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"Cetacean" - For Quake III Arena (Deathmatch)
by Matt "Bubba" Davis
Visit my site at http://planetquake.com/bubba
You can download all of the models used in this map in the form of "prefabs" from my site.
My seventh attempt at building a map.
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Title:            Cetacean
Filenames:        cetacean.pk3, cetacean.txt 
File size:        6.37MB
Author:           Matt "Bubba" Davis
Address:          bubba@planetquake.com

Description:      This map was originally supposed to be a dm version of the Monterey Bay
                  Aquarium but once I actually looked at what would be involved I soon 
                  realized that I didn't want to spend a year on a map that most people
                  wouldn't play.  Recovering from my cranial rectal inversion I decided
                  to do a map based on an Atlantis theme.  Since the recent hoopla about
                  the lost city connects it with the cultures of South America I thought
                  a Mayan flavor would be a nice touch. 
	            The design is very simple and chunky with open room fighting in mind.
                  The Mayan arena adds the dimension of height so even the scourge of spawn
                  snipers can get frisky with the bots.  There is also a secret room that is
                  very cool to look at so buzz around and try to find it.  Here's a hint:
                  What is a Cetacean? Grab the Webster's and start lookin'.  The goal was to
                  create an ambient underwater feel with some good gameplay so I'll let you 
                  be the judge of that. Around ninety percent of the map is covered with 
                  custom textures, most of which where created for specific parts of the map.
                  I would literally have Photoshop, Radiant, and Thumbs+ running at once.
		    Anyway load the baby up, throw on some headphones, turn off the lights
                  and start trippin'.
                 
                 
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Additional Credits:

Thanks to:        The Radiant team for making an editor that even a moron could figure out.

                  The guys at Id for being the guys at Id.

                  PlanetQuake (Pappy) for hosting my site and pimping my work. www.planetquake.com

                  The guys over at the Quake3World forums for giving helpful advice.  www.quake3world.com

                  Sudwerks for providing liquid sustenance for those late hours of mapping. www.sudwerk.com

                  The Mayan civilization for creating such kick-ass artwork.
 
                  Adrian "Octovus" Larose for alpha testing the mayan arena and changing how 
                  some of the layout was designed. Great suggestions! 
 
                  Chris "Ninja" Rushton for beta testing the whole mama and being a mapper himself,
                  provided suggestions throughout the development of the map.  Check out his stuff
                  over at http://www.crazyhouse21.fsnet.co.uk

                  All of the artwork in the "secret room" is from my buddy Dimitry in Nikolayev, the jewel
                  of the Ukraine:)   This guy is talented and I created the room just to display the work.
                  If you'd like to send him a line here's the address: Dim_Walker@mail.ru - Yo, Dimitry!

                  John Bair for giving input throughout the development of the map. It helps to be a
                  roommate of Bubba. "Turn down the damn T.V. you bastard, I'm mappin'!" 
                  http://www.geocities.com/colosseum/sideline/6113/
                
                  The taiko ensemble "Kodo" for the drums in the Mayan arena. www.kodo.com
                  
                  Megaptera novaeangliae and kin for singin' some tunes for the rest of the map.
                  
                  And finally to all you crazy lil' quakers who like to play my maps.
                  

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Map Instructions:

                  Unzip cetacean.pk3 into your Quake3/baseq3/directory.
                  Launch game and go into the skirmish option and scan for levelshot.  
                  Frag till your eyes bleed.
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Information:

****Compiler:   PIII 866/ 256MB RAM PC133/ GeForce2 32MB/ ATA6620GB/ FSB 150MHZ

                In game Support   - YES
                SP BOT support    - YES
                Deathmatch        - YES
                New Textures      - YES,YES,YES, and again YES.
                Items/Weapons     - Every damn thing!
                                   
                              

System requirements and setup:
                On the above specs this environment runs at 30-40 frames per second
                using the maximum settings.  Frames sank to 10fps when used on an ATI
                128 and hovered at around 15fps on a Voodoo 3.  Basically a GeForce2/3
                is recommended to maximize the effect.  
                
                By maximum settings I mean the following:
                32 bit textures
                32 bit color depth
                Trilinear Filtering
                Lightmap
                High level of geometry
                Max texture quality
                1152x864 Resolution on a 17" monitor - I prefer this over 1280x1024
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Construction:
                Build Time:        Five weeks working mostly on the weekends when I had free time.
                Base:              New level from scratch.  The hull of the "pool" room I snagged
                                   from my map "The Red Pill".
                Editor Used:       Q3Radiant 199/Q3Build/ArenaMaster/PakScape
                Graphics Editor:   Paint Shop Pro 5.0/Adobe Photoshop 5.5/Thumbs Plus
                Known Bugs:        Occasional texture flipping in the underwater area but it's
                                   barely visible. Bots rarely use the corridor between the tank
                                   room and the round-a-bout.  The cavern seems to be more desirable
                                   as a pathway to the pool room.  I tried moving the power-ups and
                                   using botroam but nothing worked.  The draw of the mayan arena is
                                   just too strong and being the main fighting area I didn't want to
                                   deemphasize the main arena for one corridor.  Think of it as your 
                                   "quiet place" when the heat of battle becomes too much :)
                                   
                                 

Total Compile Time: 6 Hours.
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Copyright and Permissions:

You can use anything that you find of redeeming value that you want, just as long as you 
give me the credit for what ever you use it for.  That's all I ask!

(c) Copyright 2001 Matt Davis














                   
                   
