Casabeta05

ut_casabeta05 · Map Package
FFA TDM TS FTL CNH CTF BOMB No bot file No source
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ut_casabeta05
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Size
8.53 MB
Created
June 11 2003
Author
alley timbers
Version
Not specified

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Traffic overview with quick operational insights.


Last 14 days

ReadMe


Intro


This beta now supports all gametypes & I would be grateful for feedback on how it plays in all of them (although there seems to be a bug in UrT whereby DM spawns are being used in TDM, so expect odd spawns in that gametype). The other major change is the SE corner which has been updated. Please delete or disable ut_casabeta02and03.pk3 and ut_casabeta04.pk3 to avoid potential problems with shaders.
Cheers,
DD


Stuff to do/Known Issues

-Fix bots which are borked atm (possibly they're confused by func_walls, but I'm not sure)
-Decorate, light and texture interiors (none of which are properly done yet)
-Do some more hinting and optimising
-Fix a doorstep which I accidentally made a func_wall (has no effect on gameplay)
-Make new skybox
-Tweak lighting


ut_casabeta05

-Updated FFA,TDM & FTL Spawns
-Added C&H Support
-Changed the SE corner, making it outdoors rather than indoors to match the rest of the map better and give players a bit more elbow room
-Did a bit more optimizing


ut_casabeta04


-Added CTF spawn rooms to distance spawns from flags
-Fixed z-fighting in wall by alley timbers
-Fixed z-fighting on posters by splitting walls
-Fixed z-fighting on wall by alley timbers
-Fixed z-fighting on shutters by splitting walls
-Fixed last disappearing roof (nr market)
-Func grouped some arches to fix lighting on them
-Split walls to remove z-fighting round several door frames
-Caulked some stuff
-Fixed alignment of gate and fence by market
-Reduced radius of southern bomb site
-Fixed clip brush on weapon crates at southern bomb site
-Added missing weapon crate texture to pk3


ut_casabeta03


-Added new route linking south of map to southeast. This is intended for CTF and Bomb mode, and will be locked off for TS. (The inside of the buildings on the new route haven't had much detail added yet. If we decide to keep the route, I'll go back and tart them up a bit).
-Changed positions of flags and CTF spawns. Each team now has 3 immediate routes away from their flag. The east and south of the map which were formerly largely unused in CTF should see more action.
-Changed position of 1 bombsite and bomb mode spawns. Both bomb sites are now equidistant from spawns to encourage variety. Blue can get to either site about 4 seconds before red.


ut_casabeta02


-Removed skybrushes which were causing buildings to flicker in and out of sight. (I did miss one, though, and didn't notice until after compiling, but I'll fix that in another release).
-Hinted map to compensate for increased visibility (r_speeds now peak around 10k but are usually much less than that)
-Partially caulk-hulled and optimised map (this reduced vis data by around 40%, although part of that improvement was cancelled out by hinting)
-Replaced all tree models with newer versions whose leaves don't disappear when seen from a distance
-Added clip brushes to trees (this means you can now stand on top of some trees (feedback needed on whether this is good or bad for play)
-New skybox to match position of sun. This is still under construction: I've only really started on the view of the beach, eventually I want to improve the mountains too.
-Aligned textures on just about all patch caps (on arches etc)
-Fixed z-fighting on posters (unfortunately Q3's sorting isn't entirely error-free, so there are a couple of points from where you can now see posters through another wall. I'll fix this in a future build by splitting up the walls the posters lie on. Ditto for the z-fighting on some shutters in 16 bit mode).
-Fixed z-fighting on buildings with sloping window insets
-Fixed z-fighting by arches near fountain
-Func-grouped wall above arches near fountain to prevent light bleeding through ceiling
-Caulked mid section of broken walls to prevent z-fighting
-Removed crack of visible caulk from grass area by patio
-Removed visible caulk from side of stairway at end of path running under bridge
-Aligned textures on back of shutters by market and old alley
-Aligned textures on gates
-Edited flat trees texture to prevent sudden cutoff at edges
-Adjusted texture alignment on some hanging vegetation
-Moved market mob noise so sound is coming from out of sight
-Fixed texture alignment on underside of roofs & on top of roof overlooking New Alley
-Tweaked location tags and added new ones
-Added a load of botclip and clip brushes
-Edited minimap to (hopefully) make it a bit clearer

Arena file


map "ut_casabeta05"

longname "Casa beta 05"

type "ut_ffa ut_team ut_survivor ut_follow ut_cah ut_ctf ut_bomb"


