mlk_chapel
mlk_chapel
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ML_Chapel
---------
France during the second world war.
German troops have discovered a hidden treasure inside of an old
french chapel. Planning on securing the gold and sending it back to the
Fuhrer, the axis have put up a camp inside of the building.
An allied bataillon managed to intercept a radio transmisson concerning
the gold, and quickly the plan to take the gold for themselves arises.
Infiltrating the chapel through a small sewer entrance they seek to
quitely take the gold and be gone without any notice, but they are
discovered and a fierce battle begins.
Objectives :
------------
The allies have to reach the first floor, open the casket by pushing
the lid aside from the back and take the two gold crates to the sewer
exit.
The axis will do everything to prevent this.
Stuff :
-------
The time limit is 10 minutes, though that's much too high considering
those easy objectives. It should be pretty hard for the axis to
defend the gold for that time having pretty even teams. The map is
designed for stopwatch play, so if you can, go for this :)
Known issues :
--------------
Since I decided to enter the contest pretty late there was not much
time to do big planning, so the architecture is quite weird at some
places. Excuse this pls. :) Also, I didn't plan out gameplay very
thoroughly, so there are some parts which don't really play as good
as they could.
I had initially planned to do much more with this map, i.e. make it
a decayed unused chapel with holes in the roof, rain dropping down,
destroyed columns and all that stuff, but the tight timeframe simply
didn't allow for this, so the non-destroyed version'll have to do :)
Cheers :)
Update :
This is an updated version of the map, replacing all static torchlights
with styled flickering ones.
=======================================================================
Title: Chapel
Filename: ml_chapel.pk3
Map: ml_chapel
Number of players: Map is designed for 3 vs 3. Max 8 vs 8 is
possible, but will become _very_ crowded :)
Timelimit: 10 Minutes
Author: Carsten "MindLink" Stoll
info@tectonicshift.de
Credit to: tr4!t0r (thegnat@gmx.de)
for the commandmap and the axis flag
oak (Oak@abonados.cplus.es)
for the cruzified model
Ophelia (mreff@javanet.com)
for the coffin model
Berneyboy (http://www.planetquake.com/berneyboy)
for his photorealistic texture set
J4F
for the cobweb texture
Cathedrale de Notre Dame
for the window image
Some unknown artists
for the tombstone plates
for the altar room paintings
SplashDamage
for making such a cool game
ydnar (http://www.shaderlab.com)
for q3map2 and all the help he provided :)
SmallPileOfGibs
for helping me remove those LoD cracks
last minute :)
Thanks to: www.n0lame.de (#n0lame @ quakenet)
all guys at #qeradiant
especially Zombie for his ideas and support *whip* ;)
Description: My contribution to the SplashDamage-Forum
1024 mapping contest.
Feel free to distribute on a non profit basis
as long as this readme is provided.
The source .map file may NOT be used as base for new
maps or anything else _unless_ I am asked for
permission. It is solely provided as a means for other
people to learn.
=======================================================================
Build Time: No idea. I'd guess about 30 hours of mapping
plus lots of hours for testcompiles.
Compile Machine:Intel P4 2,4 GHz with 512 MB Ram
Compile Options:-bsp -META -samplesize 4
-vis
-light -fast -gamma 1.4 -compensate 1.2
-dirty -patchshadows -samples 3 -nocollapse
Compile Time: roughly 45 minutes
Base: New map from scratch
Editors used: GTKRadiant 1.4
=======================================================================
---------
France during the second world war.
German troops have discovered a hidden treasure inside of an old
french chapel. Planning on securing the gold and sending it back to the
Fuhrer, the axis have put up a camp inside of the building.
An allied bataillon managed to intercept a radio transmisson concerning
the gold, and quickly the plan to take the gold for themselves arises.
Infiltrating the chapel through a small sewer entrance they seek to
quitely take the gold and be gone without any notice, but they are
discovered and a fierce battle begins.
Objectives :
------------
The allies have to reach the first floor, open the casket by pushing
the lid aside from the back and take the two gold crates to the sewer
exit.
The axis will do everything to prevent this.
