Map Center Circa 2001 -2003

 

Content is from the site's 2001 - 2003 archived pages providing a small sample of what this site offered its visitors.

In the early days of Map-Center, the site was hosted by a few different free hosting sites, mainly ones that were considered to be Quake related. This was great at the time, until I realized I was at the mercy of the people running the hosting sites. After losing 3 complete sites in a row I was determined to get Map-Center back on it's feet and find security for the site. Along with that security comes costs.

My main intentions for this site was to never get rich from the internet, and believe me, Map-Center is far from that. I just wanted to try to get enough income from the website...to support the website. This lead me to look into different associate programs and such to help support the growth of the site.

Map-Center has been alive for over 4 years now and a lot of that is due to the great community we have here. The members of this community are the main driving force that makes me want to keep Map-Center alive for as long as possible.

A lot of people had asked how they could help out with the site in one way or the other. I am constantly on the search for new ways for members to help support Map-Center. One of the main types I look for are associate programs, where a member can buy something from a company, and Map-Center gets a small percentage in return for that sale. This is probably one of the better ways for both parties, since we both get something out of the deal.

Doing things this way is the only way I can thing of to keep pop-up off of Map-Center. I don't believe in them and I certainly do not want the members of this community to have to put up with them.

 



 

Map-Center is trying to get together a comnplete tutorial listing prior to adding the tutorials themselves.

If you feel an area of the editor or level editing itself needs to be addressed as a tutorial please feel free to stop by this thread and add it to the list.

Tutorial links coming soon!

 



 

Challenges

 

Page: 2/5

Texture Challenge #1 - Crates

Here were the rules for this challenge:

This is the first "official" Map Center texture challenge. This isn't a contest. There's no grade or score at the end. No one will be declared "a winner". The Challenge "officially" begins on Sunday Nov. 4, 2001 and ends on Thursday, Nov 15, 2001 (this is a new deadline).

The goal is for environmental texture artists to expand their skills, try new styles or ways of working, tackle subject matter they might now do on their own, and most importantly share their work processes and insights with others as a way of both teaching AND learning.

If anyone wishes to offer comments (whether you are participating or not), make them constructive. Non-constructive criticism with be moderated out of existence.

Make postings relevant to the challenge, including screenies of work in progress, comments, critiques, etc., in this thread.

At the end of the challenge, participants can submit their completed textures and support material to paulj@idsoftware.com and I will put them together as a Q3A pak file.

The Rules for Challenge 1:

Make a texture using the guidelines below. Feel free to use multiple textures to accomplish the goals (example: separate textures for top and sides of a crate). Feel free to include a shader or textures for special effects.

Topic: Crate or shipping container Theme: Grungy industrial, near future to distant future Materials: metals, plastics, ceramics, Notes: Dirty, grimey, corroded, worn, scuffed, used and reused Size: min 64x, max 256x Shader: optional

Submit textures as tga file attachments to my email by the 15th for collection into a pak file. Pre-posting of textures on the forum for purposes of critique is acceptable since the goal is growth and development.

+++

Texture Challenge #2 - Flags

Here were the rules for this challenge:

The Challenge officially begins on Friday Nov. 23, 2001 and ends on Friday Dec. 7, 2001. (2 weeks for this challenge) I am posting this now to give all participant's a chance to think/design/plan what they want to do in this challenge before it officialy begins.

This isn't a contest. There's no grade or score at the end. No one will be declared "a winner". The goal is for environmental texture artists to expand their skills, try new styles or ways of working, tackle subject matter they might now do on their own, and most importantly share their work processes and insights with others as a way of both teaching AND learning.

Hopeful personal goals to achieve:
-Working with a material that not everyone is accustomed to be working with. (cloth/leather etc.)
-Achieving a sense of movement in the material/texture.
-Creating something slightly unique than what is available to the community in terms of flags right now.
-Creating a good looking logo.
-Creating CTF versions/new logos. (optional)

If anyone wishes to offer comments (whether you are participating or not), make them constructive. Non-constructive criticism with be moderated out of existence.

Make postings relevant to the challenge, including screenies of work in progress, comments, critiques, etc., in this thread.

_________________________________________________________________________________

[Rules of Submission] With the help of Paul Jaquays we have decided to include some rules.

File Rules:

1. Each texture must begin with a 2 to 4 character Acronym, followed by an underscore character. This acronym should be unique for each texture maker. Example: "bb_" = Bushboy, "sc4_" = Sc4r4b, "el_" = evil lair so on.

