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Rustgrad Final and Source

Posted: Thu Nov 06, 2014 12:32 am
by Hipshot
Ok, I'll just make a new post about this, I'm sure it's alright.

Final version:

I just recently sent Rustgrad over to LVL, I noted that there are a few errors left, no big things though, just some collision on some of the lamps I think - doesn't really matter.

Screenshots - > http://www.quake3world.com/forum/viewto ... 10&t=50439
Download -> https://www.zfight.com/misc/files/q3/rustgrad.zip ~35MB




Source files:

First, I should say that these files are released as is, there will be a lot of strange names, inconsistencies etc, this map has been built every once in a while for several years or so. The max files are also very messy, but if you are actually interested in using them in anyway, I'm sure you know what and how to use them.
It's very also important that you rename and change folders of any textures used from the level so there won't be any conflicts, anything named "hipshot" in file names or inside shaders needs to be changed.

The source zip contains the raw map file, all ase-models used in the level, some of the max files and sketchup files for reference

Download -> https://www.zfight.com/misc/files/q3/ru ... source.zip ~7MB

[lvlshot]http://zfight.com/misc/images/maps/m8/source_1.png[/lvlshot][lvlshot]http://zfight.com/misc/images/maps/m8/source_2.jpg[/lvlshot]
[lvlshot]http://zfight.com/misc/images/maps/m8/source_3.png[/lvlshot][lvlshot]http://zfight.com/misc/images/maps/m8/source_4.jpg[/lvlshot]

I would love to see those trees used elsewhere!

Re: Rustgrad Final and Source

Posted: Thu Nov 06, 2014 12:48 am
by fKd
Such an amazing map. Grats on getting to final! Looking forward to looking through the assets etc when i get home from work.

Seriously though, your stuff is always so next level its inspiring. :up:

Re: Rustgrad Final and Source

Posted: Thu Nov 06, 2014 3:47 pm
by CZghost
Sent review some time ago, it's really nice map and plays well on my Core 2 Duo machine :)

Re: Rustgrad Final and Source

Posted: Sun Nov 09, 2014 7:44 pm
by Pat Howard
thanks! gonna try the trees in my next map.

Re: Rustgrad Final and Source

Posted: Sun Nov 09, 2014 9:28 pm
by phantazm11
Awesome that you released this Hipshot. What an immense gift to the community. I wish I had a place for those trees in my map; they are the best looking trees I've ever seen for this engine.

Re: Rustgrad Final and Source

Posted: Mon Nov 10, 2014 12:35 pm
by nitin77
just had a quick run through, noticed a weird visual error when approaching RL from near jumppad (jumppad near shotgun). A part of the curved wall of the tunnel housing the RL seems to pop for lack of a better word. Anyone else get this or have I get a setting issue?

Re: Rustgrad Final and Source

Posted: Mon Nov 10, 2014 7:47 pm
by extone
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.

Re: Rustgrad Final and Source

Posted: Mon Nov 10, 2014 8:53 pm
by Theftbot
Warxon looks like a fork of Xonotic or Nexuiz

Re: Rustgrad Final and Source

Posted: Tue Nov 25, 2014 5:30 pm
by extone
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.

Here is the video of playing with bots in warxon on Rustcity map. Watch in Chrome at 720p60 quality!

[youtube]gL45UPVAVhU[/youtube]