CTF Stuk 1 & 2

Stukatto originally made these maps for the 1.3 Mapping Contest last year, but since the 1.3 patch has yet to be made public Stukatto decide...

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Stukatto originally made these maps for the 1.3 Mapping Contest last year, but since the 1.3 patch has yet to be made public Stukatto decided to release the maps for v1.2.

The two maps are identical in terms of gameplay, the difference between the two is that one has an industrial theme (titled CTF Conplex) while the other has an egyptian theme (titled CTF Stukmun2). The maps are divided into two bases and the middle area with a vast number of routes provided between them. There are a lot of levels as well that add a lot to the gameplay of the maps (knowing how to rocket jump, for example, will certainly let you get around the map much faster). If you plan your route right you can even pick up a lot of important items. The flags in each base are set on some rather dangerous platforms reached by a jumppad. Not only is it harder since it's more out-of-reach, but it's also very open to enemy fire. Both themes work very well for the map that it's hard to tell which of the two came first. The industrial theme is more cleaner and simpler, while the egyptian theme feels more detailed and tomb-like.

Whichever of the maps you end up playing, they're both made very well and should appease everyone from the newbie to the hardcore player. ppssssttt Stukatto, make more EF maps! ;)

Bot Support: Yes New Textures: Yes New Sounds: Yes New Models: Yes

Read More

Download 'ctf_stuk1_and_2_ef_v12.zip' (13.3MB)

Readme
"CTF_CONPLEX" Full version README
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Author:
Melv "Stukatto" Miller  

email:
see "stuk|maps" below

Date:
5th September 2003

Map Name:
Fullname: "CTF CONPLEX" (ctf_concrete_complex :P)
BSP name: ctf_stuk1_ef.bsp

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Description:
=============
Version:
Full (Full -vis)

Gamemodes:
Primarily for CTF or In2tagib CTF but also supports free for all,team deathmatch and tourney modes.

Theme:
Set in a semi open arena with three main locations,two base areas and a midway section.
Plenty of multi level ctf fragging.
This version is set in a mild scif-industrial setting.

Why:
This map was created for the 1.3 patch competiton.Patch created by Grand Nagus and the contest hosted by www.effiles.com.

The competition was for gameplay,so I have used a simple colour scheme,
some fun geometry to frag on and plenty of vertical fighting.

Items included from the 1.3 update are:
1.)Several universal ammo pickups scattered about.
2.)Two "One up" powerups.
3.)6 Rotating doors, however they are not doors but three pairs of spotlights that move,when either a flag is taken or the quad.
4.)Most pickup items can be damaged, however the weapons cannot be damaged along with health,armour and quad.

Recommended ammount of Players: 
Cram as many in as you can for ultimate effect :D

Bots:
Bot supported is included with the map.
This map was built for humans though... lots of shortcuts via rocket jumping ect. 

Hope you enjoy playing it as much as I did making it  :)

=Stukatto=

***Coming Soon***:  ctf_stukmun2, uses the base map of this map, but looks far superior :D
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Important shit :P
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Installation:
=============
Extract the pk3 file to your \baseef folder.
Map will appear in respective game modes in the menu or type \map ctf_stuk1 in the console.


FAQ:
It's to bright!!, the lighting is way too bright...
The lighting in the map was created using a winXP machine, there are known issues with nonXP machines having different lighting.
The lighting is set for default gamma "/r_gamma 1" if it's too bright turn ur damn gamma down! :P

When I shoot one of the lights, it goes all flickery..
Most of light textures in the map are decal shaders, thefore if you shoot one with your weapon and it leaves a scorch mark, z-fighting will occur because scorch marks are also decal shaders,something I can live with... decals rule. :P
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


CONSTRUCTION DATA
==================

Tools used in the creation of this map are:

Map editor:
Gtk Radiant 1.2.13

bsp compiler:
Q3Map2.exe (version: whatever came with 1.2.13 ;) )(via Q3Map2 Toolz front end) 
compile switches :  -meta,-vis -saveprt,-fast -filter -super 2

Pk3 creation/manipulation:
Pakscape  

Arena/shader and readme file creation:
Notepad

Custom textures and screenshots:
Adobe Photoshop 7.01

Creation Time:
2 weeks on and off to build the layout...rest of the time up till last week before submission date was spent testing,tweaking fixing any issues..just polishing the map.

