Tibes map by meteorkid
Ok peeps this is my first Q3A map ever so be nice but do say areas which i need to improve. If your people i might do more maps .
About the map: Its based around pipes and dark industry and some other random stuff. I will be annoyed if not all the textures work because i have a vast collocting of non PAK textures and it hard to find every single one D:
The bots work fairly well better in numbers above 3. It should work with normal Q3A hopefullY
Any questions ask because i cant mind read
Enjoy!
http://www.mediafire.com/file/xhn8i5s3rg4xdw3/Tibes-Map.pk3 (uploader on this site didnt work )
All wrong with textures.
Here is the list of all your textures (from your .bsp):
{
ritextures/common/caulk textures/tex-oxide/concrete-torn-1 noshader textures/common/oldstone5old textures/base_light/lt6_2p5k textures/base_light/xceil1_39_110k textures/bgmaps/2_floor02 textures/base_light/ceil1_38_90k textures/bgmaps/2_conc_wall02 textures/mkexp/4_danger02 textures/gothic_trim/metalsupport4d textures/kg_trim/chip_metal_supp2 textures/base_light/ceil_white5k textures/NULL textures/mkexp/1r_squ_pan02 textures/kb_wall/kilt_subwayslab01 textures/base_light/ceil1_38_40k textures/base_floor/metaltechfloor01final textures/bgmaps/2_conc_floorpat02 textures/hrewty3ctf1/mtl_rst2 textures/bgmaps/2_conc03 textures/base_support/x_support2 P textures/common/weapclip textures/sfx/fog_intel L @ textures/common/slick ў textures/common/trigger
}
You should to find them all (most of it you have already put in Tibes-Map.pk3\textures folder), create q3\baseq3\textures\mapname folder and put all textures in it. You can skip textues from pak0.pk3. Then open radiant, in texture list you should see mapname directory. Replace the texture on the corresponding textures from mapname. Recompile map and put all textures in Tibes-Map.pk3\textures\mapname.
Use clear instance of q3, that contains only pak0-pak8 in baseq3, for testing texture.
please rename the folder in the pk3 from "Texture" into "texture"
and yes there are some textures that are missing
________
epsislow
Alright with textures now! But something wrong with void with /r_fastsky 0. (In first ver it was too.) Maybe your shader must be here.
To see shader in Radiant you need to add your shader name in file q3\baseq3\scripts\shaderlist.txt, and put your name.shader file to q3\baseq3\scripts. It must appears in radiant.
To create clear copy of q3, just copy quake3.exe, baseq3, excessiveplus (for clear with e+), and remove all .pk3 files and folders in baseq3, except pak0 - 8 and q3config, but pak0 must be pure.
mb put map into big box with textures/skies/blacksky?
It's not a horrible first attempt at a map, but it's way too messy. Looks like you had a bunch of clever ideas and wanted to put them all in without really planning the map out beforehand. And that's cool, at least you're learning the craft and are getting familiar with the whole concept of building maps.
What you need to do is draw your map on a piece of paper first. Brainstorm that shit, think about how a map would look good and play good at the same time. Check out how all the popular and renowned maps are constructed and try to incorporate bits of that into your own map. Don't go for any gimmicky shit like trap doors and such, nothing that would artificially slow the gameplay down.
Simply put, you need to know how a map will look like before you even start the editor. Good luck.
also thx epsicookieMon for last minute helps