Island final

ut4_island_final · Map Package
FFA TDM TS FTL CNH CTF BOMB No bot file No source
Download stats
Today
0
Last 14d
15
All time
353
ut4_island_final
Community rating
0.0 / 5 · 0 vote
No votes yet. Be the first to rate this map.
Size
37.60 MB
Created
June 01 2009
Author
Sleepingguy
Version
Not specified

Download trends

Traffic overview with quick operational insights.


Last 14 days

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"


File structure


67 folders 458 files 8 groups
root files3 files
mapskins
readme.txt
ut4_island.txt
env2 folders · 6 files
sg_island_final / sgskybox4
sgsky4_bk.jpg
sgsky4_dn.jpg
sgsky4_ft.jpg
sgsky4_lf.jpg
sgsky4_rt.jpg
sgsky4_up.jpg
levelshots0 folders · 1 files
ut4_island_final.tga
maps0 folders · 4 files
ut4_island_final.bsp
ut4_island_final.map.crypt.exe
ut4_island_final.surface
ut4_island_final.TGA
models23 folders · 226 files
furniture
barrel1.jpg
barrel1.md3
barrel1.qc
book_shelf_1.md3
book_shelf_1.qc
book_shelf_2.md3
book_shelf_2.qc
chair_01.jpg
chair_01.md3
chair_01.qc
chair_02.jpg
chair_02.md3
chair_02.qc
closet.jpg
closet.md3
closet.qc
piano_01.jpg
piano_01.md3
piano_01.qc
planks01.jpg
table_01.jpg
table_01.md3
table_01.qc
mapobjects
barrell
readme.txt
sides.jpg
top.jpg
br_bench
benchskin.jpg
br_bench.md3
br_bench.qc
readme.txt
br_building1
br_house1.jpg
br_house1.md3
br_house1.qc
br_house2.jpg
br_roof1.jpg
br_casa
br_bench.jpg
br_bench.md3
br_bench.qc
br_paper.jpg
br_paper.md3
br_paper.qc
br_paper1.md3
br_paper1.qc
br_paper2.tga
br_paper3.tga
readme.txt
br_lanterns
br_lantern1.jpg
br_lantern1.md3
br_lantern1.qc
br_lantern2.jpg
br_lantern2.md3
br_lantern2.qc
readme.txt
br_lighthouse
br_lighthouse.jpg
br_lighthouse.md3
br_lighthouse.qc
br_lighthouse2.jpg
readme.txt
br_mounts
br_deer.jpg
br_deer.md3
br_deer.qc
br_goat.jpg
br_goat.md3
br_goat.qc
br_marlin.jpg
br_marlin.md3
br_marlin.qc
br_trout.jpg
br_trout.md3
br_trout.qc
br_wood.jpg
readme.txt
br_palms
branch_1.tga
branch_2.tga
br_branch1.tga
br_branch_2.tga
br_palms1.tga
br_palms2.jpg
br_palms6.md3
br_palms6.qc
br_palms7.md3
br_palms7.qc
br_plant6.md3
br_plant6.qc
palmbark.jpg
palmleaf2.tga
palmleaves.tga
palmskirt.tga
readme.txt
weed1.tga
br_planters
br_planter1.jpg
br_planter1.md3
br_planter1.qc
br_planter2.jpg
br_planter2.md3
br_planter2.qc
br_planter3.jpg
br_planter3.md3
br_planter3.qc
readme.txt
br_ship
br_flag1.tga
br_sail.jpg
br_sail1.jpg
br_sail2.jpg
br_ship.md3
br_ship.qc
br_ship1.jpg
br_ship2.jpg
br_ship3.jpg
br_ship4.jpg
br_ship5.jpg
br_ship6.jpg
br_ship7.jpg
readme.txt
br_tristanmodels
br_alladin.jpg
br_alladin.md3
br_alladin.qc
br_basket1.md3
br_basket1.qc
br_basket2.md3
br_basket2.qc
br_basket3.md3
br_basket3.qc
br_basket4.md3
br_basket4.qc
br_baskets.jpg
br_boards.jpg
br_boards1.md3
br_boards1.qc
br_boards2.qc
br_boards3.md3
br_boards3.qc
br_boards4.md3
br_boards4.qc
br_broken.jpg
br_broken.md3
br_broken.qc
br_globe.jpg
br_light1.jpg
br_light1.md3
br_light1.qc
