free for all: 3 Players
team deathmatch: -
capture the flag: -
Bot File (aas): yes
other: This map is designed to work in vq3 while there
are additional jumps that can only be done in cpm
how to play: place ct3tourney3.pk3 in your baseq3/ folder
type \map ct3tourney3
type \addbot <botname> <skill> <team>
hit ~ (to clear the console)
OR select McSarges(ct3tourney3) from the skrimish menu.
- compile time: 720 seconds
- Harware: Intel Core i5 3450, 16GB Corsair Venegeance RAM
- Brush count: 4425
- Entity count: 448
- func_group: 168
- light: 176
This map has been created for the quake 3 mapping competition #4
hosted by maverickservers.com. (mapping.maverickservers.com/)
For the theme I have been inspired by games I recently (in 2012) played, like
Team Fortress 2 or Rage.
Today, on January 17th 2014 I finally managed to find the time to
fix the remaining bugs on the map and put together a final release
Here are some lame excuses for the delay: School, girlfriend, work for
QuakeLive, my dog ate the .map file.
The file size is stupidly big because the .pk3 contains a lot of high resolution
textures, some of which I did not use on the map but wanted to include
to give people the opportunity to use them in their own work (please credit me
if you do).
MAP DESIGN CONCEPT:
The map's theme builds up on McSarge's, a fictive company for deathmatch supply
and manufacturing. Offering Rocket Launchers, Jumppads,
Armors with superior build quality, the enterprise managed to build up an
overwhelming monopoly. Prior to entering the Deathmatch market in 1999, the family business
founded in the late 19th centuary focused on coal and steel productions only;
expanding quickly and eventually raising up their palett of products.
To date, the company that went up a steep path during the industrial revolution
still has it's old fashioned beauty to it, as well as the flawless product quality.
Making the level took about 6 weeks (+1.5 years of delay and one day of bug fixing)
, including developing the layout,creating the textures from references
(taken from cgtextures.com) texturing, lighting, shader effects and technical optimization.
On the map itself you can find one Mega Health, one Red Armor, one Yellow Armor,
two Green Armors and all of Quake 3's weapons minus the BFG. Gameplay wise,
I was aiming towards a fast paced and vertical setup as I usually tend to do.
Additionally, to give the level an unique touch, I tried to develop some
extraordinairy angles and routes to have an extended learning curve for the player
while keeping the basic layout simple enough to make the layout accessable and easy.
editor: NetRadiant/GTKradiant 1.6
other progs: The GIMP, notepad ++
know bugs: -
- texture references from cgtextures.com
- Jumppad effect shader by Hipshot (zfight.com)
- Maverick (www.maverickservers.com/) for hosting and organizing the contest
- the sponsors for making the contest possible with their prizes
- also the judges for offering their time and making the contest possible
- everybody who participated in the contest
- everyone else who gave feedback, especially AEon, akm, Despair, Obsidian, Phantazm11
Distribution / Copyright / Permissions
Copyright (c) 2012 cityy, cityy at gmx dot de
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.