ut4_provinggrounds_

ut4_provinggrounds_
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ReadMe



* Urban Terror Level *
--------------------------------------------------------------------------------
Title : ut4_provinggrounds "The Proving Grounds"
Filename : ut4_provinggrounds.pk3
Update Author : Joseph A. Mauke - |NV|S
Original Author : Dragonne{TRIAD}
Original Release : 12/04/2003
Updated Release : 03/17/2007
E-mail address |NV|S : ********@*******.com
E-mail address Dragonne : ********@*********.net
Homepage URL |NV|S : http://www.s8s.info
Homepage URL Draggone : http://www.clantriad.net/devteam

--------------------------------------------------------------------------------
* Changelog *
--------------------------------------------------------------------------------

CHANGED : Decompiled ut-pgrounds-urt3 and looked at how the geometry
was setup. This level was rather simple from a geometry
standpoint, but the complexity came in trying to make this
level look interesting visually and still be able to perform
well. I recreated all the geometry in MAYA, then I
exported it as meshes and tried to get it to run in Radiant.

--------------------------------------------------------------------------------
* Level Description *
--------------------------------------------------------------------------------

This was a very popular Capture the flag level that many on the devlopment team didnt
want to see go. So I gave it some much needed lift by making it more interesting
visually and made some changes to some areas that the level had problems with including
some spawncamping issues.

--------------------------------------------------------------------------------
* Game Modes suported *
--------------------------------------------------------------------------------

Single Player : YES
Bomb : YES
Deathmatch : YES
Follow The Leader : YES
Team Survivor : YES
Capture The Flag : YES
Capture and Hold : YES

--------------------------------------------------------------------------------
* Construction *
--------------------------------------------------------------------------------
Map Base : This map was decompiled from Pg3
Hours invested : about 30 or so with the meshes and making textures
Prefabs/Models used : None

Editor used : GtK Radiant ver 1.4.0
3d package : Maya 7.0

Other utilities used : PHotoshop7, q3map2 Toolz, Q3MAP2FS w00t!

Known Bugs : shouldnt be too many

Compile machine : 3Ghz Pentium4 HT with 1 gig of Ram
Compiler version : q3map2 FS20

Bsp Switches : -meta
BSP time : 45 seconds
VIS Switches : -vis
Vis time : 4 minutes
light Switches : -light -thresh .1 -filter 2 -floodlight -exposure 512
light time : 4 hours 02 minutes

Total Brushes : 1967
DM spawns : 16 per team
TS spawns : 2 groups of 16 per team
Bomb spawns : 16 per team
CTF spawns : 16 per team
1vs1 spwans : 20
Ftl spwans : 16
entities : 422
func_group : 9
Locations : 59


--------------------------------------------------------------------------------
* OTHER LEVELS BY THE AUTHORS *
--------------------------------------------------------------------------------

|NV|S: ut_pointblank ut_automotive ut_streets2 ut_airport ut_terrace ut_crenshaw

Dragonne: ut_afterhours, Drug Lord: Airstrip, Drug Lord2: Harambique,
Drug Lord3: Counterattack, Filtration, Offshore

--------------------------------------------------------------------------------
* CREDITS *
--------------------------------------------------------------------------------

DRAGONNE: {TRIAD} DevTeam: For support and inspiration. Various Clan {TRIAD} members
For playtesting and creative input. QueenBee{TRIAD}: For being my wife and
putting up with me (or in this case without me) while I made this map under
a deadline. I love you.

|NV|S: The urban terror community, you ungreatful cocksuckers. Dragonne, for a
good start to build on. V1nny, because you rock buddy, and Im gunna miss ya!


* COPYRIGHT / PERMISSIONS *
--------------------------------------------------------------------------------

Authors MAY NOT use anything from this level.
This map MAY NOT be sold, or in any other way turn into profit for any other
person than the author. This map MAY NOT be distributed by anyone other than
Silicon Ice Development as it was designed for the Quake 3 Total Conversion
"Urban Terror" and is not to be used, replicated or edited for any other Mod,
Total Conversion, Game or Game Engine.

Arena file


map "ut4_provinggrounds_"
longname "The Proving Grounds"
type "ut_ffa ut_team ut_survivor ut_follow ut_ctf ut_bomb"

Stats


File structure


scripts
    ↳ ut4_provinggrounds_.arena
    ↳ crenshaw_liquids.shader
    ↳ pg_skybox.shader
    ↳ crenshaw_plants.shader
    ↳ crenshaw_lights.shader
    ↳ crenshaw_ladder.shader
levelshots
    ↳ ut4_provinggrounds_.jpg
env
    ↳ invis1
    ↳ invis1/invis1_lf.jpg
    ↳ invis1/invis1_rt.jpg
    ↳ invis1/invis1_ft.jpg
    ↳ invis1/invis1_up.jpg
    ↳ invis1/invis1_bk.jpg
maps
    ↳ ut4_provinggrounds_.TGA
    ↳ ut4_provinggrounds_.bsp
models
    ↳ mapobjects
    ↳ mapobjects/crenshaw
    ↳ mapobjects/crenshaw/bulbfixture_skin2.jpg
    ↳ mapobjects/crenshaw/grass01.tga
    ↳ mapobjects/crenshaw/ChainLinkFence05_S.tga
    ↳ mapobjects/crenshaw/bulbtips_skin.jpg
    ↳ mapobjects/crenshaw/juniper.tga
    ↳ mapobjects/crenshaw/ChainLinkFence01_S.tga
    ↳ mapobjects/crenshaw/branch.tga
    ↳ mapobjects/crenshaw/bulb_skin.jpg
    ↳ mapobjects/pg
    ↳ mapobjects/pg/oldwood.jpg
    ↳ mapobjects/pg/trees.tga
    ↳ mapobjects/pg/mud.jpg
    ↳ mapobjects/pg/moss.jpg
    ↳ mapobjects/pg/wall_lamp_lit.jpg
    ↳ mapobjects/pg/concretewall.jpg
    ↳ mapobjects/pg/concretewall01.jpg
    ↳ mapobjects/pg/wall_lamp.tga
    ↳ mapobjects/pg/dirt.jpg
    ↳ mapobjects/pg/barrel.jpg
    ↳ mapobjects/pg/barbwire.tga
    ↳ mapobjects/pg/rustmetal.jpg
    ↳ mapobjects/pg/razorwire.tga
    ↳ mapobjects/pg/concrete_floor.jpg
/ut4_provingrounds.txt
textures
    ↳ crenshaw
    ↳ crenshaw/pool3d_3e.jpg
    ↳ crenshaw/pool3d_5e.jpg
    ↳ pg
    ↳ pg/glassfx.jpg

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