CHANGED : Decompiled ut-pgrounds-urt3 and looked at how the geometry
was setup. This level was rather simple from a geometry
standpoint, but the complexity came in trying to make this
level look interesting visually and still be able to perform
well. I recreated all the geometry in MAYA, then I
exported it as meshes and tried to get it to run in Radiant.
This was a very popular Capture the flag level that many on the devlopment team didnt
want to see go. So I gave it some much needed lift by making it more interesting
visually and made some changes to some areas that the level had problems with including
some spawncamping issues.
--------------------------------------------------------------------------------
* Game Modes suported *
--------------------------------------------------------------------------------
Single Player : YES
Bomb : YES
Deathmatch : YES
Follow The Leader : YES
Team Survivor : YES
Capture The Flag : YES
Capture and Hold : YES
--------------------------------------------------------------------------------
* Construction *
--------------------------------------------------------------------------------
Map Base : This map was decompiled from Pg3
Hours invested : about 30 or so with the meshes and making textures
Prefabs/Models used : None
Editor used : GtK Radiant ver 1.4.0
3d package : Maya 7.0
Other utilities used : PHotoshop7, q3map2 Toolz, Q3MAP2FS w00t!
Known Bugs : shouldnt be too many
Compile machine : 3Ghz Pentium4 HT with 1 gig of Ram
Compiler version : q3map2 FS20
Bsp Switches : -meta
BSP time : 45 seconds
VIS Switches : -vis
Vis time : 4 minutes
light Switches : -light -thresh .1 -filter 2 -floodlight -exposure 512
light time : 4 hours 02 minutes
Total Brushes : 1967
DM spawns : 16 per team
TS spawns : 2 groups of 16 per team
Bomb spawns : 16 per team
CTF spawns : 16 per team
1vs1 spwans : 20
Ftl spwans : 16
entities : 422
func_group : 9
Locations : 59
--------------------------------------------------------------------------------
* OTHER LEVELS BY THE AUTHORS *
--------------------------------------------------------------------------------
DRAGONNE: {TRIAD} DevTeam: For support and inspiration. Various Clan {TRIAD} members
For playtesting and creative input. QueenBee{TRIAD}: For being my wife and
putting up with me (or in this case without me) while I made this map under
a deadline. I love you.
|NV|S: The urban terror community, you ungreatful cocksuckers. Dragonne, for a
good start to build on. V1nny, because you rock buddy, and Im gunna miss ya!
Authors MAY NOT use anything from this level.
This map MAY NOT be sold, or in any other way turn into profit for any other
person than the author. This map MAY NOT be distributed by anyone other than
Silicon Ice Development as it was designed for the Quake 3 Total Conversion
"Urban Terror" and is not to be used, replicated or edited for any other Mod,
Total Conversion, Game or Game Engine.
File structure
12 folders 51 files 7 groups
root files3 files
pg_compile.bat
sound
ut4_provingrounds.txt
env1 folders · 5 files
invis1
invis1_bk.tga
invis1_ft.tga
invis1_lf.tga
invis1_rt.tga
invis1_up.tga
levelshots0 folders · 1 files
ut4_provinggrounds.tga
maps0 folders · 5 files
ut4_provinggrounds.bak
ut4_provinggrounds.bsp
ut4_provinggrounds.map
ut4_provinggrounds.srf
ut4_provinggrounds.TGA
models2 folders · 27 files
mapobjects / pg
barbwire.tga
barrel.tga
centerpiece.ase
clipmodel.ase
concretewall.tga
concretewall01.tga
concrete_floor.tga
detail.ase
dirt.tga
insideterrain.ase
moss.tga
moss_old.tga
mud.tga
mud_old.tga
oldwood.tga
orangemap.tga
outsideterrain.ase
razorwire.tga
razorwire_guards.ase
rustmetal.jpg
structures.ase
ter_dirtmud.tga
ter_mossmud.tga
trees.ase
trees.tga
wall_lamp.tga
wall_lamp_lit.tga
scripts0 folders · 2 files
pg_skybox.shader
ut4_provinggrounds.arena
textures3 folders · 8 files
crenshaw
crenshaw_ladder.jpg
pool3d_3e.jpg
pool3d_5e.jpg
watercaulk.tga
invis
streets3.jpg
pg
glassfx.tga
invis1.tga
shiny3.jpg
root files
3 files
pg_compile.bat
sound
ut4_provingrounds.txt
env
1 folders · 5 files
invis1/
invis1_bk.tga
invis1_ft.tga
invis1_lf.tga
invis1_rt.tga
invis1_up.tga
levelshots
0 folders · 1 files
ut4_provinggrounds.tga
maps
0 folders · 5 files
ut4_provinggrounds.bak
ut4_provinggrounds.bsp
ut4_provinggrounds.map
ut4_provinggrounds.srf
ut4_provinggrounds.TGA
models
2 folders · 27 files
mapobjects/
pg/
barbwire.tga
barrel.tga
centerpiece.ase
clipmodel.ase
+23 more
scripts
0 folders · 2 files
pg_skybox.shader
ut4_provinggrounds.arena
textures
3 folders · 8 files
crenshaw/
invis/
pg/
crenshaw_ladder.jpg
pool3d_3e.jpg
pool3d_5e.jpg
+5 more
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