Quake3 Stargates Source by Camel-XP

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

Quake3 Stargates Source by Camel-XP

Post by camel »

Image

I released special package with my stargates sample map and all the source files that let you build your own sg style maps

I hope that you will have fun looking how it really works
I hope for any feedback about it, post your suggestion and releases

My homepage: http://www.q3sg.tk/
My Youtube channel: http://www.youtube.com/user/camelxp


This package contains:
-Stargates
Image

-Rings Transporter
Image

-Asgard Teleport
Image

Download
Last edited by camel on Sun Oct 12, 2014 12:01 pm, edited 10 times in total.
camel
Posts: 69
Joined: Sun Dec 06, 2009 9:58 pm

Re: Quake3 Stargates Source by Camel-XP

Post by camel »

-fixed minor issue with shader and re-uploaded the pk3
Last edited by camel on Tue Jun 25, 2013 3:25 pm, edited 1 time in total.
camel
Posts: 69
Joined: Sun Dec 06, 2009 9:58 pm

Re: Quake3 Stargates Source by Camel-XP

Post by camel »

Last edited by camel on Sun Jan 05, 2014 1:38 pm, edited 3 times in total.
Plan B
Posts: 3599
Joined: Thu Jan 11, 2001 8:00 am

Re: Quake3 Stargates Source by Camel-XP

Post by Plan B »

Little jumpy lobster critter creeps me out.
KittenIgnition
Posts: 250
Joined: Sun Nov 06, 2011 11:11 pm

Re: Quake3 Stargates Source by Camel-XP

Post by KittenIgnition »

Why are some of the areas (on the CTF map) the same as nemix_run07?
camel
Posts: 69
Joined: Sun Dec 06, 2009 9:58 pm

Re: Quake3 Stargates Source by Camel-XP

Post by camel »

KittenIgnition wrote:Why are some of the areas (on the CTF map) the same as nemix_run07?
yea, I did mention in my videos that you might found some areas familiar to one map, which is that made for the speed run, I found it and thought it is such a waste of beauty to use it only for a speed run map, I love its style and textures :P

It's a 'r7-nemixrun07' - 'Lost Faith - Reworked' and in time it will be modified by myself more and more, only two parts will look very simmilar as I like them too ^^
Last edited by camel on Tue Jun 25, 2013 3:25 pm, edited 1 time in total.
camel
Posts: 69
Joined: Sun Dec 06, 2009 9:58 pm

Re: Quake3 Stargates Source by Camel-XP

Post by camel »

Please rate and leave submission for my quake3 arena stargate project source pack that I've recently submited to lvlworld.com

http://lvlworld.com/queue
direct link: http://lvlworld.com/dl/queue/q3-stargat ... 520b1f6b18

or

http://ws.q3df.org/map/q3-stargate-pack-source/
direct link: http://ws.q3df.org/maps/downloads/q3-st ... source.pk3
Last edited by camel on Tue Jun 25, 2013 3:25 pm, edited 1 time in total.
camel
Posts: 69
Joined: Sun Dec 06, 2009 9:58 pm

Re: Quake3 Stargates Source by Camel-XP

Post by camel »

Q3SG01 BETA 6 MAP IN PROGRESS PREVIEW
Image
Last edited by camel on Tue Jun 25, 2013 3:25 pm, edited 1 time in total.
Bliccer
Posts: 341
Joined: Thu Nov 26, 2009 4:27 pm

Re: Quake3 Stargates Source by Camel-XP

Post by Bliccer »

When you go thorugh the portal and it shuts itself off, the "teleporterbrush" seems to have disappeared. Is it hardcoded?
camel
Posts: 69
Joined: Sun Dec 06, 2009 9:58 pm

Re: Quake3 Stargates Source by Camel-XP

Post by camel »

Bliccer wrote:When you go thorugh the portal and it shuts itself off, the "teleporterbrush" seems to have disappeared. Is it hardcoded?
the trigger teleporters are always on the ground, they are just hidden by the invisible func_door entity (player clips) that go off when someone activates the gates or the shield from the other side, thats why bots will always want to go thru even when gates would be closed :)

Also thats why you cant goes thru by jumping thru the circle as it normally should work, because I wanted that stargates can be passable anytime, if I would do that way as in long past, even when gates are closed you wouldnt be able to go thru as player clip would stop you as its shown at this very old video: http://www.youtube.com/watch?v=_8pXVnD8hNg
Last edited by camel on Tue Jun 25, 2013 3:25 pm, edited 1 time in total.
camel
Posts: 69
Joined: Sun Dec 06, 2009 9:58 pm

Re: Quake3 Stargates Source by Camel-XP

Post by camel »

Image

It's been a long time since I worked on this project, I had lot of long breaks during this year
But I decided to push myself up and release the first demo version of my map

Dont expect much from it, this map is only for a preview, it doesnt contain any weapon/ammo/powerup items

But it is possible that it can be playable with all the weapons, just use excessiveplus mod :)
Althought this map is specially made for that mod, it contain this additional spawnflag that mute all the stargates movable elements and so on :P

Download
Last edited by camel on Tue Jun 10, 2014 1:28 pm, edited 2 times in total.
camel
Posts: 69
Joined: Sun Dec 06, 2009 9:58 pm

Re: Quake3 Stargates Source by Camel-XP

Post by camel »

Q3SG01 SPECIAL EDITION

VIDEO: http://www.youtube.com/watch?v=ZFjQ6Hbr_Iw

Download
Last edited by camel on Tue Jun 10, 2014 1:28 pm, edited 1 time in total.
Plan B
Posts: 3599
Joined: Thu Jan 11, 2001 8:00 am

Re: Quake3 Stargates Source by Camel-XP

Post by Plan B »

Surprised at the lack of comment on this project.
I've been following it, and I think it's amazing what you're pulling off.
In all departments; investigating the engine's possibilities, incorporating (non-symmetrical?) CTF, and making it look good in the process.

I'm also guilty for the lack of comment, but that's because I'm lazily waiting for the final product, instead of helping you test :o


(plus i can't get Q3 to install on Win7 for some reason I couldn't be arsed to investigate.)
InsaneKid
Posts: 111
Joined: Tue Apr 01, 2008 8:51 pm

Re: Quake3 Stargates Source by Camel-XP

Post by InsaneKid »

Yes, it is totally amazin! :)
Im always astonished, when I push that button,
and the stargate sequence begins! <3

Great job, Camel! :up:
Reward urself: Do GOOD!
camel
Posts: 69
Joined: Sun Dec 06, 2009 9:58 pm

Re: Quake3 Stargates Source by Camel-XP

Post by camel »

Thank you for the interest and sorry for such a long time of developing time

Soon final version would be finally finished :)

q3sg1 will contain second version of the map called q3sg1b
second version will be simplified, like there will not be an rain effect, ring transport teleports will be replaced with normal teleports and stargates would be opened all the time, but the rest functions would remain, like stargate shield activation and other buttons to lock down some parts of the map
Hopefully I would be able to build .ass file for the bots support, if so .ass will be available only on that second version of the map, as bots doesnt know how to use stargates or the ring teleports :)

I made some changes on the overall map, added some more functions, I think you'll love it same as I do, but I aint gonna say what I added yet, let keep it a secret for everyone to reveal it themselfs :P
But all I can say for me its freaking awesome effect :D
It will be available on the second version as well ^^

So, see you soon :)
Post Reply