HYPERBLAST-Q3
This Quake
III Arena map was
made with the intention of recreating Xan's hyperblast ship from unreal
tournament '99. it is basically finished but has issues beyond my
mapping knowledge skills, mainly I don't know how to block vis in such
a big boxed map with lots of brushes and big curves. It represents no
problems at all to me in my computer, but lesser computers may not
handle it well. sorry!
-flu-
D/l hyperblast-q3
for
vanilla Quake III Arena
D/l hyperblast-pka
for pka (painkeep arena)- has low gravity outside ship and normal
gravity inside because pka supports it, but obviously only when played
in pka mod.
Screenies:
README FILE INFO
Date: Aug 9, 2007
Map name: Hyperblast-q3 for vanilla Q3 and Hyperblast-pka
for
PKA (Painkeep)
Players: Up to 4
Build Time: About a week.
Editors: Mostly Q3Radiant Build 2.02, also gtkRadiant and Q3map2Toolz
Base: Built from scratch
Author: FluSyndrome
Textures Used: Some stock Q3, many from SpeedTech pack, some from evil6
and evil8 pack,
a couple from techsock, and a
couple from Multi-Purpose Solution (MPS)
and skybox Jajspace2 by "Jaj"
New shaders: Speedtech, evil8_base, teleport-energy (modified from
stock q3 teleporter),
tech1soc, redflare (used on
pka13 level by THING)
Acknowledgment: MPS texture pack: Multi-Purpose Solution (MPS) by
Kevin Hill (Painter) (PainterKev)
http://geocities.com/kevsus2000/
or http://planetquake.com/lvl
Techsoc textures:Sock at
http://www.simonoc.com/pages/materials/tptechno/index.htm
Speedtech textures: Speedy
www.planetquake.com/speedy or www.cr8.da.ru
Jajaspace2-tga skybox: Jose "Jaj"
Arcediano www.planetquake.com/jaj
Evil8 and Evil6 texture packs:
Evillair at http://www.evillair.net/v2/
Special thanks: Uberstonk for hosting the pka site with all my files,
Covenant for all his help to the
community with the server and
webpage, Sh1thead for his creativity in making maps fun
and for the server and for being
the "official zip tester" :-) Nutsak, Xathros, Corpse
for putting my maps on the
server, EZ for testing maps in his test server, Predator,
Fulgency and Anthon and Thing for
helping me with map building, team evolve for the greatest
mod of all time PKA, and
everybody else I'm forgetting to mention :-)
Mo' Info: I just had to play on my favorite deathmatch map of all time
and NO ONE WOULD MAKE IT :-(
so I decided to give it a try. I almost gave up on the first brush, had
no idea how to make that
curvy part of the map with the curved trim, but I finally figured how
to do it with the help of
THING, Predator, Fulgency and others.
This is obviously based on the boss map of Unreal Tournament '99,
arguably one of the funnest
boss levels of any game trying to beat that SOB bot "XAN". I couldn't
make it exactly like it, so
I did the best I could.
LOW GRAVITY: DM-Hyperblast in Unreal Tournament had normal gravity
inside the ship and low gravity outside,
however, Vanilla Q3 does NOT support areas of low gravity so
hyperblast-beta has none, and thus a jumpad
helps going from enviro to the area of the lighting gun. PAINKEEP ARENA
however DOES support low gravity
areas, so hyperblast-pka has gravity= 300 outside the ship and
normal gravity (800) inside (thanks
for the tip Anthon), so if you wanna play with low grav you would need
to d/l painkeep arena mod from
http://www.groundplan.com/pka/
and play the hyperblast-pka
version.
BUGS: Beyond my mapping skills, I am already way over my head. This is
a huge box level with a LOT
of brushes and comlicated curves in the middle and a LOT of the map is
drawn at all times. While my
2 year old P4-3.2Gb with a nice Gforce (6800?) video card seem to
handle it from 180-200 fps, I know
that it may be a problem with lesser systems, but I HAVE NO CLUE how to
do hint brushing or anything
else to optimize it, SORRY!