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6b49524cddc20e20cdd8011b4915979e
Passing Uranus by Wakey - 20 Mar 2008
30 second video
Video - Download » FileFront, MHGaming, ..::LvL (19.75MiB, 1,186 d/loads) - Add to My maps - Permalink - digg it!
Passing Uranus
DM/TeamDM 4-8 player
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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Set on a very dark space ship with no consideration for game play. The focus of the level appears to have been with artistic direction above and before anything else. This has lead to a level that plays terribly. The biggest problem is the ship is too dark and open with sparse weapon placement. You stumble upon your opponents or wait for their weapon flash to locate them. A number of passages will be discovered by accident simply because the entrances are hidden in shadow.

The bots appear to play the level without any real issues, but will you? Remember, the bots can see in the dark. While a lot of effort has gone into the aesthetic, including custom environment shaders and user interface numbers which take advantage of the remap shader option, a better approach would have been to start with a game rich blank level and apply the visuals later. The layout and aesthetic focus has also lead to very large r_speeds, which translates to lower frame rate.

This a large download that demonstrates why game play should be put first and visuals second.

Tigs notes: A second version is available that includes a sound track.

1966
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Posted comments:
grunt#5 Hooyaah
08 Mar 2010, 4:10 am
The theme of some maps do not lend themselves to the best game play because their inherent design is a creative expression of its author. Often a decision must be made in favor of form over that of function. This map is stunning, and although game play is not superlative, I still rated it 9/10.
grunt#4 Hooyaah
06 Mar 2010, 4:51 pm
Wakey, Thank you for directing me to this map (from your response to my comment about your map, Winternacht & Sommergewitter) as I do, most assuredly, esteem maps with such realism. Some of the inaccessible doors were so convincing that I also found myself wanting to gain entry. I also really appreciate the sky box with one of Uranus' moons, I believe it's Ariel, as it seems to help the ambiance of the arena and the apportionment of detail. I hope that you continue to design more maps because you show so much skill; I wanted to offer some small suggestions that might serve as an insight into what many players are looking for in maps and how they often judge them. Here are some basic guidelines that may serve as a rough framework for designing and assessing maps:

1) Originality (How unique is the map, including new textures, sounds, design, theme, special features, etc.?)
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

bones2#3 Mark
18 Aug 2008, 7:32 pm
Essentially a box map in space with some steel grate catwalks. i don't mind the darkness but the rooms off the main arena are underutilised with doors that don't open or lead anywhere. spawning in these locations was wasted fragging time as i made my way back to the central arena. due to its size the rail gun is needed here but frustration is just compounded by the fact that the grille in this area cannot be shot through leaving me watching as a clear shot passes by.
#2 spirit
29 Mar 2008, 12:18 am
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.
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...
Close the map navigation system
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