ut4_eezabad

ut4_eezabad
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ReadMe



Title : EezaBad Compound
Map Filename : ut4_eezabad.bsp
Filename : ut4_eezabad.pk3
Release Date : 27th June 2011
Re-released :
Author(s) : John Stevenson (aka <|MTC|>JohnnyEnglish, neep!)
Email Address : ****@*************.co.uk
Description : Map set in none specific country with a compound where guns are stored and attrocities happen
Additional Credits to : id Software: For making Q3 Silicon Ice Development/Frozen Sand LLC: For making Urban Terror and so strongly supporting the UT community.
Other Contributors : Rylius - for his flame and constant nagging about "easy access", to rayne for his help and the great community he's starting to build at CMM.
Play testers and other : Griff, twentyonesquared, picola, matt, tunstallg, red, majkifajki, storm, picola and rylius. Additionally, I'd like to thank swift(justme) and xandaxs for finding so many "holes".
contributors
Info about the Author : Inspired to make pretty/interesting maps for my fave game. If you like them - enjoy, if not fuck you.

Installation : EezaGood. Drop one then drop this into your q3ut4 folder and play from start server.

* PK3 File Information *

Map(.bsp) Name : ut4_eezabad
New Textures : 100% own textures or rav3ns textures (though I sometimes forget where I find textures)
New Sounds : Freesound mostly, most of my sounds come from there, they usually need a lot of cleaning up.
Models : Blackrayne for his brilliant models - I used quite a lot in this map.
Bumpy : Map has been created with normal maps and bump maps and a rad file.

All other models created by myself (JohnnyEnglish) using Radiant, blender or Misfit Model 3d.

* Play Information *

Bot Support : Full bot support but the map has spawn doors and sometimes, bots just don't wanna play.
Deathmatch : Yes
Last Man Standing : Yes
Follow The Leader : Yes
Team Survivor : Yes
Capture The Flag : Yes
Capture and Hold : No
Bomb : Yes
Jump Training : Not really
Rad file : Included

* Construction *

Base : This map changed form many times during construction, some of this shows. Finally settled for this very simple design.
Editor(s) used : GTKRadiant 1.6 - various versions of q3map2
Other Prog(s) used : terragen, gimp, ffmpeg (for video), Misfit Model 3d, blender

* Map/Creative Notes *
Map was initially inspired by Bin Ladens compound but another mapper used the idea.
The map initially started out as a single house and would probably have stayed that way had I not decided to build
a new holodeck version of Picolas bridge, I build the trench where the water flowed and connected up a crossroad with
2 different heights and just kept building. After a couple of hours I'd made a large portion of the map, at that point
I imported the house map, added 3 routes to it and connected up what I'd build previously.

Original idea was for a bomb spot inside the house and the house actually explode but I spent so much time fixing light
leaks inside the house that it would have been difficult to make the house explode.

This final version includes a black bomb spot (not seen in other modes) in a small dark dungeon.

This map contains all it's own textures/sounds and video, the sky was created with terragen.

Authors MAY NOT use this level as a base to build additional
levels, and the geometry CANNOT be changed in any way. If you
wish to recreate this level for another game or mod, please
inform me by e-mail, just so I know it's out there in other
forms, and I might even help. Please retain this text file if you do.

This .pk3 may be distributed over the Internet as long as
the ORIGINAL(this what you are reading) text file is included in
the .pk3 file.

You may NOT distribute this map/.pk3/.bsp file commercially
without my expressed WRITTEN permission. If you wish to include
this in a compilation of some form, have your people contact my
people and they'll talk, or just send me an e-mail and we'll talk.

PS. Not certain where this template read me came from but it contained enough humour to make me want to "borrow" it.

Arena file


map "ut4_eezabad"
longname "EezaBad Compound"
type "ut_ffa ut_team ut_survivor ut_ctf ut_bomb"

