CTF Subway

This is actually the first real-life setting I recall about Salinga's Q3 conversions. This map, as the name already says, is based on a one...


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This is actually the first real-life setting I recall about Salinga's Q3 conversions. This map, as the name already says, is based on a one-track subway station and can be used for all gametypes, from FFA to CTF. Check out the screenshots and download this great map :D

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Elite Force conversion by Lt. Cmdr. Salinga with permission of the author.
Supported Gametypes: FFA, TDM, CTF, 1V1, Solomatch

Following is the readme of the original Q3A/Urban Terror map:

TITLE                   : Subway
FILENAME                : ut_subway.pk3
AUTHOR                  : Michael "laerth" Daugherty
DATE                    : 01.31.2002
GAME                    : Urban Terror, a mod for Quake 3 Arena
TYPE                    : Teamplay
EMAIL ADDRESS           : laerth@planetquake.com
HOMEPAGE URL            : http://www.planetquake.com/cc/
A one-track subway station with a 3-car train in the center.

This level requires Urban Terror (http://www.urbanterror.net) to be experienced 
properly, although you can load the map and run around in regular Q3A.

The terrorists used too much C4 when they blew open the gates and the SWAT team
roped down through the glass when the front door was probably unlocked.
1. First delete or move any previous versions of ut_subway (A-L or rc1-2) from your X:\quake3\q3ut2\ directory.
2. Extract ut_subway.ZIP and place ut_subway.PK3 in X:\quake3\q3ut2\

3. Load UT and in the console type: "map ut_subway"
	Or, if you'd like to play w/ bots:
		1. Load UT and make sure bots are enabled (type "bot_enable 1" in the console)
		2. Select "start server" from the main menu.
		3. Select your gametype (CTF, TDM, TS, etc.), then select "Subway" from the map list
		4. Select the bots you want for each team and any other settings I've left out.
		5. Hit "next", join a team after the map loads, and enjoy.
	Or, check and see if this server is running the latest version:
TDM/TS/FTL/CAH/CTF	: 2 spawn groups of 20
DEATHMATCH (FFA)	: 22 deathmatch spawns

CUSTOM TEXTURES       	: Yes, see credits below
NEW SOUNDS              : Yes, see credits below
NEW MODELS		: Yes, see credits below
MAP BASE                : Built from scratch
PREFABS USED            : Chopper by NRGizer
EDITOR(S) USED          : GTKRadiant 1.1.1 and 1.2.1beta
OTHER UTILITIES USED    : Photoshop, Soundforge, UltraEdit-32 ydnar's q3map
CONSTRUCTION TIME	: Early November 01 to late January 02
BRUSH COUNT		: ~6000
KNOWN BUGS              : High r_speeds in places. Texture thrashing in places.
COMPILE MACHINE         : AMD Duron 600@950 w/ 256MB RAM			  
BSP TIME		: ~90 seconds
VIS			: ~1000 seconds
LIGHT (bounce 8)	: ~12000 seconds
See my 20+ other releases at http://www.planetquake.com/cc/
If the level is too dark for you, try increasing your r_gamma setting to 1.3 or 1.4

Thanks to ydnar's new additions and improvements to q3map 
(http://shaderlab.com/mapcenter/q3map/q3map_ydnar.zip), vertex lighting mode in
ut_subway looks very similar to lightmap and no longer gives the level an appearance
of fullbright lighting. If it is too dark for your tastes, crank up r_gamma.

If you are using a 32mb graphics card and you experience excessive texture
thrashing, try raising your r_picmip setting to 1 and tweak other graphic
settings in the System menu.

If you have suggestions for future improvements to the map, don't hesitate to
let me know.

