law)
Other work: jlctf1 "Grazer Station"
clan arena "Lost Colossus" for m3amap1
q3wcp15 "Industrial Revolution"
Email: **email removed**

* Description *

A long-abandoned temple complex spanning two lofty plateaus, in a
mist-wreathed mountain range. Undiscovered by modern man... until now.

* Requirements *

NOTE: this map requires Quake 3 version 1.29f or later.

Titans is for CTF styles of play that do well with larger maps. It was
originally designed for public server play, large-team Team Arena games,
botplay, and as an experiment for Challenge ProMode CTF. It was not intended
for 4-on-4 competitive Q3CTF league play; I would think that Titans would be
unusual at best for that.

You can play Titans using the CTF mode of Quake 3, or with the official Team
Arena mission pack. You can also play it using one of the mods Threewave
(, OSP (, or CPMA (
Other mods that preserve the basic Quake 3 CTF style of play should also work
fine too.

Grapple mods may be problematic though; see the "gameplay notes" section

Also see the "known issues" section for a couple of things related to botplay.

* Changes from the originals *

Titans was originally released a little over a year ago as separate maps for
Team Arena and non-Team Arena play, since Quake 3 did not yet have the
capability to store different item sets for those play modes in the same map.

For its re-release as part of Unofficial Map Pack 1, I've basically merged the
two maps into one, using the new entity features provided by Quake 3 patches
and by the Threewave mod. I generally resisted the temptation to use this
opportunity to revisit the item layout, but I did make the following changes:

- In the original titans_ctf, one of the weapon spots had a nailgun in CCTF
and nothing in normal CTF. I would have liked to have put a plasmagun there
for normal CTF if Q3 had supported that sort of item distinction. Now it
does, so now there's a plasmagun there for normal CTF.

- For similar reasons, the in-base yellow armor (one for red team, one for
blue team) is now replaced by a green armor in CCTF.

- Since the release of titans_ta, id has increased the power of the nailgun
in patches. I don't like having the new-style nailgun available in the
fairly enclosed base area right next to the flag and an ammo regen powerup,
so for TA play that weapon spot now holds a lightning gun (same as in the
other modes of play) rather than a nailgun.

- The originals had bad entity properties on the throne doors that caused
those doors to open too far; when a throne door was open, its top edge would
protrude out of the lap of the statue. Fixed that.

I haven't changed anything else about the map.

If you have one or both of the original maps, I would recommend deleting them
and using this map instead.

FYI for Team Arena players:

If you already have the Team Arena "menu video" for titans_ta (in
roq-titans_ta.pk3), you can use it with this map if you use WinZip to extract
titans_ta.RoQ from the pk3 file, rename it to ump1ctf4.RoQ, and then put it
back into that pk3 file (or create another pk3 file to hold it). Be careful
to store it so that the "video/" filepath is preserved.

If you don't have that Team Arena menu video but would like to (or if the
above process sounds like too much work), then check the Titans page of It currently has a download link for the titans_ta menu
video, and I'll also make available a version renamed for use with ump1ctf4.

* Gameplay notes *

* At the "ladders", you can drop down to the ground at the foot of the ladder
without taking damage or making noise... just think of it as "climbing down
the ladder really really fast".

* When played using a mod that has a grapple, there are surfaces in Titans
that should be "ungrappleable" to prevent the most extremely lame forms of
hiding: the mountain face, the interiors of the center chimneys, and the
exterior walls that face onto the deathfog. For these surfaces to be
"ungrappleable", the mod must support that particular feature. At the time
of the original release of Titans, it seemed reasonable to expect sufficient
mod support for that feature. However, the current state of things...

CPMA supports ungrappleable surfaces (yay arQon). I was under the impression
that OSP did too, or had planned to do so, but when I checked the most recent
version the feature wasn't there; I've pinged them about that just to see
what's up, and I suppose there's a chance that OSP might still get on board
(especially since it tends to share features with CPMA), but no guarantee of
course. CCTF is the biggest disappointment in this regard, as it is the main
"grapple mod" and it had the feature already in place in a patch that was
about ready for release, but then they went through some problems and were
absorbed by Threewave, and now Threewave CCTF doesn't have this feature.

So... at this point, a year after the original release of Titans, you can
imagine that I have little interest in re-convincing mod coders to have this
feature, or in substantially reworking the map to accomodate a certain set of
players who will almost certainly never adopt the map for regular play. So
just consider this a heads-up. If you want to play with a grapple on Titans,
you'll be fine in friendly games where you can have whatever house rules you
wish about flag carriers hiding outside the playing area. Any sort of
organized competition could also make and enforce such rules. But a public-
server game on Titans with a grappling hook could turn silly.

