ut4_superman_light

ut4_superman_light
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ReadMe



* Urban Terror Level *
--------------------------------------------------------------------------------
Title : Superman a.k.a. SuperSoldier
Filename : ut4_superman.bsp
Author : FSK405|wily duck
Date : November 2009
E-mail address : *****************@****************.com
Homepage URL : http://gamedev.digitalamusement.com

If you find a problem, comments, questions, report hacking, or need to discuss
an issue about the map, post your findings on the FSK405 superman forums at:
http://www.kickassctf.com/e107_plugins/forum/forum_viewforum.php?37

-- ut4_superman_demo --
Need a jumpstart on how to play this map? Load up the included demo! It will
give you most of the fundamentals you will need to get off the ground fast.
Various techniques are demonstrated (some not very well lol!), taking you
from a linear team survivor noob to a fearsome vertical urban ninja. Play,
practice, learn from the veterans.

-- ut4_superman_tricks --
For a demonstration of some advanced tricks, load this demo. You'll quickly
see how such a large map can become quite small in a hurry.

-wily duck



--------------------------------------------------------------------------------
* Includes *
--------------------------------------------------------------------------------

.aas botfile for offline play. Botfile config also included for fast setup of
fragging computer players in single-player mode: try /g_gametype 8 for bombmode,
then /exec superman_bots

Two demos as specified above.

A dev/ folder containing a lot of content and descriptions related to the
development of the map.

A Credited/ folder with a couple .txt files from third partys.

A batch file you can extract for instant single player play:
Superman_standalone_game.bat

A bot config with 6 AI bots. Use /exec superman_bots in the game console (after
loading the map). Note! AI bots are not stable, the code barely functions. Usually
the game crashes for me after a few minutes when bots are on. Go frag some bots.

Server config, see below.

The .map source file. It's encrypted! No you may not have the password. This is
so that the source file can not be lost by say a hard drive crash.




Public server config by FSK405|Dankrider
superman_server.cfg

Things to modify in the config when updating the map:
- Server Config "superman_server.cfg" - server password
- Map Cycle: "supermancycle.txt" - updated map name






--------------------------------------------------------------------------------
* Level Description *
--------------------------------------------------------------------------------
Authors note:
Thanks for downloading my map! :D I've put a lot of time and effort
into it, hoping to make one of the best Urban Terror maps possible.


The Urban Terror Superman - Final

Intense, extemely fast paced map in a huge city environment. It mixes essences of
the Matrix, parkour, Quake3, perhaps ThreeWave, Aeon Flux (cartoon, Liquid TV),
and Urban Terror into one badass adrenaline rush of a map.

There's so much more to experience in this map since its predecessor beta 4, and
yet even more since the public pre-release.

The fighting is not just horizontal, but vertical; with midair combat seen often.
Using the flypads marked by green transparent arrows, one can scale a building
by jumping at the marked points. Each flypoint is designed so that you must jump
into it willingly - which may become a leap of faith. Flying is not meant to be
static either, in other words, one landing point may be the apparent and obvious
path, but by using the directional keys, you can begin to find new ways to fly,
land, enter, and exit locations. I've created each flypoint to do at least a few
different tricks, turning into combos and chains of gut-gripping moves.

Each object in the map serves a purpose. Some objects that have purpose may not be
obvious. Such as the angled supports outside of the hotel - fall and hold jump when
landing on them. The overturned van becomes part of such a combo. There's a lot
of tricks and secrets in the map, so you'll stay busy and entertained for a while.

Best of all, gameplay does not slow down when only a few people are on the server.
2 vs 2 is still fast, retaining the intense feeling that I've delivered with my
map, Superman, a.k.a. Urban Super Soldier!

To make sure it gets said, the map has nothing to do with the comic book. In fact,
the map should have been called supersoldier right from the beginning. Watch for
Urban Super Soldier slated to be included with Urban Terror 4.2!!


--------------------------------------------------------------------------------
Single Player : Yes
Gamemodes : CTF, Bomb, CaH, TDM, TS, FFA
Suggested player load : 2-32
New Textures : Yes, many from myself
New Sounds : Yes
--------------------------------------------------------------------------------




