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	<title>..::LvL - Q3A Custom Maps</title>
	<link>http://lvlworld.com/</link>
	<pubDate>Thu, 10 May 2012 16:55:11 +1000</pubDate>
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	<description>..::LvL is a review site for Quake 3 Custom levels</description>
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		<link>http://lvlworld.com/</link>
		<title>..::LvL - Q3A Custom Maps</title>
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	<managingEditor>lvl@lvlworld.com (..::LvL Admin)</managingEditor>
	<language>en</language>
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	<item>
		<title>Terminatria by bst ()</title>
		<link>http://lvlworld.com/review.php?id=2208</link>
		<guid>http://lvlworld.com/review.php?id=2208</guid>
		<description><![CDATA[<a href="http://lvlworld.com/review.php?id=2208" target="_top"><img src="http://lvlworld.com/levels/bst3dm1/bst3dm1sm.jpg" width="160" height="120" border="0" align="right" style="padding-left:4px;padding-bottom:4px" alt="[Terminatria by bst]" title="Terminatria by bst" /></a>Here we have a medium sized <i>base</i> style map for about 2-6 players.
<p>
It is very complex but also very well connected; every area usually leads
directly to each neighboring area. The good connectivity means that people who
do not know the map can get around fine. But there is also a great deal of
potential for "mastering" the map because there are tricks, shortcuts, and
jumps to learn which will increase your ability to get around the map. There is
a steep learning curve to master these tricks, because of the complexity of the
map. Plays well when you and your friends are first learning it, and even
better once you know it well.
</p><p>
Terminatria has been textured in a futuristic base/tech theme and is one of the
best implementations of this theme I've seen. The detail is astounding, and
very well finished. There is so much that in some parts it is almost
overwhelming, but it is extremely cool to look at. The different areas look
unique but all fit very well into theme. Very atmospheric.
</p><p>
The item placement is pretty standard, nothing really unique about it.  It is
well balanced and helps create solid gameplay. The map is a little bit prone to
domination because of its layout.
</p><p>
Bots play well, but an intelligent human opponent is better.
</p><p>
Performance is good throughout the whole map.
</p><p>
Overall a very good looking map with solid gameplay. Begin download.
</p><p>
<i>Reviewed by <a href="/p.php/naturalspringwater">naturalspringwater</a></i>
</p>]]></description>
	</item>
	<item>
		<title>Threewave - q3wpak3 by Various ()</title>
		<link>http://lvlworld.com/review.php?id=2207</link>
		<guid>http://lvlworld.com/review.php?id=2207</guid>
		<description><![CDATA[<a href="http://lvlworld.com/review.php?id=2207" target="_top"><img src="http://lvlworld.com/levels/q3wpak3/q3wpak3sm.jpg" width="160" height="120" border="0" align="right" style="padding-left:4px;padding-bottom:4px" alt="[Threewave - q3wpak3 by Various]" title="Threewave - q3wpak3 by Various" /></a>It's kind of silly (quad!) for me to make a review about a map pack of
Threewave CTF (short version : 3W CTF) without talking about the mod
itself. I've spent so many months (or was it years?) just playing this
mod some years ago and I know all of the maps from 3W CTF pretty well.
Just like a lot of you, because, well, these maps were (and still are)
very popular for playing CTF. I still miss the capturestrike mode on
QuakeLive today. But before the reviews let's go back in time and take a
quick look at where these maps come from. I don't want to go into the
details of the original 3W CTF mod either because there is already a lot
of info about it on the net itself and the mod is still widely available
for Quake 3. The original webpage of the mod doesn't exist anymore
today, you can still find the 3W CTF mod on a lot of gaming website.
Full version is 1.6 with an update patch, making it 1.7 for the final
release of the mod itself.