* Credits and appreciation *

All media from other authors used and/or modified with permission.

Media credits: - Teleporter model: Todd "Mr.CleaN" Rose. Skin replaced by
me... doesn't look nearly as good, but fits in with the
map's theme now.
- Colossus model and skin: Bjornar "Ewooz" Johansen;
starting from the original "judge" model, I tinted the
skin, removed the throne, and "supersized" the model.
- Fountain model and skin: Ranjeet "Rungy" Singhal; I've
added surfaceparm trans to the skin and reshaped the model.
- Pool brick texture (cosmo_brick48_mod4.jpg): a hacked-up,
resized, tinted version of a texture from CosmoGraph
- Brick and stone textures: based on Mr.CleaN's Egyptian
textureset; variations by me are indicated with the _mod
suffix. The mrclean_based_combo_tiles texture is a
composite of multiple textures.
- ctf_unified logo textures and shaders from Threewave
(marked with the ctfu_ prefix).
- door_layer.tga was extracted from an id Q3 texture.
- The envmapmach_ textures are variants on an id Q3 texture.
- Skybox: made by me using TerraGen
- The glyphs are letters from the synthetic language
Denden, of which I know very little other than it looks
cool and its font was free for any use. If you're curious
I'm sure a Google search will turn up more.
- Shaders in titans_ump.shader are created by me or based on
existing shaders as credited.
- Wind sounds: Free sounds from around the Web, don't
remember where.
- Teleporter sound: this is drone_starship from Death2Uall's
Industrial Pack 1 (

Other thanks: - David/phooka for putting together the UMP and asking that
Titans be included; also, the various folks who recommended
Titans to him (BlaZeD, nitin, anyone else).
- Jan "MrElusive" Paul for much help with the bot support.
- The denizens of the Quake3World level editing forum, for
advice and entertainment.
- bushboy, nakedape, some guy i know, Maj, and Drunken Boxer
for comments and suggestions. The entire M3A team for help
with the previous incarnation of parts of this map as an
RA3 clan arena.
- Clan Plaid for being my "gaming support group".
- Of course, Robert Duffy, Paul Jaquays, and the rest of id
software; and Timothee Besset and the Q3Radiant ninjas.

Tools: - GtkRadiant 1.1-TA (
- q3map 1.0r and bspc 2.1e
- The GIMP 1.2.0 (
- Milkshape 3D 1.4.3 (

* Map specs *

Base: media and some architecture from my clan arena
"Lost Colossus", in m3amap1
New sounds: Yes; see the credits above
New graphics: Yes, almost completely; see the credits above
Build time: Dec 2000 to Mar 2001; TA/CTF versions merged April 2002
Brush count: 8047
Entity count: 1255
Max polygons in view: approx. 9000 *
Imagelist size: approx. 3.1 Mtexels **

* This is the max r_speeds value with gun display enabled, 3D icons, 3D
items, and high detail geometry, as viewed from the normal playing field.
It is possible to see higher values when spectating/noclipping/grappling to
the highest points in the map.
** This is the imagelist size at r_picmip 1 (2nd-highest texture quality) in
unmodified Q3; original Q3 standard is 3 Mtexels.

* Known issues *

This map was designed to the system specs for Team Arena. It should perform
as well as the large Team Arena maps (hopefully better), but it will be more
taxing to your system than older Q3CTF maps.

There are a couple of interesting jumps that can only be successfully made if
pmove_fixed is enabled and pmove_msec set to a good value (like 8). Or if
pmove_fixed is disabled and you have a really high framerate.

I am fairly happy with the bot play on this map. There's one little quirk,
and here it is: bots are extraordinarily hesitant about going after the yellow
armors in the middle. They pause and run in place for a bit before jumping
over. Because of this I haven't given any extra weight to those armors, and I
don't think that bots will ever go to get them unless you tell them to.

Because of the large open areas of this map, bots have a lot to think about.
There are no pathologically bad areas for the bots, but there's no getting
around the basic structure of the map that eats more AI cycles than a map
with small contained spaces would. So, systems with slower CPUs will
experience some framerate drop when loading up large bot teams on this map.

If you play in 16-bit color, your graphics card loses some precision in
determining how far away polygons are from you; this can lead to distant
polygons getting mixed in with each other and looking odd. You can see this
effect on the large statue; nothing I can do about that. It also affects the
special effect of the colored runes "bleeding in" at the tops of the obelisks.
Other than that, I think I've gotten rid of any other bad visual effects that
can happen to the map in 16-bit color. (At the cost of increasing the texel
count a bit.)

* Copyright / Permissions *

All media used in this creation remain property of their respective owners;
they are used here with permission.