File structure


25 folders 105 files 8 groups
root files1 files
ut_casabeta05readme.txt
env1 folders · 6 files
casa2
dd_casa_sky_bk.jpg
dd_casa_sky_dn.jpg
dd_casa_sky_ft.jpg
dd_casa_sky_lf.jpg
dd_casa_sky_rt.jpg
dd_casa_sky_up.jpg
levelshots0 folders · 1 files
ut_casabeta05.jpg
maps0 folders · 2 files
ut_casabeta05.bsp
ut_casabeta05.tga
mapskins0 folders · 1 files
set0000.txt
models11 folders · 47 files
mapobjects
aamjs_mod
flowerbush.tga
boforsAT4
boforsAT4.jpg
boforsAT4.qc
boforsAT4box.jpg
boforsAT4box_closed.qc
boforsAT4box_open.qc
readme.txt
boforsat4box
boforsAT4box.jpg
GR_trees
stamm.jpg
tree.tga
tree2.tga
tree3.tga
multiplant
palmfrond.tga
palm3
palmbark.tga
urbanterror
casa
marketstall.MD3
marketstall.tga
marketstall2.MD3
marketstall2.tga
marketstall2_sm.MD3
marketstall2_sm.tga
marketstall3.MD3
marketstall3.tga
marketstall3_sm.MD3
marketstall3_sm.tga
marketstall_sm.MD3
marketstall_sm.tga
readme.txt
sn_flowers.md3
sn_flowers.tga
sn_parkbench.MD3
sn_parkbench.tga
sn_fueltank
readme.txt
sn_fueltank2.MD3
sn_fueltank2.tga
ut-trash
bottle1.jpg
bottle1.md3
bottle2.jpg
bottle2.md3
bottle3.md3
bottle4.md3
can1.jpg
can1.md3
can2.jpg
can2.md3
pspbrwse.jbf
README!.txt
trashcan.jpg
scripts0 folders · 5 files
GRtrees.shader
palms.shader
sweetnutz3.shader
ut_casabeta05.arena
ut_casadd.shader
textures6 folders · 42 files
aamjs_door
door39.jpg
door65.jpg
aamjs_grnd
cobble_1.jpg
tile_02.jpg
tile_04.jpg
tile_old_01.jpg
tile_stone_01.jpg
aamjs_misc
barrel.jpg
detail43b.jpg
wood15l.jpg
aamjs_wall
wall80b.jpg
wallpaper_panel_04.jpg
sweetnutz
dd_casa_sky.jpg
grasslm.jpg
sweetnutz3
08panwindow.tga
ddcasapic.jpg
dickdastardly.jpg
shelvescasa.jpg
sn_brick2_dirt.jpg
sn_brick3_dirt.jpg
sn_brick4_new.jpg
sn_concrete3_stairs.jpg
sn_ivy2.tga
sn_ivy3.tga
sn_newcasa_sky.jpg
sn_roof3.jpg
sn_stonefloor2_stairs.jpg
sn_stonefloor3.jpg
sn_stonefloor3_dirt1trim.jpg
sn_tree1.tga
sn_tree2.tga
sn_tree3.tga
sn_wall15_new.jpg
sn_wall28.jpg
sn_wall28_trim.jpg
sn_wall29.jpg
sn_wall29_trim.jpg
sn_walltrim10.jpg
sn_wood3.jpg
sn_wood3_end.jpg
thnom.jpg
yourking.jpg
root files
1 files
  • ut_casabeta05readme.txt
env
1 folders · 6 files
  • casa2/
  • dd_casa_sky_bk.jpg
  • dd_casa_sky_dn.jpg
  • dd_casa_sky_ft.jpg
  • dd_casa_sky_lf.jpg
  • dd_casa_sky_rt.jpg
+1 more
levelshots
0 folders · 1 files
  • ut_casabeta05.jpg
maps
0 folders · 2 files
  • ut_casabeta05.bsp
  • ut_casabeta05.tga
mapskins
0 folders · 1 files
  • set0000.txt
models
11 folders · 47 files
  • mapobjects/
  • aamjs_mod/
  • boforsAT4/
  • boforsat4box/
  • GR_trees/
  • multiplant/
+52 more
scripts
0 folders · 5 files
  • GRtrees.shader
  • palms.shader
  • sweetnutz3.shader
  • ut_casabeta05.arena
  • ut_casadd.shader
textures
6 folders · 42 files
  • aamjs_door/
  • aamjs_grnd/
  • aamjs_misc/
  • aamjs_wall/
  • sweetnutz/
  • sweetnutz3/
+42 more

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