Compile Computer/main test machine:
AMD Athlon XP 1800+ (1533Mhz)
768Mb DDR
Nvidia Geforce2  64mb

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Credits/Thanks:
=============
Raven Software for Elite Force
ID SOftware for the Q3 engine

All the moderators and members at the Raven boards ect for help,support and valuable input.
Elite Force Mod board in particular. Take a wander over there and  look at some of the quality work being produced by the community.

-------------------------------
Raven Mod Forums:
http://forums.ravensoft.com/ib/ikonboard.pl?s=act=ST;f=9;t=22701
-------------------------------

Asset Credits
===============
I've gone for a simple colour scheme using Evil Lair's texture set 8 as the base set of textures, combined with a couple from his older sets and a few modified EF textures like the borg piping with ctf colours.

All evil's texture directories have been appended with "stuk_" to avoid any conflict with other users of evil's texture sets and in no way signifies that I made them.
I have modified some of EL shaders to include things like decal versions of some lights ect.

Yves Allaire aka Evil Lair
webby: http://www.planetquake.com/hfx 
email: hfx@planetquake.com      

Textures found in the stuk_ctf1 texture folder consist of modified EF textures for ctf purposes,Sock's sky editorimage and a couple of modified EL textures. I converted the r_light texture to blue and red versions.

The "Mud River"sky textures and editorimage was created by Sock, his full readme is included into the root of the pk3.

Assets in the pk3 used by "ctf_stuk1" map
-----------------------------------
/levelshots/ctf_stuk1_ef.jpg
/maps/ctf_stuk1_ef.bsp
/maps/ctf_stuk1_ef.aas
/scripts/ctf_stuk1_ef.arena
/scripts/ctf_stuk1.shader
/textures/env/mudriver
/textures/stuk_ctf1
/textures/stuk_evil_*
/textures/stuk_evil8_*

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Alpha/Beta Testers:
==================
Lead Tester and main contributor:
Monomonster

Additional testers:
aKa Havoc
aka Labrat
Bond
KevinUK|fuud   ( www.kevinuk.co.uk )
Photo
Spookinmear

..and anyone I missed. ;) 

================================================================
"Stuk|maps"

Webby:
http://www.stukatto.pwp.blueyonder.co.uk

Stuk|maps mIRC mapping chat room:

Got a question, stuck on summit or just fancy a chat, pop in, theres is usually a few mapping residents lurking on hand. :)

You can logon to any Quakenet server and type /join #stuk|maps
================================================================

 /=-=-=-=-=-=-=-=-\
| -={DISCLAIMER}=- |
 \=-=-=-=-=-=-=-=-/

In no event will  I/we be held responsible for any damages or loss of data of any kind,including with out limitation any special,indirect,incidental or consequential damages as a result from the use or mis-use of the files located in this zip file even if I/we has been advised of such damages. 
As always I recommend using Anti Virus software on all downloaded material.

This map MAY NOT be decompiled and used as a base map for any other creation, without the written consent of the original author's (MY) permission,nor shall any part of this zip be used for commercial gain in any way shape or form.

However if you wish to distribute this map it **MUST** contain **ALL** the original files,that were present during the initial download,including in particular the readme file and must not be altered in any way shape or form.
It may be distributed in any form other than normal snail mail. ;-)

I reserve the right to modify these files in anyway,shape or form at any time, without warning. 

