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Elite Force Downloads > Maps > Multiple Gametype Modes:
Filename: bastir.zip

Date Added:
Type / Category:
10.98 MB
Lt. Cmdr. Salinga
Maps > Multiple Gametype Modes

Average User Rating: 8.3
Number of Votes: 7
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Bastir - File Description  

Quality: 10
FunFactor: 9
Creativity: 9
Item Placement: 8

Overall Rating: 9

Bastir is another amazing map conversion from Lt. Cmdr. Salinga. This fairly large marvel supports; Capture the Flag, Team Deathmatch and Free For all.

Upon loading the map I was rather impressed with the overall atmosphere. The setting of a gloomy prison really does come through in the lighting and style. Although there are a good few of corridors, it's surprisingly difficult to get lost which means added fun for your gameplay.

This is a quality conversion that is extremely download worthy, see the readme for additional information and usage instructions.


Bastir - Screenshots  
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Bastir - File Download Options  

Primary Download Locations:
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Download from Worldwide Mirror by FileFront Download Bastir!

Bastir - Readme  
Readme File:
Elite Force conversion by Lt. Cmdr. Salinga with permission from the author.

Gametypes ......: CTF, TDM, FFA
Date of release : 23.09.2007
Installation ...: Copy the pk3 file into the baseef folder of Elite Force.

For more Q3A map conversions visit:

Following is the readme of the original Q3A map:


title: La Bastille
file: bastir.pk3
author: Sock
email address: sock@planetquake.com
URL: http://www.planetquake.com/simland
Version: 88
description: Dark gloomy prison map.
Carved from mountains and chasms.

Finally completed this map! Its been a long and hard
journey with many things breaking on the way but it
finally compiled and here it is! This map was built
with plenty of help from people in the Q3 community
and without their assistance it would have stayed on
my HD for good.

The map is based on a gloomy keep/prison atmosphere,
a placed carved from oppressive mountains and bottomless
chasm's. The layout is based on my favourite Quake 3
Capture The Flag map Q3CTF3. I've spent many a hour
playing that map and have on several occasions started
to make my own version. Finally after years of failed
start maps I have created my tribute to Q3CTF3. With
this opportunity I have re-arranged several key items
and hopefully made the layout more open for player

There is so many area's of this map I do love the look
of and spent many weeks and months re-creating each
section over and over again until they looked and felt
right. Not all of the original detail is in this map
(for r_speed reasons) but most of the original impressions
are still present.

The map supports many different game types from Vanilla
Quake 3 to Team Arena and finally Threewave. I have
included enough spawn points for a good 4v4 game and
with the size of this map, I recommend you have plenty
of players anyway! Unfortunately most of the testing
I have done with this map has been with bots and no
matter how much you bend the map to their needs it
still does not compare to human players.

One final note is that without djbob's help this map
seriously would not have seen the light of day. Very
early on the development of this map I hit a compiler
limitation which stopped me duplicating the bases. Luckly
for me I spoke to djbob about the problem and he very
kindly produced another compiler version. It required
600Mb of memory to compile and alot of HD space but
evenually it popped out of the compiler oven.


play information

CTF: VQ3, TA modes, 3W compatible
Bot File (aas): Optimized

how to play place bastir.pk3 in your /baseq3/ folder
start quake3arena
hit ~
type /map bastir
type /addbot <botname> <skill>
hit ~ (to clear the console)

Note: If the map does not start automatically after loading then make
sure you have the SV_PURE variable set to 0. I also included an arena
file in the pk3 file so that it can be loaded from the menus.

Distribution / Copyright / Permissions

mapobject models for Quake III Arena:Team Arena (missionpack add-on for Q3)
by mark "nakedape" fry (http://www.planetquake.com/nakedape)
Original readme.txt file included under the nkd_taspawn directory.

Sock_techlig1 mapmodels created by me with help from Grim Brothers.

Special Thanks to :

Auhsan, Bal, Maj, Nunuk for Betatesting and advice.
NakedApe for advice and support on the TA layout.
djbob for a new compiler to create this monster with.

Copyright (c) 2002 sock, sock@planetquake.com
All rights reserved.

Quake III Arena is a registered trademark of
id Software, Inc.

This level may be electronically distributed only at
NO CHARGE to the recipient in its current state, MUST
include this .txt file, and may NOT be modified IN


Bastir - User Comments  
The following comments are owned by the user that posted them. EF 2 Files is not responsible for their content.

Total comments: 7 | Last comment: 11-16-2007 at 18:53

 #1 - Really Nice - 09-24-2007 at 06:49
From: (Norfolk)
Joined: July 13th, 2003
Posts: 61
This map looks really good, every texture fits just ryt, no odd textures I seen and the design has been well thought out.

No disappointment at all and the sky smile similar idea to what I am doing in my new map I'm building but very nice work

Rated 10/10

Every one download this map, it looks as though it could be very popular game especially in capture the flag...

DOWNLOAD NOW! big grin

 #2 - hm... - 09-24-2007 at 09:28
From: (Zagreb)
Joined: September 21st, 2007
Posts: 19
huh, this map is done really goodsmile, and i like the textures! 10-10! But,frown i just don't like that kind of maps... But don't get it wrong, the map is awesome!Two Thumbs Up!

 #3 - 09-24-2007 at 15:14
Joined: March 28th, 2005
Posts: 45
Looks good, has a decent layout for ctf, nice textures. A pro map

 #4 - 09-24-2007 at 16:50
Joined: February 16th, 2002
Posts: 59
Not only is Sock a very good mapper (all ET players will know his maps for sure!), maybe his texture sets have been used by more mappers then from any other texture creator (besides Evil Lair maybe).

Excellent map and textures.

Edited, see comment posting rule number six. ~AH

 #5 - 09-25-2007 at 09:35
Joined: March 28th, 2005
Posts: 45
Well said. The only problem is, as a mapper I can't stop these textures. So all my maps look the same...lol

Thinking especially about the egypt texture set. big grin

 #6 - 09-25-2007 at 13:02
Joined: May 18th, 2005
Posts: 454
Looks good

 #7 - 11-16-2007 at 18:53
Joined: February 16th, 2002
Posts: 59
"Edited, see comment posting rule number six. ~AH"

The site I linked to is part of a redirection of the (old) site mentioned in the readme...
Ah well.

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