[Your daily q3 map][15] Fingers - Meatball Grinder

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[Your daily q3 map][15] Fingers - Meatball Grinder

Postby Strahlemann » Wed Sep 03, 2008 12:17 am

Nr. 15:
A small deathmatch arena which makes beautiful use of curves. Plays best with 2-3 players. Not really suited for serious 1on1s, but should be fun for a quick game inbetween.

Author: Iikka "Fingers" Keranen
Title: Meatball Grinder
Download: >>HERE<<
Installation: Save the pk3 to your Nexuiz/data folder. Start Nexuiz and choose the map from the menu.

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readme wrote:
Title : Meatball Grinder
version 1.1
Release date : 18 July 2001
File name : ik3dm2.pk3

Author : Iikka "Fingers" Keranen
Email Address : fingers@mail.planetquake.com

Map description : Snapped a cool concrete texture from right
outside my bedroom window... It reminded me
of the "DM4" style of Q1, and set me off on
a tangent of creating strange metallic
Quake-ish textures... Had to do a map with
them too.

This level is somewhat of a rehash of my
old Quake2 quickie "The Tentacular Terrace",
but upgraded to the current level of engine
technology... I even trimmed the curves ;-p

Plays best with 2-3 players. Runs OK on my
"old" p2/350 with a cheap Geforce 2 MX with
all the detail (not resolution) cranked up,
but it IS a bit heavy on curves... So turn
down the geometry detail if you experience
slowdown.

Thanks to : id, zdim, everyone who betatested it, you.

See the readme included in the pk3 for more infos
bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
Strahlemann
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Postby rufsketch1 » Sat Sep 20, 2008 5:08 am

do you have to recompile these maps before nexuiz can play them?

I'm trying to edit ikdm1 "the doom that came to dunwhich" by fingers, and there is no .map in the package.

I wish to recompile the level using normal maps, height maps, and gloss maps i have created for nexuiz to take advantage of.

the only successful attempt to decompile wasn't very succesful, it left the level without any textures.
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Postby Strahlemann » Sat Sep 20, 2008 1:15 pm

no, but i resize them using the -size switch. This would also be a good idea for ikzdm1.

The way divVerent described the decompiling-process in the other thread should work.
I tested it once with the first map of the 'daily' q3 maps to change some torch-models (that was another q3map2 version though). If you still have problems i can decompile the map for you. But you should really try to contact the author (which can be very difficult as the links in the readme already are outdated).
bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
Strahlemann
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Posts: 676
Joined: Wed Mar 01, 2006 12:11 am
Location: Ulm/Germany

feedback

Postby fabz0r » Sun Dec 28, 2008 4:47 am

from the shots i saw this map... KILLER :D

I'll play it soon :P
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