ut4_island_final

ut4_island_final
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ReadMe


ut4_island

Game : Urban Terror
Map name : Island
Version : Final
Date : 2009-05-28
Map file : ut4_island_final.bsp
Author : Sleepingguy
Email : **************@*****.com
Notes : My first map

Copyright taken from casa copyright description. I guess this is ok :-)

* COPYRIGHT / PERMISSIONS *
------------------------------------------------------------------------
Authors MAY NOT use this level as a base to build additional levels.
This map MAY NOT be sold, or in any other way turn into profit for any other
person than the author. This map MAY be distributed on any media as long as this
media is distributed freely without anyone having to pay for it and this text file is
included. This level is designed for the Quake 3 Total Conversion "Urban Terror"
and is not to be used, replicated or edited for any other Mod, Total Conversion, Game
or Game Engine.


Desc & Features:
------------------------------------------------------------------------
********** Description:
This is an island separated in 2 sides by a big stone wall and surrounded by 2 small island on each side.
This map is a bit big but i wanted it that way. To compensate the big size, I have put catapults on each
side to launch the player to the mid wall quickly. Mr Sentry will take care of ennemy player trying to use
catapult to return with flag.
This map is intentionally not exactly symmetrical.
ex: 2 catapults on each side but not in same room and same place.
The big mid wall is in 2 parts but not exactly the same....
The big wall section closer to respawn for a team is more easaly accessible and protectable.
...
********** Features:
- Sky with sun projection
- Sky with 2 layers. 1 layer with transparency for moving clouds, the other is background.
- Alphashadow texture technic used for all the terrain: All textures junctions have a smooth transition from
one texture to the other.
- Moving boats by player activation.
- Fur texture (shader thing) from real looking grass like 3D (watch closer the grass on top of island)
- Teleports with real time camera, you can see what is going on where yo will be teleported
- Particles animated smoke and smog
- Lava effects in the lava pit with also lava particles "exploding".
- Bubles effect in the water of the underwater tunnel.
- Zip lines: go under the rope and you will slide under it until the destination.
- 2 moving birds.
- LightHouse with a rotating "blibking" beam. The end of the beam fade in the air.
- climbable big ship from model
- Jump from catapult to the mid big wall.
- Jumpads
- Big jumps from 2 tower to go on the other side of the map, or to make specials jumps. You will have to learn them !
- Water, and underway with water inside with smog effect
- Bridge between main island to smaller one.
- Underways into big mid stone wall each side and a underwater one
- DukeNukem will talk to you in this map. If you don t know him... well, you should ! : trigger activated sounds most
of the time 1 time only each round to avoid flood.
- Ladders
- I finaly make the old gratelamp working with the moving flames.
- Transparent windows (breakable)
- 5 kinds of trees
- Secrets, 1 secret room accessible in FFA only, secret jumps, rotating hidden stone door.....
- Lots of textures are mines, coming from public pictures i have worked on for hours to adjust things like shape
and transparency. Watch the 2 birds, the fences, some terrains textures.... The others are from the UT pack.
so many things: 2 years of work for this 1st map.... take your time to visit ......


Acknowlegments
------------------------------------------------------------------------
- Urban Terror team for this mod I can't stop playing since so many years.
- "wily Duck" for mapmaker2 kit and the dev map.
- ut_superman_beta3 from which I learned how to make jumps.
- Particules Studio from $NulL. great great tool.
- Cubemapgen from ATI for part of sky making.
- EasyGen for terrain.
- Models from Rayne (*****************@*****.com http://www.blackrayne.net)
- Keres for his help on the shader phong thing. He gave me workable shader adapted to my map to start with.
- Shaders,textures have been taken from existing ut4 .pak and all the maps inside. (null_beach / bbq .... )
plus free texture generating tool Genetica Viewer 2 from
http://www.spiralgraphics.biz/viewer/index.htm
- id Software for Q3
- Www for all the hours of search for technics/textures/shaders/turorials
- Fur texture for grass "real" looking has been learned from here and heavaly tested
http://sylvain.douce.club.fr/tipsq3map2.html
© 2003-2006 Sylvain 'CH4NDL3R' Douce
In french but worth checking.
- Sky has been directly taken and modify from here
http://www.richdiesal.map-craft.com/darthg/Shaders_365/Lesson3/sh365lsn3.htm
Also or of infos to in RichDiesal's JK2Radiant Mapping University
http://www.richdiesal.map-craft.com/tutorials/index.html
- Tutorial for radiant translated in french by bob_le_roux.
http://led.9online.fr/Tuto%20d%E9butant.htm#_Toc50434691
(english at: http://www.wolfensteinx.com/surface/tutorials.html)
Mainly for wolfenstein3D but i learned a lot there.
- Quake3 World Mapping ressouces:
http://www.quake3world.com/ubb/Forum6/HTML/013172.html
- Level Art Design by Tud
http://www.levelart.net/article_releasechecklist.html
- SweetnutZ Urban Terror mapping Tutorials
http://www.twisted-strand.com/ut_tutorials/
- community feedback
- Players(alphabetic order): DarkKnight / FSR / FSK405 Fokker / Kharen.ca (alias "me") / Pit / Zoran
For all their time, suggestions for the map and helping me with my server.
- /me for taking the time to learn mapping which is a frustrating thing !


Version history (reverse order):


Final : 2009-05-28
- Red catapult jumps adjusted
- Fast blue push jumps adjusted
Add a sound to the last teleport added in RC2.
- 4 fences where bullets proof for no apparent reasons. Delete/redone ok ....
- renaming, clearing, rebuilding, packaging !

Final RC2: 2009-04-20
- I forgot on the rc1 list the sails for the big ship will be now always visible on both side. I forgot 2 shaders. Corrected.
- Some terrain/rocks corrections (vertexes troubles / missaligments).
- No more triger_location. All replaced with multiple target_location. The combination of trigger and target were making the
locations bad when 1 player was in a trigger and the other one "only" on a target_location.
- reversed back to 1 group only of spawn in team game mode TDM. When UT engine decided to switch to group 2 we were
spawning in the same location forever.
- new teleport for darkknight from the left red shore to the "hotel" on small island.
- I corrected the jump from the lighthouse, (in fact the jump power and trigger size from catapult) to make the special jump
from the lighthouse to the big wall easier. Joe will be happy.
- I added fences in the "center of the world" to make better playability and enhanced VIS blocking. I moved hint boxes too.
Number of Average clusters visible is now 873 which is 2/3 what is used to be a not so bad for this kind of big open map.
- This should be the end of island. Final package will be this one i guess.
.... except if my bad boys nasty sneaky testers find something again :-) ....

