csq3sg1 - camelot/sahra by camel-xp

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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camel
Posts: 69
Joined: Sun Dec 06, 2009 9:58 pm

csq3sg1 - camelot/sahra by camel-xp

Post by camel »

Filename: csq3sg1.pk3
Mapname: Camelot Castle / Sahra Catacombs
Author: Camel-XP
Gametypes: CTF, TDM, FFA, TAG
Version: 1.2
Website: http://www.q3sg.tk
Email: camel_xp@tlen.pl
Release Date: 18.09.2009
Game: Quake III Arena
Game Mode: Capture The Flag, Team Deathmatch, Free For All, Freeze TAG
Mod: ExcessivePlus (http://www.excessiveplus.net)

Image
click to enlarge

Image
click to enlarge
=====================================================================
BUILD INFO
=====================================================================
Build: Completely Original From Scratch
Build Time: about 35 days
Editor used: GTKRadiant 1.1.1, 1.5.0
Compile options: -v -meta, -v -vis, -v -light -extrawide -fast
Compile Machine: Intel Core 2 Duo 2.22 GHz, 2Gb Ram, GeForce 8800 GT 512mb
Compile Time: 8 minutes
Total Brushes: 12628
Total Entities: 1927
Func_door Ent: 166 ( just beat my record :P )
Programs used: Q3map2Toolz, Photoshop, Corel, Adobe Flash CS3, Fotocanvas, SoundForge.


New Textures: Some of the Textures from "Photorealistic" textures pack
Stonewall textures from http://www.katsbits.com/htm/textures/kt_stonewall.htm
other textures made by me.
New Sounds: Yes
New Music: No
New Models: Yes ( ASE models compiled into bsp file)
Botsupport: not available for this version (map is too complicated and bspc.exe needs to be updated to handle my map)
bspc.exe gives error about MAX_MAPFILE_PLANES [http://www.quake3forum.com/forum/viewto ... 8&start=35]
in simple words means, too many brushes/details.

Requirements: minimum memory needed: com_hunkmegs 128, recommended 256, 512.

=====================================================================
DESCRIPTION
=====================================================================

A Capture The Flag map for the Noghost mapping competition, sponsored by AMD,
ATI, Sapphire, and Maverick Servers.

This is first map for my own Stargate Quake III Arena mappack.

Map were created completely from scratch, I was inspired by a Real "Rochester Castle",
I made this castle from the real photographys, some of the objects on the map were also made by a real locations.

The whole concept of Stargates is from the Stargate Movie and TV show.
There are also other interactive things from the TV show, like Ring or Asgard transporters.

Most of the textures and sounds Ive made myself, it spend long time making own textures, adding masks, shaders
Textures of stargates, dhd, ring transporters, they all from google.com, some of them I needed to capture from videos or games.
Overall time Ive spend on making stargate system, hmm more than one year I think, there was few versions of sg,
this used on my are v4, newest and looks awesome comparing to olders.

I had a lot of problems with Stargates and map itself, in past I was not using grid for a tiny detailed brushes on the stargates, this caused a horrible error on the v3 of my stargate map, some global fps losses on specific places.
Also I had error MAX_TW_VERTS <12> exceeded, but I finally learn that to get rid of it I need to convert all structural brushes inside the map into detailed, brushes with many verts (columns etc) should be always detailed.
I stopped mapping for about a year or less because of that, the noghost mapping competion bring me to life so I could make such nice map =)

Stargates itself gets lots of resources, just check with r_speeds, I needed to hide them somewhere so I putted them into seperated room to block vis, so you shouldnt have fps drops because you wont see much things in the gates room, on the red side I needed to use some special effect. I used effect from teleport portal and added 3 surfaces into the each 3 entrances from gates room
2 of them are portal effect betwen of them is antiportal that blocks vis, so this is intended effect not a bug :)
It helps to keep fps in balance.

Original concept of the map was changed because of few problems.
I reached another error 'max_submodels: exceeded', I needed to delete lot of stuff to get it fixed, anyway overall effect looks good.

Map looks different on 1.16n and it is fully compatible with 1.32c and mod called Excessiveplus
Some of func_door entities uses special option spawnflags 32 to mute doors sound that is used only by the excessiveplus mod.
Try the mod with it you wont hear any sound on stargates, ring transporters and on catapolts (jumppads) and others...

So how it works?

Each base have their own Stargates that can be opened by both sides, gates can be blocked by a limited period of time by a shield.

there is also alternative route, just use ring transporter to teleport to the ancient space ship and from there teleport by a asgard teleporter to one of the five places on the enemy territory.
Both Ring teleporters can be used only by one of the team, look on the colors of the buttons, if its blue then only player from blue team can access it, but everyone can teleport, for example player from blue team will activate ring transporter to teleport from ancient ship to the blue base, player from red team that will stand on the other side on that teleporter will teleport to the other side, but I dont recommend to do that, cuz each side on the ancient ship has own doors that can be opened only by a each team player, in other words, you will stuck in a closed room :P

Name Camelot castle is about a real castle that existed and reminds me my own nickname :P

Name of the second side of the map "Sahra" was made from a simple word Sahara, means sandy map, undeground Catacombs.
Gallery: http://s447.photobucket.com/albums/qq196/camel-xp/csq3sg1
Link: Download
Last edited by camel on Sun Jun 08, 2014 5:23 pm, edited 4 times in total.
InsaneKid
Posts: 111
Joined: Tue Apr 01, 2008 8:51 pm

Re: csq3sg1 - camelot/sahra by camel-xp

Post by InsaneKid »

:D i luv ur Stargate-Project, Camel! :up:
Reward urself: Do GOOD!
dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: csq3sg1 - camelot/sahra by camel-xp

Post by dONKEY »

I know I already commented on this...I still think you should spend some time adding some love to the less detailed areas, and tidying up some others...but I still have to say, the star gate is just so amazing.
camel
Posts: 69
Joined: Sun Dec 06, 2009 9:58 pm

Re: csq3sg1 - camelot/sahra by camel-xp

Post by camel »

dONKEY wrote:I know I already commented on this...I still think you should spend some time adding some love to the less detailed areas, and tidying up some others...but I still have to say, the star gate is just so amazing.
I already reached max number of brushes, thats why I cant compile .aas for bots, I spend most time on blue side, red side is less detailed yes, but If I add more then fps can drop down, also I think it is not the final version, in future I will rebuild that map and make it for bots, it will be simple tdm, ffa map.
Pat Howard
Posts: 494
Joined: Tue Mar 31, 2009 11:14 am

Re: csq3sg1 - camelot/sahra by camel-xp

Post by Pat Howard »

You might want to look into the feature for q3map2 called "fixaas". Basically you build a separate, very simple version of your map and compile the AAS on it, then you attach the AAS to the real map's BSP afterwards.

Related posts:
camel
Posts: 69
Joined: Sun Dec 06, 2009 9:58 pm

Re: csq3sg1 - camelot/sahra by camel-xp

Post by camel »

Pat Howard wrote:You might want to look into the feature for q3map2 called "fixaas". Basically you build a separate, very simple version of your map and compile the AAS on it, then you attach the AAS to the real map's BSP afterwards.

Related posts:

thx for the tip pat
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