=-\/-==-\/-==-\/-==-\/-==-\/-==-\/-==-\/-==-\/-==-\/-==-\/-==-\/-==-\/-=

"CTF_ST[UK]ATION - ctf_stuk1_ef" ©2004 Melvin "Stukatto" Miller - All rights Reserved.
"Star Trek Voyager ELite Force" ©2000 Activision Inc/Raven Software - All rights reserved.
All other copyrights and registered trademarks are acknowledged of their respective owners.

=-/\-==-/\-==-/\-==-/\-==-/\-==-/\-==-/\-==-/\-==-/\-==-/\-==-/\-==-/\-=
**Engage**

"CTF_STUKMUN2" Full version README (EF 1.2 Version)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Author:
Melv "Stukatto" Miller  

email:
see "stuk|maps" below

Date:
5th September 2004

Map Name:
Fullname: "CTF STUKMUN 2" 
BSP name: ctf_stuk2_ef.bsp

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Description:
=============
Version:
Full (Full -vis)

Gamemodes:
Primarily for CTF or In2tagib CTF but also supports free for all,team deathmatch and tourney modes.

Theme:
Set in a semi open arena with three main locations,two base areas and a midway section.Plenty of multi level ctf fragging.
This version is set in an Egyptian temple theme. (It was never aimed at being truly cannon egyptian,just based on, for gameplay)

Why:
This map was originally created for the 1.3 patch competiton. A Patch created by Grand Nagus and the contest hosted by www.effiles.com.
However after a year of being sat on my HD and no sign of the 1.3 patch I thought it finally about time it was released. Therefore this version is for 1.2.

It has a little more eye candy than it's brother.
I have always liked Egyptian architectecture and art and I thought the maps design and architecture would suit an egyptian theme,
so I set about seeing what it would look like. Here is the result.  :P
I had to modify some aspects of the original map for the egyptian theme and also added some extra eye candy.

Recommended ammount of Players: 
Cram as many in as you can for ultimate effect :D

Bots:
Bot supported is included with the map.
This map was built for humans though... lots of shortcuts via rocket jumping ect. 

Secrets:
There are two easter eggs in the map...

Hope you enjoy playing it as much as I did making it  :)

=Stukatto=


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Important shit :P
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Installation:
=============
Extract the pk3 file to your \baseef folder.
Map will appear in respective game modes in the menu or type \map ctf_stuk2 in the console.


FAQ:
It's to bright!!, the lighting is way too bright...
The lighting in the map was created using a winXP machine, there are known issues with nonXP machines having different lighting.
The lighting is set for default gamma "/r_gamma 1" if it's too bright turn ur damn gamma down! :P

When I shoot one of the lights, it goes all flickery..
Most of light textures in the map are decal shaders, thefore if you shoot one with your weapon and it leaves a scorch mark, z-fighting will occur because scorch marks are also decal shaders,something I can live with... decals rule. :P
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


CONSTRUCTION DATA
==================

Tools used in the creation of this map are:

Map editor:
Gtk Radiant 1.4

bsp compiler:
Q3Map2.exe (version: whatever came with 1.4 ;) )(via Q3Map2 Toolz front end) 
compile switches :  -meta,-vis -saveprt,-light -fast -filter -super 2

Pk3 creation/manipulation:
Pakscape  

Arena/shader and readme file creation:
Notepad

Custom textures and screenshots:
Adobe Photoshop CS

Creation Time:
Last week of the competition time, to convert the original ctf_stuk1 base map.    

Compile Computer/main test machine:
AMD Athlon XP 64  3000+ (2Ghz)
768Mb DDR PC2700 (333FSB)
ATI Radeon 9200 A-I-W 256Mb
Windows XP Home

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Credits/Thanks:
=============
Raven Software for Elite Force
ID SOftware for the Q3 engine

All the moderators and members at the Raven boards ect for help,support and valuable input.
Elite Force Mod board in particular. Take a wander over there and  look at some of the quality work being produced by the community.

-------------------------------
Raven Mod Forums:
http://forums.ravensoft.com/ib/ikonboard.pl?s=act=ST;f=9;t=22701
-------------------------------

Asset Credits
===============
Textures/shaders
--------------------
/egyptsoc_* Egypsoc texture set created by Sock.
His full readme can be found in the root of the pk3.