br_vase1.md3
br_vase1.qc
br_vase2.md3
br_vase2.qc
br_vase3.md3
br_vase3.qc
br_vase4.md3
br_vase4.qc
br_vase5.md3
br_vase5.qc
br_vases.jpg
readme.txt
br_weedspak
br_weed1.md3
br_weed1.qc
br_weed1.tga
br_weed2.md3
br_weed2.qc
br_weed2.tga
br_weed3.md3
br_weed3.qc
br_weed3.tga
br_weed4.md3
br_weed4.qc
br_weed4.tga
br_weed5.md3
br_weed5.qc
br_weed5.tga
br_weed6.md3
br_weed6.qc
br_weed6.tga
br_weed7.md3
br_weed7.qc
br_weed7.tga
br_weed8.md3
br_weed8.qc
br_weed8.tga
br_weed9.tga
readme.txt
gratelamp
gratelamp.md3
gratetorch.md3
gratetorch2.jpg
gratetorch2b.tga
gratetorchbig.md3
skel
cy_skel01.md3
cy_skel03.md3
hand.md3
hand_bone.md3
hand_bone2.md3
leg.md3
leg_bone.md3
skel.tga
skel02mid.md3
skeltest.md3
skel_ribs.md3
tree2
branch2.tga
tree1.md3
tree2.md3
tree3.md3
tree4.md3
tree5.md3
tree6.md3
tree7.md3
tree8.md3
tree9.md3
tree10.md3
trunk2.tga
wallhead
femhead.md3
femhead.tga
femhead3.tga
femhead4.tga
lion.md3
tongue.tga
wallhead02.md3
trees
ivy
ivy.tga
ivy2.md3
tree1
bark.jpg
branch_t.tga
tree_bare.md3
tree_green_sm.md3
tree2
bark3_512.tga
branch_gold.tga
tree_gold_sm.md3
tree_orange_sm.md3
tree3
branch_orange.tga
FS_trees.txt
scripts0 folders · 3 files
shaderlist.txt
ut4_island_final.arena
ut4_island_final.shader
sound5 folders · 28 files
sg_island_final
animals
birds02.wav
bbq
waterrush.wav
wind.wav
null_beach
machine3.wav
urban_terror
bird1.wav
bird2.wav
10359_batchku_chain_link_fence_abuse.wav
31769_Slanesh_Porte_pierre_2.wav
buzard.wav
catapult.wav
chew05.wav
comegetsome.wav
face01.wav
fireplace.wav
im-in-touble.wav
lava4.wav
lookin01.wav
myself.wav
nobody01.wav
onlyone.wav
openingdoorv2.wav
porteclaqueecho.wav
randr.wav
ready4action.wav
scream4.wav
sea.wav
teleport.wav
wood_break.wav
textures30 folders · 187 files
sg_island_final
aamjs_grnd
tile_04_256.jpg
tile_stone_01_256.jpg
abbey2
abbey2_hfx_wood.jpg
abbey2_hfx_wood2_light.jpg
abbey2_roof1.jpg
abbey2_wall5b.jpg
abbey2_wood2.jpg
abbeyctf
abbey2_wall10.jpg
bbq
01_woodfloor.jpg
03_brick01.jpg
04_window.tga
70_1.jpg
bbqgate.tga
bricks_05.jpg
ut_wall5a.jpg
whitedoor.jpg
whitefence2.jpg
bbq6
ctf_blue.jpg
ctf_red.jpg
bbqmines
stone57.jpg
bbqplant
brownvine.tga
ivy03.tga
ivy04.tga
cow
acside.tga
crossing
metal_white_arrow.jpg
sw_greymetal.jpg
eagle
flame1.jpg
flame2.jpg
flame3.jpg
flame4.jpg
flame5.jpg
flame6.jpg
flame7.jpg
flame8.jpg
flameball.jpg
effects
sand.tga
tinfx.tga
tinfx3.tga
tinfxb.tga
egypt
br_whip.tga
evil1_metals
de-cleanmtl.jpg
evil_1
bdirt2.jpg
jeffj
EuropeanChapelRockmed.tga
liquids
clear_ripple3.tga
pool2.jpg
pool3d_3.tga
pool3d_5.tga
pool3d_6.tga
metals
supportmetal_1.tga
null_beach
beam.jpg
flames1.tga
myth_crack03.jpg
sand015.jpg
sand_3.tga
sc_metal.tga
spec1.tga
riches_alpha
r_chains2.tga
r_whitegate1_512.tga
riches_foliage
r_grasstuft1_512.tga
sinni
sancctfbanner1.tga
sancctfbanner2.tga
terrain
rock_moss4_512.tga
urban_terror
door1.jpg
urban_terror3
chain.tga
urban_terror4
fs_box7_front1.jpg
fs_box7_side1.jpg