<p>
So, the 3W team already had a lot of experience with CTF maps because,
well, they created the CTF mod genre itself (with Quake 1 and 2) and the
team even went on to become a professional game studio -
<a href="http://www.threewavesoftware.com/" target="_blank">Threewave Software</a> - When
Quake 3 Arena was released, id Software contracted
<a href="http://en.wikipedia.org/wiki/Threewave_Software" target="_blank">Casey</a> and
<a href="http://en.wikipedia.org/wiki/David_Kirsch" target="_blank">Zoid</a> to make a
small pack of 3 CTF maps (the first 3 maps of this review, see below)
that later on, evolved to 5 packs of 39 maps for the 3W CTF mod. So when
3W CTF was released for Quake 3, most of the original mappers already
had experience creating CTF maps from the previous version of 3W for
Quake 1-2, and also, were already or would become professional level
designer for the video game industry. The team also had some
<a href="http://www.dghost.com/?page_id=141" target="_blank">strict rules regarding maps
creation and design for 3W CTF</a> in order to have the highest
quality in every map for the mod. Looking back at the past, I think
these may be the reasons as to why these maps were, and still are, very
popular 10 years now after it was released, from a team that became a
legend in the mapping/modding community.
</p><p>
Some notes before the reviews ; Any map from the 3W CTF can be loaded in
almost any Quake 3 mod that support CTF. So you can play these maps in
standard Q3, Team Arena or CPMA if you want, that's your personal choice.
All the maps reviewed in this pack can be played in 3W CTF in all the
available game modes, which are, CTF, oneflag CTF, ClassicCTF and last
but not the least, Capturestrike mode (even DM but who cares in a CTF
map). Also all of these maps are fully compatible with all the game
modes in Team Arena i.e. Harvester and Overload. The 3W team has made it
a requirements to have at least 32 spawn point (16 per team) in all of
the 3W maps. Of course, most of these maps are not designed to be played
by so many players, so I'll post the suggested # of players for each
map. Bot support included, they behave as they should! All the textures
being used in this pack comes from id Software or the Threewave textures pack
itself. Release date for this pack is October 5, 2001.
</p><p>
<b>q3w1 - Bloodlust by Zoid - 6 to 10 players:</b><br />
First map in this pack is one of the oldest, if not the first. Yeah you
know that map, Bloodlust is still very popular on QuakeLive and I forgot
a very important point about that, the Bloodlust version on QL is of
course a remake of the original. Playing back the original 3W version I
am reminded of how basic and easy the route and the layout of the bases
where done. 2 ways, above and below from the middle ground with an open
courtyard as the entrance (instead of a water courtyard in the remake)
in each base and 3 entrances to the flag room (4 entrances for the QL
version). The original version is not complicated and after a while we
quickly get bored playing against bots. All weapons are present except
the BFG, a Regen and a Mega Health in each base, players will fight in
the middle ground over the Haste (on the floor) or Quad (on top). Bot
support is okay and have no problem moving everywhere since the routes
are not complicated and nothing gets in their ways. There is a reason it
was re-made for QL, I think that the original version quickly wears out
after only a few minutes of playing it. For me that is because the map
layout is too simple. There are other, better maps in the 3W packs.
</p><p>
<b>q3w2 - Courtyard Conundrum by Casey - 6 to 10 players:</b><br />
The original one for Quake 3! There is of course the QuakeLive version
and I also recommend the version by Seremtam,
<a href="/review.php?id=1554">Courtyard Reloaded</a>.
This must be the map that I have played the most, after Space CTF. Even
for you, you probably already have played this eternal classic. Here the
flag room is a rectangular courtyard with a block right in the middle
that will force the player to move along it to get to the flag (either
on top along the exterior wall or on the floor. The original version has
3 entrances going from the middle ground to the courtyard where the flag
is located (the QL version has 4). Still the remake for QL of that map is
really not far from the original and that is because this map is very
well done and is fun playing even with the simple layout and routes that
are offered to the player. In this original version, all weapons are
present, except the BFG of course, the plasma gun is located in the
Haste room, Mega Health is almost in the same place compared to the QL
version. Shotgun is located in the lower corridor between the pillars
and Grenade Launcher is at the end of the hallway on the second floor. A
great map that inspired many mappers.
</p><p>
<b>q3w3 - Finnegans Revenge by Casey - 6 to 10 players:</b><br />
This may not be the most popular in this pack but still, Finnegans
Revenge is a well done map. We are placed inside a kind of
castle/dungeon where, from the middle of the maps 2 ways are offered to
the players for going to the flag.  Both of these routes split along
their way for offering a total of 4 different paths inside each base for
going to the flag room. In each team's bases we have the Mega Health
and the Red Armor not too far from the flag (with a death pit just in
front of the flag). The middle ground offers a yellow armor with a
Haste/Regen being spawned once in a while. All weapons are there except
for the BFG. My main concern with this map is that for 10 players (5 vs
5) it may be too many people. A 3 vs 3 would be better. In my opinion,
the fun factor quickly wears out with this maps and I think it's mostly
because that the 4 different routes are too short and too straight
forward. Still it is a fun map but I would not use it for competition.
