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Can I Take It To The Bridge? (2nd Ed)
Pax

-------------------------------------------- < o > -------------------------------------------- Why I released another version: Some ppl have complained that the map missed the location entities. I managed to send the .map files to never never land and was to lazy to find a way of getting those entities in there. Keltic from **invalid URL** mailed me and told me that a certain Assembler Maniac <**email removed**> hade made a version of the map with the locators. You'll find more info on him at **invalid URL** and **invalid URL**. Thanks Assembler Maniac for helping me and all the fraggers out there with this one. Happy Days Pax -------------------------------------------- < o > -------------------------------------------- Title : Can I Take It To The Bridge? (2:nd Ed.) PK3 Name : mapel4b.pk3 (original mapel4.pk3) Date : 00/09/30 (original 00/04/04) Author : Pax (revision by AssemblerManiac) Email Address : **email removed** Home Page : **invalid URL** (not operative) Installation : To install, simply unzip and place mapel4.pk3 in the baseq3 directory inside your Quake3: Arena installation. Kick up Q3A and start a ctf multiplayer server. The map should then show up with the other levelshots. Additional map info. : The idea behind the map was to make it large and yet dead easy to learn and play. I always loved McKinley Base (Quake Classic Threewave ctf) because of its fast gameplay. I found Q3CTF1 had much of the same thing. Hopefully this map will deliver some of the same stuff but with the posibility to cram a much larger number of players in there. As matter of fact you need an absolute minimum of 4+4 to give it justice but I think the map could hold as much as a 8+8. Wont-dos : * Actually the middle area should be scaled down a bit to negotiate with the Q3A engines problem with large outdoor areas. * The bases exterior should need some more work. The front looks a bit flat and you can't see any roof or something like that. I was thinking about building it into a mountain or something but a: I'm lazy, b: I think it would kill the FPS totally in the middle area. * Add some more eye candy. Additional Thanks to : hostile[e0h] - for play testing and general input. Btbl - general input and encouragement. 10sun - for offering me to do the final compile. anton[e0h] - for learning me the basics of q3radiant. Ron Gass - author of Q3build, who sent me a new build at the speed of light when it wouldn't install on my system. lvl - for running a great review and beta map site. id soft - for making it all happen... All the tutorial sites out there... you know who you are... Previous Work : a couple of maps for Q and Q2 -------------------------------------------- < o > -------------------------------------------- Play Information Game : Q3A Bot Match : Yeps, aas file included Capture The Flag : Yes Deathmatch : Deathmatch starts: yes, Gameplay: not good PK3 Information BSP Name : maps/mapel4b.bsp Shader Name : scripts/mapel4b.shader Textures : textures/mapel4/*.* Models : models/mapobjects/*.* Levelshots : levelshots/mapel4b.jpg Construction Base : From scratch New Textures : Yes, modifications of id's and some of my own New Shaders : Yes, modifications of id's and some of my own Construction Time : 2 months Editor used : Q3Radiant (builds 181 to 197) Utilities : Q3build Other utilities : Photoshop Known Bugs : Middle area to large for the Q3A engine. Doors visible through walls at long distance. Compile Q3Map BSP Time : 51 seconds Q3Map VIS Time : 7 hours, 6 minutes, 2 seconds Q3Map LIGHT Time : 13 hours, 32 minutes, 9 seconds Lighting Params : -extra BSPC AAS Time : 5 minutes, 13 seconds Compile Computer : AMD K6 II 350mhz, 64 megs of RAM, Win98SE -------------------------------------------- < o > -------------------------------------------- Copyright/Permissions All original and composed textures in this level remain property of the sources respective owners. All original and edited shaders in this level remain property of the sources respective owners. You may NOT use this level as a base to build additional levels and MAY use the textures and shaders but give credit where credit is due. You MAY distribute this PK3 in any electronic format (BBS, Internet, CD, etc) as long as you contact me first, include all files intact in the original archive, and send me a free copy (if it's a CD :) Thanks. -------------------------------------------- < o > --------------------------------------------
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Comments:
42 comments (14.24 yrs ago)
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11,347 & 366 LiveViews (daily avg. 1.21)
File:
mapel4b.zip, 3.99 MiB
PK3 date:
5 Sep 2000
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