Final RC1: 2009-04-05
- all the textures on terrain have a smooth transition between them (alphascale technic used). I had to redone all of them and
i tried to used mine as much as possible from real free picture. I have even redone some alpha channel for those who where
not mine and needed it. Don t ask me the time i spend on making them raccordable and transparency.... countless !
- redone the grass in the middle (less large) and all the corner of all the water/grass in that place to use a clean defined brushes
and no more the substract brushes i did to make the corner. It was too much incredible stupid malformed brushes.
- All the terrain shaders as been touched in the .shader.
- Light for sky has been touched to make the all thing less shiny and to emphasized the shadows.
- A lot of terrain redone. I do not see any glished anywhere now.
- Blue spawn is shlighty changed to protect spawn area from Spawn kill. Shuter for the windows has been added
- New water tank near blue spawn house
- FPS has been enhanced particulary for the red hotel / bridge / spawn catapult room and the middle of the map. You will notice
a better FPS from lighthouse to and from the both tower.
- Smoke (ty $null for particule studio!) used in underground from the lava crack, from hot air condensing in smog between level
2 and 3 of underground and above last stair near smog brush.
- same technic used for smoke has been used to make bubles in the water in the underwater tunnel.
The tga picture is mine for bubles too.
- Spawns point corrected for Follow The Leader with 3 groups and 3 location area
- Spawns point corrected for FreeForAll with parameter noteam set to 1 for avoiding some strange rare effect in team gametype
where a info_player_deathmatch spawn could be used rarely in an arera that to do not correspond to the good color team side.
- most of the trigger_location entity have been erased enad replaced pby target_location entity
- as usual so many little things i can not remember.....................

Beta3:
- Redone some terrain.
- I changed some hints brushes / add some hints and structural brushes.
- Remade the terrain texture for better smooth texture transition for the 2 small islands
- Changed the underground for smaller size and hint calculation.
- Change the trigger to a button item for elevator activation
- add some skeletons in the map (underground in the cage which has been moved, above the trap, on the upper middle..)
- Change the size of the map by truncating one size
- Moved the island with the lighthouse to permit sniper hit on the opposite tower. Before map was to large to permit that.
- Changed the jumps to be ok with terrain modification
- Add some stuffs to ease special blue jump
- Blue house has now a broken door on the ground. no need to brake it anymore
- Changed the ladder for the blue house and put it on the other side (to avoid sniper abuse)
- Blue house roof can be acces now from the big rock in front of it.
- blue spawn has been changed to avoir sniper abuse.
- Fast push moving texture now on both side.
- All the shaders and textures used in the map from UT package has been copied in the pk3 under a new directory followed
by original name (sg_island_b3/XXX) in order to avoid a new ut release to brake the map. I have seen to many map with
missing textures which where working fine on previous version of UT. This won t hurt UT, all the path to textures or
shaders names are differents from the original. The pak is just a bit bigger.
- Complete rebuild of the minimap. Jumps are including now. Red and Blue side visible translucent now.
- Removed some trees
- In mid tunnel broken access has been made already broken because player were to lazy to carry nades.
- Moving boat has been remade. less than the half brushes than before and better looking.
- BigShip scale has been reduce to fit human size. It was about 1.5 too much big before.
- Small moving boat from bigship has been reduced too.
- All ladders has been rescale to fit human size.
- I have completly redone the bridge, including the CAPs bellow the bridge.
- Fire places remade.
- Antigravity tower remade to have less trigger push in it on both side (half the number now). Push a bit faster now.
- Remade the top of the braking roof on red small island building to have a lot less brushes.

Beta2:
This release is mainly a debug release from beta 1
- Finally i think I have resolved bodies-flag-weapons-flag disapearing/bullets non marking wall/launch nade not seen/
in some places. I can't reproduce anymore the bug. It seems it was related to the number of breakable stuffs i
had on the map. I have removed 3 complexes breakables Wall/windows and it seems ok.
I wait feedback from you guys to tell me if it is 100% true. It Should make the map better for flag gametypes.
- Corrected: bug about the climb rope to big ship. Finally found something about the engine if climb brush start
underwater to go above and if player jump midair then rope could not be climb up again....
I found a way to design this another way to correct this behavior.
- Corrected: stone rotating door where you could be stuck on the wall by new or modify triggers to reopen if in stuck position.
- Corrected: Flicking textures on big ship.
- Enhanced FPS by new Hints boxes. But it is still an open map and it can t be a good FPS map. You've got to have a
good computer anyway if you want to challenge players from the antigravity towers !
- Underground changed a bit for the better i hope.
- Terrain: less brushes or redone brushes to repair missaligned vertexes or buggy brushes
- Less/smallers trees as requested by players
- "Almost" resolved: repeating sound for open/close mid trap door. The underground trigger has been modified a bit to
avoid this, but it happens still in some cases. (just rego on the trigger to stop it)
- Move a bit a spawn pos to avoid spawn kill from big wall.
- skybox was too yellow, now lot more white, and buggy scratches & connections between faces repaired. I am stil not
the king of the skyboxes :-( but it is better now.
- had few minor stuffs like models / decoration.

Beta1:
- new big jump from the tower
- catapult jump redone
- terrain redone
- progressive textures from sand to terrain (see beach) and rock to terrain
- New breakable wall (center tunnel acces to undergorund)
- Wall with explosive underground now break not in a ugly square
- Tower: can not be blocked up now (weaponclip)
- new jump to red tower from red catapult (new catapult)
- some plants
- a tunnel exist from the sea to the underground, fog in the tunnel
- new sounds
- .......

