Q3SG1abc FINAL RELEASE

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cml
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I am happy to annouce that the Q3SG1 map is finally released for download

It's been a long time since I've worked on that release, lot of work put on it, lot of breaks during the creation, but last weeks made me to finally finish it up, optimize and release for the public, the last process was to optimize the bot support, now silly bots go thru the gates with such a smoothness, they don't stuck on it as previously, so the game play is now much better with them ^^

if you don't like the SG overall game play, you can always play on Q3SG1c standard map.

To enable Full graphics in your config type in console:
/exec sg_full.cfg

To increase memory in your q3 (required to load this map) type in console:
/exec sg_memory.cfg (then reboot q3)

Download

//READ ME FILE

===========================================================================================
					  INFO
===========================================================================================
 
Filename:		q3sg1abc.pk3
Mapnames:		q3sg1a, q3sg1b, q3sg1c
Author:			Jarosław /Camel-XP/ Jakubowski
Gametypes:		CTF, TDM, FFA, FTAG, CA
Version:		Finished
Website:		<a href="//www.q3sg.eu">www.q3sg.eu</a>
Email:			camel_xp [at] tlen.pl
Release Date:		9.11.2014
Game:			Quake III Arena
Game Mode:		Capture The Flag, Team Deathmatch, Free For All, Freeze TAG, Clan Arena
Mod:			additionally made for mods such: ExcessivePlus (<a href="//www.excessiveplus.net">www.excessiveplus.net</a>) and Excessivedawn.
			(spawnflags 32 key make in these mods func_door entity to be totally silenced)	
===========================================================================================
					BUILD INFO
===========================================================================================
Build:			Completely Original From Scratch (castle side structure and textures used from the "r7-nemixrun07" map)
Build Time:		Many months with lot of breaks in time, splitted to a 3 stages: 1) work on stargate model/concept. 2) work on map concept. 3) map optimization for best game play
Editor used:		GTKRadiant 1.5.0 (recommended one)
Compile options:	-meta, -vis, -light -fast -filter -gamma 1.50 -patchshadows -super 2
Compile Machine:	Intel Core 2 Duo 2.22 GHz, 2Gb Ram, NVIDIA GeForce 210
Compile Time:		q3sg1a/q3sg1b: 25 minutes or so, q3sg1c: 15 minutes or so
Total Brushes:		(q3sg1a: 10437) (q3sg1b: 8404) (q3sg1c: 5862)
Total Entities:		(q3sg1a: 1259) (q3sg1b: 1063) (q3sg1c: 645)
 
Programs used:		GTKRadiant 1.5.0, Q3map2Toolz, Q3map2_fs_20g compiler, Photoshop, Fotocanvas, SoundForge.
 
New Textures:		Yes
New Sounds:		Yes
New Music:		None
New Models:		Yes ( ASE models compiled into bsp file)
Bot support:		available for q3sg1b and q3sg1c
Full graphics:		type in your console /exec sg_full, it will load full gfx for you
 
Requirements:		minimum memory needed: com_hunkmegs 256, recommended 256 or more: 512, 1024.
			type in your console /exec sg_memory, it will switch to more memory on your cfg, don't forget to reboot quake3 after that.
 
===========================================================================================
					DESCRIPTION
===========================================================================================
 
First official maps for the Quake III Arena Stargate Project map pack
A little explanation about map and it's names included in this pk3
each map has no name, they are simply called q3sg1 and assigned the alphanumeric letter
 
q3sg1a: first version, contain fully functional STARGATES that needs to be activated by DHD console in order to be able to pass thru
contain also original RING TRANSPORTER teleports that needs to be activated before you can teleport to the other side
This version doesn't come with the BOT SUPPORT and to be able to even run it properly some of the map areas had to be deleted such:
Underground sewer passage on the BLUE SIDE and on the desert part the ability to go to an standalone island surrounded with the shield has been blocked
so by deleting some brushes and entities the map loads without crashing.
 
q3sg1b: second version has BOT SUPPORT and opened all the additional passages, simplified STARGATES and all the teleports so the bots can play normally.
STARGATES are always opened and can be blocked for a short amount of time by the SHIELD activated by the button for each side.
TELEPORTS are accessible all the time without the need to activate them.
 
q3sg1c: third version has BOT SUPPORT as well and contain only one side of the map with broken STARGATES :)
this version works as a normal map style, you are no longer spawn with full of weapons, items and weapons are placed in a normal way for pickup.
 
q3sg1a and q3sg1b are created for different game style, you spawn with all the weapons except RAILGUN & BFG, you pick up ammo and health/armour from multiple placed PICKUP points that gets it inventory from the single entity
that solution needed to be done to limit the number of entities for those 2 type of maps, otherwise both of them would crash because of too many entities.
 