Stuff :
-------
The time limit is 10 minutes, though that's much too high considering
those easy objectives. It should be pretty hard for the axis to
defend the gold for that time having pretty even teams. The map is
designed for stopwatch play, so if you can, go for this :)
Known issues :
--------------
Since I decided to enter the contest pretty late there was not much
time to do big planning, so the architecture is quite weird at some
places. Excuse this pls. :) Also, I didn't plan out gameplay very
thoroughly, so there are some parts which don't really play as good
as they could.
I had initially planned to do much more with this map, i.e. make it
a decayed unused chapel with holes in the roof, rain dropping down,
destroyed columns and all that stuff, but the tight timeframe simply
didn't allow for this, so the non-destroyed version'll have to do :)
Cheers :)
Update :
This is an updated version of the map, replacing all static torchlights
with styled flickering ones.
=======================================================================
Title: Chapel
Filename: ml_chapel.pk3
Map: ml_chapel
Number of players: Map is designed for 3 vs 3. Max 8 vs 8 is
possible, but will become _very_ crowded :)
Timelimit: 10 Minutes
Author: Carsten "MindLink" Stoll
info@tectonicshift.de
Credit to: tr4!t0r (thegnat@gmx.de)
for the commandmap and the axis flag
oak (Oak@abonados.cplus.es)
for the cruzified model
Ophelia (mreff@javanet.com)
for the coffin model
Berneyboy (http://www.planetquake.com/berneyboy)
for his photorealistic texture set
J4F
for the cobweb texture
Cathedrale de Notre Dame
for the window image
Some unknown artists
for the tombstone plates
for the altar room paintings
SplashDamage
for making such a cool game
ydnar (http://www.shaderlab.com)
for q3map2 and all the help he provided :)
SmallPileOfGibs
for helping me remove those LoD cracks
last minute :)
Thanks to: www.n0lame.de (#n0lame @ quakenet)
all guys at #qeradiant
especially Zombie for his ideas and support *whip* ;)
Description: My contribution to the SplashDamage-Forum
1024 mapping contest.
Feel free to distribute on a non profit basis
as long as this readme is provided.
The source .map file may NOT be used as base for new
maps or anything else _unless_ I am asked for
permission. It is solely provided as a means for other
people to learn.
=======================================================================
Build Time: No idea. I'd guess about 30 hours of mapping
plus lots of hours for testcompiles.
Compile Machine:Intel P4 2,4 GHz with 512 MB Ram
Compile Options:-bsp -META -samplesize 4
-vis
-light -fast -gamma 1.4 -compensate 1.2
-dirty -patchshadows -samples 3 -nocollapse
Compile Time: roughly 45 minutes
Base: New map from scratch
Editors used: GTKRadiant 1.4
=======================================================================
Virus Scan
Clean — No threats detected
Scanned with ClamAV
File Contents
157 files
16.8 MB uncompressed
1 BSP map: mlk_chapel
Type: wolfmp wolfsw wolflms
.tga (65)
.jpg (17)
.md3 (11)
.shader (9)
.arena (5)
.sounds (3)
.wav (2)
.sps (2)
.txt (2)
.objdata (2)
.script (2)
.db (1)
+2 more
| File | Size |
|---|---|
| models/ | |
| models/mapobjects/ | |
| models/mapobjects/bazaar_v2/ | |
| models/mapobjects/bazaar_v2/vaseb.tga | 192K |
| models/mapobjects/bazaar_v2/vaseg.tga | 192K |
