Streets2 rc1

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* Urban Terror Level *
--------------------------------------------------------------------------------
Title : ut_streets2 "Streets of Terror"
Filename : ut_streets2_b2.pk3
Author : Joseph A. Mauke - |NV|S
Date : May 20th 2003
E-mail address : *****@***.info
Homepage URL : http://www.s8s.info

CHANGED Since Beta2 : I have removed the bulk of the breakables. I also
removed some unnecesary textures that are jacking your
texture memory and requiring you to PAGE OUT textures
to load new ones. I removed those stupid Spikes on
the wall, I removed the railing balconys and making
them solid again., but be warned as they will not be
campable. I retextured the Asphault with lower quality
textures for better fillrate. They arent permanent.
I removed the rail cars and the rail tracks as they were
just eyecandy that was bogging down the map. I
repairing a borked spawn next to the Video store that
seems to Spawn people like a mofo. I removed the
rotating doors in NRG towers, they were meant to give
every balcony room access, but I removed the rooms and
forgot to kill the doors before releasing beta2.
Suprise invis screws up again!!

I am removed the COCKBLOCKER, Vagina card, and
MASTERBATE sign from the video store window.....but I
will be taking suggestions on what to make the building
into. Sorry Jeds guns is old news, come up with something
more original for me and I will use it because I am your
mapping slave. I Resized the Manhole covers so they dont
open into the sidwalk...the head peering out from the top
of the manhole cover door is fixed. I decided to make
a GRATE that opens like a trap door instead...this will
require some testing to get right, I retextured some
areas that look like absolute donkey nuggets, and trying
to find and squash the lightbleeding where I can.

I removed the stairs and replaced them with a Broken
elevator instead for ease of use and speed....not to
mention that lightbleed for the stairs was un-fixable. I
am not removed the spawns on top of the computer store,
but I am putting the crates back that used to be there
for a way to get down from the roof. Allthough there are
faster ways to get down without damaging yourself....
i guess no one figured out how to do that. I am not
adding the balcony back over the Comptuer store, it
causes FPS problems, and using the door as cover was
just stupid.

So ya want a climable tree huh? well how does it feel
to want?...seriously though I dont think that is wise,
but for beta3 I will comply so you will stop crying like
a little girl

CHANGED Since Beta3 : The Blue flag was Borked somehow, I never really knew
it was missing. Fixed some missing textures, optimised
a few more also. Moved the bomb spawn for blue to down
into the Lab. Also fixed the LAb stairwell wall. Moved
the bomb #2 into the old computer store. Fixed some
clipping issues on NRG towers. Moved some of the Bot
clips around for lower .aas file.

CHANGED Since Beta4 : I decided to kill some the the dead areas to save on portals
and some space. More texture Optimisation. more deleting
unnecessary clutter. Added the Bomb model for the lab.
fixed some small bugs. also removed the interior of the
NRG towers....it was useless and didnt fit the map. I saw
is as annoying and useless. put back in the Larger sound file
for the airplane because the optimised one sounded like shit.
Clipped the ladders better....if you get stuck now you're
just a moron or a n00b.

Left to do: More Optimisation, and fix shit I missed....plus the
bomb placements Models are still not done. Also the
botsupport is shit because of the model clipping. this
is a known problem.

--------------------------------------------------------------------------------
* Level Description *
--------------------------------------------------------------------------------
This is the next generation of ut_streets

--------------------------------------------------------------------------------
Single Player : YES
Gamemodes : FFA,TDM,TS,Bomb,CTF
Suggested player load : 2 - 10 (This map is not meant for 20 man clusterfucks)

New Textures : yes
New Sounds : yes


--------------------------------------------------------------------------------
* Construction *
--------------------------------------------------------------------------------
Map Base : This map was constructed from scratch TWICE!!!
Hours invested : about 450 or more....Im beginning to hate this map
Prefabs/Models used : Many of the models are placeholders and temps
in this version


Editor used : GtK Radiant ver 1.2.12
Other utilities used : MS photodraw, PHotoshop7 3DSMAX 4.2 Milkshape
Lithunwrap, q3map2 Toolz, Q3MAP2 w00t!