The Red Base underground chambers were made from the MGM Stargate TV series: "Stargate SG1 s02e11 The Tokra-Part 1 & 2"
Crystal texture used on the corridors was used from the one of TV series episode and converted to fit the map.
Watch those episodes to compare my tunnels with those in the TV show and let me know if I made a good work on it :P
I've been watching also some maps for GMOD and the poor quality of those tok'ra tunnels, so I wanted to make them to looking like as much similar as possible :)
 
Ring the big Bell on the blue base to bring down the LIGHTNING bolt, stand on the center in the moment of Bell rings to be TELEPORTED into random places on the castle side to get into specific places a little bit faster
Lightning teleporting works only on q3sg1a and q3sg1b, while on q3sg1c it's just additional detail that does nothing as looking nice and making the noisy sound :)
 
On the castle side you can block one of the main passage by the heavy stone door, while on the desert side you can block 3 additional passages
although they can be bypassed by 2 different routes, I'll leave it up to you to find them out.
 
You are also able to travel faster to the BLUE BASE, just use unconventional route passing by the little cave to reach the underwater stream
it will lead you straight to the BLUE BASE, but watch out, you will fall into large outdoor swimming pool surrounded by the enemies :)
it's up to you to get out from it as soon as possible and reach for the flag.
 
===========================================================================================
					   CREDITS
===========================================================================================
 
The partially architecture of the castle map was used from the "r7-nemixrun07" map
although I dont know it's original author, but I give him full credits for his amazing job on it
I couldn't resist to convert that "speed run" map into an playable one for either CTF/TDM or FFA game types.
 
Some of the textures/shaders used from Sock <http://simonoc.com>
Some of the Water texture/shader used from "dmeat_sp02b" by D-Meat <http://dmeat.free.fr/blog>
Lightning bolt effect used from "Estatica" by Cardigan
 
===========================================================================================
				COPYRIGHTS / PERMISSIONS
===========================================================================================
 
Distribution / Copyright / Permissions Copyright
 
(c) 2014 Camel-XP
 
Contact: camel_xp [at] tlen.pl
 
All rights reserved.
 
Quake and ID are registered trademarks of id Software, Inc.
 
Quake 3 is developed by id Software Corporation.
 
All other trademarks and trade names are properties of their respective owners.
 
You should not use this map as a base to build new levels.
 
This level may be electronically distributed only at NO CHARGE to the recipient in its
current state, MUST include this .txt file, and may NOT be modified IN ANY WAY.
Please contact me if you want to include this on CD or as part of a map pack.

METEORKID
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Re: Q3SG1abc FINAL RELEASE

Awesome i remember playing this a long time ago when it wasn't complete. It was pretty cool even then. Gonna play a good amount of this Happy . As i remember the map was pretty huge. Maybe i could make a sever dedicated to large maps and call it hide and seek sever Happy

(lol i remind myself of ali)


cml
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Re: Q3SG1abc FINAL RELEASE

if by selecting the map in game menu or typing by the console either:
/map q3sg1a or q3sg1b or q3sg1c, map doesnt want to load and it give you an error about hunk allocation memory, then try change that com_hunkmegs in your server.cfg file on excessiveplus directory and then launch local server by xp_dedicated.bat file located in your Q3A directory, you
might also add into start line +set com_hunkmegs 256 in xp_dedicated.bat.

or locate the xp_singleplayer.bat file, edit it and set as follows:

@echo off
 
start quake3.exe +set fs_game excessiveplus +set vm_cgame 2 +set vm_ui 2 +set com_hunkmegs "512" +set com_zonemegs "128" +set com_soundmegs "128"

and launch E+ by xp_singleplayer.bat

EVILUTION
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Re: Q3SG1abc FINAL RELEASE

arent zonemegs always latched?
cant really manage to make them stay at set number


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DR*DIABLO
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Re: Q3SG1abc FINAL RELEASE

great job camel, finally! just i can't run the 2nd one coz says Z memory allocation etc etc, tried to put all video detail to minimum and i already got hunkmegs to 1024, nothign..i'll make some other tries when got time. but rly good job, i hope someone will organise something with that, a fragfest or something like that. btw i tried to enable some portal, large one near a waterfall, seems to start doin something but then nothing. i think u should make some documentation bout the various things present in here, i bet many secrets n things to find out are there Winking well done anyway!

cml
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Re: Q3SG1abc FINAL RELEASE

Diablo, try as I said above, run own dedicated server, change hunkmegs in server cfg, start server via xp_dedicated.bat, then it will run without problems, I am also having problems while running e+ normally by bat file, it always set back my hunkmegs to 128 and I dont know if it's some quake3 bug or mod or something else is doing that, maybe some auto config executing itself each time or so, I've been looking for it, changed everything I could but still it's 128, thats why I run own local server each time to load my map, most memory consumption is used on q3sg1a and q3sg1b, while q3sg1c is smaller and not require much memory, btw on this map, stargates leads to nowhere, that's while dialing they stop at the end, because they suppose to be broken ;p

DR*DIABLO
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Re: Q3SG1abc FINAL RELEASE

ahah that's why they don't work, n1 Tongue my hunkmegs never changes in my cfg, but i'll try this way as u said, mby gonna work

VIOLENCE
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Re: Q3SG1abc FINAL RELEASE

xd

cml
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Re: Q3SG1abc FINAL RELEASE

it is possible to compile similar shadows, but its very time & memory consuming process, standard q3 engine cannot hold much of it ;p

whats with that blur effect, it looks like you've put it yourself on photoshop, like a bad work or somethink Winking