/egyptsoc_modified
These are modified egyptsoc texture for ctf purposes and made a few combinations of texture to help reduce tris.
(less faces needed for trims) also made some of the lights decals ect.

/stuk_fx 
Consists of modified EF textures for ctf purposes,Kell's sky editorimage.
Also found in there is the eagle.tga created by Lunaran.
His full readme can be found in the root of the pk3.

/brightblue
Brightblue skybox created by kell
His full readme can be found in the root of the pk3.

/stukmun2
Created by Stukatto
The two spoof images were found on the inet. I have no idea where from though.

Models
--------
models/mapobjects/pharoa - Created by GIJoe
His full readme can be found in the root of the pk3.

models/mapobjects/egypt - Created by Todd Gantzler 
His full readme can be found in the root of the pk3.

models/mapobjects/impaled_skel - Created by Oak
His full readme can be found in the root of the pk3.

Sounds
--------
sound/ambience/stukmun2

bird1.wav and bird2.wav - created by Lunaran
stuk_fire_a.wav - created by Stukatto

Assets in the pk3 used by "ctf_Stuk2" map
------------------------------------------------
/levelshots/ctf_stuk2.jpg
/maps/ctf_stuk2_ef.bsp
/maps/ctf_stuk2_ef.aas
/models/mapobjects/egypt
/models/mapobjects/impaled_skel
/models/mapobjects/pharoa
/scripts/ctf_stuk2_ef.arena
/scripts/ctf_stuk2.shader
/sounds/ambience/stukmun2
/textures/brightblue
/textures/egyptsoc_*
/textures/stuk_fx
/textures/stukmun2
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Alpha/Beta Testers:
==================
Lead Tester and main contributor:
Monomonster

Additional testers:
aKa Havoc - base map
aka Labrat - base map
Bond - base map
KevinUK|fuud   ( www.kevinuk.co.uk ) - basemap
Photo - basemap
Spookinmear - basemap

..and anyone I missed. ;) 

================================================================
"Stuk|maps"

Webby:
http://www.stukatto.pwp.blueyonder.co.uk

Stuk|maps mIRC mapping chat room:

Got a question, stuck on summit or just fancy a chat, pop in, theres is usually a few mapping residents lurking on hand. :)

You can logon to any Quakenet server and type /join #stuk|maps
================================================================

 /=-=-=-=-=-=-=-=-\
| -={DISCLAIMER}=- |
 \=-=-=-=-=-=-=-=-/

In no event will  I/we be held responsible for any damages or loss of data of any kind,including with out limitation any special,indirect,incidental or consequential damages as a result from the use or mis-use of the files located in this zip file even if I/we has been advised of such damages. 
As always I recommend using Anti Virus software on all downloaded material.

This map MAY NOT be decompiled and used as a base map for any other creation, without the written consent of the original author's (MY) permission,nor shall any part of this zip be used for commercial gain in any way shape or form.

However if you wish to distribute this map it **MUST** contain **ALL** the original files,that were present during the initial download,including in particular the readme file and must not be altered in any way shape or form.
It may be distributed in any form other than normal snail mail. ;-)

I reserve the right to modify these files in anyway,shape or form at any time, without warning. 

=-\/-==-\/-==-\/-==-\/-==-\/-==-\/-==-\/-==-\/-==-\/-==-\/-==-\/-==-\/-=

"CTF_STUKMUN - ctf_stuk2" ©2004 Melvin "Stukatto" Miller - All rights Reserved.
"Star Trek Voyager ELite Force" ©2000 Activision Inc/Raven Software - All rights reserved.
All other copyrights and registered trademarks are acknowledged of their respective owners.

=-/\-==-/\-==-/\-==-/\-==-/\-==-/\-==-/\-==-/\-==-/\-==-/\-==-/\-==-/\-=
**Engage**

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Stukatto


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Registered 30th November -0001

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