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The Stolatene Mine
haste

Added: 7 Apr 2021
================================================================ Title: The Stolatene Mine PK3 Name: map-af3hex.pk3 Date: 2 April, 2002 Author: haste (Neil Toronto) Email Address: **email removed** Home Page: **invalid URL** A medium-sized tournament map made almost completely out of hexagons. AFAIK, this is the only Q3 map ever released in which no wall ever makes a 90-degree angle with an adjacent wall. :) This is made for the second geometry competition, put on by Nunuk and Sock. I'm restricted to a set of twelve textures, total. The rules are here: **invalid URL** With the type of map it is, you wouldn't expect much in the way of hinting. Well, I've actually done it, so turn on r_showtris and check it out. :) And please make sure you take a look at it with your r_gamma setting between 1 (default) and 1.1, since the map relies a lot on contrast for its good looks. Anything higher washes out the contrast too much. (Personally I'd never play any map with r_gamma below 1.2, so I understand. Just please take a look at this in all its glory JUST ONCE...please... :p) Thanks to: Sock for some of the textures, ydnar for his very, very cool optimizations to q3map, and everyone at the Level Editing forum at Quake3World.com - especially Gaelrond, who helped me make this a good tourney map. And Sock again, and Nunuk, for helping me stretch creatively for the first time in a good while. * Play Information * Game: Quake III Arena Bot Support: Yes, and they do fairly well FFA: Yes, for four players, tops Team DM: Yes, and 2 vs 2 is pretty frantic Tourney: Yes - oh baby Capture The Flag: Er...no Players: 2-4 Items: RA, LG, RL, RG, SG, GL, a few shards and health, ammo Known Issues: None Anything Else: Yeah, this map has PLATFORMS (I love 'em) * Construction * BSP Name: maps/af3hex.bsp New textures: Yes, by Sock (**invalid URL**), the examples for the geo comp heavily modified, and some by me New sounds: Yes, the plat sound, machinery sound, force field sounds Base: From scratch Construction Time: About 2 months Compile Time: 90 minutes on an Athlon 1.2GHz T-bird, 256MB DDR RAM Editor used: GTKRadiant Qutilities: ydnar's optimized q3map alpha Other utilities: Gimp, PowerArchiver, Goldwave * Performance * r_speeds usually hang out around 5000-9000. In some places they peak around 12000. HOWEVER - these numbers can be deceptive, and in this case they suggest more overdraw than is actually going on. 12000 on this map runs faster than 10000 on q3tourney4, at least on my computer. Every hexagon wall has three texture passes including the lightmap, so if you want a speed boost, try vertex lighting mode. The map actually doesn't look too bad that way, either. * Copyright / Permissions * You MAY NOT use this level as a base to build additional levels. You MAY use MY textures and shaders but give credit where credit is due. You MAY use the sounds but give credit to me. You MAY distribute this PK3 in any electronic format (BBS, Internet, CD, etc) without my permission.
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3 comments (2.88 yrs ago)
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312 & 363 LiveViews (daily avg. 0.34)
File:
af3hex.zip, 2.06 MiB
PK3 date:
6 Apr 2002
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