===================================================================== title: Silent Runner date: 2nd January 2009 file: silent_1au.pk3 author(s): Simon 'Sock' O'Callaghan email address: mememe[at]simonoc[dot]com URL: http://www.simonoc.com/ description: Alpha Version 1-au ===================================================================== Website and Feedback http://www.simonoc.com/pages/design/maps_q3/silent.htm Please remember to check the above URL link for the latest information and top down map layouts. Any questions or feedback please use the above email address. ===================================================================== Testing Use IRC and join quakenet - #cpmpickup channel Additional information : http://www.cpmpickup.com/ ===================================================================== Description This is a map designed for CPMA CTF / NTF gameplay and based on an existing map CP22 Des Hertogens Hove by Geit. The overall map size is the same but the mid to base area has been totally changed to have more upper/lower route interaction. The flagroom and side MH room have changed in shape and have more vertical space compared to the original. The item layout has changed with all the weapons moved to different locations to suit the new upper / lower base areas. The Railgun has been removed from the map and has been replaced with a Grenade launcher located in a small room next to the regen powerup. Some parts of the map have been specifically designed for CPM movement and will be very difficult to use in VQ3. The texture set is temporary and made from brightly coloured marble patterns with hand drawn black lines to highlight borders and edges. All the item decals are based on simple shapes and designed to work in various picmip modes correctly. The skybox is based on a frozen landscape which I originally created a long time ago and merged with a skybox by Jochum Skoglund / Hipshot. The red / blue floor decals can be turned off by deleting the extra pk3 file (silent_1zz) included in the main zip file. The first couple of times a map is played it is often useful to have as much directional help as possible but after learning the layout less visual clues are needed, which is why the markers are in a separate pk3 file. The lighting for the map is temporary and will be finalized once the alpha phase is over. If anyone feels certain areas are too dark, please let me know which areas and how much brighter you think they should be compared to another location in the map. The map is designed for human players and will not contain any BOT file until all of the human testing has been finished. If anyone wants to play this map with human opponents I strongly suggest you use IRC and join quakenet - #cpmpickup channel. ===================================================================== Credits Ix-ir, Fjoggs, Reptile for loads of CTF / NTF game play advice and support. Jochum Skoglund / Hipshot for the use of your cloud skybox. cpmpickup channel for all game testing ===================================================================== Revision History 1.au *Re-mirrored bases (red->blue architecture/hint/clip/lights) *quick pass on blue base for tex problems *reset all spawn points and loc text for blue base +Created vertical doorway facade for main entrance to flagroom +Cut balcony over main flagroom doorway and added bars *Switched grey stripe back to alcoves (brown colour too warm) -Removed all spawn alcoves from flagroom +Filled in remaining alcoves with ramp jump block -Removed 2 x respawns from upper RL room *Smoothed out upper connecting corridor between flagroom/MH *Added wall ramp to stairs in MH room *Fixed overbright lighting for flagroom +Created new upper detail to flagroom *Raised all ceiling clip to allow for RJ *Increased width of stairs in lower RL room 1.at (red base only) *Changed lower flagroom routes, -32 units *re-arranged high arch corridor to sync with flagroom changes *Changed arch styles to be more consistent (high arch corr) *Changed upper flagroom route to be smoother *Split flagroom upper point lights from 1x75 to 2x50 *Changed red/blue trim textures to be brighter *Added solid roof to GL-flagroom route *Switched all grey stripe for brown for picmip reasons 1.as (red base only) +created vis block between RL-Flagroom Upper route 1.ar (red base only) *Changed flagroom, +128 units wider *Changed lower flagroom routes, +64 units wider *Changed upper flagroom routes, +64 units wider *Smoothed out LG corridor -Alcove details removed, confusing too many people -Base floor decal directions removed +Ramp jump to RL room *Moved/changed upper bars *Changed point light scale 2x *Moved Health in flagroom around +Columns to flagroom for cover -Floor bars at back of flagroom *Changed/Added base spawns *Changed respawns to favour upper locations +Respawns to GL room 1.aq +SG ammo in GL room +LG ammo in upper flagroom *Changed location markers for entry in bases (upper/lower text) *Changed location markers for upper outside flagroom *Fixed red spawn in blue MH room *Moved player info start to mid 1.ap *First mirror complete version ===================================================================== Distribution / Copyright / Permissions Copyright (c) 2009 sock, mememe[at]simonoc[dot]com 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. =====================================================================