</p><p>
<b>q3w4 - Bitter Dungeons by Casey - 6 to 10 players:</b><br />
A small and closed map, we are stuck inside a dungeon, only 2 routes for
each base, bitter dungeon feel very cramped because of the ceilings
level where mostly it's very low except for the middle ground.
Surprisingly, even if it is small, because the rooms being large, we can
play easily up to 10 players (5 vs 5) and have a blast. Missing weapons
are the Plasma Gun and the BFG only. 2 Yellow Armors inside each base
with a Quad spawning in the middle ground on a narrow bridge with a
small pit below it. It may not be a map that we will remember for a long
time, but still, it's a solid work and we can have fun with it, for a
short time.
</p><p>
<b>q3w5 - Gospel Crossing by Scancode - 6 to 10 players:</b><br />
Each base is represented by a church that has seen better days with a
dungeon just below. The place has an eerie feel with torches on the
walls, church music with an organ and some ghost sound in the hallway.
The flag sits at the end of the main room of the church with a chute just
behind to go to the dungeon below (2 other jump pads are also placed in
the dungeon to go back up). 3 paths to choose from the middle ground to
the base. There are 2 floors in the middle area with a Quad spawning on
the top level. Watch out for the big circular pit on the lower level.
There are 2 jump pads to go back on the top and 2 tunnels that goes in
the dungeons of each base. You will find the Grenade Launcher, Shotgun
and a Mega Health in the dungeon below, Rocket Launcher, Lightning and
Railgun are on the upper level of the church. The Red and Yellow Armors
sit in a corner of the top level. A very nice map, it plays well
for any suggested numbers of players. And I think that the architecture
is still very beautiful for a map this old. If you do not know this old
classic yet, shame on you!
</p><p>
<b>q3w6 - Black Sky Mining Company by Casey - 6 to 10 players:</b><br />
I think that this is the most unknown map of this pack and what a shame
since it is really fun. Each base is a circular (mining) shaft where the
flag sits almost at the bottom floor. There are a lot of floors inside
each shaft (7 in total) and we can move between them by simply dropping
or, for going back up, taking one of the many available jump pads that
are scattered everywhere. The big problem with this map is the simple
fact that each shaft has only 1 tunnel to connect them and where do you
think the tunnel is located? Yes, at the top, outside of the shaft. Okay
I must say that there is in fact 2 tunnels, but it is the same one with 2
different levels, you can drop from the top to the bottom inside the
tunnel, in the middle, but if you want to change level in the tunnel,
you will need to take one of the 4 jump pads outside of it to get back up
(2 jump pads on each side). So to make a steal for the flag, you have to
go down the enemy's base, take the flag and then go back up, get out
of the shaft, go through the tunnel and go back down to your base to
reach for your flag. Easy? With bots, yes, with human players? Not so
much. This level plays mostly in a vertical way instead of an horizontal
one. When you try to go back up, the enemies can easily shoot you from
below because of all the jump pads that you need to take. Of course
there are a couples of shortcuts located in each base that will make it
easier for you, if you dare to venture inside the base. And you will
quickly learn to take these since it is so much faster to get out of the
shaft that way. Great architecture, great atmosphere also with all the
concrete and metal textures being used, add a black sky with that for a
space map look. All weapons are available except for the BFG, there is a
Regen that spawns on the top floor, with a Red and Yellow Armor inside
each base also. A fun and not very known map. Make sure to try it at
least for having a different gameplay of CTF in a vertical manner.
</p><p>
<b>q3w7 - City Crossing by Scancode - 8 to 12 players:</b><br />
A very beautiful one. This map has the look of a futuristic city. Lots
of light being used, the textures are mostly techno/metals with a gothic
look, all of this brings to a great visual. No neutral middle ground
exist for this map. Each base's main hallways are connected with 2
doorways for the middle. The players will have a choice of 4 different
hallways for going to the flag (one of them is a water tunnel). There is
a jump pad that bring you to a teleport, spawning you beside... The flag
again. Great for an escape route, but it can be a death trap at the same
time since all other players will know where to look for when you spawn.
