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Prometheus - A Demonstrator Map for my Texture-Set

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Overview

Prometheus is a custom map for the open-source FPS/RTS hybrid game Unvanquished.
It was designed as a demonstrator for my texture set mas01. The dev blog for the project can be found here.

Story

CLASSIFIED TRANSMISSION
To: Squad Leader – Tactical Response Unit
From: Central Command
Encryption Level: OMEGA – EYES ONLY

Squad Leader,

You're being deployed to Prometheus Base.
We don't have much intel, and what little we do have is fragmented.

Mission Briefing

Prometheus is an inhospitable world—cold, barren, and endlessly battered by powerful winds.
The planet's surface consists primarily of yellow sandstone, with a few scattered outposts spread across the terrain.
The main facility, now abandoned, was one of them.

There was an incident involving a native lifeform.
Reports—what little we recovered—mention an organic, worm-like structure that breached the rear section of the vehicle bay.
The base administration initiated an investigation.

According to recovered data fragments, one or more entities emerged from the breach.
Shortly after, systems started failing across the facility.
Command was left with no choice but to order an immediate evacuation.

No reinforcements were sent. No distress signals were answered.

This is the last recorded transmission from the base:


[LOG ENTRY 927-A]  
DATE: Unknown  
LOCATION: Prometheus, Main Base  
STATUS: ABANDONED  

    Initial breach detected in vehicle storage.  
    Unidentified organic entity confirmed.  
    Power failure: 87% of facility offline.  
    Security override: FAILED.  
    Evacuation order: ISSUED.  

Mission Update: Tactical response team deployed.  
Objective: Secure the base and neutralize threats.  

That was the last communication before the base went dark.

Your mission is clear:

Secure the base.
Assess the threat.
Eliminate if necessary.

There are no known survivors. Expect resistance.
And Squad Leader—whatever came through that breach, it's still there.

No reinforcements will be sent.
You're on your own.

Command out.

Features

Layout: Designed to provide fair opportunities for both teams. Each team has an interactive element they can control. First, they must build either a drill (for Humans) or a booster (for Aliens) at the designated locations. Once activated, a red switch must be pressed to trigger the mechanism.

Humans can control a bridge, which can block or open a strategic corridor:

Aliens can activate or deactivate a heat-conducting pipeline. When active, it deals damage, creating a hazard for all ground units:

Screenshots

Version History


v0.5 (08/03/2025)

  • Initial release

v0.6 (11/03/2025)

  • Terrain textures rescaled
  • Pipes visible through skybox fixed
  • Elevator texture fixed
  • Minimap enhanced (increased details)
  • Satellite dish model moved
  • Glitch build at Purification area fixed
  • trigger_bridge_pump_01 bug fixed
  • Elevator button at human base added
  • Some minor changes

v0.7 (15/03/2025)

  • D1 texture is now nonsolid
  • Center-Lift texture issue fixed
  • Nonsolid rocks in the Backyard fixed
  • VIS optimized
  • Texture errors fixed at Outpost area
  • Some minor changes

Download Binary

Prometheus v0.7

Dependencies

mas01-texture-set v1.0
tex-common_src

Installation

Clone the repo with submodules:
git clone --recurse-submodules https://github.com/Masmblr/map-prometheus_src.dpkdir.git

Copy the needed folders from Dependencies into the main folder:
about/, scripts/, and textures/shared_mas01/

Development Tools

GIMP
Photoshop
Audacity
NetRadiant
Blender
Q3Map2
Notepad++
Crunch


License

These assets are available for non-commercial use under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.

For a detailed overview of the licensing terms, please refer to the LICENSE file.