- Alpha 0.8:
- repack with new naming convention
- All the paths to textures/sounds of my own are named map specific to avoid conflict with an older version of the map
- Capture And Hold mode support
- Levelshot redown old looking photo style.
- minimap done by screenshot. minimap is small but is the price to compile with 1024 default blocksize and have better
vis blocker efficiancy. When compiling with 4096 blocksize i did have a big minimap but vis blocker where
less optimized. I made my choici, but this blocksize make a 10h time compile time.
- Hint brushes / optimization / wall structural changed: the best release about FPS on this big map. Really big improvment.
- Bomb mode support
- underground change
- Modify fast access on red side to make it go on the walllike blue side
- tree clip adjusted
- Trigger locations underground redone
- Break Roof on small red island fallen near water as been removed due to lack of vis block.
Will be back in beta1 if vis blocker work on it.

Next steps: beta1
- Junction between sky and water
- 2 more tunnel for easy acces to underground
- maybe more boats
- maybe 2 tunnels from underground to sea on the 2 sides of the main island
- I have a strange idea about a meseum of UT deep inside the island... will see
- i must now work on the look of the map, making more details, arts etc....

- Alpha 0.7:
- A lot of people ask for less dark... done. i think that release will do the job
- vertexes alignment: most of them are corrected. Tell me if you find one.
- New textures for some buildings (spawn buildings, antigrav tower)
- red catapult (which obviously were quit deadly) is ok now
- new stone doors.
- sea water is now lot more blue (for you straycat !)
- surface sounds not forgotten during the repack process !
- Antigrav towers corrected about somes glasses which can be go throw.
- Team Survivor spawn corrected with Mr sentry (for you AKKODIAK !)
- Lighthouse clipping corrected (ty xsmoker to show me that one)
- Lighthouse now climbable (for you smoker !)
- some trees were above the grounds and are corrected
- breakable windows not working are corrected
- one of the glass of the glass tower could be walked through .......corrected
- Some Protections against snipers between flag and middle of the map
- 1 fast access each side from near spawn to greatwall
- 2 Moving small boat between red small island and a bluie quay.
- New teleports (for you FSK405 fokker !)
- Added sound for teleport
- Added mirors and sound ("Damn i am looking good !" from DukeNukem
- New sound when death falling (for you AKKODIAK !)
- Modify sound for main underground entrance.
- 1 more jumppad on blue island.
- minors changes i can t remember.
NB: i won t be able to add a helicopter as requested by some guys. UT4 does not officially support any
more the func for complex move. So i added 2 moving boats.

- Alpha 0.6:
- Teleport with real time camera what is going on where where you will go (room in 2nd level underground)
- Tunnel acces both side under the great wall
- Breakable access to one side of hiden tunnel and for access to teleport room
- 2 "antigravity" tower (glass tower each side)
- Position done in underground too
- JumpPad near flag and for boat redone
- Lot of correction: weapon clip around fean head in the center....etc etc...
- Lot of coffe to make the damn phong sharder not becoming suddenly black sometimes ...

- Alpha 0.5:
- Major update for the terrain smoothing thanks to keres who help me and give adapted shader for my map.
- A lot of work has been done to smooth it physically (not by shader). still have some miss align vertex but not that much !
- Added jump to small island on both side with machine sound. Strange thing i have done here for the jumpad (rotating stuff i was trying)
- Added jump toward ship.
- Added the ability to climb on the ship and the masts
- Added a tunnel from the undergound to the inside of the red side great wall
- Added sign (pendule) other the underground entrance
- Added sound for the sea shore (both side)
- Added sound for water in the middle of the map
- Water change
- Added sound for bir random / wait 3 different bird i think on blue side :-(
- Scream (trigger/speaker) when falling for some place of the great wall.
- The ship was to high, so i dig a bit the bottom of the sea to lower it i but can t change all
the ground (terrain should have been redone then)
- the grass with fur texture still look great :-) like 3d , have a look !
What next ?:
- Red has advantage on this map, so i have to take care of the blue side next time
- Clear the last miss align vertex.
- Tunnel from underground to the inside of the blue great wall
- breakable entrance for those undergound way with nade etc...
- a path to communicate from a hidden cave unde the water to the underground
- teleporter
- door / trap already done in mytest map but not included yet
- your ideas !!!

- Alpha 0.4:
- Great improvment for catapult jump. Really easy now. Go on jumppad and press jump, or try to go forward.
(The jump was difficult [leemings jump] because the making was an 1 direction only jump. Now there is 2
parts in the jump and it allow me to decompose it in 2 directions. 1st a very short up then forward.)
- Complete rebuilding of the top of the hill. Look much more better (well i think so :-) )
curve corner,water, grass ....
- Add great models from rayne (*****************@*****.com http://www.blackrayne.net)
- LighHouse on small island
- House
- Plants etc... on terrain and in grass on top of the hill (they move witrh the wind, great models!)
- Light improvment in 1st level underground.
- Light improvment in red tunnel.
- Windows in the wall to watch people going underground.
- Darker picture at levelshot.
- Terrain smooth in some part.

- Alpha 0.3:
- Weaponclip instead of playerclip around model to block bullets too !
- Mr Sentry ajust for not firing on the edge of spawn near catapult
- Catapult spawn retouched
- Invisible wall to avoid ennemy jumping on catapult from red roof catapult
- Correction: wall not in junction with ground, texture missing .....
- More tree near blue flag to protect from visibility on red wall
- Ship model in water
- house corrected, model added
- Ladder on one of the house. You can put a nade in the fire place from here
- Undergound begin and partially accessible.
- lot of time to smooth terrain. Ouch that was hard

- Alpha 0.2:
- Support FFA mode by:
* adding several spawn points for none team gametype
* Mr Sentrys won't appear in non team gametype (catapult free for everyone)
- Breakable windows: All transparent windows are now breakable
- A lot of work has been done to add location information on the map (for radio/team messages)
All "regions" in blue side of the map are printed in blue, red print for red side region, white for
neutral regions (center tunnel...)
- Catapult make sound i want now not the default jumppad sound.

- Alpha 0.1: 1st pub release
My only experience on maping was with DukeNuken and Unreal games and it was only for my pleasure. This is the 1st time i release something. Feel free to send me feedbacks, Just be cool. My aim is just to make the community happy with a playable CTF map.

