UJE VIP b3
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README
Map: UJE_01
Maker: C
Mission-type: Axis objective, free & escort the V.I.P
# Players: up to about 26 players,
above that, the mission will be very hard..
Release notes: This is the 2nd public release.. Beta 2
* Changed some textures so it is clear to see where no landmines can be placed.
* Shortened the idle-time of the VIP after revive/death.
* Created a few extra routes.
* Added an alarm to warn there is a paratrooper coming down (must be turned on by a switch).
* Changed Axis & Allied spawnpoints.
* ..some more minor changes
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Voices:
* Announcer: {TTS}stevecrow74
* V.I.P.: it is my own voice
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Models:
* zenith-ply made the Arado196 float-plane.
It is a great model, i did not use every damaged model that comes along with the plane though,
but i included them in this pk3 (so it is complete)..
* Quake3 DrEvil player-model..made by John "Ronin{Triad}" Fisher & Gary "Two Beans{TRIAD}" Jordan
I had to glue all bodyparts with mapscript..
* Parachute model from Degeneration
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Documentation used:
* Chruker's script-reference, and his "tag-the-dummy" tool.
I used it for the VIP and the parachute.
* The Q3Map2 shader-manual.
Resources used:
* I used some of Sock's textures from his terrain-blending tutorial
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Compile:
* I used these commandline-arguments to compile this map:
[q3map2] -meta -mv 1024 -mi 6144 "[MapFile]"
[q3map2] -vis -saveprt "[MapFile]"
[q3map2] -light -fast -samples 3 -filter -bounce 10 -bouncegrid -fastgrid -external -lightmapsize 256 "[MapFile]"
* 11205 total world brushes
7892 detail brushes
116 patches //?? i think these are my decal shaders, i only used a few patches..
920 entities
2654 visclusters
6561 visportals
2654 portalclusters
6561 numportals
13122 active portals
1740 hint portals
6 average number of passages per leaf (at previous compile this was still 5)
65 MB required passage memory
248 Average clusters visible
660320 Total visible clusters
1 fogs
16384.0 farplane distance // this doesn't do anything..
* I used a lot of bounce at the compile..
It takes a while, but it looks much better..especially the dark spots, like the tunnels..
But there are still some pitch-black spots in my map, because i like the contrast..
* I also used some fog, for some atmosphere..
It cuts framerate down by almost a quarter,..and with a slower/older videocard even by a third.
* A (Radiant built-in) final compile takes 20 minutes on my 2 year old P4..
A Bounce-10 lighting compile takes 1 hour..
A compile with also -bouncegrid takes as much as 3h20m..
A compile with -bouncegrid -fastgrid takes 2h15m.. this is the compile i used for this beta2..
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Special Thanks:
* {TTS}stevecrow74 for recording the voice-announcements.. and so promptly!.. Much appreciated. Thank You..
* [UJE]Ben_Dover for recording the initial voices.. Thanks mate!
* [UJE]Niek for his support on the server, and arranging the voice-announcers.. Kei Bedankt man!
* [UJE]Clan and friends for testing, finding bugs, and checking the gameplay of the map.. Thanks everybody
* -)A(- Old-Owl for testing gameplay on their Dark-Alchemy server.. Thank You.
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See the [UJE]Clan website for more information: http://www.ujeclan.com
There are also plenty of UJE-maps to download..
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File Contents
2 files
26.4 MB uncompressed
1 BSP map: UJE_01
Type: wolfmp wolfsw
1 PK3 file
.tga (1)
.pk3 (1)
| File | Size |
|---|---|
| UJE_01.tga | 256K |
| UJE_VIP_b3.pk3 | 26.1M |
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Datei-Info
- Dateiname
- UJE_VIP_b3.zip
- Größe
- 26.10 MB
- Map-Name
- UJE_01
- Spiel
- ET
- Autor
- Admin
- Downloads
- 3
- Hochgeladen
- 11.02.2026
- Kategorie
- Maps
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