shhhsh
Way to go, Mr.Clean.
I gave it a 10.
Better to mention, this action map yeilds itself to quick development of effective run routes, which makes for good flow and game play. I can't wait for Mr. Clean's next release!
-Octovus
it's just the way someguy expresses his "opinion".
Atmosphere is above average. It's one of those maps that are simple in eye candy but you feel and notice that everything needs to be where it is because aethetics are build around the necessary gameplay elements.
I am not so much into the "Mr.Clean's aesthetics" (any of his maps), they're good but not top notch imho. But they're getting better from map to map :) (I got the impression that good r_speeds are very important to you).
Cheers!
-Octovus
-Octovus
P.S. I think "loser" is a weird term to be using in a place like this...
However, since it seems important to you to get a rebuttal of your opinion as well, I'll do my best.
There ya go.
and i'm not a big fan of the theme, but then again, it's something different.
well done Mr Clean
btw. RA3 sucks play CPMA you loser
Have you played this in CPMA? That broken pillar on the floor is GREAT! Double jumps off it rock hard, and the layout has a great flow. Its not a perfect level, but its not far off.
What's your fave map? Q3tourney1??
I myself am tempted to comment on nothing but the typos in both your posts in the hope that this will help you to realize that your "truth" is not only pretty subjective, but seems to be of little interest to the majority of posters in this thread. Most people were apparently able to deal with it quite well by simply ignoring it.
Eh, probably wouldn't work . . .
An absolute keeper, sure. and it has a ffa version that 0wns m33 and my dog.
Keep up the good Work, Mr Clean
Of the two modes I tried, CPM wins for fun(what else is new, eh? =)
I agree that some of the corridors on the ground floor get a bit crowded, but that's the price for players lingering down low I guess =]
someguy is a KNOB who has not a single clue.
The pillars are a risk, a predictable path and the quickest root from the top floor to the RA - get it yet?
gg!
-Octovus
keep working...
I don't think the map is too big at all for tourney play, and I very much like the mixture of tight passageways and open areas. Although some sections of the map can feel a little cramped I dont think this is a problem as good movement skills are rewarded and its actually possible to build up a good head of steam resulting in quite an exilerating sensation of speed as you hurtle round the passages.
I also very much like the texturing and lighting, not gaudy and overdone as in some maps, but understated and subtle and for me at least very effective.
couple of tiny niggles, the jump pad to the YA had me spinning round trying to find the exit at first, just feels strange to enter it headon and then exit right, but I guess with a little more time on the map that will become second nature. Alos the jump pad near the 50 health, just feels like the jump itself needs a touch more air,and be a little higher, plus im getting some sparklies on the landing zone of the same jump pad. These really are minor issues though in the extreme and I should go slap myself vigorously for even mentioning them :-) great map!
The layout and item placement are done in such a way, that no weapon seems to dominate. Is this is a good thing? In some ways yes, and no. But for the most part yes, because you're then able to have more multitudes of ways to win a duel in this map. A rail whore may not win against the stickiness of a good LG handler for eg.
The layout is lovely for the most part. The tightness in some areas was good, while the freedom to bunnyhop in others was great - a good balance of the ability of loose and tight movement in this map.
Only one gripe here though - some areas were a little too tight, and when speeding through the map (if you're playing CPMA of course), some corridors, namely on the ground floor, are a little tight and I found myself bumping into walls or bumping my head a few times. I might mention that I didn't find that this map had a quick learning curve - the layout seemed a little complex in some parts, but that's not a bad thing.
Certain parts of the ground floor and overlaying walkways reminded me of some of Clean's other maps, but perhaps that's just his style developing. Pretty damn nice if you ask me.
Last and least important (imho) the looks - AWESOME. I love this style of texturing - a dry stoney atmosphere, with subtle hints of gothic tech. Nice work.
Well done to you Mr Clean. This is the best piece of work I have seen around here for a while, and one of the few keepers I have found in a number of months.
Will I be seeing ya around the forums and IRC also?
This is now my new favorite tourney map.
9 from me. (No 10 only because of the aforementioned monochromatic color scheme, and because I'm a bastard that obviously doesn't value pure gameplay quite enough :)
Ok, that noise might be a bit harsh, but...from Mr. Clean...meh...
I downloaded this last night along with Charon's new map (which were both linked on PQ and news to me, as I'd been away for a short time...) and I thought it must be christmas, two well respected mappers releasing almost at once.
I wasn't exactly disappointed; I doubt that would ever be the word for something from these two. But I definitely would say this isn't on par with the better part of Mr. Clean's past works....
As usual in the looks department Mr. Clean makes it looks nice with brushwork as well as textures; I don't really mean architecture either, but, as seen in the screenshot, things like crumbling pieces of ruins lying on the ground. There's another section like this next to the rocket launcher.
This map struck me as really big for a tourney. It played pretty nicely, but to some extent you've got to avoid falling asleep if you want to win :-) As an FFA, of course, one encounters the problem of not enough weapons/items for everyone. I'm not going to complain there, because it's obviously a tourney map (hence the mrcq3t6 label instead of mrcq3dm6 label), but I might say that I found it stretched a little thing.
In a map that spread out, the megahealth wasn't really neccessary...except for the semi-lack of health elsewhere. Thank goodness for that(strafe?)jump to the 25 health ball that the bots couldn't seem to manage :-).
Fun, and you should get it no matter what I might say. But I think this review is slobbering a bit much, even as I thought I would before I had played Bitter Embrace. An 8 from me.
-Octovus
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