Known Bugs : god I hope not

Compile machine : 2.8Ghz Pentium4 with 1 gig of 1066mhz Rambus
Compiler version : q3map2 2.5.2

Bsp Switches : -meta
BSP time : 50 seconds
VIS Switches : -vis
Vis time : 18 minutes
light Switches : -fast -filter -super 2 -patchshadows -shade -bounce 1
light time : 35 minutes

Total Brushes : 4122+
DM spawns : 16 per team
TS spawns : 3 groups of 16 per team
Bomb spawns : 16 per team
CTF spawns : 16 per team
1vs1 spwans : 16
Ftl spwans : 16
entities : 265

--------------------------------------------------------------------------------
* OTHER LEVELS BY THE AUTHOR *
--------------------------------------------------------------------------------
: ut_pointblank ut_automotive ut_crenshaw

--------------------------------------------------------------------------------
* CREDITS *
--------------------------------------------------------------------------------
Oswald & the 6th floor, Oswald stuck by my visions when
Others ridiculed me. Some of the mappers at #urbanmappers..Idleing bastards.
The urban terror community, who will undoubtably pick this map apart because
change (no matter how good) is gay. Dragonne, Leprachaun for the kickass
billboards, Ydnar for all the textures, q3map2, hell man...We all owe you big,
Remedy, IK, crack.com "we miss ya" the Texture studio, and all my niggas