Arena file


map "ut4_island_final"
longname "Island (final)"
type "ut_ctf ut_ffa ut_team ut_survivor ut_cah ut_bomb ut_follow"

Stats


File structure


scripts
    ↳ shaderlist.txt
    ↳ ut4_island_final.arena
    ↳ ut4_island_final.shader
sound
    ↳ sg_island_final
    ↳ sg_island_final/comegetsome.wav
    ↳ sg_island_final/porteclaqueecho.wav
    ↳ sg_island_final/lava4.wav
    ↳ sg_island_final/im-in-touble.wav
    ↳ sg_island_final/fireplace.wav
    ↳ sg_island_final/null_beach
    ↳ sg_island_final/null_beach/machine3.wav
    ↳ sg_island_final/teleport.wav
    ↳ sg_island_final/openingdoorv2.wav
    ↳ sg_island_final/sea.wav
    ↳ sg_island_final/animals
    ↳ sg_island_final/animals/birds02.wav
    ↳ sg_island_final/lookin01.wav
    ↳ sg_island_final/urban_terror
    ↳ sg_island_final/urban_terror/bird2.wav
    ↳ sg_island_final/urban_terror/bird1.wav
    ↳ sg_island_final/10359_batchku_chain_link_fence_abuse.wav
    ↳ sg_island_final/randr.wav
    ↳ sg_island_final/wood_break.wav
    ↳ sg_island_final/chew05.wav
    ↳ sg_island_final/catapult.wav
    ↳ sg_island_final/31769_Slanesh_Porte_pierre_2.wav
    ↳ sg_island_final/ready4action.wav
    ↳ sg_island_final/scream4.wav
    ↳ sg_island_final/nobody01.wav
    ↳ sg_island_final/buzard.wav
    ↳ sg_island_final/myself.wav
    ↳ sg_island_final/bbq
    ↳ sg_island_final/bbq/waterrush.wav
    ↳ sg_island_final/bbq/wind.wav
    ↳ sg_island_final/onlyone.wav
    ↳ sg_island_final/face01.wav
levelshots
    ↳ ut4_island_final.tga
/ut4_island.txt
env
    ↳ sg_island_final
    ↳ sg_island_final/sgskybox4
    ↳ sg_island_final/sgskybox4/sgsky4_ft.jpg
    ↳ sg_island_final/sgskybox4/sgsky4_up.jpg
    ↳ sg_island_final/sgskybox4/sgsky4_bk.jpg
    ↳ sg_island_final/sgskybox4/sgsky4_rt.jpg
    ↳ sg_island_final/sgskybox4/sgsky4_dn.jpg
    ↳ sg_island_final/sgskybox4/sgsky4_lf.jpg
maps
    ↳ ut4_island_final.map.crypt.exe
    ↳ ut4_island_final.TGA
    ↳ ut4_island_final.surface
    ↳ ut4_island_final.bsp
models
    ↳ furniture
    ↳ furniture/closet.md3
    ↳ furniture/chair_02.qc
    ↳ furniture/book_shelf_2.md3
    ↳ furniture/closet.jpg
    ↳ furniture/planks01.jpg
    ↳ furniture/chair_01.jpg
    ↳ furniture/piano_01.md3
    ↳ furniture/book_shelf_1.qc
    ↳ furniture/table_01.md3
    ↳ furniture/barrel1.md3
    ↳ furniture/table_01.jpg
    ↳ furniture/barrel1.jpg
    ↳ furniture/chair_02.jpg
    ↳ furniture/chair_01.md3
    ↳ furniture/book_shelf_1.md3
    ↳ furniture/barrel1.qc
    ↳ furniture/piano_01.jpg
    ↳ furniture/chair_02.md3
    ↳ furniture/table_01.qc
    ↳ furniture/piano_01.qc
    ↳ furniture/closet.qc
    ↳ furniture/chair_01.qc
    ↳ furniture/book_shelf_2.qc
    ↳ mapobjects
    ↳ mapobjects/br_ship
    ↳ mapobjects/br_ship/br_sail1.jpg
    ↳ mapobjects/br_ship/br_ship5.jpg
    ↳ mapobjects/br_ship/br_ship.md3
    ↳ mapobjects/br_ship/br_ship7.jpg
    ↳ mapobjects/br_ship/readme.txt
    ↳ mapobjects/br_ship/br_ship2.jpg
    ↳ mapobjects/br_ship/br_ship6.jpg
    ↳ mapobjects/br_ship/br_ship1.jpg
    ↳ mapobjects/br_ship/br_sail.jpg
    ↳ mapobjects/br_ship/br_ship4.jpg
    ↳ mapobjects/br_ship/br_flag1.tga
    ↳ mapobjects/br_ship/br_ship3.jpg
    ↳ mapobjects/br_ship/br_sail2.jpg
    ↳ mapobjects/br_ship/br_ship.qc
    ↳ mapobjects/br_planters
    ↳ mapobjects/br_planters/br_planter2.jpg
    ↳ mapobjects/br_planters/br_planter1.qc
    ↳ mapobjects/br_planters/br_planter1.jpg
    ↳ mapobjects/br_planters/readme.txt
    ↳ mapobjects/br_planters/br_planter3.qc
    ↳ mapobjects/br_planters/br_planter2.md3
    ↳ mapobjects/br_planters/br_planter2.qc
    ↳ mapobjects/br_planters/br_planter1.md3
    ↳ mapobjects/br_planters/br_planter3.md3
    ↳ mapobjects/br_planters/br_planter3.jpg
    ↳ mapobjects/skel
    ↳ mapobjects/skel/hand_bone.md3
    ↳ mapobjects/skel/cy_skel03.md3
    ↳ mapobjects/skel/skel_ribs.md3
    ↳ mapobjects/skel/skeltest.md3
    ↳ mapobjects/skel/cy_skel01.md3
    ↳ mapobjects/skel/skel.tga
    ↳ mapobjects/skel/skel02mid.md3
    ↳ mapobjects/skel/leg_bone.md3
    ↳ mapobjects/skel/hand.md3
    ↳ mapobjects/skel/leg.md3
