Old Town
Project Status: BETA
Version: b03
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About the map
A small part of a town on a hill. Its your choice how you face your enemy. On the streets, by flanking through the buildings, sniping from upper floors or sneaking through the water pipe system.
At first planned as a classical three way SV / Bomb map it now has two additional ways getting you around the battlefield and close to the enemy spawn Flag.
I know that the houses and rooms are all to high *sick* realized when i was nearly finished.... Arbitrary scale in radiant caused light fails (black walls) and q3map2 -scale didn't work right, so i'll keep it that way for now.
At first planned as a classical three way SV / Bomb map it now has two additional ways getting you around the battlefield and close to the enemy spawn Flag.
I know that the houses and rooms are all to high *sick* realized when i was nearly finished.... Arbitrary scale in radiant caused light fails (black walls) and q3map2 -scale didn't work right, so i'll keep it that way for now.
Planned
Different layouts
There will be changes of the layout in the different gametypes
0147: a normal town
3568: a Russian attack force has missile positioned on the restaurant plaza
Additional while in Bomb / CTF gametype there will be sings on the walls that show you the way to the flag / bombsite
There will be changes of the layout in the different gametypes
0147: a normal town
3568: a Russian attack force has missile positioned on the restaurant plaza
Additional while in Bomb / CTF gametype there will be sings on the walls that show you the way to the flag / bombsite
Mini-map
I know the current mini-map is a bit irritating, i'll change that soon. The idea was to allow a more accurate locating via the tactical grid, and i also wanted to see if i can use a shader for the mini-map
Water ambient sound
hm. yeah. its a bit too lound for the current version (b03).
I know the current mini-map is a bit irritating, i'll change that soon. The idea was to allow a more accurate locating via the tactical grid, and i also wanted to see if i can use a shader for the mini-map
Water ambient sound
hm. yeah. its a bit too lound for the current version (b03).
Details (for server admins)
Supported Game modes:
# Free for All
# Team Deathmatch
# Follow the Leader
# Team Survivor
# Bomb mode
# Capture the Flag
# Capture and Hold
LMS support is currently unknown (untested). If LMS uses the FFA spawns it should work fine, though maybe being kind of a massacre at spawn
CAH Sites:
# Pilar
# Gardens
# Outdoor-Store
# Restaurant
# Backstreet/Timber Frame Road
# Garage
# West Street
Spawns:
16 FFA spawns
16 CTF redspawns (TDM, CAH, CTF)
16 SV redspawns (FTL, SV, BOMB)
16 CTF bluespawns
16 SV bluespawns
The CTF Spawns are in protected areas, defended (and over watched against flag camp) by our friend, Mr.Sentry :)
As indicated they are used for CAH and TDM too, because you respawn during a round there.
# Free for All
# Team Deathmatch
# Follow the Leader
# Team Survivor
# Bomb mode
# Capture the Flag
# Capture and Hold
LMS support is currently unknown (untested). If LMS uses the FFA spawns it should work fine, though maybe being kind of a massacre at spawn
CAH Sites:
# Pilar
# Gardens
# Outdoor-Store
# Restaurant
# Backstreet/Timber Frame Road
# Garage
# West Street
Spawns:
16 FFA spawns
16 CTF redspawns (TDM, CAH, CTF)
16 SV redspawns (FTL, SV, BOMB)
16 CTF bluespawns
16 SV bluespawns
The CTF Spawns are in protected areas, defended (and over watched against flag camp) by our friend, Mr.Sentry :)
As indicated they are used for CAH and TDM too, because you respawn during a round there.