	id Software	- Quake 3
	Silicon Ice Dev.- Urban Terror (http://www.urbanterror.net)
	zfz\cyanide	- initial "subway" concept and collaboration on layout ideas
	zfz\frost	- collaboration on layout and gameplay ideas
	ydnar		- q3map enhancements/improvements, technical advice, and textures (see below)
			  Note: If you're interested in ydnar's urban textures, get his original, unaltered
			  works at ShaderLab (www.shaderlab.com). His enhanced version of q3map is now bundled with
			  GTKRadiant (www.qeradiant.com).
	redmund		- various design ideas and textures (see below)
	Oswald		- PR support and feedback in IRC/forums
	Bladekiller	- server hosting and subway announcement recordings (see below)
	elven		- php for public playtests, mirror of files, and QA
	CC-Zac		- file and server hosting
	Ziggurat	- testing/feedback
	fuel		- testing/feedback
	deek		- testing/feedback
	ultimo		- testing/feedback
	snagger		- testing/feedback
	RocketFodder	- testing/feedback/QA
	schmorky	- design ideas and feedback
	ETG #zfz-ut 	- testing and gameplay ideas
	ETG #prediction	- moral/amoral/immoral support
	Everyone else who contributed to this map in some way - Thanks!
	Textures stolen, altered, or sampled:
		ad_3dings1.jpg 			- frost (http://www.geocities.com/ombadboy/)
		ad_bleach_01.jpg 		- redmund (http://www.esatclear.ie/~redman/)
		ad_cologne_02.jpg 		- redmund
		ad_evil_goo_01.jpg		- redmund
		ad_jarian_01.jpg		- redmund
		ad_woodornot.jpg		- redmund / deek / aNouc
		ad_ydnar_02.jpg			- ydnar (www.shaderlab.com)
		ad_ydnar_03.jpg			- ydnar
		ad_ydnar_05.jpg			- ydnar
		ad_zfzad_01.jpg			- redmund
		ad_zfzad_02.jpg			- frost
		bush.jpg			- from a q3ut pk3	
		cement-tiled_02.tga		- ydnar (cropped by me)
		cement_1_sharp2sat.tga		- ydnar (bumpmap overlay from rtcw)
		cement_3_bump01.tga		- ydnar (bumpmap overlay from rtcw)
		ControlRoomDoor01_128x256.jpg	- Max Payne (Remedy Entertainment Ltd.)
		detail_door_03.jpg		- M. Kupfer (www.dangerzone.de.st)
		detail_door_04.jpg		- M. Kupfer (www.dangerzone.de.st)
		detail_door_06.jpg		- from ut_sliema.pk3 by Pete "OzeDooD" Cliff (ozedood@optushome.com.au)
		detail_payphone_01.jpg		- found on images.google.com
		det_ctrlpanel_01.jpg		- found on images.google.com
		det_ctrlpanel_02.jpg		- found on images.google.com
		det_ctrlpanel_03.jpg		- found on images.google.com
		det_ctrlpanel_04.jpg		- found on images.google.com
		det_elecpanel_02.jpg		- http://www.planetquake.com/shattered/shine/images/ref/index.htm
		det_elecpanel_03.jpg		- http://www.planetquake.com/shattered/shine/images/ref/index.htm
		det_metpole.jpg			- sampled from detail_door_04.jpg
		det_monitor_02.jpg		- found on images.google.com
		det_subfloor_05_seam.tga	- bumpmap overlay from Max Payne
		dirt2.jpg			- from a q3ut pk3
		dump-wall.tga			- ydnar
		fence.tga			- from a q3ut pk3
		flat_lt_bump02.tga		- ydnar (bumpmap overlay from rtcw)
		front6.jpg			- M. Kupfer (www.dangerzone.de.st)
		frontpq13.jpg			- M. Kupfer (www.dangerzone.de.st)
		frontpq4.jpg			- M. Kupfer (www.dangerzone.de.st)
		glass2.tga			- Return to Castle Wolfenstein (http://www.gmistudios.com/)
		keyboard.jpg			- Cyben (http://www.q-area.de.vu)
		metal-tan-rivets.tga		- ydnar
		metal4.jpg			- forgot - email me if it's yours :)
		metal_1.tga			- ydnar
		metal_2.tga			- from a q3ut pk3
		metal_bright.jpg		- from a q3ut pk3
		mund_subway_caution.jpg		- redmund
		mund_subway_tile_concrete.jpg	- redmund
		news_01.jpg			- found on images.google.com
		news_03.jpg			- found on images.google.com
		news_04.jpg			- found on images.google.com
		news_05.jpg			- found on images.google.com
		news_06.jpg			- found on images.google.com
		news_07.jpg			- found on images.google.com
		pctower.jpg			- Cyben (http://www.q-area.de.vu)
		pipe_1.tga			- ydnar (cropped by me)
		planta1.tga			- from ut_paradise by eXKalibuR (http://www.terrorstrike.net/utdesigns)
		planta5.tga			- from ut_paradise by eXKalibuR (http://www.terrorstrike.net/utdesigns)
		sign_phone.jpg			- found on images.google.com
		sign_restroom_m.jpg		- found on images.google.com
		sign_restroom_w.jpg		- found on images.google.com
		TRASHONTHEFLOOR04_256X128.JPG	- Max Payne (Remedy Entertainment Ltd.)
		w2k_bush1.tga			- from a q3ut pk3
		wide_rusty.tga			- ydnar (cropped by me)

		skybox				- generated by Terragen (http://www.planetside.co.uk/terragen/)
	Sounds used, altered, or sampled:
		amb_station_noise1.wav		- http://www.grsites.com/sounds/background001.shtml
		helicopterL.wav			- http://avanimation.avsupport.com/Sound.htm
		machine3.wav			- ut_revolution
		music_kyoto1.wav		- http://www.asahi-net.or.jp/~zb4s-tkgs/e_kysou.htm
		music_kyoto2.wav		- http://www.asahi-net.or.jp/~zb4s-tkgs/e_kysou.htm
		voice_bladek_exit.wav		- voice of Bladekiller (http://www.planetquake.com/polycount/cottages/bladekiller/)
		voice_bladek_respect.wav	- voice of Bladekiller
		voice_bladek_train.wav		- voice of Bladekiller
		voice_station_ann2L.wav		- http://www.grsites.com/sounds/trains001.shtml
	Models used:
		(leaf*.tga, multiplant_a.md3)	- Todd Gantzler (http://i.am/professorQ3)
Authors MAY NOT use this level as a base to build additional levels.
You MUST NOT distribute this level UNLESS you INCLUDE THIS FILE WITH
NO MODIFICATIONS!!!. If you don't cooperate, then DON'T DISTRIBUTE
This LEVEL may be distributed ONLY over the Internet and/or BBS systems.
You are NOT authorized to put this LEVEL on any CD or distribute it in
any way without my permission.

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Lt. Cmdr. Salinga

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Registered 30th November -0001

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