2. Each texture will end up in a shared directory called "mapcent_flag". So if you use a shader, use this directory structure. Example: "textures/mapcent_flag/xx_texturename.tga

3. If a texture uses a shader script, the editor image for that texture must have the same name as the texture. This allows model makers to directly use the texture without having to recreate the shader or the texture.

4. Do not include trademarked images or names in your textures. We don't want someone "foxxing" us over those.

5. Each of the textures or sets of textures should be accompanied by a brief outline readme.txt in this format:

-------------------------------------------------------------------------

TITLE : [Name of Texture]
AUTHOR : [Author's name as it will appear in the pak]
EMAIL ADDRESS : [preferred email address]
HOMEPAGE URL : [Optional if you don't have one]
NUMBER OF TEXTURES : [texture faces only, not screenshots]
SHADER SCRIPTS : [List name of each script]
SCRIPT USES ID TEXTURES : [Does your shader use any id textures from the pak file ... more relevant for conversions to other games]

------------------ * TEXTURE NAMES * ------------------ [file name for each texture, e.g.; bb_container_back.tga] --------------------------------------------------------------------------

6. Size cannot be larger than 256x256 pixels, .tga files.

7. Multiple flags can be submitted if you decide to include CTF (Capture the Flag) versions.

8. Make sure the shader/flags work ingame. I may not have the time to test all entries so this is important.

9. No spaces, periods, or dashes in file names. Use underscore characters to separate things, e.g.: pj_flag_red.tga; NOT pj.flag.red.tga or pj-flag-red.tga

Email Rules:

1. Send all files and info to: hfx@planetquake.com no later than Friday Dec. 7, 2001.

2. Subject of your email should be: "Map Center contest #2-Flags"

3. Send all files in a .zip file (no .pk3 file since I will be making this myself)

_________________________________________________________________________________

Good luck and have fun.!

+++

Texture Challenge #3 - Materials

MapCenter Texture Challenge 3
The subject of this challenge is materials--a mapper's bread and butter.

As with previous texture challenges, this is not a contest, but a challenge for texture artists (and those just getting started) to expand their repetoire and hopefully end up with a bunch of good stuff for mappers to use.

Texture challenge 3 officially starts Friday, December 14th. Because of the holiday season, the deadline for submission will be pushed back one week to Friday, January 4th, 2002.

The purpose of this thread is for artists to post their works in progress for constructive criticism. Flaming/off-topic posts will be owned.

On with the rules...

General Guidelines

- Make one or more simple material textures.

- Textures can be any material. Metal, glass, concrete, wood, and plastic are good candidates.

- If time permits, create variations, and perhaps a trim or joint texture that would blend the materials together.

- They must tile without any noticeable seams.

- Take into account how the texture interacts with light. Is it too bright or too dark? Do spotlights or shadows play well across its surface?

- Ideally, the textures should work well across large surface areas. Test the texture in Photoshop and in the game engine/level editor of your choice.
- Try to avoid large patches of light/dark alternating across the texture that would show up as obvious tiling in-game.

Example
Make two or three concrete textures that complement each other, perhaps 2 of them being based on the first but progressively more "weathered." To this add a couple metal textures that would work well on floors, railings or trim.

A mapper could make an entire map (sans details like signs, lights and jump-pads) with the 4 or 5 textures.

File Rules (similar to previous challenges)
1. Each texture must begin with a 2 to 4 character acronym, followed by an underscore character. This acronym should be unique for each texture maker. Example: "bb_" = Bushboy, "sc4_" = Sc4r4b, "el_" = evil lair, and so on. If you have already participated in previous texture challenges, please use the same acronym.

2. Each texture will end up in a shared directory called "mapcent_materials". If you use a shader, use this directory structure. Example: "textures/mapcent_materials/xx_texturename.tga"

3. If a texture uses a shader script, the editor image for that texture must have the same name as the texture. This allows model makers to directly use the texture without having to recreate the shader or the texture.

4. Do not include trademarked images or names in your textures. No bad karma please...

5. Each of the textures or sets of textures should be accompanied by a brief outline readme.txt in this format: -------------------------------------------------------------------------

TITLE : [Name of Texture]
AUTHOR : [Author's name as it will appear in the pak]
EMAIL ADDRESS : [preferred email address]
HOMEPAGE URL : [Optional if you don't have one]
NUMBER OF TEXTURES : [texture faces only, not screenshots]
SHADER SCRIPTS : [List name of each script]
SCRIPT USES ID TEXTURES : [Does your shader use any id textures from the pakfile ... more relevant for conversions to other games]------------------*
TEXTURE NAMES *------------------[file name for each texture, e.g.; el_metal_giger.tga]--------------------------------------------------------------------------

6. Size cannot be larger than 256 x 256 pixels, .tga files.

7. Multiple materials can be submitted (and are encouraged).

8. Make sure shaders work in-game. I will not have the time to test all entries, so this is important. The shaders will be condensed into one shader script "mapcent_materials.shader." I reserve the right to fix/remove broken shaders.