Quickly wears off to use it. All weapons are present except for the BFG,
YA on both side in a lower hallway, there is also a Regen that spawn in
each base not too far from the flag. There is the open window that I
would like to mention, you can see a big open space that we cannot go
to, but still, give a lot of depth to the map itself. An old map that
still got a great look. Gameplay may not be the best but it is not bad
either.
</p><p>
<b>q3w8 - Denali Base by Casey - 6 to 10 players:</b><br />
Damn! I forgot how much I love this map until I just loaded it for this
review. The fog... it's everywhere, kind of a pea soup, you cannot see
very far in this map. You fight along the sides of Mount McKinley in the
clouds, this is some sort of secret lab. Did anyone said Half-Life? Yes
this map has the right feeling to it. With the concrete structure for
the lab, electric cables, and the respawn point of the teleports (and
there is a lot in this map) you feel like you might see Gordon Freeman
popping in and you would not be surprised about it. No crowbar included.
The main way follow the sides of the mountain (watch out for not falling
to your death, really easy), each flag sits outside at the base of a
wall on the mountain. You will need to take one of the 2 jump pads for
reaching a tunnel just above where it can lead you to a teleport or a
tunnel that wind its way through the mountain to get out on the middle
neutral ground. A Quad sits right behind a small pillar in the middle
ground. Since the main ways just circle around the mountain you can
choose between going left or right for getting to the flag, either ways
gets you there. Only weapons missing is the GL and the BFG, there are 3
YA in each base, for a total of 6. A great map with an ambiance that we
don't see often in Quake 3. Very well done and thought. If you don't
know Denali Base by Casey yet, you should try it for sure! PS : Bots
play terribly bad in this one. Are often stuck in a corner and fall
easily along the sideways of the mountain.
</p><p>
<b>q3wxs3 - Silly CTF by Casey - 6 to 10 players:</b><br />
The name says it all. This map is for having fun only, nothing serious.
You spawn in the map with a machinegun and a BFG only, no ammo, health
or items are present in this map. You fight only with what you have. A
small map in a space void, both flags sit on a platform separated by a
wall. You need to drop on the lower floor and take one of the many
available vertical platform that keeps moving to get up for the flag,
then drop back down to get back an elevator to reach for your flag. 6
players are too much for this small map, a 2 vs 2 would be better. Fun
for a few minutes only, after that, you will quickly move to something
better.
</p><p>
If you are reading these reviews because you are still wondering if you
need these maps or not, you are simply crazy. Stop loosing your time and
download right away the greatest mod of all time for Quake 3, Threewave
CTF!
</p>
</p><p>
<i>Reviewed by <a href="/p.php/DGhost">DGhost</a></i>
</p>]]></description>
	</item>
	<item>
		<title>JUL2c by Julek ()</title>
		<link>http://lvlworld.com/review.php?id=2206</link>
		<guid>http://lvlworld.com/review.php?id=2206</guid>
		<description><![CDATA[<a href="http://lvlworld.com/review.php?id=2206" target="_top"><img src="http://lvlworld.com/levels/jul2c/jul2csm.jpg" width="160" height="120" border="0" align="right" style="padding-left:4px;padding-bottom:4px" alt="[JUL2c by Julek]" title="JUL2c by Julek" /></a>A fantastic use of textures really makes this level standout. The textures have
been put together by the author and some have come from
<a href="http://www.cgtextures.com/" target="_blank">cgtextures.com</a>. A
symmetrical space CTF level with minor asymmetrical features.
</p><p>
Item placement is well weighted. As an example, a Red Armor is located in the
open of each base, reached by jumppads near shotguns.
</p><p>
Sadly, there no bot support which makes this release a bit boring unless you
have a regular LAN meeting.
</p><p>
Looks great and should play well for a space CTF release, just make sure you
have some humans to play with.
</p>
</p><p>
<i>Reviewed by <a href="/p.php/CZghost">CZghost</a></i>
</p>]]></description>
	</item>
	<item>
		<title>Ruined city by UDARvEBALO ()</title>
		<link>http://lvlworld.com/review.php?id=2205</link>
		<guid>http://lvlworld.com/review.php?id=2205</guid>
		<description><![CDATA[<a href="http://lvlworld.com/review.php?id=2205" target="_top"><img src="http://lvlworld.com/levels/prejudice2/prejudice2sm.jpg" width="160" height="120" border="0" align="right" style="padding-left:4px;padding-bottom:4px" alt="[Ruined city by UDARvEBALO]" title="Ruined city by UDARvEBALO" /></a>A broken city themed map. It is one large open area filled with assorted
city-like architecture. Buildings, tunnels, walkways, platforms, stairs and
other random structures all interconnect to form a network of possible places
to go.