--------------------------------------------------------------------------------
* Construction *
--------------------------------------------------------------------------------
Map Base : Original
Prefabs used : None
Mapobjects used : Numerous objects, see credits.
Editor used : GTKRadiant 1.6, 1.4
Compiler(s) used : FS_q3map_Radbump_2a.exe, BSPC version 2.1h
Other utilities used : Photoshop CS, q3ase, q3map2build, notepad, perl
Known Bugs : Bugs stomped out by the amazing Superman test crew.
Compile machine : AMD Phenom 2 quad-core 940 overclocked to 3.6Ghz, 4GB RAM 5-5-5-15,
2 x 32GB Intel SSD SLC in RAID 0, Win XP SP3
Compile time, total : 5 hours, 50 minutes
-vis : 2 hours, 17 minutes
-light : 3 hours, 28 minutes
bspc aas : 3 minutes, 29 seconds
Lightmaps : 129 @ 128x128
Total Brushes : 6320
Total Entities : 395
DM spawns : 35
CTF spawns : ~30
Bomb spawns : ~32
CaH capturepoints : 9
Locations : 59
PK3 Compression : Zip, fastest



--------------------------------------------------------------------------------
* Compile notes *
--------------------------------------------------------------------------------

-bsp used standard -meta. See dev/ut4_superman/Batch File Automation/_convert_model_compile.bat
if you want to know how to turn a patch group into brush meshes. Needed to do this on
patches that were bent on all three axis's, otherwise shadow splotches would randomly
appear. Thanks to TwentySeven, Null, and Bladekiller for getting me through that ordeal.

-light used -super 3, which made this phase ~3 times longer. Twentyseven says -super
is depreciated. I found it to work the best in this very large map, eliminating
most blotching and smartly smoothing shadows. -filter was applied as this cleaned most
dark edges that shouldn't have been dark. -lowmem became necessary because the upper
safe_malloc limits had been surpassed. It is not practical to use > -samples 4.

-vis used -hint for mostly automatic hinting, although I kept my hint brushes
throughout the map. I worked with Null on this for a bit, but still couldn't get
the compiler to understand what I still apparently really don't understand. In
the end, most areas are drawn correctly, FPS is at an all-time high for the map.
Did not use -merge.

aas botfile was tricky. Had to add a lot of botclips at the end of development
to shrink the "reachability" size. Just barely made it under the max limit.

Compile logs are located in dev/ut4_superman/Compile Logs/.

Authors note on the compile:
This map has taken the compilers to their limits. I hit many walls towards the end
of development because the map was asking too much out of the compilers. This
resulted in learning new, more intelligent ways to map, conscequently raising
my skills quickly in a short amount of time. It will all be necessary in order
to create Supersoldier, where I intend to raise the bar yet again.



--------------------------------------------------------------------------------
* OTHER LEVELS BY THE AUTHOR *
--------------------------------------------------------------------------------
ut_koth : King of the Hill : Own the hill, it's an upward struggle.
ut_cahos : Capture and Hold Chaos : Arena UrT CaH.
ut_deep : Deep under the ocean : Hold your breath, fight for air.
ut_sled : Downhill Ice Fight : Snowboarding the mountainside.
ut_sled_free : Second Downhill Ice Fight : Own the snowbowl.
ut4_pacman : Pacman : UrT in classic Pacman
ut_mspacman : Ms. Pacman : UrT in classic Ms. Pacman
ut4_mapmaker : The Urban Terror Map Maker : Learn to map. All tools included.
ut4_joust : Experimental jousting : Fly and snipe joust.
ut4_raid : 2008 Map contest entry : Torrential downpouring rain.
ut4_temple2 : Lost Temple : Lots of gameplay variety.



--------------------------------------------------------------------------------
* CREDITS *
--------------------------------------------------------------------------------
Crazy huge list. The Superman map is a product of evolution.

+ First, the fans of the map. I get awesome compliments at every turn by so many.
The players keep the fire going inside, the push to build a better map. You, the
players, were instrumental in ensuring this became the best map it could possibly be.

+ Next, DankRider and MindRiot. These are the guys you should really be thanking.
They've sunk $$$ into a public server, and maintaining a public server dedicated
to superman for many years. The FSK405 Superman 24/7 server stands as one of
a few servers hosting only one Urban Terror map day in, and day out, remaining
popular and relevent. Dankrider and Mindriot made this possible, and can be
credited with the ultimate mainstream success of Urban Terror Superman.

+ When the development of the map hit technical barriers taller than my reach, Null was
there to give the extra boost. If there's one person that can be credited with being
the go-to guy when I was in doubt, Null's expertise in shadering, game engine concepts,
and advanced mapping knowledge have been indispensible. The map looks as good as
it does because of his insight.

+ Fokker and Frog. In the earlier days of superman, to around the beta 4 era, Frog was
highly motivational towards bringing the map into the mainstream as a fun, fresh new
way of playing Urban Terror. In more recent times, many late nights on TS2 with Fokker
became the norm, discussing map strategies, gameplay, drinking, homeownership, or
anything else that kept us entertained. Fokker has pretty much been the co-pilot in
building the map over the past year.