9. No spaces, periods, or dashes in filenames. Use underscore characters (_) to separate things, e.g.: el_metal_giger.tga, not el.metal.giger.tga or el-metal-giger.tga. The only exception is for secondary stages (like a glow pass) in shaders, e.g.: el_metal_giger.glow.tga.

Email Rules
1. Send all files and info to: ydnar@shaderlab.com no later than Friday, January 4th, 2002.
2. Subject of your email should be: "MapCenter Texture Challenge 3"
3. Send all files in a .zip file (no .pk3 file since I will be making this myself)

Good luck, and enjoy the challenge!

 

+++

 

Latest 2003 Forum Posts

Half-Life 2 possibly a Half-Year from release
Posted by Jesterspaz on Wednesday, September 24 @ 10:05:51 EDT (5 reads)

alf LifeSource: Shacknews

"The previously announced September 30th release date for Half-Life 2 is being pushed back. We are currently targeting a holiday release, but do not have a specific "in-store" date to share at this time. We will release that information as soon as we have confirmed a new date." - Valve's Doug Lombardi

 

   

New Jedi Knight: Jedi Academy Review!!!
Posted by raven on Saturday, September 20 @ 01:21:16 EDT (15 reads)

Gamers Hell just put up a nice review of Jedi Academy! They gave it an 8.5 out of 10! I know I have said it before, but I will say it again. I am really glad to see that people are enjoying Jedi Academy, because it was an absolute ball to help make :)

You can see the review here

Jedi Academy was developed by Raven Software for Lucasarts.


Update: Games Domain
just put up a new review for Jedi Academy. They rated it 4.5 out of 5.

 

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New PB info
Posted by AstroCreep on Sunday, September 14 @ 12:18:16 EDT (3 reads)

roughrider writes "Even Balance is planning to launch a new cross-platform product for PunkBuster admins after a short beta-test period. This is a stand alone software server product (Win32, Linux and Mac versions) that captures and archives PunkBuster logging information from one or more remote PunkBuster game servers.

It comes with a built in web interface similar to PunkBuster's WebTool and allows remote viewing of log files. It should be useful both to admins who lease servers and don't have easy access to logs and also to leagues that want to have streamed match logging directed to a central location.

The first beta version is ready for testing. We are looking for a few Quake3 PB Admins who are willing to test with live servers (Win32, Linux and Mac).

Those who are interested should email testing@evenbalance.com for more information."

roughrider
 writes "Even Balance is planning to launch a new cross-platform product for PunkBuster admins after a short beta-test period. This is a stand alone software server product (Win32, Linux and Mac versions) that captures and archives PunkBuster logging information from one or more remote PunkBuster game servers.

It comes with a built in web interface similar to PunkBuster's WebTool and allows remote viewing of log files. It should be useful both to admins who lease servers and don't have easy access to logs and also to leagues that want to have streamed match logging directed to a central location.

The first beta version is ready for testing. We are looking for a few Quake3 PB Admins who are willing to test with live servers (Win32, Linux and Mac).


Those who are interested should email testing@evenbalance.com for more information."

 

   

Designer Diaries from Jedi Knight: Jedi Academy!
Posted by Raven on Friday, September 12 @ 20:16:08 EDT (17 reads)

 Welcome to the Academy!
By Jon Zuk
Co-Project Lead
Raven Software


Justin 'Jesterspaz' Negrete
Diary
Level Designer
Raven Software


Ford 'Raven' Dye
Diary
Level Designer
Raven Software


Jarrod Showers
Diary
Lead Animator
Raven Software


SOURCE: Gamespot

 

 

 

Expanding the Hall
Posted by AstroCreep on Thursday, September 11 @ 18:22:31 EDT (7 reads)

The Guildhall at SMU invites applicants for 4 positions for digital game development. These are non-tenure track positions with a one-year renewable term beginning Winter 2004, and with a full-time teaching load. Full benefits accorded to full-time faculty are included:
Lecturer in Art Creation
Lecturer in Game Study
Lecturer in Level Design
Lecturer in Software Development
source: Paul Jaquays

News Section takes a dump @ Map-Center
Posted by Astro Creep on Tuesday, September 09 @ 18:46:41 EDT (14 reads)

eneralIt would seem as always the Map-Center news team went on permanent vacation. The only one that doesn't have the time to post news (Raven) is the only one that does.

