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Cosmic Tactical Combat Simulator

Posted: Thu Jan 19, 2017 3:28 am UTC
by Matth

Image

Cosmic Tactical Combat Simulator
Remake of UTCS for Unvanquished.

Changelog:

Code: Select all

version 1.1 / 29012017:
-texture fixes
-navMeshes added (thanks to illwieckz)
-img format changes
-package size reduced to 2,74mb

version 1.0 / 19012017:
-initial release

Download:
v1.1: [ http://81.169.233.199/map-ctcs_1.1.pk3 ]
v1.0: [ http://81.169.233.199/map-ctcs_1.0.pk3 ]

Screenshots:
Image

Have fun :)


Re: Cosmic Tactical Combat Simulator

Posted: Fri Jan 20, 2017 1:12 am UTC
by illwieckz

Hi Math, it's a nice map !

My server is already hosting it and the map is callvotable, I put it in the rotation map. :wink: This is a mirror. :cool:

I added a navmesh sidecar for bot navigation keeping the original pk3 untouched. :bsuit:

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. :smile:


Re: Cosmic Tactical Combat Simulator

Posted: Fri Jan 20, 2017 4:14 pm UTC
by Matth

@illwieckz: Thank you!
I didn't know that. I will convert the original .tga lightmaps to webp then :thumbup: .
Can i inlcude your navMeshes in the next release of CTCS?


Re: Cosmic Tactical Combat Simulator

Posted: Fri Jan 20, 2017 4:37 pm UTC
by Viech

Uh, I nearly forgot about UTCS. Screenshot looking good, need to acquire some time to test it. Making good use of the new texture packages it seems? :smile:


Re: Cosmic Tactical Combat Simulator

Posted: Fri Jan 20, 2017 8:07 pm UTC
by illwieckz
Matth wrote:

@illwieckz: Thank you!
I didn't know that. I will convert the original .tga lightmaps to webp then :thumbup: .
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.


Re: Cosmic Tactical Combat Simulator

Posted: Sat Jan 21, 2017 12:12 am UTC
by Tom

Nice remake :thumbup:


Re: Cosmic Tactical Combat Simulator

Posted: Sun Jan 29, 2017 6:46 pm UTC
by Matth

New version released. Please see first post. :coffee:

Viech wrote:

Uh, I nearly forgot about UTCS. Screenshot looking good, need to acquire some time to test it. Making good use of the new texture packages it seems? :smile:

Thanks Viech! Yes, i mainly use unvanquished stock textures, which are awesome. :drool:

illwieckz wrote:

Yes of course, but if you change the layout you must remake them… You can use daemonmap to generate navmeshes from bsp.

Alright!


Re: Cosmic Tactical Combat Simulator

Posted: Sun Jan 29, 2017 8:31 pm UTC
by illwieckz

nice! I updated the map on my server. :bsuit:

I'm hoping to see your niveus recreation one day:
Image
:wink:


Re: Cosmic Tactical Combat Simulator

Posted: Sat Aug 17, 2024 5:49 pm UTC
by Masmblr

CTCS 1.1 source has been released! :announce:

The source code can be found here:

https://github.com/Masmblr/map-ctcs_src.dpkdir

The binaries can be found here:
https://github.com/Masmblr/map-ctcs_src ... s/tag/v1.1

Have fun! :beer:


Re: Cosmic Tactical Combat Simulator

Posted: Fri May 15, 2026 8:04 pm UTC
by Masmblr2

Version 1.2 released.
See https://github.com/Masmblr/map-ctcs_src

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