| models/mapobjects/bazaar_v2/relic2.MD3 | 1K |
| models/mapobjects/bazaar_v2/relic2.tga | 64K |
| models/mapobjects/tree_desert_sd/ | |
| models/mapobjects/tree_desert_sd/palm_trunk.tga | 192K |
| models/mapobjects/tree_desert_sd/palm_bark2.tga | 96K |
| models/mapobjects/tree_desert_sd/palm_leaves2.md3 | 5K |
| models/mapobjects/tree_desert_sd/palm_leaves2.tga | 256K |
| models/mapobjects/tree_desert_sd/palm_trunk2.md3 | 2K |
| models/mapobjects/props_sd/ | |
| models/mapobjects/props_sd/xlight_fg2.md3 | 3K |
| models/mapobjects/props_sd/fuel_can.md3 | 3K |
| models/mapobjects/props_sd/fuel_can.tga | 192K |
| models/mapobjects/archeology/ | |
| models/mapobjects/archeology/vase3.md3 | 2K |
| models/mapobjects/o3-coffin/ | |
| models/mapobjects/o3-coffin/coffin.tga | 192K |
| models/mapobjects/crucified/ | |
| models/mapobjects/crucified/crucified.tga | 257K |
| models/mapobjects/crucified/sheet.tga | 256K |
| models/mapobjects/mml_claustro_v1/ | |
| models/mapobjects/mml_claustro_v1/grass.md3 | 10K |
| models/mapobjects/mml_claustro_v1/grass.tga | 256K |
| models/mapobjects/furniture/ | |
| models/mapobjects/furniture/type.md3 | 1K |
| models/mapobjects/furniture/type.tga | 48K |
| models/mapobjects/light/ | |
| models/mapobjects/light/cagelight.md3 | 3K |
| models/mapobjects/plants_sd/ | |
| models/mapobjects/plants_sd/bush_low.md3 | 1K |
| models/mapobjects/plants_sd/grassfoliage.md3 | 756B |
| scripts/ | |
| scripts/vio_ascend.arena | 685B |
| scripts/vio_ascend.shader | 2K |
| scripts/vio_ascend_levelshots.shader | 419B |
| scripts/q3map2_ml_chapel.shader | 16K |
| scripts/mlk_chapel.arena | 982B |
| scripts/mlk_chapel.shader | 3K |
| scripts/red_bunker.arena | 428B |
| scripts/red_bunker.shader | 3K |
| scripts/red_bunker_levelshots.shader | 417B |
| scripts/mml_claustro_v1.arena | 1K |
| scripts/mml_claustro_v1.shader | 4K |
| scripts/sev_thecave.shader | 3K |
| scripts/sev_thecave_levelshots.shader | 347B |
| scripts/sev_thecave.arena | 646B |
| sound/ | |
| sound/scripts/ | |
| sound/scripts/vio_ascend.sounds | 449B |
| sound/scripts/mlk_chapel.sounds | 2K |
| sound/scripts/mml_claustro_v1.sounds | 584B |
| sound/vo/ | |
| sound/vo/vio_ascend/ | |
| sound/vo/vio_ascend/axis/ | |
| sound/vo/vio_ascend/axis/hq_deststair.wav | 63K |
| sound/maps/ | |
| sound/maps/mlk_chapel.sps | 4K |
| sound/maps/sev_thecave.sps | 1K |
| sound/ml_chapel/ | |
| sound/ml_chapel/stone.wav | 128K |
| textures/ | |
| textures/bazaar_v2/ | |
| textures/bazaar_v2/baz_grill2.tga | 256K |
| textures/bazaar_v2/nlm_blk.tga | 12K |
| textures/bazaar_v2/blk_marble.tga | 256K |
| textures/bazaar_v2/smokepuff.tga | 4K |
| textures/bazaar_v2/tobruk_moucha1_modi.tga | 256K |
| textures/bazaar_v2/gold_plain.tga | 48K |
| textures/bazaar_v2/chateau_c11_modi.tga | 128K |
| textures/bazaar_v2/marblefloor_c04_modi.tga | 256K |
| textures/bazaar_v2/stucco07a_modi.jpg | 27K |
| textures/bazaar_v2/bazaar_v2_box_top.tga | 256K |
| textures/bazaar_v2/bazaar_v2_readme.txt | 1K |
| textures/bazaar_v2/gold_smoker.tga | 64K |
| textures/bazaar_v2/gold_plain2.tga | 64K |
| textures/bazaar_v2/gold_fire.tga | 64K |
| textures/bazaar_v2/stucco07trim_modi.jpg | 18K |
| textures/1024_kadesh/ | |
| textures/1024_kadesh/full_moon.tga | 256K |
| textures/1024_kadesh/kadesh.tga | 12K |
| textures/1024_kadesh/rocket.jpg | 107K |