So instead of throwing this in the forum like last time, I'm putting it up on the news section.

I am currently looking for 5-6 people to help out posting news here at Map-Center. If I can get that amount of people to post new every other or every few days, that should be enough to keep the news section going constantly.

Areas of news interest considered are Editing news, Editor news, New maps, Mapping contests, and anything else that fits in with the world of mapping.

If you're interested let me know via private message (reg required).

Clean and clear writing skills are a must as well as some html skills.

RtCW Single player level released!
Posted by Inition on Monday, August 25 @ 02:56:28 EDT (62 reads)

ew MapsAn esteemed Map-Center member, Kat, authored a wonderful single player experience for RTCW! Mr. Kat went above and beyond the call of mapper duty here, making it assessable to everyone and anyone, regardless of internet connection or computer skill. Internet connection is cover because he has the file split into smaller 56k friendly files. The newbie side of things is handled with well detailed (dummy proof) readme files.

Word of warning, the game play is quite difficult, so novice RTCW SP players should keep the difficulty setting on easy.

Go to this thread for screenshots, information and download links! Mages Skull

New Version of QuakeIT!!!
Posted by Raven on Thursday, August 21 @ 22:07:53 EDT (10 reads)

oolsDevastatoR just put up a new QuakeIT version for your downloading pleasure. New version 6.00 has a lot of great new features for you to peruse!

Here are some of the new features:

*Code optimized
*Added full punkbuster support
*Added full team arena support
*Added New cvars on the cvars list
*Added auto save config files
*Rewrote the code for saving config files so
QuakeIT is about 50% faster
*Fixed some little bugs.

You can grab the new version here.

Rick Johnson on Quake IV!
Posted by Raven on Wednesday, August 20 @ 01:09:40 EDT (10 reads)

Rick Johnson talked a little about Quake IV, the 'singleplayer sequel' to Quake 2, at this year's Quakecon. Raven is developing the game for id Software. Here is a little taste from the rap session:

GameSpy: How is your arrangement with id as far as the usual back-and-forth, getting information and learning how to use the engine?

Rick Johnson: It's been very good. It's a much deeper involvement compared to the past, mostly because we're doing a licensed title for them. We have daily contact with Tim [Willits] for the most part. The programmers talk to [Jim] Dose and [Robert] Duffy directly for most questions, and [John] Carmack every once in a while. They fly up every once in a while to help us out and give us some tricks and tips. It's great, and provides a lot of great insight and direction on what we should be doing for Quake IV.

You can head over to GameSpy for the rest of the interview.

 SOURCE: Raven Games

More Jedi Knight: Jedi Academy News!!!
Posted by Raven on Wednesday, August 20 @ 00:57:58 EDT (10 reads)

UGO has just posted up a Jedi Knight: Jedi Academy preview. The article does not offer much in the way of new information, but it is still of interest to Jedi Knight fans who are waiting on the latest installment of the series, in development by Raven Software. Here is a bit of information concerning the missions in Jedi Academy, based on their playtime with several of the levels in the game:

Speaking of missions, we were able to sneak in some playtime with several of the levels from Jedi Academy, and all we can say is that the game is by no means bantha poodoo. In fact, from our first impressions, it's looking to trump Outcast in pretty much every way. In one mission, we were trekking along through some canyons (possibly of the Beggar's variety), when we came upon a bunch of friendly sand people. Star Wars Kid, if you please - [starting light saber sound effect] - thanks. We decided that they weren't so friendly after all (killing the first few without so much as a gaffi stick in our direction might've done it), so we spent the rest of the mission running through caves and settlements taking out thousands of these guys. Not only is it good to see some variety from the Storm Trooper fodder from Outcast, but cool touches, like the Tuskan Raider's tendency to taunt when they score a hit, really made chopping their limbs off all the more satisfying.

Be sure to take a look at the rest of the article!!!

SOURCE: Raven Games

Elite Force II Editing Tools
Posted by jesterspaz on Monday, August 18 @ 16:40:28 EDT (13 reads)

The SDK for Rituals Star Trek shooter, Elite Force II, is now out! =)
Grab it from... 3d Gamers

Jedi Knight: Jedi Academy is Gold!!!
Posted by Raven on Thursday, August 14 @ 15:00:46 EDT (13 reads)

LucasArts is pleased to announce that Star Wars Jedi Knight: Jedi Academy has Gone Gold and will be in stores on September 17, 2003. You can view all of the news and screenshots here.

