Contents;
i Schadenfreude: Team Arena by Jason "Cornelius" Gill
ii Crossed Paths by Drunken Boxer
iii Japanese Castles TA by Mike Burbidge (g1zm0)
iv An Iteration of TA Hell by: John "Hal 9000" Schuch
v Project History
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Schadenfreude: Team Arena by Jason "Cornelius" Gill
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Title: Shadenfreude: Team Arena
Release Date: 02/14/2001
Author: Jason "Cornelius" Gill
Email: Cornelius
Homepage: N/A
Installation:
Extract the .zip file to the missionpack folder under your Quake III Arena folder.
Description:
A Quake III: Team Arena map designed for teams of 6-16 players on each team.
Known Bugs/Omissions:
- None.
Play Information
Game Quake III: Team Arena
Bot Match: Yes, .aas file included
Capture The Flag: Yes
One Flag CTF: Yes
Overload: Yes
Harvester: Yes
Deathmatch: No
Construction:
Base: A rebuild of Schadenfreude CTF for Quake III Arena, also by me, which was
released in Dec. 1999. Editor: Q3Radiant v187, v202; q3map.exe (version released
Jan. 2001); bspc.exe by Mr. Elusive
Other programs: Q3 Build by Sagnor AzrKnight
Build time: Too long
Thanks to...
Paul Jaquays, Astrocreep and the rest of the id crew for the feedback and
encouragement; Mr. Elusive for the excellent bot help; Zarathustra, Snicklefritz,
Ross Pearson and all the other beta testers for the original version
(Schadenfreude CTF), id Software.
Textures copyright their respective owners (see scripts/crn_schadta01.shader for
list).
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Crossed Paths by Drunken Boxer
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Title: Crossed Paths v.TA
Release Date: 02/09/2001
Author: Daniel "Drunken Boxer" Lanicek
Email: Drunken Boxer
Homepage: Q3A CTF
Installation:
Extract the .zip file to the missionpack folder under your Quake III Arena folder.
Description:
A Quake III: Team Arena map designed for teams of 3 - 5 players on each team.
Known Bugs/Omissions:
- None.
Play Information
Game Quake III: Team Arena
Bot Match: Yes, .aas file included
Capture The Flag: Yes
One Flag CTF: Yes
Overload: Yes
Harvester: Yes
Deathmatch: No
pk3 Information
BSP Name maps/dbox2_ta.bsp
Levelshots levelshots/dbox2_ta.jpg
Arena file scripts/dbox2_ta.arena
Shader file scripts/dbox2_ta.shader
Texture files textures/dbox/*
textures/ctf/*
textures/sfx/*
textures/evil_texures3/*
Special thanks to Paul Jaquays, Astrocreep, Cornelius, and Johnny Law for the tips,
bug reports, and encouragement. Thanks also to evil for the use of his texture.
And of course, thanks to id for creating a great game.
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Japanese Castles TA by Mike Burbidge (g1zm0)
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Title: Japanese Castles TA
Release Date: 02/14/2001
Author: Mike Burbidge [g1zm0]
Email: q1zm0
Homepage: G1zm0
Installation:
Extract the .zip file to the missionpack folder under your Quake III Arena folder.
Description:
A Quake III: Team Arena map designed for teams of 3 - 5 players on each team.
Known Bugs/Omissions:
- None.
Play Information
Game Quake III: Team Arena
Bot Match: Yes, .aas file included
Capture The Flag: Yes
One Flag CTF: Yes
Overload: Yes
Harvester: Yes
Deathmatch: No
Credits:
Id Software, for Doom, Quake, Quake II, and Quake3Arena, Team Arena
A huge thank you to Paul Jaquays of id software, for his patience, suggestions,
and ideas, and time he spent on this project. (I learned a great deal)
Astrocreep, for his ideas, and suggestions
MrElusive of id software, for his help in tuning the map for the bots.
L-Fire for his original help on the original ctf version of this map.
