Heliotropic Dreams Info

Download Heliotropic Dreams
Filename: Heliotropic_Final.zip
Author: Ford (Raven) Dye
Size: 16.4 MB
Created: 5/13/2001
Updated: 5/13/2001
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Also known as: Quake 3: Arena
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Heliotropic Dreams Details
For Q3TA (HARVESTER, CTF, & ONEFLAG). A large, and deserted ancient city built to worship the power of the Sun.

I'm not the author of this map, I just found it on web, and I propose it...
berneyboy@hotmail.com
http://berneyboy.nav.to
---------------------------------

********************************************************************************************************
"Heliotropic Dreams" - For Q3Arena (Team Arena) HARVESTER, CTF, and ONEFLAG.
By: Ford (Raven) Dye (The TeamHUH Design Core), with mucho help from KnightMB (The TeamHuh Design Core).

========================================================================================================

Map: Heliotropic Dreams
*Author/Level Design/Weapon Ammo Placement/Scripting/Texturing: Ford (Raven) Dye (The TeamHUH Design Core)
*Hint Brush Placement/Problem Solving Help/Weapon-Item-Ammo. Placement: Knight "Hint Master" MB (The TeamHuh Design Core)
Contact: raven_dye@hotmail.com, raven@teamhuh.com.
MODpage: http://megasite.fsgs.com/cgi-bin/Ultimate.cgi
Build Time : 5.5 months.
Finished: 2/11/2001

========================================================================================================

Level Type: Team Arena-HARVESTER/CTF/and Oneflag.

========================================================================================================

Other Q3Arena Levels: ROOK'S POINT, and AFTER FOREVER (Still building).

Description: A large, and deserted ancient city built to worship the power of the Sun.

1. There is a secret room containing a teleporter, that leads to the secret BFG.
2. There are 2 bases and flag locations, with the secret in the middle.
3. All guns except the gaunlet are present.
4. There are several hard to reach locations accessed by a teleporter, or a correctly planned rocket jump.
5. Teleporters are one of the primary sources of connectivity in this level.

========================================================================================================

Additional Credits:

1. Mr. Elusive (Id Software): Thank you soo much for the extensive help with clusterportals/clipping techniques/and fixing BSPC to allow for the complexity of my level :)

2. Tek (TeamHuh Design Core): Thank you soo much for allowing me to use your prefab, and manipulate it to my needs. You gave me the basis for my twisty bouncepad-support-cage thingys...You Rock!!! :)

3. Oak: Thank you for the Impaled Skeleton Models, the crucified guy, and the Celtic Crosses.

4. Astrocreep & Paul Jaquays (Id Software): Thank you soo much for steering me away from the Dark Side of CSG subtract, and into the bright light of the Clipper :)

5. KnightMB (The TeamHuh Design Core), Lloyd Morris & SPOG: Major thanks for the informative help and placement of Hint brushes (Knight "Hint master" MB), and thanks a bunch for the extensive beta test (KnightMB and Lloyd M.). Yes thanks to your extensive run-through of my map guys it has come quite a ways :).

6. Thanks to all of you that have beta tested each little pre-release :)

7. Nathan Silvers: For his really cool ivy and ferns :).

8. Most of the custom textures (except for the ones I made myself or used from Id) in my map "Heliotropic Dreams" were made by the Diamond/Savage mapping team. I was given permission to use them by Wolfen. Thank you very much for letting me get my nappy little hands on your sweet textures :) Some other custom textures were given to me by Michael (KnightMB) from his CTF MOD. Thank you soo much Michael for the goods.

9. Lloyd Morris: For his awesome homemade moss, marble, and jumppad textures :)

10. Id Software: For your incredible Game and its Tools/Textures etc.

11. Loki Software, Ttimo, and Iz (Qeradiant): For your incredible GTK Radiant support and tools.

12. multiplant.pk3 - .md3, texture, and shader files by
Todd Gantzler Copyright (c) 2000
http://i.am/professorQ3

13. Death2Uall: For Nature Pak 1:
Contents: 10 wavs. Crickets, evening outdoor ambience, three water dripping sounds (like in a cavern), small waterfalls, a small creek and a big ocean surf wav (couldn't cut it down much and still make it loop right, sorry about the file size).
Terms Of Use: No commercial use (just to be safe, I'm unsure of the original source of some of these). Other than that, do whatever you want with them. Just give me a shout out in the read_me.txt to your map/mod and send me a link to it when you're done. ;)
- Death2Uall -
deth2uall@hotmail.com

14. Thank you Keditok for letting me take a look at your slime -in glass- shader. I was able to make my own water in glass shader after studying how yours worked.

15. Thank you LikketySplit for alerting me to some annoying bot problems, so I could fix them :)

16. Thank you Bill Brooks (The Teamhuh Design Core) for your incredible tutorials that helped me eliminate the nasty sparklie problems I was facing in this curve crazy level of mine!!!

========================================================================================================

MAP INSTRUCTIONS:***********IMPORTANT!!!***********

1. Unzip TH_helio11x.ZIP and place TH_helio11x.PK3 into your
Quake3/baseq3/ directory.

2. To run this map: At the menu type in "\set com_hunkmegs n"= "n" being a number that represents 3/4 of your system's RAM. I use "\set com_hunkmegs 96" because I have 128 MB of RAM. You have to do this or this level probably will not load for you. Go to your skirmish menu in "TA startserver mode" and look for "Heliotropic Dreams."

========================================================================================================


INFORMATION:

****Test Machine : PIII 550 128MB SDRAM 64MB GeForce 2 Ultra****
**** Compile Machine: PIII 550 128MB RAM 64MB GeForce 2 Ultra****
**** Recommended Machine: Minimum System should be a PIII with 128Mb RAM, and a TNT2 Ultra (preferably GeForce or GeForce2) ****


SP BOT support - YES

Deathmatch\Harvester - Yes (8 Players)

Co-operative - Yes

New Textures - Yes (over 80% of architectural textures are custom)

ITEMS: ALL WEAPON TYPES ARE PRESENT (EXCEPT THE GAUNTLET).

========================================================================================================

Construction
____________


Base: New level from scratch.
Editor Used: Q3Radiant 197/202/GTK (v1.1)/GTK-TA v1.1 Beta.
Known Bugs: A few sparklies here and there that I cannot get rid of to save my soul.
Compile Machine: PIII-550MHz with 128MB RAM
Total time: 4 Hours 11 Minutes for a Fullvis (-light extra) compile.
Visdatasize 1.567MB

========================================================================================================

Changelog:
___________

3/25/01'

1. I found a nasty curve bug, around most of the archways. I was making the archways out of around 8 curves/patch meshes, and I found a way to make them out of only three and totally eliminate the sparklies that were present. This will both cut down on extra drawload, and the sparklie inefficiencies!!!

========================================================================================================

Copyright and Permissions:

Authors MAY NOT use this level as a base to build additional levels.

You MUST NOT distribute this level UNLESS you INCLUDE THIS FILE WITH
NO MODIFICATIONS.

This level may be distributed ONLY over the Internet and/or BBS systems.
You are NOT authorized to put THctf11.PK3 on any CD or distribute
it in any way without Ford Dye, or KnightMB's permission.

Ford (Raven) Dye
KnightMB
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