DM/Team 3-8 player
FileFront, MHGaming, ..::LvL (1.18MiB, 1,745 d/loads)
Readme Maps by Author Authors site
FileFront, MHGaming, ..::LvL (1.18MiB, 1,745 d/loads)
Readme Maps by Author Authors site
Rate release: Currently 7.29 / 10 (7 votes)
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Posted comments:
#11 ResidentSCUM
Not registered
29 Jun 2001, 7:23 pm
Fine use of the standard id textures, I don't believe there is a better example. I really enjoyed the bots play on this map. Great job, but you already know that.Not registered
29 Jun 2001, 7:23 pm
#10 park
Not registered
22 Jun 2001, 11:11 am
I think it is with the newer q3map that comes with gtkr 1.1
You could make blocksize really small..like 128 or 256 units which would basically end up acting as if you put a lattice of cubiod hint brushes all across your level :) But that would be redundancy and creating more work for vis. Not usefull except for some weird exteme situations, since proper hinting will do better anyway.
Like you said, the level lends itself to some lines of sight and openness.Not registered
22 Jun 2001, 11:11 am
#9 Anwulf
Not registered
22 Jun 2001, 9:25 am
When I was beta testing the map someone said something about the 1024 blocks. Probably of questionable value.
Hinting helped a bit, but the nature of the level is such that there's not a lot you can do on that score.
I didn't know you could change the blocksize from the worldspawn - unless this is a gtk thing since I've stayed with Q3R.Not registered
22 Jun 2001, 9:25 am
#8 park
Not registered
21 Jun 2001, 2:30 pm
Hrmm..mabye I misunderstood this..
how would the 1024 blocksize affect your level? All it does is make some brush splits (thus portals) where the blocks are. Especially since one can take control of vis with proper hint brush/structural brush placement..
Besides, you can change blocksize in the worldspawn enitity...
or mabye I misunderstood your post..??Not registered
21 Jun 2001, 2:30 pm
#7 Anwulf
Not registered
19 Jun 2001, 4:15 pm
Thanks Gonnakillya. I consider that fine praise indeed coming from you. Yeah I know about the framerate drop. Bloody nuisance. Needed to be more void between the two halves of the level. Probably also needed to pay more attention to the 1024 blocks.Not registered
19 Jun 2001, 4:15 pm
#6 GONNAKILLYA!
Not registered
19 Jun 2001, 8:40 am
Wicked, wicked map!
I never get tired of playing this level, well done.
I've noticed the framerate can drop in some areas but that's a small nitpick on a terrific map.
Way to go Anwulf!!Not registered
19 Jun 2001, 8:40 am
#5 Anwulf
Not registered
18 Jun 2001, 5:47 pm
Sorry about the double post. Twitchy finger I'm afraid.Not registered
18 Jun 2001, 5:47 pm
#4 Anwulf
Not registered
18 Jun 2001, 5:46 pm
Hannibal, that's at least the second or third time someone's made a comment like that about the map. I'm flattered by the comparison. :)
q3freak, there are some texture alignment problems because of some doorways in the northern area of the map. If there is any z-fighting, I'll want to know about it.Not registered
18 Jun 2001, 5:46 pm
#3 Anwulf
Not registered
18 Jun 2001, 5:46 pm
Hannibal, that's at least the second or third time someone's made a comment like that about the map. I'm flattered by the comparison. :)
q3freak, there are some texture alignment problems because of some doorways in the northern area of the map. If there is any z-fighting, I'll want to know about it.Not registered
18 Jun 2001, 5:46 pm
#2 q3freak
Not registered
18 Jun 2001, 6:22 am
Solid map with a lot of curved brushes. Cannot see any errors on textures, overlapping...
Good work.Not registered
18 Jun 2001, 6:22 am
#1 hannibal
Not registered
17 Jun 2001, 2:35 pm
This is about as good a neo-classic Id-Q3 FFA map as you'll find. I never grow tired of the traditional styling when it is pulled off this well. Great map.Not registered
17 Jun 2001, 2:35 pm