+ Twentyseven. He's not just an almighty name in the grand world of Urban Terror; he's a
rather intelligent programmer and designer whom I've gotten to know a little bit. Taking
up ydnar's place in maintaining q3map2, Twentyseven controls the raw bit burning that forges
the nasty binary map internals, making neat shiny data of it. When q3map2 and its unruly
black magic would become wildly volatile, I'd call to the wizard himself, whom would take
the time to help me out through some really sticky problems.

+ Another bone to DankRider and Fokker, for designing the bomb mode gameplay. They have
more experience with bomb mode, combined with the gameplay experience of superman, so
it was a natural fit. I really like how it turned out!

+ The Superman test crew, and the VIP test crew. Well over 30 individuals who took the
time to comb through each iteration of beta 5 through the final, looking for big problems
and minor nuances. Their phenomonal deeds have earned them a spot on the Wall of Immortality.

+ The community support of the FSK405 clan. Many dedicated people within the clan are
responsible for bringing clean, consistent fun to the game. Be it server administration,
maintaining forums, Sunday night scrims, hosting maps, maintaining B3 and anti-cheats,
handling player situations, etc etc. FSK405 is highly respected, because the respect is
earned.

+ Woekle, whom gave me the invite to put superman in the Urban Terror 4.2 release. This has
been largely the catalyst to ensure the highest quality release.

+ Momo, for stepping up to be a Senior Admin on the Superman server, policing the asshats
that try to ruin the game for everyone else. It's hard to have a good time on the server
without Momo's dedicated work, as well as the superman volunteer admins who maintain a
watch over the server.

+ My wife, Mrs. Duck. She's supported me through my insane mapping binges. In fact, she
also contributed as a quality control tester. Go read the newspaper to find out more. :)
Even my daughter, the Duckling, helped find little nuiances that I would have otherwise
missed.

+ The community. Contributed efforts from #urbanmappers on ETG, the Urban Terror Level
Design forums, ShaderLab, and the sites that still host the development tools that allow
everyone to build a better Urban Terror map.

+ The veterans of superman. These guys have torn the map up bringing insane new jumps. Go
ahead, try and stop them! Special credit goes to Truth, Slideways, and MrTinkerWinker
for their superhuman stunts, and showing the world why this map can never be statically
balanced.



Map Media and Content From External Sources
-------------------------------------------

Models:
- Lt1/BlackRayne (especially the helicopter) : Most models in the map, http://www.blackrayne.net
- monkeyism.com : Volvo, Van, Laptop, Camera, Trash. Defunct site, gg.
- Invis : Pimp white chevelle. I added the custom plate. ;)
Thanks for all your help in the past, Invis.
- Dragonne : Box truck. That PWNT license plate is funny as hell.

** NOTE ** - I created window shaders for some of the vehicles (porsche, monte carlo), shiny skins (gmc van,
volvo), and lightmapping (newsstand). See scripts/br_models.shader and
scripts/vehicle_enhancements.shader. These shaders were designed to be portable, and
not intrusive to other maps while providing the appropriate effect.

Textures:
A number of textures have been modified or changed in such a way they may note be distinguishable
from the original source.
- Photorealistic : BerneyBoy, see textures/Credited/Readme_PhotoRealistic.txt
- RealWorld Light : ShminkyBoy, see textures/Credited/RealWorld_readme.txt
- Original skybox : ThorN, from ut_tehtowers, used with permission, modified and cleaned for
superman final.
- FSK405 image : FSK405B, whom has also been a very active member of the test crew.
- Misc. textures : Silicon Ice / Frozen Sand
- Misc. textures : Id Software
- Misc. textures : Anyone's who's textures have circled the net and landed on my shores. I don't
have any other readme's or documents to show what came from where, so I thank
you, the unnamed developer, for your contributions to the community.

Sounds:
- http://www.partnersinrhyme.com : Free sound effects
- Id Software : Borrowed sound effects





* COPYRIGHT / PERMISSIONS *
--------------------------------------------------------------------------------
If you have additional questions about borrowed textures, not originally sourced
by me, please see textures/ut4_superman/effects.txt.

This map MAY NOT be sold, or in any other way turn into profit except for the
author and authors' delegates. The map pk3 contains media that may not be used
for commercial purposes.

This map MAY be publicly distributed on any media as long as this media is
distributed freely without anyone having to pay for it. This level is designed
for the Quake 3 Total Conversion "Urban Terror" and is not replicated or edited
without the expressed written documented permission of the author.

