Search found 20 matches
- Tue Nov 25, 2014 5:30 pm
- Forum: ID Tech
- Topic: Rustgrad Final and Source
- Replies: 8
- Views: 7994
Re: Rustgrad Final and Source
Compiled map for Warxon game, had to use 64bit q3map2 from GtkRadiant1.6 which appears to miss some features and even have some bugs so result might be not so good as original even though it is utilizing additional normal and specular maps =) Anyway it is available now in warxon under name Rustcity....
- Sat Nov 22, 2014 8:02 pm
- Forum: ID Tech
- Topic: Quake 3 map sources?
- Replies: 3
- Views: 4088
- Mon Nov 10, 2014 7:47 pm
- Forum: ID Tech
- Topic: Rustgrad Final and Source
- Replies: 8
- Views: 7994
Re: Rustgrad Final and Source
Awesome map! I wanna recompile it for warxon game. I'm wondering what is the licence of this map. Also I would be thankful if you could share compile options for this map.
- Sun Sep 09, 2012 7:22 pm
- Forum: ID Tech
- Topic: Cityy needs motivation
- Replies: 35
- Views: 13393
Re: Cityy needs motivation
make ctf map for warsow. at least it'll be played and appreciated by people
- Tue Apr 17, 2012 4:48 pm
- Forum: ID Tech
- Topic: 20 Brush 2012 Discussion Thread
- Replies: 85
- Views: 40643
Re: 20 Brush 2012 Discussion Thread
yeah, also http://q3a.ath.cx/ warning me about it, so I replaced all CTF_xxxspawn with CTF_xxxplayer, it should work now in vanilla q3 as welldervish wrote: couldn't find a spawn point
and now it's here http://q3a.ath.cx/map/xttower/
- Sun Apr 15, 2012 7:58 pm
- Forum: ID Tech
- Topic: 20 Brush 2012 Discussion Thread
- Replies: 85
- Views: 40643
Re: 20 Brush 2012 Discussion Thread
Custom textures are allowed, however you must make them yourself exclusively for this map heh, first made simple ctf map and only then noticed it =) map is here http://www.gamefront.com/files/21565706/xttower.pk3 http://www.sendspace.com/file/0nqr9r though it's out of contest http://s17.postimage.o...
- Sun Mar 28, 2010 8:05 pm
- Forum: ID Tech
- Topic: A bunch of beta maps
- Replies: 14
- Views: 9416
Re: A bunch of beta maps
I knew you'll do it =)Yes, it's a CTF version of q3dm6.
Complete refurbished, including all brushes, clips and hints...
imo flags placement is better than in q3dm6ctf, newertheless I'd make whole new big mid area
- Sat Jan 09, 2010 11:04 pm
- Forum: ID Tech
- Topic: ZeroRadiant 1.6 Development Thread
- Replies: 199
- Views: 112687
Re: State of GTKradiant? - ZeroRad Development
i have one suggestion - adding "shift" modifier to cursor while in 3d view reducing (or increasing) camera speed by 5x
- Sat Oct 17, 2009 11:10 am
- Forum: ID Tech
- Topic: temp01, no name - new map layout
- Replies: 59
- Views: 19148
Re: temp01, no name - new map layout
I have some suggestions about jumppads concerning fixing some isues like Pat noticed everythings on scrennshots http://img42.imageshack.us/img42/2821/76786541.jpg http://img117.imageshack.us/img117/8027/59350506.jpg http://img70.imageshack.us/img70/962/63864732.jpg http://img202.imageshack.us/img202...
- Thu Oct 01, 2009 11:36 am
- Forum: ID Tech
- Topic: Items or entities that could be created
- Replies: 21
- Views: 7637
Re: Items or entities that could be created
extone: isn't that done most elegantly by an armour item? When would a player go out of their way to upgrade 150 yellow armour to 150 red armour given how little benefit that offers compared to a weapon or armour? as option i thought about making all armors to be of lowest class then such item will...
- Wed Sep 30, 2009 6:22 pm
- Forum: ID Tech
- Topic: Items or entities that could be created
- Replies: 21
- Views: 7637
Re: Items or entities that could be created
for cpma armor system - item which will increase armor class mb
- Fri Sep 04, 2009 2:27 pm
- Forum: ID Tech
- Topic: SolarAE - Solar - AEon's Edit - Final!
- Replies: 73
- Views: 35016
Re: SolarAE - Beta 1 d/l
yesDid you try beta 1?
- Fri Sep 04, 2009 9:58 am
- Forum: ID Tech
- Topic: SolarAE - Solar - AEon's Edit - Final!
- Replies: 73
- Views: 35016
Re: SolarAE - Beta 1 d/l
only screenshots again :( give us map if want feedback i dont think that TP with two destinations is a good idea especially in ra room which has now additinally 2 escapes. i prefer ra room to have 1 more intrance to make fight for ra more tough and escape from ra more comlicated for player who allre...
- Mon Aug 17, 2009 3:55 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3159621
- Thu Apr 30, 2009 9:01 pm
- Forum: ID Tech
- Topic: Quake 4 to Quake 3 Map Converstions
- Replies: 4
- Views: 6390
Re: Quake 4 to Quake 3 Map Converstions
as i know xreal's xmap can compile q4's .map to .bsp file very similar to q3's bsp. next you can decompile xreals .bsp to q3's .map by q3map2. in this way i made yan_test conversion for q3, but .bsp already was in xreal pak and i dont have working xmap
- Thu Apr 30, 2009 12:17 pm
- Forum: ID Tech
- Topic: Back from the dead.
- Replies: 48
- Views: 29066
Re: Back from the dead.
are you gonna make/remake something for ql?
- Mon Feb 02, 2009 5:34 pm
- Forum: ID Tech
- Topic: Q3 Map - phantq3dm1 - Released
- Replies: 15
- Views: 7304
Re: Q3 Map - phantq3dm1 - Beta 2 Release
i think you need add 1 or 2 extra 25hp and rework spawns!
- Sat Jan 31, 2009 11:34 am
- Forum: ID Tech
- Topic: Texture scale on the 45°
- Replies: 9
- Views: 2489
Re: Texture scale on the 45°
>I guess the formula is 3/4 of the 90° scale
i think formula is stretch_N = stretch_90 * sin (N) or more right stretch_0 * cos (N)
i think formula is stretch_N = stretch_90 * sin (N) or more right stretch_0 * cos (N)
- Mon Oct 13, 2008 1:42 pm
- Forum: ID Tech
- Topic: q3map: xtn3dm2_alpha1
- Replies: 2
- Views: 1673
Re: q3map: xtn3dm2_alpha1
I'm gonna make an assumption that this is made with promode physics in mind...I tried it in vQ3 and had a couple of yawns force their way out. :smirk: I was checkin out your remake of Lukin's Q4 map..which felt promode focused to also, so that said.. actually, no =) monsoon remix was made with cq3 ...
- Sun Oct 12, 2008 3:17 pm
- Forum: ID Tech
- Topic: q3map: xtn3dm2_alpha1
- Replies: 2
- Views: 1673
q3map: xtn3dm2_alpha1
here is my small q3 tourney map at alpha stage. i think layout is almost final. i will appreciate any feadback especially on item placement xtn3dm2_a1 http://img93.imageshack.us/my.php?image ... 494iy9.jpg http://img528.imageshack.us/my.php?imag ... 994km6.jpg http://img518.imageshack.us/my.php?imag...