qsnrun by orfi 10th September 2004 [ Info ] Author: orfi Email: orfi@gmx.net Website: http://q3a.sytes.net qsnrun is a vq3 run map for the Quake 3 Defrag mod. The outside design based on the "Terminator"-font. You shouldn't rush through the map, just enjoy every single part :) Minimum hunkmegs for clients to play this map: /com_hunkmegs 128 Minimum hunkmegs for servers to start this map: /com_hunkmegs 256 [ Construction ] Editor: GtkRadiant 1.3.13 Compiler: q3map2 version 2.5.11 Other Progs: Quake III Defrag 1.91 EasyGen version 1.42 Photoshop 6.0 Soundforge 4.5 Editor/Wordpad Brushes: 11028 Entities: 351 Build Time: 3-4 months Gamplaytesting: 1-2 months Compile Time: meta (123 sec) vis (12898 sec) light (34054 sec) Compile PC: 3 GHz, 1 GB RAM At first i wrote the letters in Photoshop (Terminator-font) and build a 1:1 copy in radiant. The second step was rebuilding those letters in 8x size and 45° rotated. Took me 2 weeks for all. Than the tricks and design inside were built, which was very time intensive. I wanted to create some new stuff (like the funny gauntlet tricks at the end, the gren-rox trick in "A" and some other...) and had to test the gameplay pretty often. During the whole mapping process i considered that all proportions, angles and distances of all brushes are absolutely perfect. For the brushwork i only used xyz-flips, xyz-rotate (only 90°), clone, merge and 3d-clipping. r_speeds are ok, between 3000 and 9000 for the most places. More than 50000 at the end, but thats not important. They could be better but i wanted to have windows to see the cool sky ;) If your PC is too slow, you can use vertex lighting. This will reduce the r_speeds to the half. You will see some names in the map, this is the team behind q3a.sytes.net (g3nriX, tOrr, Gravizapa, nippes and me). For online spectating i made a replayscript which is included in the pk3. Type "/df_demos_ReplayMode 1" in your console and you can switch between first person, autochase and replayscript by pressing jump. There are some strange shadows on top of the letters. I don't know what the damned compiler has done there, but normally there can't be shadows. I tried many compile settings and other sun angles, but everytime the same result :/ [ Thanks to... ] Cardigan for the cool skybox & glass, textures/shaders from estatica & scorpion (water, terrain ground, bluezappy, coronas) ElFinko for the runes texture/shader from bgmp3 Evil Lair for e8 textures/shaders g3nriX for hosting my map Gravizapa for maptesting Hal9000 for the glass_opaque texture/shader from hal_palindrome id Software for music themes and lava texture from Doom 3, sounds from Quake & Quake 3 TeamArena Jax Gator for the floor01 texture from bgmp2 MopAn for so many textures & shaders from Polaris/ump2ctf5 (jumppads, floors, metals, ice, tinxx, snowflakes, fireparts, bubbles) nippes for maptesting ScrotcH for floor2 & 3, concrete2 & 3 and the snow texture from SiN/x3map07 SiW Sinnlos im Weltraum sound von Karls Quell ;) Stecki for the textures/shaders from telestecki teleporter model tOrr for hosting my map UnTier my brother had some nice ideas for this map, especially for lighting [ Distribution / Copyright / Permissions ] Copyright (c) 2004 orfi, orfi@gmx.net All rights reserved. Quake III Arena is a registered trademark of id Software, Inc. This level 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.