Snoot's Castles [ TEST! ] This is a test version of snoot's castles released on 28 January 2001. Please check quake.snoot.org/scastles/ for updates (this is NOT the final version!) Game type : Quake 3 Fortress standard CTF (www.q3f.com) Player load : 8 - 20 Compile time : 1.5 hours on K7 800/384mb New Sounds : Yes New Graphics : Yes Bot support : Not yet (in the final release there will be; Q3F doesn't support bots yet) To do before release: Test! Make sure the map is playable. (I have fears about grabbing that flag from a tight defense, but maybe the base is open enough...) Add more detail, especially: - in water passage and neutral water area - around seam where the two halves meet (neutral lava cave) - in passage to infinite void - in water cave to infinite void - around capture point - on rocks opposing castles. Texture alignment in various places. Add "no build" zones (mainly in the ceiling and other ridiculous areas) and some more clipping areas. Indicator for capture point when player has the flag? Think about supplying gren2s, maybe like 2night3 does. Add another map scenario? It would be possible to do another gametype here, like assault or capture-and-hold. New stuff using 1H ents? Known issues: Due to bug (?) with fog, sentries built on lights in RR might have fogged bottoms. (cosmetic) I expect a workaround will be possible HOM on castle glass near FR (only visible from a few spots, probably caulk?) (cosmetic) Water in cave entrance acts rather strange. (cosmetic) I don't understand water shaders. Can't build supplystation in FR? (maybe related to similar problem in causeway?) Credits: All mapping done by Tom 7 ("snoot.com"). Inspired by "Da Ancient Wargrounds" by Matthew Hooper from Q1 Threewave CTF. http://www.captured.com/threewave/levels/dabug.html Many textures borrowed/modified from iD and Q3F Team levels; some are original. Thanks to all the regulars on quake.snoot.org for their support! Thanks to CausalTerror for helping me test. Derivatives: I will release the MAP file with the final version of this so that anyone can make scastles into a map for any mod. At that point, this map will be released with a "BSD style" license, which will mean you can do anything you want with it as long as you credit me. (Of course, you won't actually be able to sell it because it uses copyrighted iD and Q3F textures).