Stats


File structure


scripts
    ↳ ut4_eezabad.arena
    ↳ azlcmb1_bin.shader
sound
    ↳ azlcmb1_bin
    ↳ azlcmb1_bin/fire.wav
    ↳ azlcmb1_bin/breathing.wav
    ↳ azlcmb1_bin/birds.wav
    ↳ azlcmb1_bin/wildlife.wav
    ↳ azlcmb1_bin/cricket.wav
    ↳ azlcmb1_bin/drip.wav
    ↳ azlcmb1_bin/music.wav
/eezabadcompound.txt
levelshots
    ↳ ut4_eezabad.jpg
env
    ↳ azlcmb1_bin
    ↳ azlcmb1_bin/eezabad_dn.jpg
    ↳ azlcmb1_bin/eezabad_bk.jpg
    ↳ azlcmb1_bin/eezabad_up.jpg
    ↳ azlcmb1_bin/eezabad_rt.jpg
    ↳ azlcmb1_bin/eezabad_ft.jpg
    ↳ azlcmb1_bin/eezabad_lf.jpg
maps
    ↳ ut4_eezabad.TGA
    ↳ ut4_eezabad.aas
    ↳ ut4_eezabad.bsp
    ↳ ut4_eezabad.rad
models
    ↳ mapobjects
    ↳ mapobjects/br_satdish
    ↳ mapobjects/br_satdish/readme.txt
    ↳ mapobjects/br_satdish/br_sat1.jpg
    ↳ mapobjects/br_satdish/br_sat2.jpg
    ↳ mapobjects/br_palms
    ↳ mapobjects/br_palms/branch_1.tga
    ↳ mapobjects/br_palms/palmbark.jpg
    ↳ mapobjects/br_palms/br_branch1.tga
    ↳ mapobjects/br_palms/br_palms2.jpg
    ↳ mapobjects/br_palms/br_branch_2.tga
    ↳ mapobjects/br_palms/readme.txt
    ↳ mapobjects/br_palms/branch_2.tga
    ↳ mapobjects/br_palms/palmskirt.tga
    ↳ mapobjects/br_palms/br_palms1.tga
    ↳ mapobjects/br_palms/palmleaves.tga
    ↳ mapobjects/br_palms/palmleaf2.tga
    ↳ mapobjects/br_palms/weed1.tga
    ↳ mapobjects/br_dville
    ↳ mapobjects/br_dville/br_couch.jpg
    ↳ mapobjects/br_dville/br_sundial.jpg
    ↳ mapobjects/br_dville/readme.txt
    ↳ mapobjects/br_dville/br_table.jpg
    ↳ mapobjects/br_egypt
    ↳ mapobjects/br_egypt/readme.txt
    ↳ mapobjects/br_egypt/br_egypt1.jpg
    ↳ mapobjects/br_egypt/br_egypt4.jpg
    ↳ mapobjects/br_egypt/br_egypt2.jpg
    ↳ mapobjects/br_egypt/br_egypt3.jpg
    ↳ mapobjects/br_woodenbarrel
    ↳ mapobjects/br_woodenbarrel/readme.txt
    ↳ mapobjects/br_woodenbarrel/br_barrelltop.jpg
    ↳ mapobjects/br_woodenbarrel/br_barrellside.jpg
textures
    ↳ twoseven
    ↳ twoseven/water_n.tga
    ↳ azlcmb1_bin
    ↳ azlcmb1_bin/grass
    ↳ azlcmb1_bin/grass/grass1.tga
    ↳ azlcmb1_bin/grass/grass5.tga
    ↳ azlcmb1_bin/grass/grass2.tga
    ↳ azlcmb1_bin/grass/grass4.tga
    ↳ azlcmb1_bin/grass/grass3.tga
    ↳ azlcmb1_bin/decals
    ↳ azlcmb1_bin/decals/downwith.jpg
    ↳ azlcmb1_bin/decals/cokeycola.jpg
    ↳ azlcmb1_bin/decals/bigbig.jpg
    ↳ azlcmb1_bin/decals/noenter.jpg
    ↳ azlcmb1_bin/decals/fallinhole.jpg
    ↳ azlcmb1_bin/decals/saddiqshouse.jpg
    ↳ azlcmb1_bin/decals/mindhead.jpg
    ↳ azlcmb1_bin/decals/bigboxes.jpg
    ↳ azlcmb1_bin/decals/lorrycome.jpg
    ↳ azlcmb1_bin/decals/yousmell.jpg
    ↳ azlcmb1_bin/water
    ↳ azlcmb1_bin/water/watersurface.tga
    ↳ azlcmb1_bin/water/water_n_cast_10.tga
    ↳ azlcmb1_bin/water/water_n_cast_11.tga
    ↳ azlcmb1_bin/water/watersurface2.tga
    ↳ azlcmb1_bin/water/water_n_cast_10r.tga
    ↳ azlcmb1_bin/water/water_n_cast_11r.tga
    ↳ azlcmb1_bin/trim
    ↳ azlcmb1_bin/trim/containerside_n.tga
    ↳ azlcmb1_bin/trim/gentorg.jpg
    ↳ azlcmb1_bin/trim/crate1.jpg
    ↳ azlcmb1_bin/trim/crate2_top.jpg
