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Old 08-30-2006, 09:01 PM   #1
o_dammage
 
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Requesting Cathedral Theme Textures

*jump* *jump* anyone? *jump* *jump*

I'm just horny at creating the etf_cathedrals port. My problem is that I just cannot work with placeholders only so that the only thing I have is a scetch. Unfortunately my painting/photoshoping is *argh*, I tried it more than once

The map itself is of a great style (please, devteam, make flag models replaceable!). Relies on 4 jumppads it is a 3-level vertical map. The flag is on 2nd level accessible via outside lower plattform (accessible only via conc, rj etc, provides two entrances) or 2 jumppads deep in the enemy base from the low level [or the 2 front ones thanks to air control]. The spawns are in the cellar and on the third level. The flagroom has has a main entrance and two dettable holes, escape is available either via the two other jumppads giving access to the cap level (upper outer level) or by jumping down to the first level.

Newbies have often orientation problems thanks to the 4 jump pads whereby only two lead to the flag Once the basic layout is known (and it is actually very easy to learn thanks to the three levels), the map is tons of fun.

Here is a bunch of screenies:
(1) (2) (3) (4)
(5) (6) (7) (8 ) (9) (10) (11) (12) (13) (14) (15)

1 - main entrance; to the left and to the right the "double" jumppads which lead to the uppest plattform. You can do with help of the air control a stop on the flagroom level.
2 - teleport from the upper plattform (cappoint) to the lower one
3 - the great bell (view from uppest plattform). Once a cap has been performed, a rocket from the capping team hits it and it does a global "dong"
4 - cap point
5 - concing to the nmy base
6 - entered the underground corridor leading to the enemy base
7 - middle of the underground path, quad
8 - the other two jumppads leading a bit higher than to the flag (ramps). Cool whoosh sound
9 - exit from the jumppad
10 - viewing at the flagroom
11 - looking from the slash gate (look at 13)
12 - inside the flagroom. Pointing at one of the dettable exits
13 - the slash gate (for escapes)
14 - above the ramps, upper spawn
15 - on the slash, viewing at the main entrance (jumped from the upper spawn level)
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Old 08-30-2006, 10:55 PM   #2
o_own3r
 
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well ill admit i didnt read your post entirly but D1_trainstation's textures arn't half bad for cathedrals

to find them simply type stone in the texture browser, wolla.
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Old 08-31-2006, 04:05 AM   #3
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q3 textures..
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Old 08-31-2006, 06:07 AM   #4
o_kam
 
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...aren't high enough res
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Old 08-31-2006, 09:43 AM   #5
o_dammage
 
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Quote:
Originally Posted by MJ
q3 textures..
That's copyright infrigement. I could take evil's textures as well, but they are lowres, too.
Quote:
Originally Posted by Own3r
well ill admit i didnt read your post entirly but D1_trainstation's textures arn't half bad for cathedrals
to find them simply type stone in the texture browser, wolla.
Tried everything - brick, conc and such shit, but didn't come on the idea to try stone. They look really nice, thanks.
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Old 09-01-2006, 08:05 AM   #6
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Why not try to make a diffrent theme for it?
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Old 09-01-2006, 08:45 AM   #7
mervaka
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saying that, i've had a quick bash at making parts of my local cathedral. i'll quite happily share any textures i make.
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Old 09-01-2006, 09:58 AM   #8
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Im following a gothic style for my map at current, i really reccomend finding your local church/cathedral and photographing it, then incorporate some of the elements into FF maps. There are some limitations though like the pillars in the middle of halls cant work that well but fewer larger pillars work Cheaper too.
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