    ↳ mapobjects/skel/hand_bone2.md3
    ↳ mapobjects/gratelamp
    ↳ mapobjects/gratelamp/gratetorch2.jpg
    ↳ mapobjects/gratelamp/gratetorchbig.md3
    ↳ mapobjects/gratelamp/gratetorch2b.tga
    ↳ mapobjects/gratelamp/gratelamp.md3
    ↳ mapobjects/gratelamp/gratetorch.md3
    ↳ mapobjects/wallhead
    ↳ mapobjects/wallhead/femhead.md3
    ↳ mapobjects/wallhead/femhead3.tga
    ↳ mapobjects/wallhead/wallhead02.md3
    ↳ mapobjects/wallhead/lion.md3
    ↳ mapobjects/wallhead/femhead4.tga
    ↳ mapobjects/wallhead/femhead.tga
    ↳ mapobjects/wallhead/tongue.tga
    ↳ mapobjects/br_weedspak
    ↳ mapobjects/br_weedspak/br_weed4.qc
    ↳ mapobjects/br_weedspak/br_weed6.md3
    ↳ mapobjects/br_weedspak/br_weed1.tga
    ↳ mapobjects/br_weedspak/br_weed2.md3
    ↳ mapobjects/br_weedspak/br_weed3.md3
    ↳ mapobjects/br_weedspak/br_weed2.qc
    ↳ mapobjects/br_weedspak/br_weed6.qc
    ↳ mapobjects/br_weedspak/br_weed9.tga
    ↳ mapobjects/br_weedspak/br_weed8.qc
    ↳ mapobjects/br_weedspak/br_weed6.tga
    ↳ mapobjects/br_weedspak/br_weed1.md3
    ↳ mapobjects/br_weedspak/br_weed4.tga
    ↳ mapobjects/br_weedspak/br_weed7.tga
    ↳ mapobjects/br_weedspak/br_weed5.tga
    ↳ mapobjects/br_weedspak/br_weed8.md3
    ↳ mapobjects/br_weedspak/readme.txt
    ↳ mapobjects/br_weedspak/br_weed7.qc
    ↳ mapobjects/br_weedspak/br_weed8.tga
    ↳ mapobjects/br_weedspak/br_weed5.md3
    ↳ mapobjects/br_weedspak/br_weed3.tga
    ↳ mapobjects/br_weedspak/br_weed3.qc
    ↳ mapobjects/br_weedspak/br_weed7.md3
    ↳ mapobjects/br_weedspak/br_weed2.tga
    ↳ mapobjects/br_weedspak/br_weed4.md3
    ↳ mapobjects/br_weedspak/br_weed5.qc
    ↳ mapobjects/br_weedspak/br_weed1.qc
    ↳ mapobjects/br_palms
    ↳ mapobjects/br_palms/branch_1.tga
    ↳ mapobjects/br_palms/br_palms7.qc
    ↳ mapobjects/br_palms/palmbark.jpg
    ↳ mapobjects/br_palms/br_branch1.tga
    ↳ mapobjects/br_palms/br_palms6.md3
    ↳ mapobjects/br_palms/br_palms2.jpg
    ↳ mapobjects/br_palms/br_branch_2.tga
    ↳ mapobjects/br_palms/readme.txt
    ↳ mapobjects/br_palms/br_palms7.md3
    ↳ mapobjects/br_palms/branch_2.tga
    ↳ mapobjects/br_palms/palmskirt.tga
    ↳ mapobjects/br_palms/br_palms6.qc
    ↳ mapobjects/br_palms/br_palms1.tga
    ↳ mapobjects/br_palms/br_plant6.qc
    ↳ mapobjects/br_palms/palmleaves.tga
    ↳ mapobjects/br_palms/palmleaf2.tga
    ↳ mapobjects/br_palms/br_plant6.md3
    ↳ mapobjects/br_palms/weed1.tga
    ↳ mapobjects/tree2
    ↳ mapobjects/tree2/branch2.tga
    ↳ mapobjects/tree2/tree1.md3
    ↳ mapobjects/tree2/tree7.md3
    ↳ mapobjects/tree2/tree5.md3
    ↳ mapobjects/tree2/tree8.md3
    ↳ mapobjects/tree2/tree3.md3
    ↳ mapobjects/tree2/tree2.md3
    ↳ mapobjects/tree2/trunk2.tga
    ↳ mapobjects/tree2/tree4.md3
    ↳ mapobjects/tree2/tree6.md3
    ↳ mapobjects/tree2/tree9.md3
    ↳ mapobjects/tree2/tree10.md3
    ↳ mapobjects/br_building1
    ↳ mapobjects/br_building1/br_house2.jpg
    ↳ mapobjects/br_building1/br_house1.md3
    ↳ mapobjects/br_building1/br_house1.jpg
    ↳ mapobjects/br_building1/br_roof1.jpg
    ↳ mapobjects/br_building1/br_house1.qc
    ↳ mapobjects/br_tristanmodels
    ↳ mapobjects/br_tristanmodels/br_vases.jpg
    ↳ mapobjects/br_tristanmodels/br_boards1.md3
    ↳ mapobjects/br_tristanmodels/br_broken.md3
    ↳ mapobjects/br_tristanmodels/br_vase1.md3
    ↳ mapobjects/br_tristanmodels/br_boards3.qc
    ↳ mapobjects/br_tristanmodels/br_globe.jpg
    ↳ mapobjects/br_tristanmodels/br_vase3.md3
    ↳ mapobjects/br_tristanmodels/br_boards1.qc
    ↳ mapobjects/br_tristanmodels/br_light1.md3
    ↳ mapobjects/br_tristanmodels/br_alladin.md3
    ↳ mapobjects/br_tristanmodels/br_basket4.md3
    ↳ mapobjects/br_tristanmodels/br_broken.jpg
    ↳ mapobjects/br_tristanmodels/br_vase4.qc
    ↳ mapobjects/br_tristanmodels/br_light1.qc
    ↳ mapobjects/br_tristanmodels/br_vase2.md3
    ↳ mapobjects/br_tristanmodels/br_boards.jpg
    ↳ mapobjects/br_tristanmodels/br_vase1.qc
    ↳ mapobjects/br_tristanmodels/readme.txt
    ↳ mapobjects/br_tristanmodels/br_basket1.qc
    ↳ mapobjects/br_tristanmodels/br_broken.qc
