March 25, 2001 [XPd]Hydra =============================================================================== -=[ PLEASE! IF YOU LIKE THIS MAP THEN LET ME KNOW AND I'LL MAKE MORE! ]=- =============================================================================== Visit... _ _ _ _ _ _ _ |_| \/ | \ |_\ |_\ /_ _ \ / / \ |_\ | | \ www.| | / |_/ | \ | | _/ \/\/ \_/ | \ |__ |_/.com =============================================================================== Title : Rocky Complex MapFilename : HydraQ3F01.bsp Filenames : maps/HydraQ3F01.bsp (mapfile) levelshots/HydraQ3F01.jpg (levelshot) scripts/HydraQ3F01.arena (arena script) scripts/HydraQ3F01.shader (shader script) textures/HydraQ3F01/*.* (texture files) Author : Dominic "Hydra" Clifton Email Address : hydra@dsltd.force9.co.uk Web Site : www.hydras-world.com <-- get more maps here!!! Map Type : CTF 6-16 players (though it'll happily handle more!) Map description : A *large* CTF map with two bases set into rocky canyons. The map features two identical bases, each with multiple entrances. There are water entrances as well as a cavernous pit of lava area. This is the Q3F Version of HydraCTF02. As such, gameplay with bots has been tested under normal Q3 CTF and was found to be excellent :-) The Q3F Version of this map features re-spawn rooms and Q3F goalitem/goalinfo entities. Gameplay : The metal bridge in the mine area is HE Chargeable (and very cool too!, Q3F mapping roolz!) There's nice rail areas, camping grounds (with doors behind so people *can* sneak up and take out the camper!), some nice large open outside areas, some confined corridors, and even a cool little train that you can ride! (Makes for great fun if you go back to your base with the enemy flag via them). Base defence is quite fun too, when people use the trapdoor you get a bit of a suprise! The lava "pits" in the base are designed to trap the grenades. Shoot the flags on the wall in the bases with a powerful weapon! :-) Notes : The r_speeds are a little high at the base courtyards and around the midfield, but without radically changing the layout of the map there is little else that I can optimize on the map, this is why the base entrances are not as detailed as inside the bases. Note that other maps that had great reviews had much higher r_speeds than my map does. (!) The main map area only took about 3 days to complete and I've since spent the next 5 days optimizing the map for bots and r_speeds. I fully utilised hint, areaportal, detail brushes, clip, botclip, caulk and clusterportal brushes. Lots of work was spent making the filesize as small as possible too. I then spent a couple of weeks getting people to beta test the map and have done lots of work since, to keep everyone happy. Then I added the Q3F Respawn rooms and entities and explodable bridge. This is my largest map to-date. I did all the work for this map on a laptop with an S3 Savage\IX video card which is a crap gfx card for playing Q3 with and doesn't support lots of shader passes which is why there's not that many special effects, there's still plenty of nice touches though. Oh, and this map is what I was doing while I wasn't snowboarding, which reminds me, it's 1:31am CET so I better get my ass to bed or I'll miss all the snow that fell! :-) Known Problems : When you start the map, you may get a strange "Hall of Mirrors" or blank screen, depending on whether or not you are using a version of Q3F that doesn't have a "spectator through func_door_rotating" bug. I have reported the problem to the Q3F developers. This text was written when Beta 1H was the current version. You can still play the map normally with version 1H and everything is fine except the spectator mode. Thanks to : id software, without you guys this would not exist Mad Props to : Q3F coders for doing such a great job! IBM, for making a laptop that I can actually run Q3 on, albeit slowly. :-) LvL for a great level review site. The people on the quake3world level editing forums. Everyone in #qeradiant DjBob, for the great GTKRadiant plugin: Bobtoolz! GNU for making totally cool powder snowboards! You, for reading this text! Mr Clean and the Q3F guys, cos I stole a couple of textures from their maps. :-) But I'm sure they won't mind! (I wouldn't!) Me, for making what is quite possibly the longest readme file that has ever come with a map :-) Requirements: : Quake III A machine capable of running a large Q3F map Lots of players on a fast LAN. Beer, and plenty of it. =============================================================================== Strategy Guide (or: damn, the bsp -light stage takes ages) ---------------------------------------------------------- * Use the moving trains if you are carrying the flag and waiting for your flag to be returned. * You can run (without jumping) quite safely between most of the pillars in the mine area and over the rocks in the midfield water. * Spam grenades through the trapdoor entrance to the flagroom! * Use the rocks in the midfield for cover. * Camping Places: High up, just outside the inner base entrance. Looking out from the windows of the bases. By the high mine entrances in the midfield. Above the courtyard on the rocks. * Remember: You can't hear footsteps of people approaching on the trains! Use the water pipe tunnels for a safer return with the flag. Grenades get caught under the lava gratings in the bases. The flag-room trapdoor entrance will crush you if you get in it's way! Beware of getting railed in the long corridor near the flag-room. Grenades can be shot up the trapdoor entrance in the base! If you're camping, watch out for people coming through the doors! Look before you leap! Of course, there's loads more I could write about, but my cuppa tea's going cold and the BSP has nearly finished! =============================================================================== ***** Construction ***** Base : New level from scratch Textures : Bases from ID, Q3F, and MrClean along with some new ones that I made (Finally got Photoshop 6.0! :-) Editor used : GTKRadiant Known Bugs : None. Please notify me if you find anything. Build Time : 23 days ( of damn hard work! ) Compile machine : P3 750 / 384MB RAM Compile Times Beta 1 : BSP 71 secs; VIS 1791 secs; LIGHT 5912 secs AAS 242 secs Build Method : BSP fullvis -light Brushes : 4022 (not including func_groups or entities) Clusters : 60 Max Rechability : 445 Note: the aas file was not included with this release as Q3F doesn't support bots. I have it if you need it! Just e-mail me. =============================================================================== ***** Usage ***** 1. extract all files from the the zip file to your q3f/ directory 2. run Q3A and at the console type "/map HydraQ3F01" 3. Enjoy! 4. E-Mail me if you liked it. =============================================================================== ***** Copyright / Permissions ***** Quake III Arena is a registered trademark of id Software, Inc. You may distribute this map FREELY via internet, provided you include this .TXT file and leave the archive intact with no modifications. If you would like to use this map in any other way, please contact me via e-mail. If you let me know and give me a credit, I'll probably give you the permission to use it. =============================================================================== ***** Changes ***** Beta R1 ======= Renamed a copy of HydraCTF02.map to HydraQ3F01.map Removed all flags, weapons, ammo, health, armour entities Added Q3F backpacks, goalitems, huds other q3f entities. Added re-spawn rooms with team coloured doors (and a suprise for any enemy trying to steal the other team's backpacks!) Moved the info_player_intermission and it's target as it was causing Q3F a problem. Joined a few brushes Caulked a few faces that I had missed. Removed a couple z-fighting problems Further Optimized the ends of the courtyard area to improve r_speeds. ===============================================================================