CTF Necropolis

Necropolis looks like a map right out of Q3 :) Not that that's a bad thing! It's a very large and open map filled with jump pads, weapons...

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Necropolis looks like a map right out of Q3 :) Not that that's a bad thing!
It's a very large and open map filled with jump pads, weapons and pickups. The flags are located on the last level, and even though it may seem easy to just hop across and grab it, expect resistance ;)

I think the map not only looks good, but plays good too! Would definitely suit a good Disintegration game :D

Bot Support: Yes
New Textures: Yes
New Sounds: No

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CTF_Necropolis

'City of the dead'


Author:        Spookmineer a.k.a ||TF||Topic
Email address: spookmineer@hotmail.com

This is my first map and it took a long time to get there ;)
I've had this lay out in my head and drawn out on paper for over a year now.
Before I started this map I learned how to use GTKRadiant and made numerous test maps
for half a year.

Installation: Unzip the zip file to your <stvef>/baseef/ folder.
              Select the map from the menu or open the console and type   
                 /map ctf_necropolis

Description: CTF_Necropolis is a wide, huge and fast paced CTF map.
             Weapons included are the photon, compression rifle, scavenger rifle and 
             grenade launcher. There are plenty of med packs and armour, one detonator pack
             for each base and a quad in the middle.

Supported gameplay modes: CTF, TDM, FFA
Bot support:              Yes
New textures:             Yes, more then 90% are custom textures (see credits)
New shaders:              Yes

Notes:
- Check out the jumppads in the four corners of the map.
- Take a moment to look at the doors in the scavenger platforms on full details ;)
- It is possible to outrun a photon on this map.
- This is the first space map for Elite Force with working cluster portals for the bots 
  (Raven didn't include a working shader for botclips...) so there are now 6 balanced 
  clusters for the bots :)
  (http://forums.ravensoft.com/ib/ikonboard.pl?s=6b67838b3601d715cd7b7f16301b20d7;act=ST;f=9;t=19234;hl=cluster).

Started map:         20-12-02
First beta release:  13-03-03
Second beta release: 31-03-03
Third beta release:  06-04-03
Fourth beta release: 07-04-04
Final map release:   08-04-03

Beta testers (alfabetical order):
Deviant
||TF||Bond
||TF||Bong
||TF||OnyX
||TF||ThOmSoN
||TF||V|N
||TF||Wolverine

Thanks to:
- Amethyst7 for explaining the curved trajectory jump (http://amethyst7.gotdoofed.com/).
- Cardigan for helping me out with bot support. Check out his excellent bot optimising
  tutorial here: http://www.planetquake.com/cardigan/tips_botopt.html.
- Havoc for the slick shader (http://www.quake3world.com/ubb/Forum6/HTML/024756.html).
- Blacksmith1 for helping me out with the lava.
- Stukatto and KevinUK for answering questions I had online.
- Everyone at Raven Mod Support Forum *.
- Everyone at Quake3World LE Forum *.
* These two forums provided everything I always wanted to know but was afraid to ask...
- My clan The Federation, you guys rock! (http://www.tf-clan.org.uk/intropage.htm).
- Last but not least ||TF||ThOmSoN for giving advice, creating some very cool textures,
  making small test maps and in depth beta testing :)

Construction:
Base:              none
Compile settings:  BSP -meta, 
                   VIS -fullvis, 
                   Light -fast -filter -patchshadows -bounce 8 -samples 2 -super 2, 
                   BSPC -forcesidesvisible -optimize
Compile time:      approx. 10 hours
Compiling machine: AMD XP 2000+, 512 DDR333

Credits:
- Jörg Jasper for the prefab of the central bridge. This bridge has also been used in one
  of the maps in mappack WTF-Q3A for Quake3 
  (http://prefabs.gamedesign.net/game.php3?game_id=13&start=45&total_num=160).
- Cardigan for the beautiful skybox (http://www.planetquake.com/cardigan/textures.html).
- Evil Lair for his excellent texture packs Evil 3, 4, 5, 6, 7 and 8
  (http://www.planetquake.com/hfx/textures.html).
- Evil Lair for his cool jumppad model (http://www.planetquake.com/hfx/quake3files.html).
- Sock for his Egypt and Tech texture packs 
  (http://www.planetquake.com/simland/pages/materials.htm).
- Iikka Kerränen for his ikbase and ik2k texture sets 
  (http://www.digital-eel.com/surface/files.htm).
- Pete Parisi for his meatpack texture sets (http://www.badmeat.com/).
- MrClean for his texture sets 1, 3 and 4 (http://www.planetquake.com/mrclean/2dart.shtml).
- ||TF||ThOmSoN for creating the jumppad and electric fence shader textures.

As there have been some 'issues' around the use of 'certain' textures, I've kept the 
structure of the used texture sets unchanged, they are the same is in their original
zip and exe files.  

Programs used:
GTK Radiant v1.2.12 (http://www.qeradiant.com/).
Q3Map2 v2.5.2 by Ydnar (http://www.shaderlab.com/q3map2/).
Q3Map2 Toolz v0.5.14 (http://planetquake.com/hro/).
The Gimp (http://www.gimp.org/the_gimp.html).
Star Trek Voyager: Elite Force 1.2.
WinZip for pk3 creation.
Notepad for arena file creation and shaders.

Copyright/Permissions:
This map may be electronically distributed only at NO CHARGE to the recipient in its
current state, MUST include this .txt file, and may NOT be modified IN ANY WAY. 
UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE DISTRIBUTED ON CD-ROM WITHOUT PRIOR WRITTEN
PERMISSION.
This map may NOT be decompiled to use as a base for other maps.
Elite Force is a registered trademark of Raven Software.

Disclaimer:
I will not be held responsible for any damage or loss of data as a result from the use 
or mis-use of the files located in this zip file, I recommend using a virus checker on 
all downloaded material.

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Spookmineer


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Registered 12th April 2003

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