    ↳ mapobjects/br_tristanmodels/br_baskets.jpg
    ↳ mapobjects/br_tristanmodels/br_vase5.md3
    ↳ mapobjects/br_tristanmodels/br_basket2.md3
    ↳ mapobjects/br_tristanmodels/br_vase4.md3
    ↳ mapobjects/br_tristanmodels/br_boards3.md3
    ↳ mapobjects/br_tristanmodels/br_vase3.qc
    ↳ mapobjects/br_tristanmodels/br_basket1.md3
    ↳ mapobjects/br_tristanmodels/br_light1.jpg
    ↳ mapobjects/br_tristanmodels/br_boards2.qc
    ↳ mapobjects/br_tristanmodels/br_basket4.qc
    ↳ mapobjects/br_tristanmodels/br_alladin.jpg
    ↳ mapobjects/br_tristanmodels/br_basket2.qc
    ↳ mapobjects/br_tristanmodels/br_vase2.qc
    ↳ mapobjects/br_tristanmodels/br_basket3.qc
    ↳ mapobjects/br_tristanmodels/br_boards4.md3
    ↳ mapobjects/br_tristanmodels/br_vase5.qc
    ↳ mapobjects/br_tristanmodels/br_alladin.qc
    ↳ mapobjects/br_tristanmodels/br_basket3.md3
    ↳ mapobjects/br_tristanmodels/br_boards4.qc
    ↳ mapobjects/br_lanterns
    ↳ mapobjects/br_lanterns/br_lantern1.jpg
    ↳ mapobjects/br_lanterns/br_lantern2.md3
    ↳ mapobjects/br_lanterns/readme.txt
    ↳ mapobjects/br_lanterns/br_lantern1.qc
    ↳ mapobjects/br_lanterns/br_lantern2.jpg
    ↳ mapobjects/br_lanterns/br_lantern2.qc
    ↳ mapobjects/br_lanterns/br_lantern1.md3
    ↳ mapobjects/br_casa
    ↳ mapobjects/br_casa/br_paper1.md3
    ↳ mapobjects/br_casa/readme.txt
    ↳ mapobjects/br_casa/br_paper.qc
    ↳ mapobjects/br_casa/br_paper.md3
    ↳ mapobjects/br_casa/br_bench.md3
    ↳ mapobjects/br_casa/br_paper3.tga
    ↳ mapobjects/br_casa/br_bench.jpg
    ↳ mapobjects/br_casa/br_paper2.tga
    ↳ mapobjects/br_casa/br_paper.jpg
    ↳ mapobjects/br_casa/br_paper1.qc
    ↳ mapobjects/br_casa/br_bench.qc
    ↳ mapobjects/br_bench
    ↳ mapobjects/br_bench/benchskin.jpg
    ↳ mapobjects/br_bench/readme.txt
    ↳ mapobjects/br_bench/br_bench.md3
    ↳ mapobjects/br_bench/br_bench.qc
    ↳ mapobjects/br_lighthouse
    ↳ mapobjects/br_lighthouse/br_lighthouse2.jpg
    ↳ mapobjects/br_lighthouse/readme.txt
    ↳ mapobjects/br_lighthouse/br_lighthouse.md3
    ↳ mapobjects/br_lighthouse/br_lighthouse.qc
    ↳ mapobjects/br_lighthouse/br_lighthouse.jpg
    ↳ mapobjects/br_mounts
    ↳ mapobjects/br_mounts/br_deer.jpg
    ↳ mapobjects/br_mounts/br_deer.qc
    ↳ mapobjects/br_mounts/readme.txt
    ↳ mapobjects/br_mounts/br_marlin.qc
    ↳ mapobjects/br_mounts/br_wood.jpg
    ↳ mapobjects/br_mounts/br_goat.jpg
    ↳ mapobjects/br_mounts/br_goat.md3
    ↳ mapobjects/br_mounts/br_trout.jpg
    ↳ mapobjects/br_mounts/br_marlin.jpg
    ↳ mapobjects/br_mounts/br_marlin.md3
    ↳ mapobjects/br_mounts/br_trout.md3
    ↳ mapobjects/br_mounts/br_trout.qc
    ↳ mapobjects/br_mounts/br_deer.md3
    ↳ mapobjects/br_mounts/br_goat.qc
    ↳ mapobjects/barrell
    ↳ mapobjects/barrell/sides.jpg
    ↳ mapobjects/barrell/readme.txt
    ↳ mapobjects/barrell/top.jpg
    ↳ trees
    ↳ trees/ivy
    ↳ trees/ivy/ivy.tga
    ↳ trees/ivy/ivy2.md3
    ↳ trees/tree2
    ↳ trees/tree2/bark3_512.tga
    ↳ trees/tree2/branch_gold.tga
    ↳ trees/tree2/tree_orange_sm.md3
    ↳ trees/tree2/tree_gold_sm.md3
    ↳ trees/tree1
    ↳ trees/tree1/tree_bare.md3
    ↳ trees/tree1/branch_t.tga
    ↳ trees/tree1/bark.jpg
    ↳ trees/tree1/tree_green_sm.md3
    ↳ trees/FS_trees.txt
    ↳ trees/tree3
    ↳ trees/tree3/branch_orange.tga
/readme.txt
textures
    ↳ sg_island_final
    ↳ sg_island_final/sgsmoke.tga
    ↳ sg_island_final/terrainrock2_to_sand015.jpg
    ↳ sg_island_final/rock4_512_alpha0.tga
    ↳ sg_island_final/alpha_0.tga
    ↳ sg_island_final/riches_foliage
    ↳ sg_island_final/riches_foliage/r_grasstuft1_512.tga
    ↳ sg_island_final/mesg1.tga
    ↳ sg_island_final/img12.jpg
    ↳ sg_island_final/img3.jpg
    ↳ sg_island_final/mesg2.tga
    ↳ sg_island_final/urban_terror5
    ↳ sg_island_final/urban_terror5/fs_box3_front1.jpg
    ↳ sg_island_final/urban_terror5/fs_box4_top1.jpg
    ↳ sg_island_final/urban_terror5/fs_box_snow_top.jpg
    ↳ sg_island_final/urban_terror5/fs_box_side1.jpg
    ↳ sg_island_final/urban_terror5/fs_box8.jpg