SOURCE: Lucasarts

X-Men Legends Update!!!
Posted by Raven on Thursday, August 14 @ 14:53:25 EDT (11 reads)

There are a bunch of new screenshots for X-Men Legends over at Boomtown. They included some more information as well. Here is a little blurb for you:

X-MEN: Legends is going to be an old-school beat-em-up game featuring our dear heroes from the X-MEN comic books (and movies... and books... and cartoon series... and...). The game supports up to four players and focuses heavily on team play. Coupled with RPG elements this could result in a game that's more interesting than the average comic-book-to-game-conversion. We'll all know for sure when X-MEN: Legends is released in 2004 for the Xbox, the PS2 and the GameCube.
Be sure to check out the cool screenshots!

SOURCE: Raven Games

 

   

Jedi Knight: Jedi Academy Interview!!!
Posted by Raven on Thursday, August 14 @ 14:45:24 EDT (10 reads)

Project Administrator Kenn Hoekstra recently talked about the three types of lightsabers, a dozen other weapons, a mission system that allows you to choose your path, and many other Jedi Academy features in this sweet interview on Action Vault:
One of the goals of Jedi Academy is to take the lightsaber combat, acrobatics, and Force powers, which we feel were real strengths in the Jedi Knight series, and improve upon them. People want to feel like they really ARE a Jedi Knight, so we are endeavoring to encourage the use of the lightsaber, combat moves and Force powers to progress through the game.

We also wanted the player to really feel they were in control of their destiny in this game, so many of the new features we implemented revolve around allowing the player to fully customize their character, their abilities, their weapons, their missions, and really create their own unique game experience. Doing it this way also adds a lot of replay value to the game because you can make different choices regarding your character or path along the way and have a completely different experience than the first time you played.

Just head here for the rest of the interview.

SOURCE: Raven Games

 
   

Doom III Updates!!!
Posted by raven on Thursday, August 14 @ 14:35:21 EDT (25 reads)

There are some QuakeCon Doom 3 Multiplayer Impressions on HomeLAN Fed that give you a taste the multiplayer action that is being set up for the show. Here are some of the impressions concerning the physics:
"Rag doll physics was in evidence during the Doom III multiplayer demo, including objects like boxes and barrels that could be moved by weapons fire and a dead body hanging from the ceiling during one portion of the level that could also be moved by weapons fire. Some glass windows could also be smash but unlike most glass in games the window didn’t shatter all at once but rather in pieces."


DOOM 3 Preview News!

There is a DOOM 3 preview on Eurogamer that offers up some fresh first-hand impressions of id Software's upcoming shooter masterpiece. Here is a bit of juice on the environment in which the game takes place:

Seeing as you're on the hostile planet of Mars, you won't want to puncture the base, unless you fancy a quick death. Hollenshead revealed that if you do happen to shatter one of the complex's windows it creates a vacuum, forcing the area to automatically seal off from the rest of the base. Eeek. And with all the shooting you're going to be doing, what are the chances of not sending a stray bullet through the windows at some stage?

 
   

Newest Half-Life 2 Movie!
Posted by raven on Wednesday, August 13 @ 09:48:06 EDT (10 reads)

The latest Half-Life 2 movie has just been released over the Steam broadband delivery system. The "Barricade" video is a 123 MB download, that is of course in the ultra-high quality Bink format. Mirrors are being provided by 3D Gamers, FileFront, FileRush (torrent), FileShack (registration required), IGN, and Worthplaying.

EF2 GDK on its way
Posted by UnoKorn on Wednesday, August 13 @ 04:01:31 EDT (11 reads)

Jared "BirdDawg" Hefty has posted an update on the forthcoming UberTools game development kit in the Ritualistic forums. The GDK will enable people to create new maps, models and other neat things for games using the latest version of the UberTools:

New Enemy Territory Maps
Posted by Inition on Wednesday, August 13 @ 01:00:00 EDT (15 reads)

 
 
   
 
 

 

   

Q3A Urban Terror Beta Update!!!
Posted by raven on Monday, August 11 @ 09:55:14 EDT (8 reads)

The new beta ,version 3.0, of the Urban Terror modification for Quake III Arena is now available. Here is some juice on the new version:


"The development team has essentially created an all new game, like the jump from 1.x to 2.x, Urban Terror 3 has completely new code for lag compensation, hit detection, physics and much more. We have been hard at work updating the male and female model skins, along with tweaking current weapons and their skins. We also debut the new IMI Negev and the highly anticipated game mode, Bomb/Defuse. A fully integrated UI will allow gamers and admins alike to send commands from in game."

There is an extensive list of download mirrors provided on the page. This is quite helpful considering the 322 MB download.