Nick Triantos for his driver writing talents =)
All the testers at id software, those at the hatlan, Ralph Evans (hat)
my kids Megan, and Mikey
Other credits:
textures and models from:
id, textures that I modified
rungy (**email removed**) **invalid URL** for the most
excellent waterfall, the first time I saw this in the "gallery" map by Paul J,
my jaw dropped, I had to put this into a map.
Todd Gantzler (**email removed**) for the excellent plant models !, they are so
versatile, I can just "plant" them anywhere =) I am using these things in quite a
few of my maps, thanks Todd !
Todd 'Mr.CleaN' Rose (**email removed**) for some of his fantastic textures
(I am using more of his textures in a map in progress)
Lloyd Morris (**email removed**) for the best grass texture I've seen yet
Yves Allaire aka "evil_lair" (**email removed**) **invalid URL** for
the nice wood floor texture
A Special "Thank you" to Eri Takase who graciously allowed me to use some .jpg's of
her Japanese Caligraphy in this map:
Eri Takase Artworks
Fine Japanese Calligraphy
www.takase.com
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An Iteration of TA Hell by: John "Hal 9000" Schuch
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Title: An Iteration of TA Hell
Filename: HAL9000_TA.PK3
Email: hal9000
Homepage: What the hal
Description: Full Quake III: Team Arena Level
Installation: Extract this PK3 file into the missionpack directory inside
your Quake III Arena game directory.
Play Information
Game: Quake III Arena reg. w/Quake III: Team Arena
Map Name: hal9000_ta
Bot play: Yes
Deathmatch: No
Capture the Flag: Yes
One Flag CTF: Yes
Obelisk: Yes
Harvester: Yes
Construction
Program: q3Radiant v1.97
Base: Scratch
Original Construction time: 3 weeks
Big thanks to Paul Jaquays and Mr. E for putting this map in
the pack, as well as all the helpful insight into
getting bots to behave as best they can.
Also thanks to Astrocreep for spearheading this little
project with Paul, and for the feedback on my map.
I hope everyone that plays this has as much fun as I
had making it... if so, then I've done my job :)
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Project History
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Well before Quake III: Team Arena was complete, we tossed around the idea of
putting out some additional maps for it. Free maps. Our internal resources were
still heavily committed to finishing the expansion pack and anxious to be getting
onto Doom production. So, we looked to the creative talent of the Quake community.
Although the team style maps were not as numerous as free for all and tournament
style, we had quite a number to choose from. Using sites like ..::LvL and Z-Axis
and Spankenstein’s Reliquary as referral sources, it didn’t take long to find,
play, and winnow our way through the most popular team play maps out there. In this
regard, a debt of thanks is owed specifically to Tigger-oN and his brief reviews on
his website, ..::LvL and the Quake III Arena fans who downloaded the maps and rated
them for play quality. That sort of ranking made our lives just that much easier.
Maps that looked good, that were balanced, that embodied a design philosophy in
keeping with Quake III Arena (as opposed to earlier id CTF style games), that had a
layout adaptable to the Q3: TA game types, and that were enjoyable play experiences
against bots made the first cut. Before Team Arena was even on the shelves we had a
selection of maps that would suit our needs.
The selected maps were winnowed down through “live” play test to a double handful.
We approached the designers of those maps and invited them to participate in the
project. The response was unanimous.
At this point some folks outside of id got involved on the production side.
AstroCreep, a map maker and moderator of a number of forums at Quake3World, including
the Level Editing forum and the Team Arena forum worked with me to evaluate and
critique each of the maps, suggesting changes to layout, architecture, entity
placement, and texture decoration. Drunken Boxer, another mapmaker who moderates the
CTF and Team
Arena forums at Quake3World provided additional input and counsel. The last step was
to run each map past MrElusive, to fine tune the maps for bot play. Finally,
AstroCreep provided the html format Readme, and Eric Webb of id created the server
batch file scripts based on the ones used for id’s own servers.
And yes, there is a Team Arena Map Pack 2 in the works. As with this map pack,
announcement of its contents will come at the time of release. Please note that we are
not and will not be asking for additional map submissions.
Paul Jaquays
Designer
id Software
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