The author reserves all rights concerning this creation not superceded by
prior claims and not waived in this document.

You may of course install this map on a Q3 game server, and you may install
it for a Q3 client to play the map alone or on a game server.

You may not use this map as a base for creating other works without
permission from the author.



Released: April 6, 2002
Title : Palindrome

Filename : hal_palindrome.PK3

Author : John "Hal9000" Schuch
Email Address : **email removed**
Homepage :

Description : Quake3 CTF Level

* Play Information *

Game : Quake3 reg.
: Quake3 Team Arena for TA modes
Map Name : hal_palindrome
Bot play : Yes
Deathmatch 2-10 : No
Capture the Flag : Yes
One Flag CTF : Yes
Obelisk : Yes
Harvester : Yes

* Construction *

Program : q3Radiant v200e
Base : Scratch
Original Construction time : Uhh who knows.. maybe two weeks?

* Copyright / Permissions *

Authors may NOT use this level as a base to build additional

This map or any part of it may *NOT* be distributed over any
medium at this time, or anytime in the future, for profit in
any form of currency, credit, or rocks and pebbles
(depending on your culture).

This compiled .bsp may *NOT* be decompiled or reverse
engineered for any purpose whatsoever.


* Etc *

Thanks to EvilLair for his cool textures!

Thanks to whoever made the skybox... I've had it for so long
I can't remember where I got it. I take no credit for it
whatsoever. I wish I knew where it came from, sorry bout that.

John -Hal9000- Schuch

Gone with ThA Frag
by phooka

3wave, q3actf and TA compatible

Credits: all the people in the forums TA section...


<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<UMP1CTF7/XNONE3CTF1: Egyptian Enigma Readme>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

author: XceptNone (Eric Wong)
date: October 27th, 2001
email address: **email removed**
website (clan page):

Description: My first public release for Q3A. This is an Egyptian themed Q3 CTF map.
It was a finalist in the Threewave CP3 Map contest however it just failed
to make the cut :(

Play Information

Bot File (aas): yes
new sounds: no
new graphics: Sock's Egyptian textures, and a few new ones made by me based on Sock's work
new music: no
supported gametypes: Q3 CTF, all TA gametypes, all 3W gametypes (CCTF and CTFS)

how to play place the enclosed pk3 into /baseq3 (if downloaded separate, and not as part of UMP 1)
start quake 3 arena

base: none
editor: GtkRadiant 1.1.1-TA
known bugs: none, bots should work satisfactory
build time: 1 month
build/compile machine: Athlon Xp 1600+, 256mb pc2100 ram, GeForce 2 Ti

Special thanks to...

DariGaaz, Imodium and Bitchkiller of my clan TotalKonfuzion for their help and advice on the layout
of this map

Casey and Scancode of the Threewave CTF mod team. Your advice during the beta tests for CP3 has made
me a better mapper! I hope I get to work with you guys again in the future :)

Sock for the custom textures used in this map

Con Artist for recreating the eagle banner mapobject (cool stuff :) )

Phooka for organizing the Unofficial Map Packs project, which I am a proud member of

id Software for Quake 3 Arena

Other works by author

Wolf MP map based on the final scene of Saving Private Ryan, with a few changes to suit the
gameplay of RtCW. Currently in beta as of 4/20/2002.

Can be found at:

Distribution / Copyright / Permissions

Copyright (c) 2002 XceptNone (Eric Wong) **email removed**
All rights reserved.

Quake III Arena and Quake III Team Arena are registered trademarks 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

"Hydrogen" by keditok

April 16, 2002

This is "Hydrogen", a small fast CTF map, also compatible with all Team Arena,
and Threewave game types. Play is somewhat similar to Q3CTF1. Recommended
for teams of 3-5.

. . . and remember please this is aimed at fast, fun, and possibly tourney
play. Tt was built with furious gameplay in mind in the team spirit, not to
be pretty. If you can't take the heat, stay out of the arena! :p

Of interest, the original map was made as part of a week long friendly
mapping competition, better known as turtle mapping.


Special thanks to the turtle mappers, Sir Fragalot, Shallow, Darth, Tetzlaff, Boromir,
toddg33, Rayden, and of course the Threewave crew. Also thanks to Astrocreep,
and the crew at Map-Center. Thanks to everyone else who helped me beta test.

All content is copyright by id, or keditok.

Please do not distribute, this map or any of my beta maps for
commercial purposes without my consent. Also, please delete any beta maps when a final
has been released to minimize hard drive use, and to make sure the map plays and looks



**email removed**

To install UMP1 simply extract the zip wherever U want, then drag UMP1.pk3 and ump_media.pk3 into your baseq3 folder. Put the documentation wherever you like! :D