Arena file


map "ut4_superman_light"
longname "Urban Superman aka Supersoldier for UrT4"
type "ut_ffa ut_team ut_survivor ut_follow ut_cah ut_ctf ut_bomb"

Stats


File structure


scripts
    ↳ ut4_superman_light.arena
    ↳ br_models.shader
    ↳ vehicle_enhancements.shader
    ↳ chevelle_lowrider.shader
    ↳ wily_grass.shader
    ↳ ut4_superman_light.shader
sound
    ↳ ut4_superman
    ↳ ut4_superman/buzzer.wav
    ↳ ut4_superman/brook.wav
    ↳ ut4_superman/windy-right.wav
    ↳ ut4_superman/rain2.wav
    ↳ ut4_superman/waterfall.wav
    ↳ ut4_superman/windy-left.wav
    ↳ ut4_superman/water1.wav
    ↳ ut4_superman/tim_hole.wav
    ↳ ut4_superman/windhowl.wav
    ↳ ut4_superman/sounds_used.txt
    ↳ ut4_superman/wind-sand.wav
    ↳ ut4_superman/river.wav
    ↳ ut4_superman/windy.wav
levelshots
    ↳ ut4_superman_levelshot
    ↳ ut4_superman_levelshot/seq7.jpg
    ↳ ut4_superman_levelshot/seq3.jpg
    ↳ ut4_superman_levelshot/seq8.jpg
    ↳ ut4_superman_levelshot/ut4_superman_levelshot.txt
    ↳ ut4_superman_levelshot/seq1.jpg
    ↳ ut4_superman_levelshot/seq2.jpg
    ↳ ut4_superman_levelshot/ut4_superman_foreground.tga
    ↳ ut4_superman_levelshot/seq6.jpg
    ↳ ut4_superman_levelshot/seq4.jpg
    ↳ ut4_superman_levelshot/seq5.jpg
env
    ↳ ut4_superman
    ↳ ut4_superman/daysky2_rt.jpg
    ↳ ut4_superman/daysky2_bk.jpg
    ↳ ut4_superman/daysky2_ft.jpg
    ↳ ut4_superman/daysky2_lf.jpg
    ↳ ut4_superman/daysky2_dn.jpg
    ↳ ut4_superman/daysky2_up.jpg
maps
    ↳ ut4_superman_light.TGA
    ↳ ut4_superman_light.bsp
models
    ↳ mapobjects
    ↳ mapobjects/luggagecart
    ↳ mapobjects/luggagecart/metal2.jpg
    ↳ mapobjects/luggagecart/wheel1.jpg
    ↳ mapobjects/luggagecart/luggagecart.md3
    ↳ mapobjects/luggagecart/wood2.JPG
    ↳ mapobjects/luggagecart/luggagecart.qc
    ↳ mapobjects/jeepwrangler
    ↳ mapobjects/jeepwrangler/jeep.ms3d
    ↳ mapobjects/jeepwrangler/jeep.md3
    ↳ mapobjects/jeepwrangler/jeep.qc
    ↳ mapobjects/jeepwrangler/jeep.jpg
    ↳ mapobjects/br_montecarlo
    ↳ mapobjects/br_montecarlo/br_montecarlo.md3
    ↳ mapobjects/br_montecarlo/br_montecarlo.qc
    ↳ mapobjects/br_montecarlo/readme.txt
    ↳ mapobjects/br_montecarlo/br_glass1.jpg
    ↳ mapobjects/br_montecarlo/br_monte1.jpg
    ↳ mapobjects/br_montecarlo/br_monte.jpg
    ↳ mapobjects/vw_van
    ↳ mapobjects/vw_van/vw_van.md3
    ↳ mapobjects/vw_van/readme.txt
    ↳ mapobjects/vw_van/vw_van.jpg
    ↳ mapobjects/vw_van/vw_van.qc
    ↳ mapobjects/volvo_xc
    ↳ mapobjects/volvo_xc/readme.txt
    ↳ mapobjects/volvo_xc/volvo_xc.jpg
    ↳ mapobjects/volvo_xc/volvo_xc.md3
    ↳ mapobjects/volvo_xc/volvo_xc.qc
    ↳ mapobjects/gmc_van
    ↳ mapobjects/gmc_van/gmc_van.md3
    ↳ mapobjects/gmc_van/readme.txt
    ↳ mapobjects/gmc_van/gmc_van.qc
    ↳ mapobjects/gmc_van/gmc_van.jpg
    ↳ mapobjects/aamjs_mod
    ↳ mapobjects/aamjs_mod/chairrestaurant02.md3
    ↳ mapobjects/aamjs_mod/sofadd01.MD3
    ↳ mapobjects/aamjs_mod/chairrestaurant02.jpg
    ↳ mapobjects/aamjs_mod/sofadd01.jpg
