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Q3A Database
MonkeyMadness
==================================================================== MonkeyMadness by GONNAKILLYA! ==================================================================== Start Date: July 2000 Final Tweak and Compile: September 13th, 2000 Quake3Arena DM/TDM/Tourney level. ==================================================================== Title: monkeymadness File: monkeymadness.pk3 Author: GONNAKILLYA! aka: Rob Peterson Email Address: **email removed** URL: dahood.org/smackdown Inspiration: My inspiration for this map was my childhood years and the monkey bars at school. When I was a kid we were all over them and jumping real quick from place to place playing tag. It was real intense and lots of fun. I also like having constant battle with lots of firepower where you don't really have time to catch your breath. Just like when I was a kid on the monkey bars at school. ******************************************************* In that spirit of fun, the map has a lot of trim ledges and shit to run ON, OVER and UNDER for sneaky vertical double-backs as well as a couple of open areas for some good all-out brawls. The bouncepads in the open areas will just add to the vertical fun. I've added enough firepower and armor to keep the action going and to help keep the intensity level up. There's always a weapon or more ammo to grab in a pinch if needed. Suck it up, grab yer weapon and jump into the fray! Description and Tips: - the map is set in some sort of futuristic facility type dealy. The layout is vertical and as connected as the design would allow. The action is really quick with not much searchin and lotsa hurtin! - the bounce pads in the open area are fun for those shotgun/rocket midair frags OR you can sneak around under the catwalks for cover and a quick double-back and blast em while they're airborne with the rail! - the teleporter on the second level takes you to the haste perch. From this perch, run straigh ahead for the megahealth. This is a secluded part of map where lotsa campin can be had for those of you who like such things. - the teleporter on third level catwalk takes you to a platform above the main open area that has two switches to activate. Decisions, decisions. - the switch on right is the "Monkey Switch". It's a good way to weaken or destroy enemies before grabbing the BFG and commencing with THE SMACKDOWN! When tripped, it activates a shitload of grenade launchers from the platform itself and from the walls, raining them onto the open area floor below. ( the switch also launches grenades on the other side of the map in the octagon room where the quad spawns) - Listen for the demented monkey screech when flippin the switch! It can be heard all over the map and I think it'll stir some laughs PLUS it warns other players where you are and get to safe ground before being turned into hamburger meat. - the switch on left opens the cage door to get the BFG. You have exactly six seconds to get in and out before you're either a sitting duck trapped in cage or hurt by the cage door coming down! Don't worry, you can make it if you do it right or have the Personal Teleporter in case you get trapped. - the BFG spawns only half as often as it should so use it while it lasts! I intentionally left out the BFG ammo to maintain the balance of power throughout the match. - sometimes the bots are stupid on this map. they've been seen camping at the mega health and staring at the wall. I've added probably too much in terms of ammo and shit, trying to get the bots to play nice but.... ==================================================================== Play Information Skills 0,1,2,3: no Tourney: 1v1 is a violent chess match but 2v2 is intense Death Match: small DM (up to 6 ppl) CTF: no Bot File (aas): yes Other: map file for Q3Radiant Build 199 New sounds: yes....chimp.wav New graphics: yes....monkeydoor texture New music: no How to play: - place the monkeymadness.pk3 in your /baseq3/ folder - start quake3arena - select the map under the Skirmish menu in the single player mode or - hit ~ to bring down the console - type sv_pure 0 (necessary to run custom maps) - type /map monkeymadness - press enter - commence Smackdown ==================================================================== Author Info: MonkeyMadness is my first published q3a map. I'm currently making two other maps: The current map I'm working on is a smaller DM/Tourney/Rocket Arena style map called "Bad Mojo". It'll be ready in a few more weeks. The other map I'm working on is called "Battle of Theed". It'll be a largish/clan war map. It's based on the Star Wars Episode One movie. It should be in beta by October 2000, although I actually started it before "MonkeyMadness" and "Bad Mojo". I just happened to finish the Monkey map first.......cause Theed will prove to be a bitch to pull off. Working with Radiant is both fun in its simplicity and frustrating with it's little quirks! Can you say rebuild? I am a 3D artist/compositor/editor with experience with Alias|Wavefront PowerAnimator and Maya, Softimage, 3DStudio Max and Lightwave. Building 3D maps and running thru them is lotsa fun cause I'm not constrained to the one rendered view/camera angle and I am free to fully explore my little virtual worlds from any angle in real time! Coolio! FEEDBACK: I'd like to hear what you think on layout, textures and FUN FACTOR. If you can give me any info regarding ways I can increase FPS and lower r_speeds, it would be greatly appreciated. Please feel free to send your comments or suggestions to: email: **email removed** OR **email removed** ICQ #: 83204985 ==================================================================== Construction Editor: Q3Radiant 199 by Id Software Other programs: Curry, BSP Gui, Q3Shader Editor, Photoshop, Sound Forge Known bugs: none known Build time: 5 weeks, off and on ******* Using my own computer system as a performance base line benchmark (Celery 533 with 192 MB SYSTEM RAM and an Nvidia RIVA TNT2 Video Card with 32MB VRAM).... Compile time: about 2 & 1/2 hours The r_speeds throughout the map are averaged between 3000 and 9000 but can peak out around 15000 depending on: 1) your video card 2) your viewing angle on the map and whether lots of doors are open (area portals can only do so much!) 3) How many players are in the area The FPS are between 30-90 throughout most of the map during normal play... but can dip into the low 20s, again, depending on the above listed factors. I added the doors specificly to use the area portals to bring down r_speeds and give back some FPS lost to detail. I'd like to know how to implement something like area portals but not have to make solid doors all the time to break up the map render. Again, if anyone can give me more info on getting FPS, I'd really appreciate it. I've included the monkeymadness Q3Radiant map file for your perusing if you wish to see how I built the level, set up the trigger system or clipped shit off. It's for Build 199. Go ahead and tear it apart if you wish. I'd like some feedback on sloppiness of my mapping skills with regards to nodes, blocks and stuff like that. ==================================================================== Extra special thanx to: ID SOFTWARE for making a kick-ass game as well as a kick ass engine and providing FREE tools to develop levels! Q3Radiant is a seriously fun 3D program to create with. Very Special thanx to: clan and beta testers (clan lettering is red and yellow. look for it while we're smackin ya down!) - FRAGlicious - nakedape - groovemasta - FireTrucker - Squire Gibbage - mufdvr - weasel - wiredmonk - seti - Cakkafragle - M3tro - Xkilla Thanx to: - Tigger-oN and Mandog for setting standard to be followed and for providing template for this spiffy text file. - Thanx also to any other mappers who gave some input on how to be a better mapper as well as those generous enough to create tutorials for me to follow to learn the shit. - All kidz who maintain sites with level editing tutorials. Here's a few I've gone through and recommend if you're just starting out... www.quake3mod...utorials/mapping/ www.quake3world.com/editing/ qw3.gamedesign.net/ www.quake3mods.net/rungy/ www.planetquake.com/gothic/ quake3.qeradi...m/tutorials.shtml - To crew at ..::LVL, I tip my hat. They really have their hands full testing and reviewing all those maps! However, I'm sure most of it is not really what I would call "tedious work". More like fun in name of progress! I'd give my left nut to do what they do. ==================================================================== ==================================================================== Distribution / Copyright / Permissions Copyright (c) 2000, Robert Peterson, **email removed** 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 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. (I'll probably let you anyway but contact me first so I know. thanx) ==================================================================== // EOF
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