Original Assets:

  • about/

    • prometheus.txt
  • env/

    • prometheus_sky_src/
      • prometheus_sky_bk.webp
      • prometheus_sky_clouds.webp
      • prometheus_sky_color.webp
      • prometheus_sky_dn.webp
      • prometheus_sky_ft.webp
      • prometheus_sky_lf.webp
      • prometheus_sky_rt.webp
      • prometheus_sky_up.webp
  • maps/

    • prometheus.map
    • bonus/stahl.map
  • meta/

    • prometheus/
      • prometheus.arena
      • prometheus.webp
  • minimaps/

    • prometheus.minimap
    • prometheus.webp
  • models/

    • prometheus_custom/
      • barrel_01.mtl
      • barrel_01.obj
      • box_01.mtl
      • box_01.obj
      • rocks_01.mtl
      • rocks_01.obj
      • rocks_01_small.mtl
      • rocks_01_small.obj
      • rocks_02.mtl
      • rocks_02.obj
      • rocks_03.mtl
      • rocks_03.obj
      • rocks_04.mtl
      • rocks_04.obj
      • rocks_05.mtl
      • rocks_05.obj
      • rocks_06.mtl
      • rocks_06.obj
      • rocks_07.mtl
      • rocks_07.obj
      • rocks_gradient_skybox.mtl
      • rocks_gradient_skybox.obj
      • rocks_misc_01.mtl
      • rocks_misc_01.obj
      • rocks_misc_02.mtl
      • rocks_misc_02.obj
      • rocks_misc_03.mtl
      • rocks_misc_03.obj
      • rocks_near_gradient_skybox.mtl
      • rocks_near_gradient_skybox.obj
      • rocks_skybox_01.mtl
      • rocks_skybox_01.obj
      • rocks_skybox_02.mtl
      • rocks_skybox_02.obj
      • rocks_sun_gradient_skybox.mtl
      • rocks_sun_gradient_skybox.obj
      • supply_hallway_model.mtl
      • supply_hallway_model.obj
  • scripts/

    • prometheus_custom.particle
    • prometheus_custom.shader
    • shaderlist.txt
  • textures/

    • prometheus_custom_src/
      • barrel_01_d.webp
      • barrel_01_n.webp
      • barrel_01_s.webp
      • barrel_top_01_d.webp
      • barrel_top_01_n.webp
      • barrel_top_01_s.webp
      • box_01_d.webp
      • box_01_h.webp
      • box_01_n.webp
      • box_01_s.webp
      • build_spot_01_d.webp
      • build_spot_02_d.webp
      • pipe_02_g1.webp
      • rocks01_d.webp
      • rocks01_h.webp
      • rocks01_n.webp
      • rocks01_s.webp
      • rocks04_d.webp
      • rocks04_h.webp
      • rocks04_n.webp
      • rocks04_s.webp
      • rocks_gradient_skybox.webp
      • rocks_gradient_skybox_qer.webp
      • sfx_smoke_01.webp
      • sfx_sun_01_d.webp
      • sign_01.webp
      • sign_02.webp
      • spark_01.webp
      • water_01_d.webp
      • water_01_hhm.webp
  • sounds/

    • prometheus_custom/
      • sfx_silence.opus

Derivative Assets & Third Party:

  • gfx/
    • prometheus/
      • colorgrading.webp (Unvanquished Development, GNU GPLv3, CC BY-SA 2.5)
  • sounds/
    • prometheus_custom/
      • ambient_rumble.opus (newlocknew, Attribution 4.0)
      • ambient_wind.opus (nsstudios, Attribution 4.0)
      • computer_working.opus (simplen00b, Creative Commons 0)
      • electric_sparks_01.opus (NachtmahrTV, Creative Commons 0)
      • hard_rumble.opus (newlocknew, Attribution 4.0)
      • hot_metal.opus (FiveBrosStopMosYT, Attribution 4.0; Speedenza, Attribution NonCommercial 4.0)
      • machine_01.opus (newlocknew, Attribution 4.0)
      • machine_02.opus (Erdie, Attribution 4.0)
      • machine_03.opus (newlocknew, Attribution 4.0)
      • machine_04.opus (PrismLightSoundWorks, Attribution 4.0)
      • machine_pump_01.opus (Artninja, Attribution 4.0)
      • machine_pump_stop_01.opus (Artninja, Attribution 4.0)
      • platform_01_stop_01.opus (finalCrystine, Attribution 3.0)
      • platform_01_stop_02.opus (finalCrystine, Attribution 3.0)
      • platform_01_working.opus (finalCrystine, Attribution 3.0)
      • sfx_button.opus (toam, Attribution 3.0)
      • water_flow.opus (maxlang7, Creative Commons 0)