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.