Information about all four mapfix releases have been incorporated into this readme (they were previously released as separate downloads). ------------------------ What this archive is for ------------------------ Some maps that have been released for Quake III just aren't recognized by the built in map browser. Usually this is because the map maker forgot to include a script file that "announces" the map to the game; or the script is broken. Occasionally its because the map was released before this script feature was added to Q3. Whatever the reason, you can't detect the map from the built in browser. When the map is recognized, a few don't have a picture. You see a Q3 logo and have to remember what the name of the map leads to. The loading pacifier that shows map, models, and objects loading can't help the players prepare either. This archive contains scripts for maps that didn't have them. It can also contain pictures for maps. You can now see the map in the browser and identify it properly. The map can also have some bots for you to play against, a default frag limit, and a proper long name. I'm planning on expanding this as I find more maps that need this kind of fix. This is where you come in. Send me information about maps you've found that don't have arena scripts or pictures. Read the section below "Adding to this archive" on how to do this. Full credit will be given to those who send updates in. UI Enhanced can tell you when its found a map that doesn't have an announcement script, just look in the console for "unscripted" maps. UI Enhanced also includes the ability to classify maps by type (from 0.99a onwards: RailArena, BigMaps, SmallMaps are provided). This classification can also be extended, and I'll be putting updates into these map pak fixers too. I'll be releasing new fixes when I've enough to make it worth while, or they've been sitting on my harddisk for long enough. Enjoy! HypoThermia (uie@planetquake.com) UI Enhanced: http://www.planetquake.com/uie/ Code3Arena: http://www.planetquake.com/code3arena/ Homepage: http://www.eudoxus.demon.co.uk/ --------------------------- UI Enhanced Map Pak Fixer#1 --------------------------- 22nd November 2000 mapfix_readme.txt This file! fstier1.arena fsdm1: Circular Logic fsdm2: Chaos Reigns fsdm3: Ravenous fsdm4: Demon Winds novactf1e.arena novactf1e: Nova CTF: Conception pak_jk_dm.arena jk_dm4: A Very Bad Place q3_spacectf1.arena q3_spacectf1: Space CTF: Opposing Platforms tom_dm1.arena tom_dm1: Mustaine Madness tom_tourney: Mustaine Tourney sg_rail1.arena sg_rail1: The Railing Box sg_rail2.arena sg_rail2: Railers Lost Box q3q1dm1.arena q3q1dm1: Place of Two Deaths camelctf.arena camelctf: Camel CTF --------------------------- UI Enhanced Map Pak Fixer#2 --------------------------- 16th December 2000 From map lists supplied by Sascha Lichtenstein: nhpq3dm1.arena The Night Shrine senndm1.arena Agony & Ecstacy curvy.arena Curvy Created by BFG-Berater: 3hallstohell.arena Three Halls to Hell bodies.arena Bodies From Blood1 d2dm1.arena Doom2 Deathmatch1 darkzone.arena The Dark Zone discs.arena Discs of Death figure8.arena Figure 8 fogdm1.arena Fog Deathmatch 1 q2dm8.arena Warehouse q3q1dm4.arena The Bad Place shiz_q1dm2.arena Claustrophobopolis --------------------------- UI Enhanced Map Pak Fixer#3 --------------------------- 2nd May 2001 q3dm6tmp.arena The Camping Grounds (no quad) q3dm6tmp.jpg fiab_dm1.arena Beamaris Keep (dm + rail versions) From map lists supplied by Joel "Johnny Law" Baxter: antilogic.arena AntiLogic chaosdungeons2.arena Gate to Hell charondm1.arena A Shadow Lost fogdm3.arena -All Consuming- fognhell.arena Fog In Hell ik3dm1.arena Future Brownie ondadm1.arena po2k.arena Place of Two Kings q3rev.arena Revelation q3tbdm1.arena Airborne qxdm1.arena Lots O' Frags satan.arena Satan's Playground tddm1.arena The Killer Rig trc_gs.arena Garden Satanica From Kevin Knight: 3deaths The Three Deaths ruutq3dm5 Rail or Whine? From DeSiRe: reflex09.arena Fragmonsterz are Welcome --------------------------- UI Enhanced Map Pak Fixer#4 --------------------------- 29nd November 2001 atomic.arena Atomic Flow by Cole Savage chromeddeath.arena Chromed death glug.arena Glug (+levelshot) madm04.arena The Mean Arena - by Kiltron q3wcs1.arena Silly Railings Unfortunately I can no longer credit the first four arena scripts. Time has separated the name of the individual from the file :( ---------------------- How to use these files ---------------------- These files are fully incorporated with UI Enhanced, no special installation is required. All these maps will now be detected, and shown in the map browser if they are present on your system. DO NOT PUT THESE FILES INTO THE BASEQ3 DIRECTORY WITHOUT READING THE NOTES BELOW. IT WON'T QUITE WORK AS YOU EXPECT! ---------------------- Adding to this archive ---------------------- a) Arena Scripts b) Images for maps Arena scripts ------------- If you've found a map that doesn't have an arena script or picture, then let me know and I'll create one. Better yet, create your own and send them to me, you'll need to provide the information below: 1. The map archive filename (usually a zip archive). 