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[DUEL, DM, TDM] Canal

#1
Please update to v90. There were issues with the warp zone not showing sometimes. You can recognize v9 version by the light-blue portals, opposed to very dark-blue. Some minor other improvements were also added, such as better clips for more trickjumps. Now with more game modes.

This is a very old map. I don't really know the backstory much. Ch4mp gave me the prototype and we worked it out further, then I gave it the final design.

After 1 year, it is finally finished!

https://extreme.voltage.nz/pk3s/canal-proto-v90.pk3

Thanks to t0uYK8Ne, Cortez & Ch4mp and whoever else!


Proudly brought to you by ⚡⚡ Extreme Voltage Clan ⚡⚡.



[Image: JRStnep.jpg]

[Image: JJbPbTz.jpg]

[Image: pwLzmw4.jpg]
Visit our clan website: http://extreme.voltage.nz/
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#2
Btw. here is the trick how to do the "impossible" trick jump:

Visit our clan website: http://extreme.voltage.nz/
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#3
Here is a short video tour of the map:

Visit our clan website: http://extreme.voltage.nz/
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#4
How was the "tunnel" behind the brick wall constructed -- if you know?

There are some cool things in that map.
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#5
(02-20-2024, 10:39 PM)Baker Wrote: How was the "tunnel" behind the brick wall constructed -- if you know?

There are some cool things in that map.

On Warfare there is a model file for some terrain somewhere, which is basically half of the tunnel and the texture is inside out. I cloned it and stitched it together in Blender on a hurry.
Visit our clan website: http://extreme.voltage.nz/
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#6
(07-03-2024, 08:14 PM)ballerburg9005 Wrote:
(02-20-2024, 10:39 PM)Baker Wrote: How was the "tunnel" behind the brick wall constructed -- if you know?

There are some cool things in that map.

On Warfare there is a model file for some terrain somewhere, which is basically half of the tunnel and the texture is inside out. I cloned it and stitched it together in Blender on a hurry.

Ah, I see.

Did you use the Blender -> Q3 map export?  Or did you misc_model it in as .obj or something?

Anyway, thanks for the reply.

I've been really tearing into Q3 mapping (and occasionally editing the q3map2 compiler to make it do stuff it won't quite do) ...

Everything I do is not only open source, but I explain how I did everything so others can benefit from it ...

Yes .. that's DarkPlaces running a Q3 map ... (actually Zircon Engine, but it would look the same in DarkPlaces).  The frame rate is pretty good too because I did some hilarious mega-cheating ... those trees  ---- they are sprites ===>  Yes, 2 triangles per tree.  And I didn't place any of them, q3map2_surfacemodel in a shader did.

[Image: hill_trees_collide.gif]

These mountains aren't skybox pics ...
[Image: mtstart.gif]

Some dogs and some Hell Knights and a Shambler will eventually find their way into this map ...

[Image: 25pct.gif]
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