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------------------------------------------------------------------ Title : MorpheusX Filename : morpheusx.pk3 Maps : MorpheusX - quarter gravity version MorpheusXG - normal gravity, with the grappling hook Author : Chainsaw Email Address : **email removed** Description : Three towers in space Release Date : 13th January 2000 ------------------------------------------------------------------ Instructions: ------------- 1 ) Extract morpheusx.pk3 into your Quake3/baseq3/ directory 2 ) Start Quake3 3 ) To play type "map morpheusx" or "map morpheusxg" in the console, or click on a map in the menu. * Play Information * Settings : Deathmatch and Tournament Players : 7 spawn points. Bot Support : Bots are supported, but don't like zero gravity ;-> * Construction * Build Time : A few weeks, inc. learning Radiant. Compile Time : Six hours on a K7 600 [q3map -light -extra] Editor(s) used : Q3Radiant Known Bugs : The mirrors mess up from certain angles. I've tried and tried but I can't get them working. I'm really sorry, but unless someone can help, they're going to stay as they are. They're OK 98% of the time. As above, the bots don't work too well. The grappling hook included by id isn't skinned, but there are skins floating around out there so grab one. Lastly, the platform / Quad pickup makes a funny noise, and I couldn't change it. I didn't want to lose the effect, so it stayed. All this makes it sound alot worse than it is, trust me! * Info * Based on the Unreal Tournament level Morpheus. It's basically three towers in space, with a small lower platform in the middle. In quarter gravity ;-> It's a very dark map, I wanted to create the impression of being high above the world at night, and set a certain mood. It's not a literal copy, I've altered how the level plays, hopefully for the better. The physics are completely different for the two games, hence the slight change in dimensions. Also the weapons are alot different, but I think I've done an OK job in placement, even if I did squeeze in all of them! The download includes two versions, one with quarter gravity, the other with normal gravity and every player spawning with the Grappling Hook. Suitable for upto 8 players, if you want a pretty hectic match. More if you're really evil. Works OK as a tournament map; though it has the Quad and BFG, it is quite possible to nail any opponent going for them. Low gravity fighting is as much about powering your opponent up and into space as it is on getting the kill. Playing in low gravity takes some getting used to. At first you may find yourself running up a ramp and floating into the void below. I've done my best to help prevent this with additional space to land on (thanks for the ideas Herod!), but there's only so much I can do without ruining the map. So be a bit careful until you're used to the new feel, and don't start slamming it because you keep scoring minus frags ;-> I've spent so much time on it now, I'm finding it hard getting accustomed to normal gravity! You'll need a powerful machine for this map, I fear. It is playable on a P2 300 with detail low enough however, so consider running in 16-bit colour. The three towers have quite a few shader passes on them, which doesn't help performance. I was planning on cutting them back, but I really liked the shiny metallic effect, sorry. * Issues * For some reason, the grenades aren't affected by low gravity. I assume this is a problem in the code, and will be sorted at some point in time. The accelerator pad is also a little suspect - try and hit it dead centre, at the base, to be guaranteed hitting the bounce pads. Pushing a player in low gravity, they float for a long time and the smallest degree out has pretty disastrous consequences. In both maps, don't be afraidof moving a little in the air to increase your chances of catching everything. Taking the accelerator pad dead centre really helps. I'm getting some pretty bad r_speeds at times, especially when coming out of a tower at the top of the platform. I spent a long time messing around with hint brushes with no real joy. The nature of the map doesn't lend itself to brush optimisation I'm afraid. It shouldn't be too bad for the majority of play hopefully. If anyone wants to have a go at optimising it, give me a shout and I'll send you the .map file. Lastly, some of the texturing is a little off in places, though you won't notice it battle, I hope! The volumetric lights around the curved fixtures on level 2, for example, is particularly poor, but I couldn't really make it any better. It gets to the point of such diminishing returns - a 6 hour full VIS and LIGHT doesn't help - that I felt enough is enough. Not a lack of commitment on my part, a lack of time I'm afraid. Send comments to **email removed** Thanks to Daniel Baron / Herod for playtesting it, and pointing out the problems! * Distribution * Feel free to distribute this file in any form, inc. on CD media, as long as proper credit is given and this text file has not been edited in any way.
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