    ↳ sg_island_final/urban_terror5/fs_box3_top1.jpg
    ↳ sg_island_final/urban_terror5/fs_fosters_box_bottom.jpg
    ↳ sg_island_final/urban_terror5/fs_fosters_box_side.jpg
    ↳ sg_island_final/urban_terror5/fs_box_top1.jpg
    ↳ sg_island_final/urban_terror5/fs_box_snow_front.jpg
    ↳ sg_island_final/urban_terror5/fs_box4_front1.jpg
    ↳ sg_island_final/urban_terror5/fs_fosters_box_front.jpg
    ↳ sg_island_final/urban_terror5/fs_fosters_box_top.jpg
    ↳ sg_island_final/sinni
    ↳ sg_island_final/sinni/sancctfbanner1.tga
    ↳ sg_island_final/sinni/sancctfbanner2.tga
    ↳ sg_island_final/mirror.tga
    ↳ sg_island_final/barriere.tga
    ↳ sg_island_final/terrain512.jpg
    ↳ sg_island_final/img16.jpg
    ↳ sg_island_final/dangerhole3.jpg
    ↳ sg_island_final/img4.jpg
    ↳ sg_island_final/wysiwyg.jpg
    ↳ sg_island_final/lavapartexp.tga
    ↳ sg_island_final/terrainsand015_to_rock2.jpg
    ↳ sg_island_final/bbqplant
    ↳ sg_island_final/bbqplant/ivy03.tga
    ↳ sg_island_final/bbqplant/ivy04.tga
    ↳ sg_island_final/bbqplant/brownvine.tga
    ↳ sg_island_final/sgsmoke2.tga
    ↳ sg_island_final/img6.jpg
    ↳ sg_island_final/bouncepadb.tga
    ↳ sg_island_final/terrain
    ↳ sg_island_final/terrain/rock_moss4_512.tga
    ↳ sg_island_final/img19.jpg
    ↳ sg_island_final/terrainsand1_to_sand015.jpg
    ↳ sg_island_final/terrainsand015_to_rock1.jpg
    ↳ sg_island_final/ladderrope.tga
    ↳ sg_island_final/metals
    ↳ sg_island_final/metals/supportmetal_1.tga
    ↳ sg_island_final/lava2.tga
    ↳ sg_island_final/grass_base.tga
    ↳ sg_island_final/PitRespect2.jpg
    ↳ sg_island_final/bbq6
    ↳ sg_island_final/bbq6/ctf_blue.jpg
    ↳ sg_island_final/bbq6/ctf_red.jpg
    ↳ sg_island_final/crossing
    ↳ sg_island_final/crossing/sw_greymetal.jpg
    ↳ sg_island_final/crossing/metal_white_arrow.jpg
    ↳ sg_island_final/img15.jpg
    ↳ sg_island_final/null_beach
    ↳ sg_island_final/null_beach/myth_crack03.jpg
    ↳ sg_island_final/null_beach/sc_metal.tga
    ↳ sg_island_final/null_beach/sand_3.tga
    ↳ sg_island_final/null_beach/flames1.tga
    ↳ sg_island_final/null_beach/beam.jpg
    ↳ sg_island_final/null_beach/spec1.tga
    ↳ sg_island_final/null_beach/sand015.jpg
    ↳ sg_island_final/img11.jpg
    ↳ sg_island_final/cow
    ↳ sg_island_final/cow/acside.tga
    ↳ sg_island_final/GoldBricks.jpg
    ↳ sg_island_final/lighthousebeam.tga
    ↳ sg_island_final/terrainsand015_512_alpha100.tga
    ↳ sg_island_final/bbqmines
    ↳ sg_island_final/bbqmines/stone57.jpg
    ↳ sg_island_final/foiledagain.jpg
    ↳ sg_island_final/kharenjoe.jpg
    ↳ sg_island_final/grass_fur.tga
    ↳ sg_island_final/img20.jpg
    ↳ sg_island_final/heatedmetal.jpg
    ↳ sg_island_final/white.jpg
    ↳ sg_island_final/shawn007.jpg
    ↳ sg_island_final/ut_turnpike
    ↳ sg_island_final/ut_turnpike/golgotha_wounta.jpg
    ↳ sg_island_final/ut_turnpike/roof_metal_tan.jpg
    ↳ sg_island_final/ut_turnpike/fence_01.jpg
    ↳ sg_island_final/ut_turnpike/golgotha_wood15l.jpg
    ↳ sg_island_final/faucon1.tga
    ↳ sg_island_final/bouncepadr.tga
    ↳ sg_island_final/sgpicturesofficial.jpg
    ↳ sg_island_final/img9.jpg
    ↳ sg_island_final/kal2.jpg
    ↳ sg_island_final/abbeyctf
    ↳ sg_island_final/abbeyctf/abbey2_wall10.jpg
    ↳ sg_island_final/img7.jpg
    ↳ sg_island_final/lava1.tga
    ↳ sg_island_final/terrainsand015_to_sand1.jpg
    ↳ sg_island_final/urban_terror
    ↳ sg_island_final/urban_terror/door1.jpg
    ↳ sg_island_final/liquids
    ↳ sg_island_final/liquids/clear_ripple3.tga
    ↳ sg_island_final/liquids/pool3d_3.tga
    ↳ sg_island_final/liquids/pool3d_5.tga
    ↳ sg_island_final/liquids/pool3d_6.tga
    ↳ sg_island_final/liquids/pool2.jpg
    ↳ sg_island_final/rock081.jpg
    ↳ sg_island_final/sgtinfx.tga
    ↳ sg_island_final/WilyDuckWasHere.tga
    ↳ sg_island_final/terrainrock04_to_sand015.jpg
    ↳ sg_island_final/trevift.jpg
    ↳ sg_island_final/zoran2.jpg
    ↳ sg_island_final/rock4_512_alpha100.tga
    ↳ sg_island_final/rock_2_4w_alpha100.tga
    ↳ sg_island_final/breakme.jpg
    ↳ sg_island_final/ut_subway