    ↳ mapobjects/lt1_computers
    ↳ mapobjects/lt1_computers/mice3.ASE
    ↳ mapobjects/lt1_computers/mousepad5.ASE
    ↳ mapobjects/lt1_computers/mousepad7.ASE
    ↳ mapobjects/lt1_computers/readme.txt
    ↳ mapobjects/lt1_computers/keyboard2.ASE
    ↳ mapobjects/lt1_computers/monitor.jpg
    ↳ mapobjects/lt1_computers/lcd2.ASE
    ↳ mapobjects/lt1_computers/mousepad2.ASE
    ↳ mapobjects/lt1_computers/mousepad6.ASE
    ↳ mapobjects/lt1_computers/mice1.ASE
    ↳ mapobjects/lt1_computers/mice.jpg
    ↳ mapobjects/lt1_computers/mouse1.jpg
    ↳ mapobjects/lt1_computers/mice4.ASE
    ↳ mapobjects/lt1_computers/mousepad1.ASE
    ↳ mapobjects/lt1_computers/mice2.ASE
    ↳ mapobjects/lt1_computers/mousepad4.ASE
    ↳ mapobjects/lt1_computers/mousepad3.ASE
    ↳ mapobjects/lt1_computers/mousepads.jpg
    ↳ mapobjects/bench
    ↳ mapobjects/bench/bench.qc
    ↳ mapobjects/bench/benchskin.jpg
    ↳ mapobjects/bench/bench.md3
    ↳ mapobjects/ut4_superman
    ↳ mapobjects/ut4_superman/ut4_superman-models_driveway4.ase
    ↳ mapobjects/ut4_superman/ut4_superman-models_woi.ase
    ↳ mapobjects/ut4_superman/ut4_superman-models_driveway2.ase
    ↳ mapobjects/ut4_superman/ut4_superman-models_grass1.ase
    ↳ mapobjects/ut4_superman/ut4_superman-models_driveway3.ase
    ↳ mapobjects/ut4_superman/ut4_superman-models_driveway1.ase
    ↳ mapobjects/laptop_01
    ↳ mapobjects/laptop_01/laptop_01_open.md3
    ↳ mapobjects/laptop_01/laptop_01_open.qc
    ↳ mapobjects/laptop_01/readme.txt
    ↳ mapobjects/laptop_01/laptop_01.jpg
    ↳ mapobjects/defcon_tree
    ↳ mapobjects/defcon_tree/small2.md3
    ↳ mapobjects/defcon_tree/small4.md3
    ↳ mapobjects/defcon_tree/tree1.md3
    ↳ mapobjects/defcon_tree/tree4.tga
    ↳ mapobjects/defcon_tree/tree.tga
    ↳ mapobjects/defcon_tree/stamm.jpg
    ↳ mapobjects/defcon_tree/tree2.md3
    ↳ mapobjects/defcon_tree/small1.md3
    ↳ mapobjects/defcon_tree/small3.md3
    ↳ mapobjects/defcon_tree/tree4.md3
    ↳ mapobjects/defcon_tree/tree2.tga
    ↳ mapobjects/streetpack
    ↳ mapobjects/streetpack/cone.md3
    ↳ mapobjects/streetpack/street1.jpg
    ↳ mapobjects/streetpack/newsstand.qc
    ↳ mapobjects/streetpack/barrell.qc
    ↳ mapobjects/streetpack/cone.qc
    ↳ mapobjects/streetpack/stoplight.jpg
    ↳ mapobjects/streetpack/newsstand.md3
    ↳ mapobjects/streetpack/hydrant.qc
    ↳ mapobjects/streetpack/hazzard1.md3
    ↳ mapobjects/streetpack/hydrant.jpg
    ↳ mapobjects/streetpack/hydrant.md3
    ↳ mapobjects/streetpack/newsstand.jpg
    ↳ mapobjects/streetpack/hazzard1.qc
    ↳ mapobjects/streetpack/barrell.md3
    ↳ mapobjects/ut-trash
    ↳ mapobjects/ut-trash/trashcan.jpg
    ↳ mapobjects/ut-trash/trashcan.md3
    ↳ mapobjects/trashbin_02
    ↳ mapobjects/trashbin_02/trashbin_02.md3
    ↳ mapobjects/trashbin_02/readme.txt
    ↳ mapobjects/trashbin_02/trashbin_02.jpg
    ↳ mapobjects/trashbin_02/trashbin_02.qc
    ↳ mapobjects/boxtruck
    ↳ mapobjects/boxtruck/cabback.jpg
    ↳ mapobjects/boxtruck/mudflap.jpg
    ↳ mapobjects/boxtruck/box.jpg