* COPYRIGHT / PERMISSIONS *
--------------------------------------------------------------------------------
Authors MAY NOT use anything from this level.
This map MAY NOT be sold, or in any other way turn into profit for any other
person than the author. This map MAY NOT be distributed by anyone other than
Silicon Ice Development as it was designed for the Quake 3 Total Conversion
"Urban Terror" and is not to be used, replicated or edited for any other Mod,
Total Conversion, Game or Game Engine. Anyone using any models, textures, or
other Items from this map made my me will be punished by the DMCA to full extent
of the law.
scripts
     nrgizer.shader
     common_extra.shader
     ut_streets2.arena
     streets2.shader
     s8stree4.shader
     urban_terror.shader
     neutron_bomb.shader
     revolution.shader
     streets2_items.shader
     realworld_light.shader
     streets2_water.shader
     pointblank.shader
     common.shader
     streets2_sky.shader
sound
     invis
     invis/door_close.wav
     invis/birds01.wav
     invis/plane2.wav
     invis/door_moving.wav
     invis/door_silence.wav
levelshots
     ut_streets2.tga
env
     streetsky2
     streetsky2/streetsky2_up.jpg
     streetsky2/streetsky2_ft.jpg
     streetsky2/streetsky2_rt.jpg
     streetsky2/streetsky2_dn.jpg
     streetsky2/streetsky2_lf.jpg
     streetsky2/streetsky2_bk.jpg
maps
     ut_streets2.aas
     ut_streets2.tga
     ut_streets2.bsp
models
     mapobjects
     mapobjects/wet_lamp
     mapobjects/wet_lamp/wet_lamp.md3
     mapobjects/s8s
     mapobjects/s8s/crane.jpg
     mapobjects/s8s/s8stree4.tga
     mapobjects/s8s/s8stree4.md3
     mapobjects/s8s/trunk.jpg
     mapobjects/s8s/slime7.jpg
     mapobjects/s8s/bomb.tga
     mapobjects/s8s/slime7c.jpg
     mapobjects/s8s/crane.md3
     mapobjects/s8s/neutron_bomb.md3
     mapobjects/urbanterror
     mapobjects/urbanterror/wet_lamp
     mapobjects/urbanterror/wet_lamp/wet_lamp.jpg
     mapobjects/urbanterror/extinguisher
     mapobjects/urbanterror/extinguisher/extinguisher.md3
     mapobjects/urbanterror/extinguisher/extinguisher.jpg
     mapobjects/urbanterror/securitycamera
     mapobjects/urbanterror/securitycamera/securitycamera.tga
     mapobjects/urbanterror/securitycamera/securitycamera.md3
     mapobjects/urbanterror/trashcan
     mapobjects/urbanterror/trashcan/trashcan2.jpg
     mapobjects/urbanterror/trashcan/trashcan2.md3
     mapobjects/urbanterror/computer
     mapobjects/urbanterror/computer/keyboard.jpg
     mapobjects/urbanterror/computer/monitor1.jpg
     mapobjects/urbanterror/computer/monitor1.MD3
     mapobjects/urbanterror/computer/keyboard.MD3
     mapobjects/nitro
     mapobjects/nitro/calciumbags.jpg
     mapobjects/nitro/calciumpallet.md3
     mapobjects/nitro/wood10.jpg
     mapobjects/nitro/wood32.jpg
     mapobjects/lab
     mapobjects/lab/haz2.jpg
     mapobjects/lab/auto3.jpg
     mapobjects/lab/haz.jpg
     mapobjects/lab/auto2.md3
     mapobjects/lab/auto3.md3
     mapobjects/lab/auto1.jpg
     mapobjects/lab/chrome1.jpg
     mapobjects/lab/auto1.md3
     mapobjects/lab/auto2.jpg
     mapobjects/lab/handle.jpg
     mapobjects/copymachine
     mapobjects/copymachine/controls.jpg
     mapobjects/copymachine/base3.jpg
     mapobjects/copymachine/base2.jpg
     mapobjects/copymachine/base.jpg
     mapobjects/copymachine/controls2.jpg
     mapobjects/copymachine/copymachine.md3
     mapobjects/scales
     mapobjects/scales/back2.jpg
     mapobjects/scales/side2.jpg
     mapobjects/scales/base2.jpg
     mapobjects/scales/metal.jpg
     mapobjects/scales/front1.jpg
     mapobjects/scales/scaleface.jpg
     mapobjects/scales/led.jpg
     mapobjects/scales/scale1.md3
     mapobjects/scales/scale2.md3
     objects
     objects/common
     objects/common/body_bag.md3
     objects/common/body_bag.jpg
     objects/hospital
     objects/hospital/carts
     objects/hospital/carts/monitor_cart.jpg
     objects/hospital/carts/monitor_cart_panel.jpg
     objects/hospital/carts/cart_med_panelalpha.jpg
     objects/hospital/carts/cart_medical.jpg
     objects/hospital/carts/cart_medical.md3
     objects/hospital/carts/monitor_cart_2.md3
     objects/hospital/misc
     objects/hospital/misc/drip_stand.md3
     objects/hospital/misc/blood_bag.jpg
     objects/hospital/misc/drip_stand.jpg
     objects/kamchatka
     objects/kamchatka/misc
     objects/kamchatka/misc/chem_suit.jpg
     objects/kamchatka/misc/chem_suit.md3
     objects/jordan
     objects/jordan/misc
     objects/jordan/misc/keyboard.jpg
     objects/jordan/misc/monitor.jpg
     objects/jordan/misc/monitor_alpha.jpg
/ut_streets2.txt
textures
     urban_terror5
     urban_terror5/fs_construct-sign.jpg
     oz
     oz/facade15_640.jpg
     oz/extingshr1.jpg
     oz/plywd1.jpg
     oz/plywd2.jpg
