PlDuel2 - Theory Of A Deadman
Ancient temple covered with plants and blood.
Watch your steps! On plduel2 you can be killed not only by an enemy - environment is rather unfriendly too. So be careful where you jump.
Good map not only for a 1v1 fights but also for free for all battles and team deathmatches.
A map by NemiX.
NemiX

name:
Kamil Kliber
location:
Kalisz¬
age:
23
contact:
logos66@o2.pl
website:
www.nemix.prv.pl
About myself:
I'm the youngest member of the team and the one with the least experience - I threat mapping seriously for one year.
I learn at technical school. Generally speaking it's no bad. At least I learn (in some part) things which I am interested in. In my spare time I try to do "something" with my PC, listen to good stuff and watch some good movies.
I don't achieved anything big (except one thing: I won a cool pot in English language contest). Talking about my adventure with mapping I could mention making levels for such packs as WTF, PDM or PlDuel, and my Q3Nem04 was Level Of The Week at PlanetQuake.
Other levels by NemiX:
Kalisz
population:
160 149
area:
88 km2
founded:
9th century
NemiX about Kalisz:
Kalisz... The oldest city in Poland. It's not the place which shocks with its size and luxury. It's just nice (in terms of architecture :P) city without any skyscrapers, highways or subway, but it has "that thing". Thanks to this "thing" I still live here and I doubt it will change anytime soon.
Check en.wikipedia.org for more informations about Kalisz
Read.me
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Theory of a Deadman
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Title : Theory of a Deadman
Date : 10th May 2005
Filename : map-plduel2.pk3
Game type : Tourney,TDM
=======================================================
NemiX
=======================================================
Author : NemiX
Real name : Kamil Kliber
E-mail : logos66@o2.pl
Website : http://www.nemix.prv.pl
=======================================================
Description
=======================================================
A part of "Polish Duel Mappack" - a set of levels
designed for 1v1 battles for Quake 3 Challenge Pro Mode
Arena
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Textures
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Kell:
skybox:med-tramonto
NemiX:
q3nem02/256_vine*.tga, alpha_*.tga, portalfx_*,
weaponspawn*.tga
Rorshack (shaders made by Lukin):
q3nem02/256_*.jpg
id software:
all the others
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Models
=======================================================
Alchemik:
alchlamp3
Kenneth Scott:
Xaero_statue
Todd Gantzler:
multiplant2
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Programs
=======================================================
q3map2 2.5.16, Q3Map2 Tools, GTKRadiant 1.2.11, Notepad,
Gimp 2.2,Pakscape
=======================================================
Thanks
=======================================================
Alchemik
dAde
Lukin
narf
Swelt
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Installation
=======================================================
Unzip the contents of plduel.zip to your Quake3\baseq3
folder. In game type ~ and then /map plduel2 (enter).
=======================================================
Copyright / Permissions
=======================================================
You may not include or distribute this map in any sort
of commercial product without my permission. You are
allowed to share, host and distribute this level via
internet. Any forms of modifications without my
permission are prohibited.
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Polish Duel Mappack
=======================================================
Check www.maposfera.org/plduel/ for more information
=======================================================
ProMode
=======================================================
Check www.promode.org for better version of Quake 3
=======================================================
Useless info
=======================================================
Brushes : 2380
Entities : 193
Compile time : 45 minutes
Compile machine : AMD Duron 850, 252MBRAM
Behind the scenes
The idea of the level grown in my head a long time ago, even before I get into plduel (thanks to dAde). I began in a common (for me) way: I draw the main hall and practically at the same time I moved the sketch into the Radiant. Of course some things changed during the process, but the skeleton was the same as at the begining. The rest of map came out without a hitch. Firstly the tunnel, then a room with GL and the LG room at the end. As I could expect the first test showed that the level needs few corrections. If I remember correctly I removed one hallway, I added another one, made some corridors wider and added details. At the end I fixed minor nitpicks picked out by testers.
I' satisfied with the final result. I think it even could be my best level to this day.