    ↳ mapobjects/boxtruck/side2.jpg
    ↳ mapobjects/boxtruck/bumper.jpg
    ↳ mapobjects/boxtruck/side1.jpg
    ↳ mapobjects/boxtruck/tiretread.jpg
    ↳ mapobjects/boxtruck/gray.jpg
    ↳ mapobjects/boxtruck/wood.JPG
    ↳ mapobjects/boxtruck/tire.jpg
    ↳ mapobjects/boxtruck/gray2.jpg
    ↳ mapobjects/boxtruck/tank.jpg
    ↳ mapobjects/boxtruck/truck.md3
    ↳ mapobjects/boxtruck/front.jpg
    ↳ mapobjects/boxtruck/filter.jpg
    ↳ mapobjects/boxtruck/black.jpg
    ↳ mapobjects/boxtruck/grill.jpg
    ↳ mapobjects/br_chopper
    ↳ mapobjects/br_chopper/br_chopper1.jpg
    ↳ mapobjects/br_chopper/readme.txt
    ↳ mapobjects/br_chopper/br_chopper1.md3
    ↳ mapobjects/br_chopper/br_chopper1.qc
    ↳ mapobjects/br_porche
    ↳ mapobjects/br_porche/br_porche1.md3
    ↳ mapobjects/br_porche/br_porche1.jpg
    ↳ mapobjects/br_porche/br_porche1.qc
    ↳ mapobjects/br_porche/br_windows.jpg
    ↳ mapobjects/br_porche/readme.txt
    ↳ mapobjects/br_humvee
    ↳ mapobjects/br_humvee/br_humvee2.md3
    ↳ mapobjects/br_humvee/br_humvee1.qc
    ↳ mapobjects/br_humvee/br_humvee2.jpg
    ↳ mapobjects/br_humvee/readme.txt
    ↳ mapobjects/br_humvee/br_humvee2.qc
    ↳ mapobjects/br_humvee/br_humvee1.jpg
    ↳ mapobjects/br_humvee/br_humvee1.md3
    ↳ mapobjects/trash
    ↳ mapobjects/trash/trash.jpg
    ↳ mapobjects/trash/trashcan1.jpg
    ↳ mapobjects/trash/can_01_alt.jpg
    ↳ mapobjects/trash/dumpster2.md3
    ↳ mapobjects/trash/trashskin.jpg
    ↳ mapobjects/trash/dumpster1.md3
    ↳ mapobjects/trash/dumpster1.qc
    ↳ mapobjects/trash/dumpstertrash.jpg
    ↳ mapobjects/trash/readme.txt
    ↳ mapobjects/trash/cans.jpg
    ↳ mapobjects/trash/trashbag.jpg
    ↳ mapobjects/trash/dumpster.jpg
    ↳ mapobjects/trash/newspaper_01.jpg
    ↳ mapobjects/trash/dumpster2.qc
    ↳ mapobjects/trash/trash2.jpg
    ↳ mapobjects/trash/can_01.jpg
    ↳ mapobjects/camera_01
    ↳ mapobjects/camera_01/camera_01.md3
    ↳ mapobjects/camera_01/camera_01.jpg
    ↳ mapobjects/camera_01/readme.txt
    ↳ mapobjects/camera_01/camera_01.qc
    ↳ mapobjects/chevelle
    ↳ mapobjects/chevelle/safetyglass.tga
    ↳ mapobjects/chevelle/chevelle_lowrider.jpg
    ↳ mapobjects/chevelle/chevelle_lowrider.md3
/ut4_superman_README.txt
/light.txt
textures
    ↳ wily_grass
    ↳ wily_grass/grass_chemlawn.jpg
    ↳ wily_grass/grass_park2.jpg
    ↳ wily_grass/grass_park.jpg
    ↳ wily_grass/grass_edge.jpg
    ↳ wily_grass/grass_green.jpg
    ↳ wily_grass/grass_mulch.jpg
    ↳ wily_grass/grass_cut.jpg
    ↳ ut4_superman
    ↳ ut4_superman/marble32.jpg
    ↳ ut4_superman/streetlight_yellow_dim.jpg
    ↳ ut4_superman/streetlight_green.jpg
    ↳ ut4_superman/krat_sign.jpg
    ↳ ut4_superman/ground020.jpg
    ↳ ut4_superman/smithst1.jpg
    ↳ ut4_superman/ground034.jpg
    ↳ ut4_superman/tombstone-drwormdad.jpg
    ↳ ut4_superman/water_clouds3.jpg
    ↳ ut4_superman/stone12.jpg
    ↳ ut4_superman/fs_tin.jpg
    ↳ ut4_superman/road12c.jpg
    ↳ ut4_superman/crumble.jpg
    ↳ ut4_superman/roof1.jpg
    ↳ ut4_superman/wu_railing_white.jpg