     oz/formica_blk.jpg
     oz/biohazard.jpg
     oz/kebabons.jpg
     oz/formica_gray.jpg
     oz/facade17_768.jpg
     oz/kebabdisk.jpg
     oz/radioactive_waste.jpg
     oz/kebabtri.jpg
     oz/wall_candy.jpg
     oz/plywood_moved.jpg
     oz/manny_billboard.jpg
     oz/kebabchick.jpg
     oz/manny.tga
     ydnar
     ydnar/rust_1.jpg
     ydnar/metal-red.jpg
     ydnar/rust_3.jpg
     thorn
     thorn/building1.jpg
     texturestudio_floor
     texturestudio_floor/floor16.jpg
     metals
     metals/supportmetal_1.tga
     noctua
     noctua/mud02.jpg
     noctua/blinds01.jpg
     noctua/planks02.jpg
     noctua/s8s_conc06.jpg
     cow
     cow/actop.tga
     cow/acside.tga
     urban_lights
     urban_lights/lightbulb.tga
     signs
     signs/billboard_wi4.jpg
     signs/nbillboard1.jpg
     signs/s8sbanner.jpg
     signs/triggerhappybillboard.jpg
     signs/sidbanner.jpg
     texturestudio_door
     texturestudio_door/door32.jpg
     monkey_box
     monkey_box/cb_box_tape_top.jpg
     monkey_box/cb_box_stack_side.jpg
     monkey_box/cb_box_fragile_01_top.jpg
     monkey_box/cb_box_stack_front.jpg
     monkey_box/cb_box_front.jpg
     monkey_box/cb_box_fragile_01_side2.jpg
     invis
     invis/ruinbrick01_256_h.jpg
     invis/ruinbrick02_256_h.jpg
     invis/bulb_white.jpg
     invis/kebabmenu.jpg
     invis/s8s_blocks_1.jpg
     invis/streets_wires.tga
     invis/garagedoor.jpg
     invis/carpet2.jpg
     invis/steel_cable.jpg
     invis/ruinbrick04_256_h.jpg
     sub_modern_brick_512
     sub_modern_brick_512/brick_wall_10.jpg
     urban_terror
     urban_terror/drugsarebad.jpg
     urban_terror/bricks3.jpg
     urban_terror/ceiling1.jpg
     urban_terror/floor15.jpg
     urban_terror/floor6.jpg
     sub_doors256
     sub_doors256/sub_doors256_16.jpg
     sub_doors256/sub_doors256_26.jpg
     sub_doors256/sub_doors256_24.jpg
     sub_doors256/sub_doors256_32.jpg
     demolition
     demolition/wood16c.jpg
     demolition/redbricks2_256.jpg
     ik2k
     ik2k/ik_stuccoplain128b.jpg
     ik2k/ik_wood_trimh64a.jpg
     ik2k/ik_wood_trimv64a.jpg
     cement
     cement/s8s_flat_lt.jpg
     cement/s8s_cement_1_clean.jpg
     cement/s8s_cement.jpg
     cement/s8s_cement_3_stripes.jpg
     cement/s8s_cement_3.jpg
     cement/s8s_cement_2.jpg
     ragious_door
     ragious_door/door106.jpg
     ragious_door/door103.jpg
     sub_doors512a
     sub_doors512a/sub_doors512A18.jpg
     sub_doors512a/sub_doors512A05.jpg
     sub_doors512a/sub_doors512a14.jpg
     sub_doors512b
     sub_doors512b/sub_doors512B19.jpg
     urban_terror2
     urban_terror2/wood4a.jpg
     urban_terror2/metal_bright.tga
     shaderlab
     shaderlab/ind-corr-metal-1.jpg
     asphault
     asphault/th_asphalt_cracked.jpg
     asphault/manhole.jpg
     asphault/th_concrete01.jpg
     urban_terror4
     urban_terror4/nrg_ladder.tga
     ut_billboards
     ut_billboards/billboard-tsn.jpg
     sub_windows_v2
     sub_windows_v2/sub_window40.jpg
     sub_windows_v2/sub_window20.jpg
     golgatha_vehicle
     golgatha_vehicle/bomber_metal1-big.jpg
     concrete
     concrete/s8s_graf_long_wall_1.jpg
     concrete/concrete-torn-2.jpg
     concrete/s8s_concrete-1.jpg
     texturestudio_window
     texturestudio_window/window22.jpg
     texturestudio_window/window54_var4.jpg
     texturestudio_window/window19.jpg
     texturestudio_window/window68.jpg
     texturestudio_window/window71.jpg
     thnom
     thnom/th_scraggywall.jpg
     remedy
     remedy/lamppuc_ac.jpg
     remedy/externalwall57a.jpg
     remedy/door50c_128x256.jpg
     remedy/externalwall48_b.jpg
     remedy/tile35a.jpg
     remedy/s8s_externalwall91_512x512.jpg
     remedy/sofa13cb.jpg
     remedy/beton69a.jpg
     remedy/externalwall76-256x512.jpg
     remedy/wall19a_.jpg
     remedy/controlbuttons02_128x256.jpg
     remedy/s8s_beton72-2.jpg
     remedy/tile44_256x256.jpg
     remedy/door30_128x256.jpg
     remedy/brick48a.jpg
     remedy/tile16b.jpg
     remedy/tile16b2.jpg
     remedy/wall29_256x512.jpg
     remedy/brick50_3a.jpg
     remedy/shelving.jpg
     remedy/policeline2ae.jpg
     remedy/externalwall50a.jpg
     remedy/grate16b.jpg
     remedy/externalwall48ab2.jpg
     remedy/kitchensink01a.jpg
     remedy/door34_128x256.jpg
     remedy/floortile25.jpg
     remedy/s8s_brick58_512x512.jpg
     remedy/closetmaterial01b.jpg
     remedy/externalwall52a.jpg
     remedy/brick50_4b.jpg
     remedy/externalwall85_128x256.jpg
     remedy/board02b.jpg
     remedy/door76_128x256.jpg
     remedy/brick_wicked.jpg
     remedy/board01b.jpg
     remedy/closet01_128x256.jpg
     remedy/washingmachine08_256x256.jpg
map "ut_streets2"

longname "Street Justice"

type "ut_ffa ut_team ut_survivor ut_follow ut_ctf ut_bomb"


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