News Design Artwork Photos Articles
 Mystic Gemini Source Files   Back to Mystic Gemini Page File Size: 10.2Mb
Middle Ground Middle Ground Middle Ground Middle Ground

 Background Information
This zip file contains all of the original editor map files and most of the editor textures which were used in the production of the map "Mystic Gemini" for Q3. The extra editor textures do not need to be distributed with the final map product. They are designed to make the production of the map easier to see / understand in the editor only.

Please note: The map files for Mystic Gemini are supplied as is and probably with the odd mistake or two buried in them. They are certainly not to be treated as an example of mapping standard / guide or some anal exercise in how to map correctly. Please bear this in mind when looking at the map source files.

Editor map history


The map started with a decompiled version of the original map (thirdsign_1A-1D) which progressed into an alpha (thirdsign_alpha) map. While waiting for feedback, a couple of brushwork concept (thirdsign_1E-1L) maps were made. After the alpha feedback came back, the central area was expanded (thirdsign_2D) and it was back to testing.

The SG room was setup to look and feel different (undercover) and some of the concept brushwork was added back into the alpha (thirdsign_3D) map. The new central area was setup with detail brushwork (thirdsign_3E-3K) and eventually the PG room detail was put back in from the concept (thirdsign_3L) maps earlier. The SG room was setup with a slightly different style (thirdsign_3M-3P) and eventually the two side rooms were rotated round (thirdsign_3Q) the flag room to complete the layout.

The bot map (thirdsign_3Q_bots) was specially created from the main map and optimised with cluster portals. The bots were previously tested on the alpha layouts for route problems but this was the first time they were tested with all the detail brushwork. The test highlighted a problem with the jump pads and the bots getting stuck in endless bouncing loops. It looked really dumb and needed to be fixed.

The PG room was changed (thirdsign_3R) so that the jump pad had more room at the top and was cleaner at the bottom so the bots could jump down easier. The upper area had an extra set of stairs added and some pillars were placed for more cover. The bot (thirdsign_3R_bots) map file was changed to match the new layout.

The SG room suffered from the same problem as the PG room with the bots and the lower route was not right so this was a good opportunity to fix the whole room. The room was changed and a new style (thirdsign_3S-3V) was created instead. The bot (thirdsign_3V_bots) map file changed and I suffered more pain with getting the cluster portal working again.

The final version (thirdsign_3W) had cosmetic changes like blue crystal light models, different map lighting, ambient music / sound and top of archways changed but nothing that affected the bot (thirdsign_3W_bots) map which simply got renamed to the latest map version.



 Batch Files
I strongly recommend you do not compile the source maps in this zip file using the editor menu but instead use a 3rd party graphical front-end program or batch files. Please remember to change the paths in the batch files to match the location of where you are storing all of your Q3 files, otherwise they might not work.

All of these batch files below require a map name to be supplied as a parameter in order to work. Either create a windows shortcut with the map name built in or open a command line. (File/Run/Cmd) I assume if you know about batch files you also know about command lines, but if you are unsure, ask someone don't experiment.

All of the models used in Mystic Gemini were setup as ASE files which originally were made from map files. This format allows for custom brushwork to be rotated / scaled easily in the editor and is perfect for maintaining texturing information.

Batch File - creating ASE files

@echo off
@set Q3_PATH="C:/Program Files/Quake III Arena/"
@set COMP_PATH="C:/Program Files/Quake III Arena/q3map2/q3map2.exe"
@set MAP_PATH="C:/Program Files/Quake III Arena/baseq3/maps/%1.map"

@set GEN_OPTIONS=-fs_basepath %Q3_PATH%

rem ASE stuff
%COMP_PATH% -bsp -meta -patchmeta %GEN_OPTIONS% %MAP_PATH%
%COMP_PATH% -convert ase %GEN_OPTIONS% %MAP_PATH%

The seperate bot file was not created initially because I did not want to maintain two maps. All the special bot brushwork was stored in the main map and a standard batch file was used as nothing special was required at this point.