    ↳ ut4_superman/grass2.jpg
    ↳ ut4_superman/wu_metalplate.jpg
    ↳ ut4_superman/asphalt1.jpg
    ↳ ut4_superman/floor064.jpg
    ↳ ut4_superman/blue_water1.jpg
    ↳ ut4_superman/blackrayne_billboard.jpg
    ↳ ut4_superman/ground001.jpg
    ↳ ut4_superman/wood.jpg
    ↳ ut4_superman/water_clouds.jpg
    ↳ ut4_superman/bricks.jpg
    ↳ ut4_superman/fs_comp_box_side.jpg
    ↳ ut4_superman/duck_green_arrow.tga
    ↳ ut4_superman/duck_asphalt_twinline.jpg
    ↳ ut4_superman/buldembassyfront.jpg
    ↳ ut4_superman/floor085.jpg
    ↳ ut4_superman/metal_side2.jpg
    ↳ ut4_superman/andersonave1.jpg
    ↳ ut4_superman/duck_skybuildingtop1.jpg
    ↳ ut4_superman/marble22.jpg
    ↳ ut4_superman/espanol_wall.jpg
    ↳ ut4_superman/whitemetal.jpg
    ↳ ut4_superman/sn_wall16.jpg
    ↳ ut4_superman/cementtile.jpg
    ↳ ut4_superman/crude_warn.jpg
    ↳ ut4_superman/security_monitor.jpg
    ↳ ut4_superman/floor081.jpg
    ↳ ut4_superman/irwinave1.jpg
    ↳ ut4_superman/grass1.jpg
    ↳ ut4_superman/fskbbq1.jpg
    ↳ ut4_superman/whitemetal3.jpg
    ↳ ut4_superman/water_undercolor.jpg
    ↳ ut4_superman/ssfx.jpg
    ↳ ut4_superman/wood36.jpg
    ↳ ut4_superman/floor083.jpg
    ↳ ut4_superman/door03.jpg
    ↳ ut4_superman/will_marble_floor.jpg
    ↳ ut4_superman/concrete_scratchy.jpg
    ↳ ut4_superman/intimidator.jpg
    ↳ ut4_superman/wood004.jpg
    ↳ ut4_superman/ground015.jpg
    ↳ ut4_superman/18_i_white.jpg
    ↳ ut4_superman/fs_comp_keyboard.jpg
    ↳ ut4_superman/door006.jpg
    ↳ ut4_superman/topsecret.jpg
    ↳ ut4_superman/marble18.jpg
    ↳ ut4_superman/mulch_pile1.jpg
    ↳ ut4_superman/duck_street.jpg
    ↳ ut4_superman/building1_tex.jpg
    ↳ ut4_superman/08_parchment.jpg
    ↳ ut4_superman/concrete5.jpg
    ↳ ut4_superman/duck_asphalt.jpg
    ↳ ut4_superman/superman_graffiti1.jpg
    ↳ ut4_superman/duck_asphalt_walk.jpg
    ↳ ut4_superman/ladder.jpg
    ↳ ut4_superman/pond-sign-g.jpg
    ↳ ut4_superman/ground023.jpg
    ↳ ut4_superman/cement_tile.jpg
    ↳ ut4_superman/floor111.jpg
    ↳ ut4_superman/phoenixomega_front_tex.jpg
    ↳ ut4_superman/floor065.jpg
    ↳ ut4_superman/metal119.jpg
    ↳ ut4_superman/floor084.jpg
    ↳ ut4_superman/tombstone-zellis.jpg
    ↳ ut4_superman/phoenixomega_top_tex.jpg
    ↳ ut4_superman/impendingdoom2.jpg
    ↳ ut4_superman/road11-parking1.jpg
    ↳ ut4_superman/brick041.jpg
    ↳ ut4_superman/metal003.jpg
    ↳ ut4_superman/woi2.jpg
    ↳ ut4_superman/krat_metal.jpg
    ↳ ut4_superman/duck_pool2.jpg
    ↳ ut4_superman/road11.jpg
    ↳ ut4_superman/water_clouds2.jpg
    ↳ ut4_superman/mrc_metaldark.jpg
    ↳ ut4_superman/road13b.jpg
    ↳ ut4_superman/newspaper2.jpg
    ↳ ut4_superman/grass3.jpg
    ↳ ut4_superman/ceiling_light1.jpg
    ↳ ut4_superman/window_glare.jpg
    ↳ ut4_superman/headshots-reflux.jpg
    ↳ ut4_superman/brick049.jpg
    ↳ ut4_superman/checker01.jpg
    ↳ ut4_superman/doom.jpg
    ↳ ut4_superman/wily_duck_ad.jpg
    ↳ ut4_superman/sn_brick2.jpg
    ↳ ut4_superman/20_white0.jpg
    ↳ ut4_superman/static.jpg
