My server is already hosting it and the map is callvotable, I put it in the rotation map. This is a mirror.
I added a navmesh sidecar for bot navigation keeping the original pk3 untouched.
I've seen you compressed lightmaps in jpg, do you know you can use lossless webp for that purpose? It's the best choice for lightmaps (lossless, strong compression) since lightmaps can suffer a lot from compression artifacts.
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@illwieckz: Thank you!
I didn't know that. I will convert the original .tga lightmaps to webp then .
Can i inlcude your navMeshes in the next release of CTCS?
@illwieckz: Thank you!
I didn't know that. I will convert the original .tga lightmaps to webp then .
Can i inlcude your navMeshes in the next release of CTCS?
Yes of course, but if you change the layout you must remake them… You can use daemonmap to generate navmeshes from bsp.
Last edited by illwieckz on Sun Jan 22, 2017 2:14 am UTC, edited 1 time in total.
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Changelog:
-Compiled with new build presets of
NetRadiant Q3Map (ydnar) - v2.5.17n-git-530b81e8
NetRadiant - v1.5.0 Apr 23 2026 18:38:1
-Due to engine lighting changes, level-wide lighting has been redone.
-Shader and texture changes.
-Brushwork changes, mainly adding more detail:
Both sides now feature an added shaft tunnel and a train docking station.
Railings have been added to many parts of the map.
-The interiors of the stage doors have been changed:
The center doors have been separated and now lead independently to the other base.
-The center area now features more piping and a small pump station.
-The number of boxes has been reduced.
-Added new ambient sounds (pump, fan, computer hum).
-Texturing is now sharper: the scale of many textures was reduced or they were replaced with higher-resolution versions.
-Some lamps now feature grates to create more interesting shadow casting.
-The advertisement banner texture was reworked and fixed (corrected faulty shader programming).
-Almost all other areas have been reworked to varying degrees.
-Source refactored