Oildepot - final release

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Post Reply
codey-
Posts: 44
Joined: Mon Mar 07, 2005 10:45 pm

Oildepot - final release

Post by codey- »

Hi all!

As the Q3A map editor GtkRadiant came out last spring in working order for Mac OSX I decided to give map making a try and "Oildepot" is the result. I finished it about a week after this place went belly up so I hope it's OK I show it now.

It's for the Q3A mod Urban Terror and you can get it at the european site Act of War
http://www.act-of-war.de/aow/download.php?view.1840

or at the US site UT-Mapdepot
http://www.ut.map-depot.com/download.php?view.236

The map will open in base Q3 but has some display bugs then in the doors of the buildings. (Urban Terror has rotating doors missing in Q3.) To fully play it you need Urban Terror 3.7 which also can be found at those sites.

I also want to take the chance and thank rgoer for the skybox seams bug fix! I used his sky sphere model from the Mars map which I found in this forum FAQ.

Here are some sample screenshots. Click on pics for bigger.

Image Image Image

Image Image Image

Image Image

cheers
StormShadow
Posts: 557
Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

a bit of both id assume...

looks awesome! I dont have urban terror anymore, but ill dl it just to run around and look at the scenery :) GJ man, it looks awesome.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

Nice work! I remember seeing some of the earlier screenshots you were working on at Splash Damage.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
dzjepp
Posts: 12839
Joined: Wed Mar 28, 2001 8:00 am

Post by dzjepp »

Woa... that as a first time mapper? Quite impressive! :)
redfella
Posts: 441
Joined: Mon May 12, 2003 7:00 am

Post by redfella »

Codey has mapped for rtcw for years.
black & white blanket logic
voodoochopstiks
Posts: 248
Joined: Tue Jun 08, 2004 7:00 am

Post by voodoochopstiks »

Looks cool from the screenshots, but the surrounding cliffs look rather cheap.
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
dzjepp
Posts: 12839
Joined: Wed Mar 28, 2001 8:00 am

Post by dzjepp »

Hmmm well I assumed when he said 'give map making a try' that he was new. :)
codey-
Posts: 44
Joined: Mon Mar 07, 2005 10:45 pm

Post by codey- »

Thanks for all positive response!
Kaziganthe wrote:Is all of that brushwork or models?
It's a mix but mostly brushwork - for instance the chairs, keyboards and mouse are models but the G5, screen and iMac and other furniture are brushes. I've did none of the models but used either Urban Terror's included ones or things from the net. The major part of them is Lt1's stuff from Black Rayne Studios He currently does all modelling for Urban Terror.
redfella wrote:Codey has mapped for rtcw for years.
That's 'Codey' with a capital C, another guy - I'm 'codey' aka codemadeflesh :icon25: And this is my first map for the Q3 engine - long ago I did a couple of maps for Bungie's mac only fps game 'Marathon Infinity'.
voodoochopstiks wrote:Looks cool from the screenshots, but the surrounding cliffs look rather cheap.
Sorry, the screenies are from a nearly finished version - I broke up the clifftextures in the final release version. I'd would have loved to use the terrainblending tricks in later q3map2 versions but those are not available on mac (yet).

cheers
redfella
Posts: 441
Joined: Mon May 12, 2003 7:00 am

Post by redfella »

codey- wrote:That's 'Codey' with a capital C, another guy - I'm 'codey' aka codemadeflesh :icon25: And this is my first map for the Q3 engine
oh, haha, silly meh. That's wierd though, because your style looks very similar to his rtcw maps.
black & white blanket logic
User avatar
Scourge
Posts: 15559
Joined: Mon Mar 25, 2002 8:00 am

Post by Scourge »

It looks like home to me. :) I'll install UT again and have a look.
Torchy
Posts: 8
Joined: Thu Oct 31, 2002 8:00 am

Post by Torchy »

looking very good. if your still in the polishing stage you may want to check some of the photos on this website
http://www.airproducts.com/PhotoLibrary/gallery.asp
the Chemical and Process Industries page has some good reference
Psyche911
Posts: 1742
Joined: Wed Jan 02, 2002 8:00 am

Post by Psyche911 »

I've played this map a little bit. I must say it's a lot of fun. Unfortunately, not many servers host it.

I should talk to Hottlipz about running it on 6thfloor. It reallly is an excellent map, codey.

Although, I guess I haven't played it enough, I never realized there were any buildings you could go into. :icon19:
codey-
Posts: 44
Joined: Mon Mar 07, 2005 10:45 pm

Post by codey- »

Torchy wrote:looking very good. if your still in the polishing stage you may want to check some of the photos on this website
The map was released in november. Thanks for the links anyway. Some good stuff there.
Before I began working on the map I did a whole day of photo researching in a real oildepot here in Stockholm, got some 250+ photos - both for texture use and detail reference. Even got questioned by a security guard who wanted to know what I was doing. Luckily his kid plays Counterstrike so the guard got my explanation of what I was up to or I could have ended up in the slammer on suspicion of terrorist preparations.
Which in a way I was :D

Psyche911; it should be available on 6thFloor although not in rotation. When Oswald started with Urban Radio again at the end of november it was featured and I played it on 6thFloor with a whopping 190 ping :icon32:

cheers
voodoochopstiks
Posts: 248
Joined: Tue Jun 08, 2004 7:00 am

Post by voodoochopstiks »

:DDDD
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
Post Reply