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White Noise - F3 Edition
Publius

====================================================================== Title: White Noise - F3 Edition Filename: wnoise.bsp Author: Rich "Publius" Tollerton <**email removed**> Release Date: 5 October 2000 Description: A Q3CTF conversion of as2m7 (Cacophony), a Q2CTF map. White Noise combines as2m7's intense layout with a symmetric design using as2m7's blue base and item placement tuned for both q3ctf and Alliance play. One quad with +-5s random respawn timing, teamed with a regen. This map is one of several maps that will be released in Alliance 2.0. This individual map is released in time for the Fall Festival of Frags <**invalid URL**>, an open Q3CTF tourney. Homepage: Alliance Games <**invalid URL**> Credits: The Alliance team Many, many playtesters and reviewers - in particular, dolomite, g1zmo, Casey, Elite Strike, the Peacemakers, the Antiheroes, and several other people/clans I'm forgetting right now Previous Works: Cacophony (as2m7) - Q2CTF 9/1998 Expert Base (expctf2) - Q1CTF 12/1997 Trilogy Multiplayer (trimp) - Q1DM 8/1997 All previous maps available at the Expert Quake home page, **invalid URL** ====================================================================== * Play Information * Recommended Game: Alliance CTF, Quake3 CTF Number of Players: 4+ * Construction * Base: Cacophony (as2m7.bsp). Look up its readme for prior history. Construction Time: 10 months (December 1999-October 2000) Build Time: Approx. 15 minutes (Celeron 850, 384M RAM) Applications used: Q3Radiant, Notepad, GIMP 1.1 Additional notes: Although this map was written for the Alliance CTF mod (which uses an offhand grapple), the map was designed for use without the grapple and should work in any q3ctf game with or without a grapple. The weird projectile clipping on the stairs is not a fluke - the stairs themselves do not block weapons fire. This eliminates rocket- eating. The numerous bridges pass splash from under- neath thm very well. At least in q3 1.17... Changes will most likely be made to the map in Alliance 2.0 that will be backported to another individual release. Known bugs: Tri counts are pretty high; they average at about 6000 and peak at 10000. About 2000 of these tris are typically due to the sides of light fixtures. Transparent catwalk grate texture looks pretty bad at long distance due to the mipmapped alpha channel. There's not much I can do about it without making the texture appear more complex (which is its entire point). Additionally the shader doesn't throw shadows too well. Achtung trim isn't aligned across surfaces. * Copyright Notices and Permission * This level is (c) Richard Tollerton II (2000), all rights reserved. All commercial use of this map is prohibited unless you have my explicit permission. Level designers shall not use this map as a base without my explicit permission. Offer not good after curfew in sectors R or N.
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20 comments (4.72 yrs ago)
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File:
wnoise.zip, 2.42 MiB
PK3 date:
6 Oct 2000
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