Well, my motivation for making Quake 3 maps at this point in time is primarily for myself and my friend to duel on. I'm releasing it because others might find it fun to play on too, so I will most likely keep the trap (myself and my friend both use ioquake3, so its not a problem for us)CZghost wrote:Strange... What engine do you use? IOquake3? I am using classic engine, maybe that's the problem. You should make map be playable exact for players with ioq3 and also classic engine. If something is missing in the engine (for example water/lava/slime function for nonworldspawn brushes), don't use it. I know it's a shame, but I said I am afraid that without changing game code it won't work properly... Also, the sound is hardcoded to the engine, replacing with muted sounds is not recommended, but there is trick how to get rid of it: make the trap also somewhere far of the map and link it together (make it one entity) - the sound will appear in void and that way it's muted. If you want to include some sound effects for the lava trap (such as moving up/down), you can use timers and anything else that allows some basic scripting
When the map is 100% complete, I will include a readme that states that the map requires ioquake3 to function properly. To be honest, I can't see any reason why anyone should be using the standard quake3.exe over ioquake3 anyway.
I had no idea ioquake3 actually fixed bugs in the way entities and worldspawn behaves, I thought it was just engine optimizations and updates to the opengl renderer.