uje_01_vip_b1.zip —
Axis objective, free & escort the V.I.P to safety
Map: UJE_01 Maker: C Mission-type: Axis objective, free & escort the V.I.P Release notes: This is the first public release.. Beta 1 When the V.I.P. is wounded, a medic can revive him. A medic also makes the V.I.P run. When escorted by a field-ops, the V.I.P will not kneel when being hit. The V.I.P can escorted by everyone. ---------------------------------------------------------------------------- Voices: * Announcer: {TTS}stevecrow74 * V.I.P.: it is my own voice ---------------------------------------------------------------------------- Models: * zenith-ply made the Arado196 float-plane. It is a great model, i did not use every damaged model that comes along with the plane though, but i included them in this pk3 (so it is complete).. * Quake3 DrEvil player-model..made by John "Ronin{Triad}" Fisher & Gary "Two Beans{TRIAD}" Jordan I had to glue all bodyparts with mapscript.. * Parachute model from Degeneration ---------------------------------------------------------------------------- Resources used: * Chruker's script-reference, and his "tag-the-dummy" tool. I used it for the VIP, the truck and the parachute. * The Q3Map2 shader-manual. ---------------------------------------------------------------------------- Compile: * I used these commandline-arguments to compile this map: [q3map2] -meta -mv 1024 -mi 6144 "[MapFile]" [q3map2] -vis -saveprt "[MapFile]" [q3map2] -light -fast -samples 3 -filter -bounce 10 -bouncegrid -external -lightmapsize 256 "[MapFile]" * 11323 total world brushes 7992 detail brushes 156 patches //?? i think these are my decal shaders, i only used a few patches.. 977 entities 2802 visclusters 6804 visportals 2802 portalclusters 6804 numportals 13608 active portals 1744 hint portals 6 average number of passages per leaf (hmm, at previous compile this was still 5) 66 MB required passage memory 242 Average clusters visible 678253 Total visible clusters 11164 numfaces 1 fogs 16384.0 farplane distance // this doesn't do anything.. * I used a lot of bounce at the compile.. It takes a while, but it looks much better..especially the dark spots, like the tunnels.. But there are still some pitch-black spots in my map, because i like the contrast.. * I also used some fog, for some atmosphere.. (allthough it cuts framerate down by almost a quarter) * A normal final compile takes 21 minutes on my 2 year old P4.. A Bounce-10 lighting compile takes 1 hour.. A compile with also -bouncegrid takes as much as 3h20m.. ---------------------------------------------------------------------------- Special Thanks: * {TTS}stevecrow74 for recording the voice-announcements.. and so promptly!.. Much appreciated. Thank You.. * [UJE]Ben_Dover for recording the initial voices.. Thanks mate! * [UJE]Niek for his support on the server, and arranging the voice-announcers.. Kei Bedankt man! * [UJE]Clan and friends for testing, finding bugs, and checking the gameplay of the map.. Thanks everybody ---------------------------------------------------------------------------- See the [UJE]Clan website for more information: http://www.ujeclan.com There are also plenty of UJE-maps to download..
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