    ↳ sg_island_final/ut_subway/planta5.tga
    ↳ sg_island_final/ut_subway/planta1.tga
    ↳ sg_island_final/img2.jpg
    ↳ sg_island_final/alpha_50.tga
    ↳ sg_island_final/sgsmoke1.tga
    ↳ sg_island_final/sgpicturesvacationsleeping.jpg
    ↳ sg_island_final/alpha_75.tga
    ↳ sg_island_final/evil_1
    ↳ sg_island_final/evil_1/bdirt2.jpg
    ↳ sg_island_final/sgtinfxlight.tga
    ↳ sg_island_final/evil1_metals
    ↳ sg_island_final/evil1_metals/de-cleanmtl.jpg
    ↳ sg_island_final/screentelepold.jpg
    ↳ sg_island_final/logooval.tga
    ↳ sg_island_final/aamjs_grnd
    ↳ sg_island_final/aamjs_grnd/tile_04_256.jpg
    ↳ sg_island_final/aamjs_grnd/tile_stone_01_256.jpg
    ↳ sg_island_final/img8.jpg
    ↳ sg_island_final/img18.jpg
    ↳ sg_island_final/terrainsand015_to_rock04.jpg
    ↳ sg_island_final/ut_suburb3
    ↳ sg_island_final/ut_suburb3/wood_3.jpg
    ↳ sg_island_final/img13.jpg
    ↳ sg_island_final/eagle
    ↳ sg_island_final/eagle/flameball.jpg
    ↳ sg_island_final/eagle/flame6.jpg
    ↳ sg_island_final/eagle/flame2.jpg
    ↳ sg_island_final/eagle/flame5.jpg
    ↳ sg_island_final/eagle/flame4.jpg
    ↳ sg_island_final/eagle/flame8.jpg
    ↳ sg_island_final/eagle/flame1.jpg
    ↳ sg_island_final/eagle/flame3.jpg
    ↳ sg_island_final/eagle/flame7.jpg
    ↳ sg_island_final/sgsky1.tga
    ↳ sg_island_final/img10.jpg
    ↳ sg_island_final/mur31338.jpg
    ↳ sg_island_final/trunk2.tga
    ↳ sg_island_final/blackimg1.jpg
    ↳ sg_island_final/thanksto.tga
    ↳ sg_island_final/dark2.jpg
    ↳ sg_island_final/sgsmoke3.tga
    ↳ sg_island_final/terrainsand5_to_sand1.jpg
    ↳ sg_island_final/egypt
    ↳ sg_island_final/egypt/br_whip.tga
    ↳ sg_island_final/antigravtower.tga
    ↳ sg_island_final/sky_clouds3.tga
    ↳ sg_island_final/urban_terror4
    ↳ sg_island_final/urban_terror4/fs_box7_top1.jpg
    ↳ sg_island_final/urban_terror4/fs_box7_side1.jpg
    ↳ sg_island_final/urban_terror4/fs_box7_front1.jpg
    ↳ sg_island_final/img1.jpg
    ↳ sg_island_final/effects
    ↳ sg_island_final/effects/tinfx3.tga
    ↳ sg_island_final/effects/sand.tga
    ↳ sg_island_final/effects/tinfxb.tga
    ↳ sg_island_final/effects/tinfx.tga
    ↳ sg_island_final/terrainrock2_to_rock1.jpg
    ↳ sg_island_final/riches_alpha
    ↳ sg_island_final/riches_alpha/r_chains2.tga
    ↳ sg_island_final/riches_alpha/r_whitegate1_512.tga
    ↳ sg_island_final/underground.jpg
    ↳ sg_island_final/crustyconcrete.jpg
    ↳ sg_island_final/sky_arc_masked.tga
    ↳ sg_island_final/jeffj
    ↳ sg_island_final/jeffj/EuropeanChapelRockmed.tga
    ↳ sg_island_final/inmapperswetrust.tga
    ↳ sg_island_final/img5.jpg
    ↳ sg_island_final/rc_rock3_lichen512_alpha100.tga
    ↳ sg_island_final/abbey2
    ↳ sg_island_final/abbey2/abbey2_roof1.jpg
    ↳ sg_island_final/abbey2/abbey2_hfx_wood.jpg
    ↳ sg_island_final/abbey2/abbey2_wood2.jpg
    ↳ sg_island_final/abbey2/abbey2_hfx_wood2_light.jpg
    ↳ sg_island_final/abbey2/abbey2_wall5b.jpg
    ↳ sg_island_final/img14.jpg
    ↳ sg_island_final/grass_fur.q3map.tga
    ↳ sg_island_final/terrainsand015_512_alpha0.tga
    ↳ sg_island_final/terrainsand015_to_sand5.jpg
    ↳ sg_island_final/sgsmoke4.tga
    ↳ sg_island_final/lighthousebeam2.tga
    ↳ sg_island_final/rock_2_4w_alpha0.tga
    ↳ sg_island_final/img17.jpg
    ↳ sg_island_final/stone57.jpg
    ↳ sg_island_final/sable1_alpha100.tga
    ↳ sg_island_final/sable1_alpha0.tga
    ↳ sg_island_final/bbq
    ↳ sg_island_final/bbq/70_1.jpg
    ↳ sg_island_final/bbq/bricks_05.jpg
    ↳ sg_island_final/bbq/ut_wall5a.jpg
    ↳ sg_island_final/bbq/03_brick01.jpg
    ↳ sg_island_final/bbq/01_woodfloor.jpg
    ↳ sg_island_final/bbq/bbqgate.tga
    ↳ sg_island_final/bbq/whitedoor.jpg
    ↳ sg_island_final/bbq/whitefence2.jpg
    ↳ sg_island_final/bbq/04_window.tga
    ↳ sg_island_final/urban_terror3
    ↳ sg_island_final/urban_terror3/chain.tga
    ↳ sg_island_final/rc_rock3_lichen512_alpha0.tga
    ↳ sg_island_final/mesg3.tga
mapskins

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ut_Milano_final.pk32009-04-01 12:34:446.57 MB