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La Bastille
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This map has been included into the ThreeWave MOD and you
check out this map (q3wcp21) while playing the MOD.
The map is based on a frozen rock/prison atmosphere, a placed carved from oppressive mountains
and bottomless chasm's. The layout is based on my favourite Quake 3 Capture The Flag map Q3CTF3. I've
spent many a hour playing that map and have on several occasions started to make my own version. Finally
after years of failed start maps I have created my tribute to Q3CTF3. With this opportunity I have
re-arranged several key items and hopefully made the layout more open for player movement.
There is so many area's of this map I do love the look of and spent many weeks and months re-creating
each section over and over again until they looked and felt right. Not all of the original detail is
in this map (for r_speed reasons) but most of the original impressions are still present.
The map supports many different game types from Vanilla Quake 3 to Team Arena and finally Threewave. I
have included enough spawn points for a good 4v4 game and with the size of this map, I recommend you
have plenty of players anyway! Unfortunately most of the testing I have done with this map has been
with bots and no matter how much you bend the map to their needs it still does not compare to human players.
One final note is that without djbob's help this map seriously would not have seen the light of day. Very early
on the development of this map I hit a compiler limitation which stopped me duplicating the bases. Luckly
for me I spoke to djbob about the problem and he very kindly produced another compiler version. It required
600Mb of memory to compile and alot of HD space but evenually it popped out of the compiler oven.
I suppose like all maps you release to the community there is always an additional list of things
that you want to change and this map is no exception. If I had a massive amount of time I would have
sorted out the rock texture alignment issues, done something better with the lighting and fixed the bot file.
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Changes and Considerations
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The map originally started out for the Grim Brothers project but got rejected because the original project was binned.
I then approached Threewave to see if they wanted the map for their mod and it was accepted.
The map has been changed and blended into the Threewave map style so that it does not stick out too much from the rest
of the maps. All original signs and labels have been removed and replaced with Threewave items instead.
Added additional CCTF gameplay for Threewave MOD and re-arranged alot of the brushwork to remove all
jump pads structures for this gametype.
All the clipping from the weapon markers has been removed at Threewave's request as this caused the
player to be launched into the air when collecting the weapon. The bot file has been a constant source of
problems from day one and is very badly balanced so gameplay will be just average with bots due the bot
file being incorrect. Normally I would have spent alot more time fixing it but it took 1 hr each time
to test the changes and I just got annoyed waiting. :-\
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| - | ID for creating Quake 3 Arena. |
| - | Maj, Nunuk, Bal, NakedApe for advice and support. |
| - | djbob, ydnar, rr2d02 for a new compiler. |
| - | scancode from Threewave for support/help on 3W entities. |
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| Development | 4 months, ver. 38 |
| Item Balance | CTF - VQ3, TA (All modes), 3W requirements meet. |
| Skybox | Frozen Dusk Landscape by me. |
| Textures | Techno Texture pack by me. |
| Layout | La Bastille 2D drawings |
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| Design |
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| Professional |
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| Links |
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