    ↳ azlcmb1_bin/trim/crate2_side.jpg
    ↳ azlcmb1_bin/trim/barrelside3.tga
    ↳ azlcmb1_bin/trim/containerside.jpg
    ↳ azlcmb1_bin/trim/barrelside2_n.tga
    ↳ azlcmb1_bin/trim/dirty_cloth_green_b.jpg
    ↳ azlcmb1_bin/trim/truck_wheel.tga
    ↳ azlcmb1_bin/trim/barreltop1.jpg
    ↳ azlcmb1_bin/trim/fanblade.tga
    ↳ azlcmb1_bin/trim/dirty_cloth_green.jpg
    ↳ azlcmb1_bin/trim/tyre_tread.jpg
    ↳ azlcmb1_bin/trim/tyre_face.tga
    ↳ azlcmb1_bin/trim/barrelside1.jpg
    ↳ azlcmb1_bin/trim/barrelside2.jpg
    ↳ azlcmb1_bin/trim/barrelside2_b.jpg
    ↳ azlcmb1_bin/trim/picolaplate.jpg
    ↳ azlcmb1_bin/trim/airconcolour.tga
    ↳ azlcmb1_bin/trim/largebanner.tga
    ↳ azlcmb1_bin/trim/barreltop1_b.jpg
    ↳ azlcmb1_bin/trim/barrelside1_b.jpg
    ↳ azlcmb1_bin/trim/crate2_end.jpg
    ↳ azlcmb1_bin/trim/airconbox.tga
    ↳ azlcmb1_bin/trim/carpet1.jpg
    ↳ azlcmb1_bin/torch
    ↳ azlcmb1_bin/torch/flame1.jpg
    ↳ azlcmb1_bin/vines
    ↳ azlcmb1_bin/vines/vine1.tga
    ↳ azlcmb1_bin/vines/vine5.tga
    ↳ azlcmb1_bin/vines/vine3.tga
    ↳ azlcmb1_bin/vines/vine4.tga
    ↳ azlcmb1_bin/vines/vine2.tga
    ↳ azlcmb1_bin/structure
    ↳ azlcmb1_bin/structure/corrugated.jpg
    ↳ azlcmb1_bin/structure/tunnelwall.tga
    ↳ azlcmb1_bin/structure/dirtybrick.tga
    ↳ azlcmb1_bin/structure/wood.jpg
    ↳ azlcmb1_bin/structure/roughplanks.jpg
    ↳ azlcmb1_bin/structure/grass.jpg
    ↳ azlcmb1_bin/structure/tiledwall.jpg
    ↳ azlcmb1_bin/structure/tiledwall_n.tga
    ↳ azlcmb1_bin/structure/sand.jpg
    ↳ azlcmb1_bin/structure/metalpanel2_n.tga
    ↳ azlcmb1_bin/structure/decaywall.tga
    ↳ azlcmb1_bin/structure/corrusheet2.tga
    ↳ azlcmb1_bin/structure/woodplank2.jpg
    ↳ azlcmb1_bin/structure/metalpanel1.jpg
    ↳ azlcmb1_bin/structure/scankceiling.tga
    ↳ azlcmb1_bin/structure/woodend.jpg
    ↳ azlcmb1_bin/structure/dirtyfloor.tga
    ↳ azlcmb1_bin/structure/metalpanel.jpg
    ↳ azlcmb1_bin/structure/metalplate.jpg
    ↳ azlcmb1_bin/structure/roughfloor.tga
    ↳ azlcmb1_bin/structure/blockwall.jpg
    ↳ azlcmb1_bin/structure/woodplank4.jpg
    ↳ azlcmb1_bin/structure/woodplank3.jpg
    ↳ azlcmb1_bin/structure/metalpanel1_n.tga
    ↳ azlcmb1_bin/structure/corrusheet1.tga
    ↳ azlcmb1_bin/structure/woodplank1.jpg
    ↳ azlcmb1_bin/structure/corrugated_b.jpg
    ↳ azlcmb1_bin/structure/metalpanel2.jpg
    ↳ azlcmb1_bin/structure/dirtybrickstain.tga
    ↳ azlcmb1_bin/structure/floor_stone.jpg
    ↳ azlcmb1_bin/structure/grotwood.tga
    ↳ azlcmb1_bin/fx
    ↳ azlcmb1_bin/fx/whitelight.tga
    ↳ azlcmb1_bin/fx/yellowlight.tga
    ↳ azlcmb1_bin/fx/small_light.tga
    ↳ azlcmb1_bin/fx/shine.tga
    ↳ azlcmb1_bin/fx/beam.tga
    ↳ azlcmb1_bin/fx/pool3d_3e.jpg
    ↳ azlcmb1_bin/fx/pool3d_5e.jpg
    ↳ azlcmb1_bin/fx/windowdirt.tga
    ↳ azlcmb1_bin/fx/glassclear.tga
    ↳ azlcmb1_bin/cooker
    ↳ azlcmb1_bin/cooker/cookerhood.jpg
    ↳ azlcmb1_bin/cooker/cookertop.jpg
    ↳ azlcmb1_bin/cooker/cookerfront.jpg
    ↳ azlcmb1_bin/cooker/cookerside.jpg

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