Quake Live

Quake Live

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Sanctum
   
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7.413 MB
Jan 2, 2017 @ 12:28am
Jan 26, 2018 @ 1:26am
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Sanctum

Description
Sanctum (q3shw27) - converted from Q3A and optimized for Quake Live.

This map was created by Pawel 'ShadoW' Chrapka for Maverick's Quake III mapping
Competition 3 in 2011 (Credits are inside).
Thanks for your work and your permission.

From now on with Duel. (Changes are described inside)
The map setup were not modified for "FFA" and "TDM".

Bot support: yes
Gametypes: FFA, Duel, TDM, CA, VCA, FT, RR, iFFA, iFT, Infected, Quadhog

Type "\map sanctum tdm"
Vote "\callvote map sanctum"

Have fun!


Do you want more of ShadoW's Q3 maps?
Visit www.shadowsdomain.wordpress.com


Update (2017-04-23):
I've added some "ammo_pack's" for players who want's to play with.
~ ammo_pack's added
~ bot issues fixed


Update (2018-01-26):
~ QL "content" modified
~ "ammo_hmg" added for the team modes
~ 3 "small healths" added for Duel
~ 3 "jumppad targets" modified
~ "intermission" spot modified
~ "light targets" deleted
~ new looping music file added
~ little fixes and improvements
~ "QL-changes" readme updated (inside the pk3)
7 Comments
NotueRn Jan 17, 2017 @ 11:23am 
Lulz, didnt notice this was a converted map, but anyways you still need to fix these errors.
Decompiling and recompiling a map creates a clusterfuck of errors that need to be addressed, because like in this scenario its probably a bunch of brushfaces clipping in to each other because of a bad decompile that makes the vis fubared.
Check the map for errors in radiant before you compile, then check it manually for things that need to be fixed.
NotueRn Jan 17, 2017 @ 11:01am 
While i get 250fps stable, you have done some massive mistakes considering that r_showtris shows the whole map in 90% of the areas: http://steamcommunity.com/sharedfiles/filedetails/?id=844560026

Make sure that you dont have any errors during compilation(Mainly thinking about VIS.), do not to use skyboxes, use areaportals on doors, use hint brushes if your vis doesnt split up the areas well enough during compilation.

Props on the design though, looks great overall.. but its insanely bad optimized, which might seem like it doesnt matter much with todays computer.. but you have to consider that this also means that the server will always send information about everything on the map to all the players all the time(Known to cause crashes.).
crobartie Jan 7, 2017 @ 10:44am 
ql do not need strong graphics card, my:hd5870
it is not the issue here, LOL :steamhappy:
AleK Jan 7, 2017 @ 10:25am 
i think your lack of graphics card is your issue here
crobartie Jan 7, 2017 @ 6:20am 
i5@4.3Ghz, 8gb 2133mhz (+144hz monitor)
I am using r_vertexLight "0" (drops from 250fps to 160)
with r_vertexLight "1" small drops, but ppl with weak PCs will have a problem even with stable 125fps :steamsad:
AleK Jan 6, 2017 @ 5:21pm 
what kind of pc has frame drops on quake
crobartie Jan 4, 2017 @ 4:05am 
too much FPS drop, but map is nice...