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Stronghold Opposition (TA)
SithLord

Added: 4 Jul 2001
Stronghold Opposition for Q3A & Q3TA by Remco 'SithLord' Mooijweer ==================================================================================== Title : Stronghold Opposition for Q3TA Date : April 13th 2001 Version : Team Arena Filename : q3tastronghold.bsp Author : Remco 'SithLord' Mooijweer Email Address : **email removed** WebSite : **invalid URL** (Engines of Creation) Description : CTF map based on Quake 2 CTF's Stronghold Opposition. Mods required : Quake III Team Arena Additional Credits to : - id software for Quake III Arena & Quake III Team Arena - Kiltron for his texturepacks (**invalid URL**); - Evil Lair for the cratetextures (**invalid URL**); - Dave 'Zoid' Kirsch for the original mapdesign; - Eraser, Lynx, Mr SDI, Menno de Benno, Nerdshuntress, r3tina, Unrevocable History and WayWard for playtesting and design tips. ==================================================================================== * Changes made from version 2.0 to the Team Arena version * - Added the Guard(2x), Doubler(2x), Ammoregen(2x), Invulnerability(2x) in CTF and Invulnerability + Kamikaze in the other gametypes; - Added the flag/obelisk-bases, skullgenerator and neutralflag for the TA-gametypes; - Added directional arrows on the floors; - Added weapon and armorpads underneath weapons and armor - Added the prox-launcher and 1 proxmine-ammobox in each base; - Added 3 chaingun-ammoboxes in each base; - Changed the rocketlauchers near the heavy armor to the chaingun (it's back :-); - Changed the Q3A-flags to Team Arena-flags with Team-logos; - Added underwater- and watersounds in the pool and tubesareas; - Added 2 location-entities for the pool; - Fixed some z-fighting around the quad/neutral flag; - Re-shot screenshots for the cam-monitor - Made a .RoQ-file. * Changes made from the PureCTF-version to version 2.0 * - Changed some screenshots on the cam-monitor; - Changed PureCTF-logos to EoC-logos; - Changed the hidden PMQC-banners to EoC-banners (try and find them :-); - Fixed some z-fighting behind some lighttubes; - Moved some ammo-boxes in the liftrooms closer to the walls. * Changes made from the original to the PureCTF version * (this version is only available in the PureCTF mappack) - Removed the Battle Suits for more balanced gameplay (no more onstoppable tanks coming into the base); - Improved the bot navigation a little (most of the time they still take the shortest route); - Added two spawnpoints for both teams in the enemy bases, for faster gameplay; - Changed the crate textures; (the original textures were from Quake II and id software isn't too fond of people using textures from other games) - Fixed some misaligned textures; - Added a trim to the sewerpipe rooms with matching base color; - Changed the pr0nMaster Quake Clanlogo with a PureCTF logo. ==================================================================================== - Play Information - Gametype(s) : CTF, One Flag CTF, Overload and Harvester Players : 6 - 10 (3 vs 3, 4 vs 4, 5 vs 5) Bots : Yes Weapons : All except Lightning Gun, BFG and Nailgun; Powerups : Quaddamage(only CTF and Overload), Medkit(4x), Kamikaze(1x / 0x in CTF), Invulnerability(1x/ 2x in CTF), Guard(2x), Doubler(2x) and Ammoregen(2x) Extra notes on powerups : The Medkits, Kamikaze and Invulnerability are teamed in groups of 3, so the Medkit has a bigger change to appear more often. ==================================================================================== - Construction - Base : based on q2ctf2.bsp, but build from scratch. Editor(s) used : Q3Radiant 1.97, Q3Radiant 2.02, GTKRadiant 1.1-TA-Beta Additional Tools : Q3Build, GTKBuild, Paint Shop Pro and EditPad. Known Bugs : Fans + Sewerpipes visible through sky outside, if you know how to fix this contact me please. Build Time : Original -> 4 months on and off, but 3 weeks effectively. PureCTF-version -> 2 months on and off, but 3 days effectively. Version 2.0 -> 3 days (1 effective) Team Arena-version -> 9 days (3 effective) Textures used : Base Texture set, Crate textures from Evil's TexturePack II and Kiltron's Texture Pack II. Compile machine : PIII Cu 733 MHz with 256 MB SDRAM, TNT2 32MB, running Windows 98SE Brushcount : 4315 Entitycount : 621 q3map BSP Time : 23 secs q3map Vis Time : 10 secs TraceGrid : 95 x 61 x 7 = 40565 Grid points Lightpoints : 242 q3map Light(-extra)Time : 74 mins 14 secs bspc Time : 6 mins 02 secs RoQ Time : 23 mins 10 secs
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Comments:
5 comments (25.26 yrs ago)
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Downloads:
3,333 (daily avg. 0.36)
File:
q3tastronghold.zip, 5.36 MiB
PK3 date:
13 Apr 2001
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