Raven News!!!
Posted by raven on Wednesday, August 06 @ 11:17:54 EDT (11 reads)

Zachary Quarles, Lead Audio Designer at Raven Software, just updated his .plan to let everyone know he is back in action
at Raven's offices!!! He spent some time away to get his Bachelor of Fine Arts degree! He says it feels good to be back and making the walls shake & quake once again.

Welcome back, Zachary!

SOURCE: Raven Games

 

   

Half-Life 2 Editing Roudtable discussion
Posted by jesterspaz on Wednesday, August 06 @ 11:15:01 EDT (10 reads)

Valve roundtable discussion
Some interesting news regarding the editor, BSP tree, LOD, Vehicle support, AI and physics


Texture Section previews added!
Posted by AstroCreep
on Tuesday, August 05 @ 21:08:41 EDT (17 reads)

Continuing with the reworking of the dowload section, the texture section is now complete with preview pics of what's included in the files.

After going through these...I didn't know we had so much awesome looking textures collected for downloads.

Since the prior files now have previews for them, I've started added in more texture sets as I find them on the net. Currently I'm in the process of adding Evillairs 8 complete texture sets. I never really stood back and took a look at how many textures he made until this. I'm only half way done with them and the amount of time he must have spent on them seems staggering.

If you know of any texture sets that can be added to the download list please feel free to add them. I'll will then go through them and add preview pics of them.

 

   

Raven News!!!
Posted by Raven on Tuesday, August 05 @ 11:17:12 EDT (9 reads)

Jedi Knight: Jedi Academy Previews :)

There are three Jedi Academy previews that have gone up in the last week or so at various gaming news sites on the web. They have had some hands-on time with the title at the recent LucasArts press event. Here is what each of them had to say:

IGN's Jedi Academy Preview:

The adventure takes place shortly after the conclusion of Jedi Outcast, with the most immediately obvious change being the player character. A veteran of many battles, Kyle Katarn has more or less withdrawn from the front lines, settling into a role as an instructor at the Jedi Academy run by Luke Skywalker. Your role is that of Jaden Korr, a new trainee. In line with this change, you can now create your own character, choosing either gender from various races such as Humans, Zabraks, Rhodians and Twi'leks. There may be more; we may not have gotten the full list. No matter what combination you choose, you'll then be able to personalize your avatar with various torso, leg, clothing, hair and facial options. This flexibility should be especially helpful in multiplayer. And for another great touch, you can build your own lightsaber by selecting hilt and color. Later in the game, you'll also gain access to dual and double-bladed alternatives.

GameSpot's Jedi Academy Preview:

From what we saw of the game today, Jedi Academy's visuals appear to be in top form. The character models are especially well designed, with tons of detail in each model and lots of cool-looking animations. All the environments were very impressive looking, including the levels found on Hoth and Tattooine. One mission was especially stunning, as we found ourselves on a moving transport ship and had to jump and slice our way past a number of guards while the ship traveled at harrowing speeds. The visual effects associated with this created an incredible sense of speed and truly gave us pause as we sized up our ability to jump around on this speeding vessel.

GameSpy's Jedi Academy Preview:

As far as basic action, the formula is still the same, but it's clear a lot of effort has gone into improving and expanding the lightsaber battles. Your character will start with a standard lightsaber, but as the game progresses, you'll unlock other options, such as the ability to wield two sabers at once, or even the double-bladed staff made famous by Darth Maul in Episode I. Three saber stances -- light, standard and heavy -- are available for lightsaber fighting, with "light" being akin to fencing, and "heavy" involving huge windups and massive blows. Jedi Academy will also have lots of special moves available, including spins, tumbles, saber throws, and a unique move accomplished by pressing the primary and secondary fire modes at the same time. Players using the double-bladed saber have the ability to kick opponents, and, as in Jedi Outcast, characters will be able to run and jump off walls, and will have finishing moves played out with a Matrix-like slow-motion camera effect.

SOURCE: Raven Games


X-Men Legends Preview:
The Armchair Empire just put up an X-Men: Legends Preview:
Features:

Gamers can pick their favorite X-Men character and upgrade each character’s attributes to create their perfect team. Recruiting from 15 different heroes including Wolverine, Cyclops, Storm and Jean Grey, players gain experience, upgrade their team, characters and unlock new abilities to aid in the quest.
 Fans control their X-Men characters (either individually or as a team) by training and directing them through an exciting series of missions. Players command their team and take on such enemies as the Brotherhood of Mutants, Sentinels and an unknown enemy from the future.
 X-Men: Legends features a multi-branching, mission-based storyline that allows for abundant replay value. Players can play solo or cooperatively with up to three friends as they battle evil mutants. Dynamic joining allows new players to become part of the adventure at any time during the game.

