powerbeta

powerbeta
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ReadMe


date: 1st of July 2002.
Quake3 - Urban Terror Level.


title: ut_Power
file: ut_power.pk3
author: Servinal
email address: ********@*******.com
description: The BETA release of a large CTF focused map based on a nuclear power station.
Very much still in development.

play information

FFA: This is a very big map, I haven’t played MP tested it yet but it needs at least 8 bots to get going properly.
CTF: This map was designed for CTF, as that’s the best game type :P Once I figure out how to do it, there hopefully be at least 2 locations for each flag, and spawns to match.
Bot File (aas): yes
other: No support for CaH, yet.
new sounds: yes
new graphics: yes
new music: no

info
Right UT fanatics, this is a beta, dont distribute, final version is based on your comments and sugestions so make them good :)

Issue 1
If you wish to play bots in this level you will almost surely have to make a settings change to q3.
This change simply increased the avilable memory to sertain functions and therefore should not negatively effect any other aspect of the game. This change is...
Open the console and type

/set com_hunkmegs 72

then restart UT and your good to go.

Issue 2
I have had unpresidented troubles with the sky. If the sky is not there and looks like a mirror maze..
1) turn the sky off in the console by typing


and then go one to comment on gameplay and the other areas, please.
2) Tell me
3) If your a mapper, FGS what am I doing wrong???

If the sky is fine, ignore that comment and assume that I know what Im doing ;)


In general I nead comments in 3 areas of the map in this order of importance...
1) Gameplay
This map was designed of CTF but will work in its current version FFA and TDM. TS support will be added by blocking all access to outside areas, reducing the size and improving TS gameplay. CAH flags will also be added, but it seems that noone really played that anyhow.
I nead comments on flag placement as they relate to eachother and to their respective spawns, spawn placemant (especially from the spawn campers pov), path selection, area useage, weapon useage (what weapons are effective and weather some will never be used), accessability (weather any new paths/ladders nead to be added to improve flow), see gameplay notes for locations of all hidden ladders for beta testers benifit.

2) Framerate
Framerate was an issue with this map from the start. Its r_speeds are excessive in some areas and on my system with no bots or other players the fps drops as low as 50. This being said, there should only be 2 or 3 at most small locations of the map, in the extreem corners of the outside area where this happens and the gameplay definately does not rotate around these areas. Anyhow, as I lack the ability to mp test the map myself the framerate may turn out to be a desperate problem. If so, tell me where the problem areas are and it will be my main priority to improve this for the final.

3) Abmiance
Textures, lighting, overall design etc.
I am a little of a perfectionist, as you can probably tell from the huge length of time this map was in development, so any texture niggles you can find, or just general comments on blandness and repeditive texture use be sure to comment on. Only however if you say where the problem exists and perhaps a sugestion to fix it.
Please note that no sound effects have been added at this stage. Multiple pump, engin, computer and water sounds will be added for the final realease. Speaking of wich, if anyone knows of a good source of any such sfx, please let me know. And yes, the pinball machines are too loud. This also will be addressed.



gameplay Notes for beta testers

At first appearance this map seems to limit movement through it rather badly. For example, to get from the axle room to the blue flag looks to be quite an effort and be restricted to one line of attack. Due to this, and because I think good maps are ones where map knowledge is one of your tactical advantages, there are many places throughout the map wich serv to improve accessability without being obvious.
First off, almost every where u see a vertical pipe or scafold device is climbable. For example the green pipe in the axle room, the scafold suspending the wires from the transformer banks, the large steam pipe leading from the reactor to the auwning outside, etc etc etc. In addition there is also a hidden ladder around the back of the pumping station next to the cafe that gives access to the roof. There is also skill jumps, such as jumping from the console in the controll room the to top of the supercomputers to the balcony. I dont knead to tell u how to play so just be on the lookout for things, ways to get down from high places as well. Any sugested additions are welcome.



construction

base: none
editor: GtkRadiant-1.1-TA-beta
know bugs: Sky could be an issue, framerate could be limping dog mode.
build time: 6 months. Initial concept developed 20 Dec 2001.

Arena file


map "powerbeta"
longname "Power Station"
fraglimit 30
type "ut_ffa ut_team ut_ctf ut_follow"

Stats


File structure


scripts
    ↳ powerbeta.arena
    ↳ power.shader
levelshots
    ↳ ut_power.jpg
maps
    ↳ powerbeta.prt
    ↳ powerbeta.bsp
    ↳ powerbeta.aas
/ut_power.txt
textures
    ↳ snowsky
    ↳ snowsky/arcn_lf.tga
    ↳ snowsky/arcn_dn.tga
    ↳ snowsky/arcn_bk.tga
    ↳ snowsky/arcn_up.tga
    ↳ snowsky/arcn_ft.tga
    ↳ snowsky/arcn_rt.tga
    ↳ power
    ↳ power/exit.jpg
    ↳ power/lloydmdm2_marble1.jpg
    ↳ power/proto_light.jpg
    ↳ power/pipeblue.jpg
    ↳ power/01_ceiling00.jpg
    ↳ power/RADHAZ.jpg
    ↳ power/concre2.jpg
    ↳ power/mags.jpg
    ↳ power/dsp1.psd
    ↳ power/term_carpet.tga
    ↳ power/dsp1.JPG
    ↳ power/APO.jpg
    ↳ power/floor2.jpg
    ↳ power/BROKEN.jpg
    ↳ power/nuke3.jpg
    ↳ power/gorgar1.jpg
    ↳ power/LIGHTROOF.jpg
    ↳ power/concre2.psd
    ↳ power/tilefloor2.jpg
    ↳ power/carpet4_2.jpg
    ↳ power/carpet4green.jpg
    ↳ power/Untitled-1.psd
    ↳ power/pooltable.jpg
    ↳ power/wcow_tile01.jpg
    ↳ power/reserved.jpg
    ↳ power/Untitled-1 copy.gif
    ↳ power/wcow_brick07.jpg
    ↳ power/chain.tga
    ↳ power/dsp2.psd
    ↳ power/nuke2.jpg
    ↳ power/pintable.jpg
    ↳ power/pipegreen.jpg
    ↳ power/security4.jpg
    ↳ power/pinball2.jpg
    ↳ power/blast.jpg
    ↳ power/LOGO.gif
    ↳ power/textures
    ↳ power/textures/sfx
    ↳ power/textures/sfx/fan3bladeb.tga
    ↳ power/carpet4.jpg
    ↳ power/security3.jpg
    ↳ power/dsp2.jpg
    ↳ power/pipegrey.jpg
    ↳ power/carpetred.jpg
    ↳ power/pinback.jpg
    ↳ power/concrete01.jpg
    ↳ power/security1.jpg
    ↳ power/04_floor.jpg
    ↳ power/nrg_emergencyexit.jpg
    ↳ power/concretepillar.jpg
    ↳ power/carpet2red.jpg
    ↳ power/ww-sign02.jpg
    ↳ power/atom.jpg
    ↳ power/security2.jpg
    ↳ power/pipered.jpg
    ↳ power/carpet1.jpg
sounds
    ↳ pin4.WAV
    ↳ pin7.WAV
    ↳ pin2.WAV
    ↳ pin6.WAV
    ↳ pin3.WAV
    ↳ pin1.WAV
    ↳ pin5.WAV