Steedium mines b3a
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**************************************** Title : Steedium Mines (beta b3) Game : Enemy Territory: Quake Wars Add ons : - Mods : - Author : [TFA]Violator (Vio1ator) Author Email's : Author Web Site's : http://symo.me.uk/estate/Default.aspx Feedback : http://community.enemyterritory.com/forums/showthread.php?t=22783 Release Date : 1/3/2010 Files : zz_viomine_b3.pk4 (contains megatexture for etqw:pro) Maps : viomine **************************************** **************************************** * Description * **************************************** The Strogg have at last located a source of the mineral steedium, which is required to power their large weaponry such as the fabled Big Gun. GDF have located and secured this mine along with a Big Gun, but fortunately for the Strogg they haven't worked out how to use it yet. However a research team is on its way to the base to make studies. Strogg must recapture and activate this gun at once to take out this team with appropriate shadenfreude. To do this they must break into the mine through an ice sheet on the surface, deploy a mining laser to access the steedium storage vault and finally take three crates of steedium to the Big Gun to activate and deploy it, obliterating the puny human food. **************************************** * Play Information * **************************************** Game Modes : Stopwatch, Objective, ET:QWPro New Sounds : Yes New Graphics : Yes Demos Replaced : Not now, not nevar! **************************************** * Credits * **************************************** idSoftware - www.idsoftware.com SplashDamage - www.splashdamage.com Map & design - [TFA]Violator www.symo.me.uk/estate Models - [TFA]Violator Props for their help and assistance - The usual suspects on the ET:QW forums :) Testing - thanks to all who have tested esp. ICE and TAW. **************************************** * INSTALLATION * **************************************** Place the pk4 file into your <QW game dir>\base folder. **************************************** * Previous levels by author **************************************** ET:QW Estate - large pub map Hangar - small fun map based on the classic DooM level. Consite - collaberation W:ET The Holy Grail (viograil) - a fun pub map UT2003 Construction, Islands, Neverwinter, Ra Station, Q2DM3 (conversion), Q2MD8 (conversion), Unrdm (conversion) Quake2 Vidm1-30 Duke3D Genesis series, Mars, Fall Doom ISM, Shrine, Wolf, Plant **************************************** * Construction * **************************************** Base : zz_viomine_b2 Construction Time : a1 Started Jan 2009-ish, fairly on-and-off Editor Used : EditWorld, Blender, WavePad, PSP, Gimp, Notepad2 **************************************** * System * **************************************** Core2Duo 2.4GHz 2GB RAM **************************************** * KNOWN ISSUES **************************************** In server mode: GUIs for gun don't work or even show (works offline) Judder when gun open animation plays (doesn't judder offline) **************************************** * Change Log * **************************************** b3a Fixed rogue rock model outside strogg base Fixed docs obj icons being build icons b3 Removed gantry by popular demand as was making it too easy for GDF to defend. Railings around pit of doom restricting access to two parts of the laser. This may end up being annoying, have to wait and see - whole obj may be total fail. Fixed pit of doom not dying issues & added obituaries. Fixed GDF initial spawn hut dissapearing at distance by adding minvis. Added model for ice sheet surround. Turned the room overlooking the crate vault into a lab. Changed 'You have transmitted the data' for the crates to a more meaningful message. Custom GUIs for the crate terminals. Progress bars for the crate loading now works for all three crates. b2 Added the OOB area and removed the invisible walls. Added more detail and steps to the GDF initial spawn (having to no way to get into the building from the ground made zero sense). Added a defense turret to keep bloody spawnraping murka out of the spawn . Added a room and hatch over the air shaft in the floor near the GDF spawn. Added some icicles. Rotated the two buildings either side of the car between the strogg spawn by 180' so that the action should be more concentrated on the road. Fixed noclip on the big oil tank round the back of the ice sheet building. Added more details to the research building. More cave and tunnel details - converted a lot of patches to custom blender models Added some portals into the caves & tunnels. Fixed some cross-portal lighting issues. Converted interior lights to light_interior. Changed the low-res cave floor texture & added speculars to the floor and cave walls. Darkened the cave walls and floor for more atmos. Stopped the shiny blue water. Added more ambient cubemaps for caves and liftshaft. Added tunnel between the access tunnel and the main (slopey) laser tunnel Added cover to the main laser tunnel Mining laser experment #3: Laser now lands on a rock pillar surrounded by a pit. Strogg (and GDF miners) have to jump across onto it. The side nearest the mineshaft entrance is easier to do. Made the gantry wider so it covers the whole buildable area. Mining laser obj - GDF now spawn in their cave spawn. I think this was the main problem with the laser as GDF didn't have time to set up a defence. Removed the excess tunnel between the crate room viewing area and the back laser hole. You can now jump through the window from the viewing area (but not back again). Window breaks when laser is fired. Fixed nonsolid wall in niche behind access tunnel vault exit. More mushrooms / cowbell added. b1a Fixed hole in terrain Added some ambient sounds Gun no longer blows hole but has a hatch which opens on game end Fixed ambient lighting issues - redone roof of gun room & corridor between laser and gun Fixed gantry not dissapearing when laser dropped on it Changed cave walls texture to a better one Fixed blue lights and GUI for gun consoles b1 Water drain is back as a door Gantry added as rebuildable shield over laser Fixed mission for laser Removed obj_arrow1 which caused script warnings Added collision to rock pillars Fixed game end script warning - game ends on last transmit Moved crates to other side of cave - can no longer do mickeymouse ear tripmines on crates :) Fixed water pool in gun room Fixed missing materials\commandmaps.include Fixed missing atmos added ladder to gallery from GDF base overlooking laser Added better stalactites & stalagmites a2 A lot more details! More to be done though. Removed draining water which won't work on servers :( Fixed spawn times (15s strogg, 20s GDF) Moved GDF spawn further back GDF get fwd spawn (under chute) once laser fired Hopefully fixed sounds in laser room and lights Fixed console warnings for incorrect soundshader entries **************************************** * Copyright / Permissions * **************************************** Map, script, models and custom textures (C) [TFA]Violator 2009-2010 This map may not be modified in any way by anyone else than the author, [TFA]Violator. Authors may not decompile the map as a base to build additional levels. The possibility of using items and textures from this map as prefabs and/ or models is possible, but you must obtain the author's written permission first. If so done, please credit the author(s) where appropriate. This file may not be commercially exploited in any way! =======================================================
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File Contents
2 files
42.1 MB uncompressed
.txt (1)
.pk4 (1)
| File | Size |
|---|---|
| readme.txt | 8K |
| zz_viomine_b3a.pk4 | 42.1M |
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File Info
- Filename
- steedium-mines_b3a.zip
- Size
- 42.03 MB
- Game
- ET Quake Wars
- Author
- Admin
- Downloads
- 1
- Uploaded
- 11.02.2026
- Category
- Maps
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