SOURCE: Raven Games

 
   

GtkRadiant 1.3.11: Gtk2 and Wolfenstein: Enemy Territory
Posted by UniKorn
on Tuesday, August 05 @ 04:27:06 EDT (13 reads)

GtkRadiant 1.3.11 is available. The Enemy Territory game pack has been merged into the main release. The GTKRadiant team also decided that the switch to Gtk2 is official after the test Gtk2 version turned out quite good. The best way to get your hands on the setup files is to use the qeradiant download selector. Note that 1.3 is the beta version, so you
need to check 'developement' and not 'stable'. 1.3 will become the stable release soon, but for now they still tag it beta. You can also use the BitTorrent tracker to get the files.



 

Stop by and check out who's hanging out in the Map-Center Irc Channel

The Map-Center irc Channel is hosted by Gamesnet, and you can get there by using the following server information:

Channel:
#mapcenter
Servers:
Dreamland.IL.US.GamesNET.net Illinois, USA 6667-6669
Ensim.TX.US.GamesNET.net Texas, USA 6661-6669
Excalibur.IL.US.GamesNET.net Illinois, USA 6661-6669
Fluxy.TX.US.GamesNET.net Texas, USA 6661-6669
Gimli.DK.EU.GamesNET.net Aarhus, Denmark 6661-6669
Merlin.CH.EU.GamesNET.net Lausanne, Switzerland 6661-6669
MilkmanDan.CA.US.GamesNET.net California, USA 6662-6669
Netfire.TX.US.GamesNET.net Texas, USA 6661-6669
RedPhive.BC.CA.GamesNET.net British Columbia, Canada 6662, 6665-6669
Slim.NY.US.GamesNET.net New York, USA 6662, 6665-7000
Zoidberg.MA.US.GamesNET.net Massachusetts, USA 6661-6669

Programs to connect to an Irc server

Mirc

To use IRC you need a small program like mIRC, an IRC client for Windows, written by Khaled Mardam-Bey. mIRC is a friendly IRC client that is well equipped with options and tools. mIRC is shareware, which means that you can download mIRC and try it out freely for 30 days to evaluate it. If during, or at the end of, the evaluation period you decide that you would like to continue using mIRC, you must register your copy.

Trillian

Connects to all major chat networks, including AIM, MSN, ICQ, Yahoo!, and IRC! Unlike other multi-IM products, no accounts need to be registered with Cerulean Studios to begin. That means you can type in your old messenger account names and passwords - and start right away!

Trillian's Website
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
 

channel #mapcenter statistics generated by AstroCreep

Statistics generated from Friday 18.10.2002 to Monday 20.1.2003
During this 95-day reporting period a total of 90 persons visited the channel channel #mapcenter
 
Pink Hours 0-6 Green Hours 6-12 Blue Hours 12-18 Red Hours 18-24
 

When do we actually talk here?

5.5%
1.1%
0.3%
0.3%
0.1%
0.1%
2.2%
0.5%
1.2%
1.2%
1.8%
4.7%
8.5%
3.8%
5.6%
4.9%
8.8%
9.3%
11%
11%
7.9%
5.3%
2.9%
1.2%
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23
 

Activity Statistics

(Nicks sorted by number of lines written)

