T I T A N S (TA Edition)
April 3, 2001

Title: T I T A N S (TA Edition)
Package name: map-titans_ta.pk3
Map name: titans_ta
Game: Quake 3 Team Arena, ctf/oneflag/overload/harvester
8-14 players, bot support included
Author: Joel Baxter (aka Johnny Law)
Previous work: jlctf1 (and variants grazer-wfa, grazer-ttn)
clan arena "Lost Colossus" for m3amap1
Email: **email removed**; if that fails: **email removed**
URL: www.clanplaid.net/~johnny/

* Description *

A long-abandoned temple complex spanning two lofty plateaus, in a
mist-wreathed mountain range. Undiscovered by modern man... until now.

* Requirements *

Titans is for CTF styles of play that do well with slightly larger maps. This
"edition" is for Team Arena play. If you want the NON-Team Arena edition,
that's a separate download available at


* Instructions *

Place the pk3 file in your "missionpack" folder.

To examine this map, or to play it with bots, use the StartServer menu. Make
sure that Pure Server is OFF (to avoid a certain Team Arena bug), select the
team gameplay mode in the upper left, select "T I T A N S (TA Edition)" from
the map list, customize the server settings and the bot loadout as you desire,
and then hit the go-button in the lower right to begin.


- At the "ladders", you can drop down to the ground at the foot of the ladder
without taking damage or making noise... just think of it as "climbing down
the ladder really really fast".

* Credits and appreciation *

All media from other authors used and/or modified with permission.

Media credits: - Teleporter model: Todd "Mr.CleaN" Rose. Skin replaced by
me... doesn't look nearly as good, but fits in with the
map's theme now.
- Colossus model and skin: Bjornar "Ewooz" Johansen;
starting from the original "judge" model, I tinted the
skin, removed the throne, and "supersized" the model.
- Fountain model and skin: Ranjeet "Rungy" Singhal; I've
added surfaceparm trans to the skin and reshaped the model.
- Pool brick texture (cosmo_brick48_mod4.jpg): a hacked-up,
resized, tinted version of a texture from CosmoGraph
- Brick and stone textures: based on Mr.CleaN's Egyptian
textureset; variations by me are indicated with the _mod
suffix. The mrclean_based_combo_tiles texture is a
composite of multiple textures.
- ctf_unified logo textures and shaders from Threewave
(marked with the ctfu_ prefix).
- door_layer.tga was extracted from an id Q3 texture.
- The envmapmach_ textures are variants on an id Q3 texture.
- Skybox: made by me using TerraGen
- The glyphs are letters from the synthetic language
Denden, of which I know very little other than it looks
cool and its font was free for any use. If you're curious
I'm sure a Google search will turn up more.
- Shaders in titans_compat.shader are created by me or based
on existing shaders as credited.
- Wind sounds: Free sounds from around the Web, don't
remember where.
- Teleporter sound: this is drone_starship from Death2Uall's
Industrial Pack 1 (factory.thebackburner.com/).

Other thanks: - Jan "MrElusive" Paul for much help with the bot support.
- The denizens of the Quake3World level editing forum, for
advice and entertainment.
- bushboy, nakedape, some guy i know, Maj, and Drunken Boxer
for comments and suggestions. The entire M3A team for help
with the previous incarnation of parts of this map as an
RA3 clan arena.
- Clan Plaid for being my "gaming support group".
- Of course, Robert Duffy, Paul Jaquays, and the rest of id
software; and Timothee Besset and the Q3Radiant ninjas.

Tools: - GtkRadiant 1.1-TA (www.gtkradiant.com/)
- q3map 1.0r and bspc 2.1e
- The GIMP 1.2.0 (www.gimp.org/)
- Milkshape 3D 1.4.3 (www.swissquake.ch/...alum-soft/ms3d/)

* Map specs *

Base: media and some architecture from my clan arena
"Lost Colossus", in m3amap1
New sounds: Yes; see the credits above
New graphics: Yes, almost completely; see the credits above
Build time: Dec 2000 to Mar 2001
Brush count: 7988
Entity count: 1220
Max polygons in view: approx. 9000 *
Imagelist size: approx. 3.1 Mtexels Q3-style; 6.2 Mtexels TA-style**

* This is the max r_speeds value with gun display enabled, 3D icons, 3D
items, and high detail geometry, as viewed from the normal playing field.
It is possible to see higher values when spectating/noclipping/grappling to
the highest points in the map.
** This is the imagelist size at r_picmip 1 (2nd-highest texture quality);
base Q3 standard is 3 Mtexels, Team Arena standard is 6 Mtexels.

* Known issues *

There are a couple of interesting jumps that can only be successfully made if
pmove_fixed is enabled and pmove_msec set to a good value (like 8). Or if
pmove_fixed is disabled and you have a really high framerate.

I am -- finally -- happy with the bot play on this map, especially in
CTF/1Flag/Harvester (bots are always a bit thick on Overload IMO). There's
one little quirk, and here it is: bots are extraordinarily hesitant about
going after the yellow armors in the middle. They pause and run in place for
a bit before jumping over. Because of this I haven't given any extra weight
to those armors, and I don't think that bots will ever go to get them unless
you tell them to.

If you play in 16-bit color, your graphics card loses some precision in
determining how far away polygons are from you; this can lead to distant
polygons getting mixed in with each other and looking odd. You can see this
effect on the large statue; nothing I can do about that. It also affects the
special effect of the colored runes "bleeding in" at the tops of the obelisks.
Other than that, I think I've gotten rid of any other bad visual effects that
can happen to the map in 16-bit color. (At the cost of increasing the texel
count a bit.)

* Copyright / Permissions *

All graphics and sounds in this archive remain property of their respective
owners; they are used here with permission.

The author reserves all rights to the contents of this archive (pk3 and text
file) not superceded by prior claims and not waived in this document.

You may of course install this map on a Q3 game server, and you may install
it for a Q3 client to play the map alone or on a game server.

You may not use this map as a base for creating other works without
permission from the author.