DM/TeamDM 4-8 player
FileFront, MHGaming, ..::LvL (19.75MiB, 1,186 d/loads)
Video Readme Maps by Author Authors site
FileFront, MHGaming, ..::LvL (19.75MiB, 1,186 d/loads)
Video Readme Maps by Author Authors site
Rate release: Currently 8.86 / 10 (14 votes)
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Posted comments:
| #5 Hooyaah 08 Mar 2010, 4:10 am |
| #4 Hooyaah 06 Mar 2010, 4:51 pm |
2) Ambience (How immersing and convincing is the pervading atmosphere?)
3) Game play (Does the map lend itself to playability? Is basic Quake 3A supported and/or one or more diverse game types and or mods including, but not limited to Team Arena, De-frag, CTF, RA, and CPMA?)
4) Realism (Is the environment believable, how much detail and diversity of elements does it contain, i.e. plants water features, fog, rain, landscape, convincing architecture, etc.?)
5) Bot Play (Are bots supported, are there sensible area(s) where they might camp and how well do they emulate the actions and the intelligence of a human opponent?)
6) Technical Issues (Are there any significant errors that affect any aspect of the proper functioning of the map or one or more of its components?)
7) Weapon, ammo, health, and item complement and placement (Do the included items and their placement and/or rotation facilitate or hinder game play?)
8) Staying Power (Does the map continue to be a relished diversion after long term game play; is it worth keeping and does it compel one to play it frequently?)
9) Basic Functioning (Does the map zip correctly to the baseq3, does it appear in the menu and work properly and at an acceptable frame rate such that most reasonably up to date systems can run it well?)
10) Overall impression (Does it have that WOW factor, what is one’s gut feeling after playing the map? Here is where we find the intangible element(s) that influence our judgment of the map.)
11) Lighting (Does the Lighting accentuate the look and feel of the map without affecting the game play too adversely. If the lack luminosity was specifically intended as an influence to employ a unique strategy in the game, was that fact conveyed in the read me file and was it apparent that play with bots was adequately considered and addressed?)
12) Scale (Was the map designed to the correct scale or was it used effectively as an intended feature of the map?)Please do not infer that any of the above criteria are sorely lacking in this map, I simply wanted to be as inclusive as possible and I trust that you will take my advice in the spirit of goodwill in which it was intended. I also realize that often where an author strays from these guidelines the gift of artistic license may often take over with miraculous results. I appreciate your existing contributions to Quake 3 and anticipate the opportunity to see more from you in the, hopefully, not too distant future.(I almost neglected to ask where I may download the version with music) Where may I download the version with music? ;)
Edited: 07 Mar 2010 AEST
| #3 Mark 18 Aug 2008, 7:32 pm |
It looks interesting and has some nice custom shaders and yes, it is dark. But not too dark to see your enemies on my system. Anyways, I think it is justified to say that the map doesn't play too well and was designed more with aesthetics in mind (as Wakey's last map was).
#1 Cendres
Not registered
26 Mar 2008, 9:41 am
I personally have no problem with gameplay. Bots play the level well, and even if the map is way too dark, colors and atmosphere are beautiful. Play it in the dark, and you will have no problems to find the entrances. The two power-ups (Haste and Invisibility are easy to grab, while the MH is stuck into the acidic green slime.
Not registered
26 Mar 2008, 9:41 am
A well-done map, a real change amongst the others, with an interesting soundtrack. Looks like some places in Quake IV.
Also interesting with customized bots by other mappers: Zapper, Plasma, Phyro, Mu-v.1, Claw, Jurael, and others...