2. The short name for the map (this is the name you'd use when typing the /map command on the console) 3. The long name for the map, usually what you see when the map is loading. 4. A list of bots that are appropriate for the map (tourney maps usually have one bot, CTF maps don't have any). 5. The type(s) of map. Free for All (FFA), Tournament (1V1), Team Death Match (TDM), or Capture the Flag (CTF). 6. The fraglimit for the map, usually 10 (typical for tourney only), 15, 20, or 25. CTF maps don't have fraglimits. This is an example of the final arena script from a map in this archive. You don't have to conform to this when you send me the info, but you can test it works. { map "jk_dm4" bots "grunt keel visor" longname "A Very Bad Place" fraglimit 20 type "ffa" } Take a look at the readme.txt file for UI Enhanced for information on how to generate and test one of these script files. Images for maps --------------- Generating an image for a map isn't too difficult, but you'll need a graphics editing program that can load and save Targa bitmaps (.tga) and JPEG (.jpg) files. You need to take the following steps to create a map picture: 1) Load Q3 and start the map. Move around, looking up an down to find a distinctive view that makes the map uniquely identifiable. Take a screenshot by pressing F11. You can move the cursor offscreen by issuing the command "\cg_cursorx 1000" (move it back with "\cg_cursorx 0") Or you can select a "null" cursor in the Setup|Preferences configuration page. 2) You'll find the screen shot in the "screenshots" directory, just under baseq3 or the directory of the mod you were running. It can be 2Mb in size or larger! Load it into your graphics program, and crop to remove any text like the player ammo stats at the bottom of the page, or the game time in the top right. 3) Crop the image to a 4x3 aspect ratio. Something like 400x300, 600x450, 800x600 etc. Ideally there shouldn't be any HUD text on the cropped picture. 4) Reduce (stretch) the picture size down so its a power of 2: 256x256, or 128x128. This will look vertically stretched, but will still view correctly. 5) Save the picture as a JPEG (.jpg), using the map name. In the above arena script example, the map picture would be called jk_dm4.jpg. Use a compression ratio of about 5:1, and you should end up with a file about 30-45K in size. 6) Send me the image, and any other details about the map. Any file size over 50K will not be used, and an excessively large e-mail (say a screenshot) will be deleted unread. ----------------------- Some questions answered ----------------------- Q. Can I use the fixes in this archive with standard Quake 3? A. Yes. But you'll have to do some work first. Q3 (version 1.17) loads arena scripts without checking to see if the actual maps exist. The result is a list of maps that aren't on your hard disk, but the default map browser shows them as present. UI Enhanced does check for the present of the map, and avoids using maps that aren't on your system. To use these map fixes without UI Enhanced, you'll have to remove arena scripts for maps that you don't have. You will also have to remove the ui.qvm file from this archive. When this is done you can put it in baseq3 and use it with standard Q3. Q. Is it possible for a replacement script in UIE to fail? A. Yes, if the PK3 archive that supplies the original broken script would appear after the UIE PK3 archive in a filename list sorted by alphabetic order. It can be fixed by prefixing the UIE PK3 filename with zzz, so it looks like zzz*.pk3, where * is the original name of the UIE PK3. This file rename trick pretty much guarantees that the contents override anything else that might contain the original broken scripts. If a map has a broken arena script, then it can be replaced because Q3 uses the zzz* files before any other. Note that this trick will break compatibility with any PURE public or LAN servers that require UIE: the filename for the PK3 can no longer be found. Successive id patches to Q3 have used the same trick, but called their files pak0.pk3, pak1.pk3, pak2.pk3 etc.