<p>
The texturing, architecture and lighting all seem a little crude, but the map
still has a decent appearance. The broken-down style structures are interesting
to look at.  Gameplay with at least 4 people is okay but can kind of turn into
just going towards the center.
</p><p>
Intense competitive gameplay was obviously not the goal of the map. But I had
fun exploring and jumping around. There are a lot of quirks and hidden items to
find. The map will be good for a relaxed game of messing around with your
friends. You will encounter each other in random parts of the map.
</p><p>
Another good way to use the map would be to play it in the instagib mod.  It
might turn into a game of stealth since whoever runs around in the middle will
probably be shot immediately. Also it is a type of map that looks much better
without the clutter of the items :)
</p><p>
One thing I did not like was the jumppads textured like buttons. They
needed to be more obvious.
</p><p>
Overall a neat map!
</p><p>
<i>Reviewed by <a href="/p.php/naturalspringwater">naturalspringwater</a></i>
</p>]]></description>
	</item>
	<item>
		<title>Farkian by AiO.Wiz ()</title>
		<link>http://lvlworld.com/review.php?id=2204</link>
		<guid>http://lvlworld.com/review.php?id=2204</guid>
		<description><![CDATA[<a href="http://lvlworld.com/review.php?id=2204" target="_top"><img src="http://lvlworld.com/levels/farkian02/farkian02sm.jpg" width="160" height="120" border="0" align="right" style="padding-left:4px;padding-bottom:4px" alt="[Farkian by AiO.Wiz]" title="Farkian by AiO.Wiz" /></a>This is tiny map with just three small areas. The texturing is kind of like the
interior of a house and some of the textures used are cool, but the design and
scenery seems extremely random. Also the construction is poor in some places.
<p>
There are no weapons present as far as I could see. There is ammo for the
Machinegun, a Red Armor, and a very small amount of health. An interesting
choice for gameplay, but not be entertaining for too long, especially since the
architecture in no way creates interesting battle situations.
</p><p>
The lighting is very bad; there are bright light circles visible everywhere and
the lights are random colors.
</p><p>
You can jump out the windows from the table... and you are stuck for good.
</p><p>
There are many other problems with the map as well. Most people will not keep
it for long.
</p>
</p><p>
<i>Reviewed by <a href="/p.php/naturalspringwater">naturalspringwater</a></i>
</p>]]></description>
	</item>
	<item>
		<title>Hell&#039;s Gate v2 by UDARvEBALO ()</title>
		<link>http://lvlworld.com/review.php?id=2203</link>
		<guid>http://lvlworld.com/review.php?id=2203</guid>
		<description><![CDATA[<a href="http://lvlworld.com/review.php?id=2203" target="_top"><img src="http://lvlworld.com/levels/q3tourney3a/q3tourney3asm.jpg" width="160" height="120" border="0" align="right" style="padding-left:4px;padding-bottom:4px" alt="[Hell&#039;s Gate v2 by UDARvEBALO]" title="Hell&#039;s Gate v2 by UDARvEBALO" /></a>A remake of q3tourney3. The main change added is that instead of being a
central death pit, the red fog hides a passable area. In this area you can pick
up a SG, some armor shards, and some ammo. You can jump back out via some
crates, or take a teleport which leads to a new hole in the wall that overlooks
the map, with a 50 Health. Besides these main changes, there are also other
small changes such as random boxes and extra ammo packs.
<p>
IMO these new changes add nothing significant to gameplay. The construction in
the new parts is notably more crude and unprofessional than in the rest of the
map. Another problem is that the red fog does not blend; instead it looks like
a very harsh barrier which it is difficult to see beyond. Sometimes this
problem is caused by having more than 1 visible surface of the fog brush.
</p><p>
A remake which should probably be left alone... unless you have always wished
that you could walk around in the bottom of q3tourney3 and not die.
</p><p>
<i>Reviewed by <a href="/p.php/naturalspringwater">naturalspringwater</a></i>
</p>]]></description>
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