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Author Topic: original ctf map  (Read 11250 times)
dmn_clown
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« on: December 10, 2006, 08:25:29 AM »

it started as a bot test to debug cbctf1 and morphed into a little tourney/ctf map that is kinda fun and fast, though it does have some crappy brush work.
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dmn_clown
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« Reply #1 on: December 10, 2006, 08:32:08 AM »

the aas, map + levelshot
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fromhell
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GET A LIFE!
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WWW
« Reply #2 on: December 10, 2006, 01:44:31 PM »

Thanks, committed. Will test later today (too busy atm)

EDIT: It seems the logo banners in the map aren't scaled and clamped and look very wierd
« Last Edit: December 10, 2006, 01:54:14 PM by leileilol » Logged

asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
dmn_clown
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« Reply #3 on: December 11, 2006, 04:16:10 PM »

What, you don't like the quasi-Swiss-OA flag?  (It was a brush problem, or more accurately a flaw in the way q3map2 handles multiple textures on a brush).

I'll upload the fix when I work out a silly jet detail shader for the bottom of the platforms Smiley
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dmn_clown
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« Reply #4 on: December 12, 2006, 06:43:37 PM »

-removed a redundant nodrop entry from the common shader
- added a silly jet shader  to clown.shader included the textures
(Flipped the flame tga's from sfx and color mapped them in the GIMP to be blueish-green)
-included the updated map for oa_ctf2 with the brush errors worked out
(would slap a gplv2 header on it but Quark likes to advertise its existance by over-writing it every save)
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dmn_clown
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« Reply #5 on: December 12, 2006, 07:07:53 PM »

the bsp
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