Batch File - normal compiles

@echo off
@set Q3_PATH="C:/Program Files/Quake III Arena/"
@set COMP_PATH="C:/Program Files/Quake III Arena/q3map2/q3map2.exe"
@set MAP_PATH="C:/Program Files/Quake III Arena/baseq3/maps/%1.map"
@set BOT_PATH="C:/Program Files/Quake iii arena/q3map2/bspc.exe"

@set GEN_OPTIONS=-fs_basepath %Q3_PATH%

%COMP_PATH% -meta %GEN_OPTIONS% %MAP_PATH%
%COMP_PATH% -vis %GEN_OPTIONS% %MAP_PATH%
%COMP_PATH% -light -fast -patchshadows -samples 2 -bounce 1 
	%GEN_OPTIONS% %MAP_PATH%
rem %BOT_PATH% -forcesidesvisible -bsp2aas %MAP_PATH%

Finally when the special bot map (version 3Q) was created and a two batch system was required for testing. The bot file was compiled first with batch file 1 and then tested in game to see if everything loaded and worked. The bot file does not have any vis or light stages because the AAS is rebuilt by the BSPC process.

The second batch file was used to re-link and optimise the bot file to the main map. Once the bot file was tested and working, only batch file 2 was used which also did a full compile of the main map at the same time. The re-linking process only worked once and each new compiled needed a backup copy of the AAS file from batch file 1.

Batch File 1 - special bot map

@echo off
@set Q3_PATH="C:/Program Files/Quake III Arena/"
@set COMP_PATH="C:/Program Files/Quake III Arena/q3map2/q3map2.exe"
@set MAP_PATH="C:/Program Files/Quake III Arena/baseq3/maps/%1.map"
@set BOT_PATH="C:/Program Files/Quake iii arena/q3map2/bspc.exe"

@set GEN_OPTIONS=-fs_basepath %Q3_PATH%

rem Special Bot file
%COMP_PATH% -meta %GEN_OPTIONS% %MAP_PATH%
%BOT_PATH% -forcesidesvisible -bsp2aas %MAP_PATH%

Batch File 2 - linking both maps together

@echo off
@set Q3_PATH="C:/Program Files/Quake III Arena/"
@set COMP_PATH="C:/Program Files/Quake III Arena/q3map2/q3map2.exe"
@set MAP_PATH="C:/Program Files/Quake III Arena/baseq3/maps/%1.map"
@set BOT_PATH="C:/Program Files/Quake iii arena/q3map2/bspc.exe"

@set GEN_OPTIONS=-fs_basepath %Q3_PATH%

%COMP_PATH% -fixaas %GEN_OPTIONS% %MAP_PATH%
%COMP_PATH% -meta %GEN_OPTIONS% %MAP_PATH%
%COMP_PATH% -vis %GEN_OPTIONS% %MAP_PATH%

rem TESTING
rem %COMP_PATH% -light -fast -patchshadows -samples 2 -bounce 1 
	%GEN_OPTIONS% %MAP_PATH%

rem FINAL
%COMP_PATH% -light -fast -patchshadows -samples 3 -bounce 3 
	%GEN_OPTIONS% %MAP_PATH%

%BOT_PATH% -optimize -reach %MAP_PATH%



Mememe
Design 
Architectural Concepts -
The Bridge Crane -
Florentine Library -
Shape and Form -
Single Player Maps -
Edge of Forever -
Freeport Docks -
Midnight Stalker -
Backsteingotik -
The Ivory Tower -
The Horde of Zendar -
Metal Monstrosity -
Castle Kaahoo -
One Thousand Cuts -
Fallen From Grace -
Single Player Mods -
In the Shadows -
Arcane Dimensions -
AD Only Maps -
Arcane Adamantine -
Arcane Monstrosity -
Firetop Mountain -
Forgotten Sepulcher -
Grendels' Blade -
Nyarlathoteps Castle -
Obsessive Bricks -
Ogre Fortress (e2m2) -
Slipgate Conundrum -
Tenacious Tentacle -
The City of Zendar -
Multi Player Maps -
Focal Point (QuakeLive) -
Pyramid of the Magician -
Mystic Gemini -
Si'Metrik -
Chiroptera -
Indie Games -
Flipper -
Firefox This site has been cobbled together by Simon O'Callaghan
Contact Information: Simon O'Callaghan
All content is Copyright © 2000-2018
Hosted by ApisNetwork