| textures/1024_kadesh/stucco-phong.jpg | 82K |
| textures/1024_kadesh/Thumbs.db | 5K |
| textures/ml_chapel/ | |
| textures/ml_chapel/flag.tga | 512K |
| textures/ml_chapel/window.tga | 384K |
| textures/ml_chapel/torch.tga | 97K |
| textures/ml_chapel/cweb_1.tga | 256K |
| textures/ml_chapel/tombstone2.tga | 384K |
| textures/ml_chapel/tombstone.tga | 384K |
| textures/ml_chapel/trim3.tga | 256K |
| textures/ml_chapel/marble_dk.tga | 256K |
| textures/ml_chapel/marble_lt.tga | 256K |
| textures/ml_chapel/trim.jpg | 8K |
| textures/ml_chapel/trim2.tga | 3K |
| textures/ml_chapel/floor.jpg | 174K |
| textures/ml_chapel/trim4.tga | 128K |
| textures/ml_chapel/fresco.jpg | 173K |
| textures/ml_chapel/beam.tga | 12K |
| textures/red_bunker/ | |
| textures/red_bunker/1024_allied_door_jl.jpg | 20K |
| textures/red_bunker/1024_allied_gold.tga | 48K |
| textures/red_bunker/1024_allied_gold2.tga | 48K |
| textures/red_bunker/1024_ammo_blue.tga | 48K |
| textures/red_bunker/1024_ammo_gold.tga | 48K |
| textures/red_bunker/1024_axis_gold.tga | 48K |
| textures/red_bunker/1024_axis_gold2.tga | 48K |
| textures/red_bunker/1024_lightning1.tga | 91K |
| textures/red_bunker/1024_lightning2.tga | 91K |
| textures/red_bunker/1024_lightning3.tga | 83K |
| textures/red_bunker/1024_lightning4.tga | 90K |
| textures/red_bunker/cm_safe.tga | 64K |
| textures/red_bunker/ctf_bunker.tga | 192K |
| textures/mml_claustro_v1/ | |
| textures/mml_claustro_v1/br-ft-red.jpg | 88K |
| textures/mml_claustro_v1/br-ft-red-bw.jpg | 46K |
| textures/mml_claustro_v1/br-ft-red-wd.jpg | 79K |
| textures/mml_claustro_v1/br-med-tan.jpg | 74K |
| textures/mml_claustro_v1/br-med-tan-corn.jpg | 67K |
| textures/mml_claustro_v1/br-red-1.jpg | 78K |
| textures/mml_claustro_v1/cave_wall.jpg | 92K |
| textures/mml_claustro_v1/red.tga | 3K |
| textures/mml_claustro_v1/sky_shadow.tga | 192K |
| textures/mml_claustro_v1/wlight.b.jpg | 16K |
| textures/mml_claustro_v1/wlight.jpg | 20K |
| textures/sev_thecave/ | |
| textures/sev_thecave/rock_1.tga | 769K |
| textures/sev_thecave/grass_1.tga | 1.0M |
| textures/sev_thecave/halo.tga | 48K |
| mlk_chapel_readme.txt | 4K |
| vio_ascend.pcx | 1005B |
| gfx/ | |
| gfx/limbo/ | |
| gfx/limbo/cm_bazaar_v2_1.tga | 64K |
| gfx/limbo/cm_bazaar_v2_2.tga | 64K |
| gfx/limbo/mml_claustro_v1/ | |
| gfx/limbo/mml_claustro_v1/cm_generator.tga | 64K |
| gfx/limbo/sev_thecave/ | |
| gfx/limbo/sev_thecave/gene.tga | 11K |
| gfx/limbo/sev_thecave/sw.tga | 5K |
| levelshots/ | |
| levelshots/mlk_chapel.tga | 256K |
| levelshots/mlk_chapel_cc.tga | 768K |
| maps/ | |
| maps/mlk_chapel.bsp | 2.7M |
| maps/mlk_chapel.objdata | 687B |
| maps/mlk_chapel.script | 7K |
| maps/mlk_chapel_lms.objdata | 455B |
| maps/mlk_chapel_lms.script | 440B |
| maps/mlk_chapel_tracemap.tga | 256K |
| maps/mlk_chapel/ | |
| maps/mlk_chapel/lm_0000.tga | 768K |
| maps/mlk_chapel/lm_0001.tga | 768K |
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Infos du fichier
- Nom du fichier
- mlk_chapel.pk3
- Taille
- 7.18 MB
- Nom de la carte
- mlk_chapel
- Jeu
- ET
- Auteur
- MindLink , Stoll
- Téléchargements
- 4
- Uploadé
- 15.04.2026
- Catégorie
- Maps
Note
0.0
/5
0 notes
Évaluation détaillée
Design
0.0/5 (0)
Gameplay
0.0/5 (0)
Textures
0.0/5 (0)
Performance
0.0/5 (0)
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0.0/5 (0)