Nick Number of Lines Random Quote
1 mac_ 418375460 884 "look into the code :P"
2 MrLyCon 119277338 736 "thats why am trying to get ppl to understand that you cant use GTK for doom editing ..."
3 AstroCreep 86250210 561 "I didn't like the fact that Akuma copy and pasted a PM to someone else"
4 Zer0-L0giC 10240198 448 "no irc till u show me map screens for ur new mod :)"
5 RaP7oR 36220118 378 "sniffed too much ? ;>"
6 Ultron 10183112 296 "why'a there no topic, and why's there less people here than usual?"
7 evillair 109589 194 "bugs bugs bugs I'd imagine"
8 Pathogen 683366 167 "complain about everything being to dark."
9 jafo 6184 147 "didI have too resign up too astro? I remember doing it previously when you had ..."
10 Q` 23111 134 "shold be a region menu"
11 TTimo 183363 115 "you can make a small banner button and I'll happily use it :)"
12 Corsair 117717 107 "well, if you get 10 crap posts, then you wont think the 11th will be a good one"
13 UniKorn 433916 105 "pretty annoying if you wake up in the middle of the night"
14 eskimoroll 302546 101 "gonna make a range using the base textures I've made, like you did early in the ..."
15 Aphixe 252245 92 "its a shader.. texture..?"
16 |DiRe|l0g1c 6126 90 "3rd party map review/database"
17 zF0Rm 1079 89 "how do i turn a brush into a sphere in gtkradiant?"
18 sedric 52454 88 "hey mac...whats new?"
19 megaman 79 79 ":) | with a 400 ping i can't .. SEE the enmy :)"
20 Cyr|C 133528 76 "everyone loves screenies"
21 Profane 857 65 "beats me... quake3 active shader editor?"
22 Vexar 57 59 "Do you know Mark Doctormen?"
23 KoolieZ 132217 54 "ahh, mohaa... i realy dont like that game"
24 HaVaNa7 91728 54 "anyone can look at my map and say to me why i have always that damned error: ..."
25 Akuma^|Away 4110 53 "not sure, but I heard from someone who has it that loading one of the maps used ..."
26 SinPoet 47 47 "allo guys"
27 Koochy 45 45 "does that make them @_@__@"
28 Biohazard 22517 44 "think u could make a hl map"
29 HaVaNa 42 42 "it is very strange that it happend when i put a new house"
They wrote less than 40 lines:
[GOOSE] (36) Bird|Away (32) AD5 (32) [KaB] (32) ALiEN (31) subverse (30)
HrO (30) Cymax (29) NervousG (27) E-werd (25) John_Carmack (22) [SSN]-TypeNicknameHere (21)
telephed2600|dod (17) Shallow (16) Neph (16) Finko (16) h0rst-ds (14) Hate-Ball (13)
than (12) SiC (12) HdLz_mIke (12) eskimo-roll (12) elminzter (11) Amphetamine (9)
Inition (8) Dietz (8) CP]I[eVoc (8) [cs4u]tuK- (8) Ziggurat (7) online (7)
Krakkon (7) scampie (6) Mesp (6) Diesoft (6) Wildcard|BD (5) LOTR2 (5)
Zer0-LOgic (4) nG-SgB- (4) KaB (4) NoUse (3) Corsairr (3) TroYaNo (2)
TheJediYoda (2) telephed2600|mapping (2) Sleepy (2) rand0mz (2) JmaN21 (2) fjeer_hunter (2)
a-UniKorn (2) [PiN]Octane (2) |UA|Rage (1) Speed` (1) petter|ncomp (1) Liquid_Insanity (1)
hurley28 (1) Ghost_Raven (1) f00d (1) Eyeless (1) CR3M`SL33P (1) Carmack (1)

There was also 1 nicks who mainly idled...
 

Time of day stats

Nightcrawlers
(Hours 0-6)
Early birds
(Hours 6-12)
Afternoon shift
(Hours 12-18)
Evening chatters
(Hours 18-24)
1 Ultron - 101
MrLyCon - 119
mac_ - 375
mac_ - 460
2 Pathogen - 68
AstroCreep - 86
MrLyCon - 277
MrLyCon - 338
3 |DiRe|l0g1c - 61
Ultron - 83
AstroCreep - 250
AstroCreep - 210
4 mac_ - 41
UniKorn - 43
Zer0-L0giC - 240
Zer0-L0giC - 198
5 Aphixe - 25
HaVaNa - 42
RaP7oR - 220
RaP7oR - 118
6 subverse - 22
Akuma^|Away - 41
Q` - 111
Ultron - 112
7 Biohazard - 22
RaP7oR - 36
evillair - 95
evillair - 89
8 KoolieZ - 13
eskimoroll - 30
megaman - 79
jafo - 84
9 Cyr|C - 13
Q` - 23
Corsair - 77
zF0Rm - 79
10 E-werd - 12
HrO - 23
jafo - 61
Pathogen - 66
 

Channel topic was changed 5 times

Changed by New topic
AstroCreep
"No Doom3 links posted here || You will be banned from the channel!!!"
AstroCreep
"No Doom3 links posted here || You will be banned from the channel!!! || (Link: http://www.map-center..."
ChanServ
"Map-Center || (Link: www.map-center.com)www.map-center.com"
AstroCreep
"Main Site reopened! (Link: www.map-center.com)www.map-center.com"
ChanServ
"Map-Center || (Link: www.map-center.com)www.map-center.com"
 

Weekly statistics

900
1651
1089
654
1472
183
0
0
0
0
0
0
0
0
0
18.10 21.10 28.10 4.11 11.11 18.11 25.11 2.12 9.12 16.12 23.12 30.12 6.1 13.1 20.1
Total number of lines: 5,949

The most active day so far has been Thursday 31.10.2002 with line count of 615

 
This page was created on 1.2.2003 13:38 with mIRCStats v1.19
Run time: 4 seconds. English language file done by M.A.
is 1998-2003 by Mikko "Ave" Auvinen

 

 

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