*** spirit3t3 - terror twilight *** for quake III arena / cpma by spirit GENEREAL MAP DATA ================== MAP NAME : spirit3t3 LONGNAME : terror twilight PK3.NAME : spirit3t3.pk3 GAME TYPE : tourney MOD : recommended : CPMA - http://www.promode.org MAP THEME : modern stuff BASE : new map from scratch BUILD TIME : 4 weeks COMPILE TIME : < 0.5 h @ Pentium M 1500 STUFF USED : * qeradiant 1.5 * qeradiant 1.4 * q3map2 * pakscape * debian gnu/linux RELEASE DATE : 14-JUL-2007 FILE SIZE : ~ 11 MB (sorry, lots of custom textures) GAMEPLAY ========= BOTS : doom WEAPONS : SG, GL, RL, RG, LG, PG ITEMS : 1 RA, 1YA, 1 MH, various health and shards (+QUAD, 2nd JA and some ammo @ TDM) HOW TO INSTALL AND PLAY ======================== Install: * place spirit3t3.pk3 in your /baseq3/ folder Play: * start quake3 * select spirit3t3 from the skirmish or multiplayer menu OR * start quake3 * hit ~ (to bring up in-game console) * type '\map spirit3t3' * type '\addbot ' (to add bots) * hit ~ (to clear the console) AUTHOR INFO ============ NAME : spirit CONTACT : see http://www.sp1r1t.org/contact/ WWW : http://maps.sp1r1t.org CREDITS ======== This map uses artwork made by the following people : * Glass textures by Louie "KnightBK" Doulias http://fps.brainerd.net * Quakeworld Teleporter by Jude and Decker * skeleton md3 model by Gollum, based on a model by Kenneth Scott from Id Software * lun3dm4 textures by lunaran http://www.lunaran.com * some of the e6 and e8 textures by evillair http://www.evillair.net * textures made by broar http://broar.sp1r1t.org * sky texture by ikka, shader by fjoggs THANKS ======= * broar, henneck, tron, rei and some more friends for playtesting ans comments * many of the guys at q3w, lvl and map-center gave comments and suggestions that improved the map, including v1l3, Anwulf, c4redalert, Rome, donkey and pjw * iX, maertz, chipzp and other CPM players over at the promode.org forums for playtesting, uploading the map to their server and various ideas that improved gameplay Copyright / Permissions ======================== This level is (c) by spirit (2007). The source files of this map (the .map-files made by me, NOT THE TEXTURES AND ASSETS!) are published under the GPL license and may be freely distributed. See http://www.gnu.org/copyleft/gpl.html for the full GNU General Public License. Just to clarify things: * Authors MAY use this level as a base to build additional levels (see the GPL for detailed info and restrictions) * You MAY distribute this .pk3/.zip through the internet, FTP, local BBS, CDs etc. (see the GPL for detailed info and restrictions) * You MAY mirror it, give it to your friends, review it etc. (see the GPL for detailed info and restrictions) * The textures used in this map are NOT available under the GPL (unless stated otherwise by the authors), see the copyright notes of the authors for more info. You can find the authors listed in the CREDITS section of this document. VERSION HISTORY ================ changes beta1 -> beta2: * fixed z-fighting near LG * replaced textures only used once to reduce filesize * added 5H/5A near SG * added DFSP sign * added weapon marker on the ground at PG * added sky at YA/MH room * fixed missing shader issue (skeleton model below RA) * some more clipping * added some ammo, health and armor for TDM-mode (though I doubt anyone will ever play this map in TDM) * added windows in LG room * some minor visual tweaks changes beta2 -> beta3: * fixed broken lighting on blue teleporter frames changes beta3 -> beta4: * fixed lighting: map much darker now (was way too bright) * fixed some texture issues near RA * moved teleporter destinations down to the floor * placed RG-ammo (instead of SG-ammo) in compartment (YA/MH room) * moved plasma and and SG ammo around * made GL (and 5Hs next to it) easier to grab * clipped sky in YA room to allow RJ up to YA without hitting the hole in the ceiling thanks to v1l3 for many suggestions. changes beta4 -> beta5: * added blood decals (texture by broar, modified by me) to mark tele exits * added pipe details in the floor at upper level * improved windows near GA/JA * added drain in the floor near LG * added ramps on sides of stairs * added fallen tile next to LG as a fast way to go to JA (by ramp jump, CPM) * clipped sky in LG room * resized pipes behind grates near LG * added lights near MH * moved tele exit in LG room a bit back * added one more start position * marked a start postion as 'inital' (spawnflags 1) * added small lights near LG * red lighting at RA * more space in RA area (moved fence with red lights near SG) changes beta5 -> beta6: * replaced water at RA with lava * re-design of RA area makes RA more dangerous to get and make RA <--> MH longer * added hole to wall near PG to make PG tele/JP more dangerous * ramp/double jump from LG to RG now possible * TDM-only changes: added Quad, moved LG around * got rid of some of the glass on the floor in upper level corridors * improved lighting of LG room, especially on the upper level Thanks to many guys over at the promode forums for suggestions! changes beta6 -> final: * removed useless (clipped) lava at lower level * moved SG and added +25H at lower level * changed entrance to RA room (again) to reduce long LOS at lower level * added pillar and height differences at lower level * further improved lighting in RG/LG room (adapted shaders)