fs_box7_top1.jpg
urban_terror5
fs_box3_front1.jpg
fs_box3_top1.jpg
fs_box4_front1.jpg
fs_box4_top1.jpg
fs_box8.jpg
fs_box_side1.jpg
fs_box_snow_front.jpg
fs_box_snow_top.jpg
fs_box_top1.jpg
fs_fosters_box_bottom.jpg
fs_fosters_box_front.jpg
fs_fosters_box_side.jpg
fs_fosters_box_top.jpg
ut_suburb3
wood_3.jpg
ut_subway
planta1.tga
planta5.tga
ut_turnpike
fence_01.jpg
golgotha_wood15l.jpg
golgotha_wounta.jpg
roof_metal_tan.jpg
alpha_0.tga
alpha_50.tga
alpha_75.tga
antigravtower.tga
barriere.tga
blackimg1.jpg
bouncepadb.tga
bouncepadr.tga
breakme.jpg
crustyconcrete.jpg
dangerhole3.jpg
dark2.jpg
faucon1.tga
foiledagain.jpg
GoldBricks.jpg
grass_base.tga
grass_fur.q3map.tga
grass_fur.tga
heatedmetal.jpg
img1.jpg
img2.jpg
img3.jpg
img4.jpg
img5.jpg
img6.jpg
img7.jpg
img8.jpg
img9.jpg
img10.jpg
img11.jpg
img12.jpg
img13.jpg
img14.jpg
img15.jpg
img16.jpg
img17.jpg
img18.jpg
img19.jpg
img20.jpg
inmapperswetrust.tga
kal2.jpg
kharenjoe.jpg
ladderrope.tga
lava1.tga
lava2.tga
lavapartexp.tga
lighthousebeam.tga
lighthousebeam2.tga
logooval.tga
mesg1.tga
mesg2.tga
mesg3.tga
mirror.tga
mur31338.jpg
PitRespect2.jpg
rc_rock3_lichen512_alpha0.tga
rc_rock3_lichen512_alpha100.tga
rock081.jpg
rock4_512_alpha0.tga
rock4_512_alpha100.tga
rock_2_4w_alpha0.tga
rock_2_4w_alpha100.tga
sable1_alpha0.tga
sable1_alpha100.tga
screentelepold.jpg
sgpicturesofficial.jpg
sgpicturesvacationsleeping.jpg
sgsky1.tga
sgsmoke.tga
sgsmoke1.tga
sgsmoke2.tga
sgsmoke3.tga
sgsmoke4.tga
sgtinfx.tga
sgtinfxlight.tga
shawn007.jpg
sky_arc_masked.tga
sky_clouds3.tga
stone57.jpg
terrain512.jpg
terrainrock04_to_sand015.jpg
terrainrock2_to_rock1.jpg
terrainrock2_to_sand015.jpg
terrainsand015_512_alpha0.tga
terrainsand015_512_alpha100.tga
terrainsand015_to_rock04.jpg
terrainsand015_to_rock1.jpg
terrainsand015_to_rock2.jpg
terrainsand015_to_sand1.jpg
terrainsand015_to_sand5.jpg
terrainsand1_to_sand015.jpg
terrainsand5_to_sand1.jpg
thanksto.tga
trevift.jpg
trunk2.tga
underground.jpg
white.jpg
WilyDuckWasHere.tga
wysiwyg.jpg
zoran2.jpg
root files
3 files
  • mapskins
  • readme.txt
  • ut4_island.txt
env
2 folders · 6 files
  • sg_island_final/
  • sgskybox4/
  • sgsky4_bk.jpg
  • sgsky4_dn.jpg
  • sgsky4_ft.jpg
  • sgsky4_lf.jpg
+2 more
levelshots
0 folders · 1 files
  • ut4_island_final.tga
maps
0 folders · 4 files
  • ut4_island_final.bsp
  • ut4_island_final.map.crypt.exe
  • ut4_island_final.surface
  • ut4_island_final.TGA
models
23 folders · 226 files
  • furniture/
  • mapobjects/
  • barrell/
  • br_bench/
  • br_building1/
  • br_casa/
+243 more
scripts
0 folders · 3 files
  • shaderlist.txt
  • ut4_island_final.arena
  • ut4_island_final.shader
sound
5 folders · 28 files
  • sg_island_final/
  • animals/
  • bbq/
  • null_beach/
  • urban_terror/
  • 10359_batchku_chain_link_fence_abuse.wav
+27 more
textures
30 folders · 187 files
  • sg_island_final/
  • aamjs_grnd/
  • abbey2/
  • abbeyctf/
  • bbq/
  • bbq6/
+211 more

Similar files