    ↳ ut4_superman/fsklogo.jpg
    ↳ ut4_superman/blendernight_image.jpg
    ↳ ut4_superman/mainst1.jpg
    ↳ ut4_superman/ugly_green.jpg
    ↳ ut4_superman/exec_door.jpg
    ↳ ut4_superman/frontage051_4.jpg
    ↳ ut4_superman/concrete_sidewalk.jpg
    ↳ ut4_superman/window_glare2.jpg
    ↳ ut4_superman/helipad1.jpg
    ↳ ut4_superman/metal006.jpg
    ↳ ut4_superman/krat_original4.jpg
    ↳ ut4_superman/streetlight_red_dim.jpg
    ↳ ut4_superman/blossom4.jpg
    ↳ ut4_superman/concrete060.jpg
    ↳ ut4_superman/flr_cemtilesmll_drk.jpg
    ↳ ut4_superman/ground018.jpg
    ↳ ut4_superman/metal_side3.jpg
    ↳ ut4_superman/white_light.jpg
    ↳ ut4_superman/cherrywood.jpg
    ↳ ut4_superman/02_frost_white.jpg
    ↳ ut4_superman/marble39.jpg
    ↳ ut4_superman/blue_water1c.jpg
    ↳ ut4_superman/carpet4.jpg
    ↳ ut4_superman/metal_side1.jpg
    ↳ ut4_superman/exec_door2.jpg
    ↳ ut4_superman/brick079.jpg
    ↳ ut4_superman/streetlight_box.jpg
    ↳ ut4_superman/road14.jpg
    ↳ ut4_superman/floor081a.jpg
    ↳ ut4_superman/stone4.jpg
    ↳ ut4_superman/pond-sign.jpg
    ↳ ut4_superman/brick072.jpg
    ↳ ut4_superman/duck_skybuildingtop.jpg
    ↳ ut4_superman/road13.jpg
    ↳ ut4_superman/metal_base.jpg
    ↳ ut4_superman/streetlight_green_dim.jpg
    ↳ ut4_superman/h_concrete4.jpg
    ↳ ut4_superman/wall010_1.jpg
    ↳ ut4_superman/duck_asphalt5.jpg
    ↳ ut4_superman/fence.jpg
    ↳ ut4_superman/gladi8r-negev.jpg
    ↳ ut4_superman/buldembassytower.jpg
    ↳ ut4_superman/sn_concrete3.jpg
    ↳ ut4_superman/concrete_dark1.jpg
    ↳ ut4_superman/duck_skybuildingtop1a.jpg
    ↳ ut4_superman/flr_grt.jpg
    ↳ ut4_superman/blue_water1d.jpg
    ↳ ut4_superman/graymetal.jpg
    ↳ ut4_superman/brick066.jpg
    ↳ ut4_superman/mech.jpg
    ↳ ut4_superman/duck_asphalt4.jpg
    ↳ ut4_superman/dtsub_grass_chemlawn.jpg
    ↳ ut4_superman/roof06b.jpg
    ↳ ut4_superman/streetlight_red.jpg
    ↳ ut4_superman/black_slick.jpg
    ↳ ut4_superman/invis-plate.jpg
    ↳ ut4_superman/detail-concrete-tiles.jpg
    ↳ ut4_superman/phoenixomega_back_tex.jpg
    ↳ ut4_superman/phoenixomega_side_tex.jpg
    ↳ ut4_superman/concrete027_1.jpg
    ↳ ut4_superman/blossom4-dark.jpg
    ↳ ut4_superman/paradoxsign1.jpg
    ↳ ut4_superman/exec_door3.jpg
    ↳ ut4_superman/towerwall05.jpg
    ↳ ut4_superman/krat_original.jpg
    ↳ ut4_superman/slideways-manholecover.jpg
    ↳ ut4_superman/streetlight_yellow.jpg
    ↳ ut4_superman/grass_cut.jpg
    ↳ ut4_superman/fskbbq2.jpg
    ↳ ut4_superman/cow_marble.jpg
    ↳ ut4_superman/exec_door4.jpg
    ↳ ut4_superman/metal077.jpg
    ↳ ut4_superman/concrete057.jpg
    ↳ ut4_superman/checker04.jpg
    ↳ ut4_superman/impendingdoom1.jpg
    ↳ ut4_superman/door57ba-b.jpg
    ↳ ut4_superman/highwaysign1.jpg
    ↳ ut4_superman/cow_small_brick3.jpg
    ↳ ut4_superman/asphalt1_burn.jpg
    ↳ ut4_superman/b_cow_vents3b.jpg
    ↳ effects
    ↳ effects/tinfx3.jpg
    ↳ effects/effects.txt
    ↳ effects/tinfx.jpg

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